Academia Crystalis: A Magitek adventure

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Hellis

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Rules:
I will reserve judgement of who may join, as I am the GM. I will also likely
ask you to spellcheck and clean your stuff up if its sloppy.

I consider this RP to be "Adept to Slightly Advanced". I am not asking for a book a post. But I do not allow my players to get away with one paragraphs posts. There is always more then that in a scene.

Feel free to ask me any questions either here, PM or over Discord!

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Premise
This rp will have you, the players, take the roles of Third year students at the Academia Crystalis. A institute that trains magic users such as yourself to hunt and exterminate beasts and rogue magic users. You will be thrown into a world that was nearly destroyed by the very same type of magic you now wield. The world of Emelea is full of dangers, the five floating continents getting more and more overun with beasts awoken by the magic fallout from a terrible war.
Can you rise to the challenge?

IX-X-X-X-X-X-X-X-XI A S H A T T E R E D W O R L D IX-X-X-X-X-X-X-X-XI​

The world of Emelea is a place of magic and wonder. Home of fantastical beasts and mystical entities. Consisting of the five floating continents that all center around a magical, crystalline core. It a place where the mean to travel is by airships and great winged beasts. Where man and women wield magic trough the use of the very same ore that the worlds core is made of: Immortalis. At its current state, the world is currently enjoying a rather shaky peace. Alexia and Ispea, two great empires that have reached a truce among themselves and their allies after a war that threatened to rip the foundations of their very world apart.

When Alexia first emerged it did so out of the ashes of a particular grueling family feud back on the smallest continent: Melanor. The winner of said feud, was Alexia the Immortal, of whom the entire Empire derive its name from. She was the first to realize the potential of crystalline ore she dubbed Immortalis. Immortalis ability to draw and bind beasts and spirits as well as transmute into different forms proved a versatile and dangerous tool. In particular when paired with men and women who could synchronize with said spirits, bonding with them on a metaphysical level.

These crystal wielders became the custodians and honor guard of the queen as she set her eyes on Amatheas and the continents riches. She made made landfall soon enough, bringing with her war and destruction.

Alexias rise to power and subsequent invasion brought a sudden urgency for a unity between the otherwise warring smaller states. The closest to Alexia was Ispea, who formed out of a myriad of kingdoms on Anathema who all more or less shared the same ancestry. Ispeas people were all very hard working folk that unlike Alexia, did not come out of a sudden and long period of bloodshed Their initial vision was one of peaceful coexistence and aimed to level the playing field so that they and Alexia may sit down and come to a understanding. But Alexia did not heed their warnings and sent their diplomats back with dire news. Submit or be destroyed.

United under the a charismatic King Sebastian, the Ispians fought valiantly against Alexian invasion. At first, they had nothing compared to the fearsome crystal wielders of Alexia and suffered defeat after defeat. But deserters from Alexia jumped ship and provided Ispea withe the knowledge to fight back. Ispea, being rich on the mysterious ore that nobody had found a real use for before, set to forging their own arsenal. The Kingdom of Ispea and Alexia would engage in a terrible war that would end up involving all of the known world in one way or another.

The northernmost of these formed the Bathmeran Republic, intent on protecting themselves from the two power hungry nations to the south. However, as they rose to prominence. They did not posses the same resources and wealth of crystals as the two big nations to the south, so they set to really master what they did have. Their weapons became known as masterpieces that outshone any of the Alexian or Ispean ones. They tried to remain as neutral as they could in the conflict, but their mastery of crystal forging made them a target for both empires.

Fourth to spawn out of the continuous struggles was the island nation of Kalthran. They actually broke free from Alexian control when Ispea managed to isolate the coast line closes to said isles. The People of Kalthran had always been fiercely independent and been raiders and pirates before becoming subjugated. They were also known for their technological advances, having birthed some of the world's greatest geniuses. Among these the man who deserted Alexia for Ispea and gave them the secret to fight back. Due to their position as an island chain, they struck an alliance with Ispea, and together they became a stable enough military force to halt Alexian Expansion.
Lastly the Nation of Helia grew out of the forested areas of the furthest south, partially cradled within the many valleys of the Helian Mountains, namesake to their nation. They had a unimaginable wealth in crystals that needed deep and extensive mining to reach. So they had simply dug out the mountains while the others were busy fighting one another. That is, until they found the mother load of all mother loads. Once they found the purest, most rich vein of Imortalis, it spread like wildfire. Alexia, being the only of the others to be border to border with the country, mounted a full scale invasion. This spurred Ispea to reignite their own grudge with the Alexian Empire as they launched a massive offensive into its easternmost territories, aided by the airships of the Kalthran navy.

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Thus began the Crystal Wars. A conflict so catastrophic and cataclysmic it would not only effect the five nations, but all of the other continents and their nations as well. The war saw such an endless escalation in magic use that it reshaped the world around them.

The war would come to a dramatic conclusion when Sebastian, who had pressed the Alexian army to its limit, making them fight him and Helia both, was killed. The Alexians managed to sneak an assassin into his quarters and killed him in his sleep. Sebastian's oldest son Orwen was not much of a commander, but he was a man enamored in the idea of making massive displays of power. He had his scientists devise a super weapon. He found and bound the king of all Dragons himself; Bahamut. He harnessed the dragons power for his own own gain, binding it into the purest of crystals that he forged into a gauntlet which allowed him to unleash the unparalleled force of Bahamut upon the Alexians. The devastation was immense. He didn't lay siege to cities, he simply turned them to smoldering ruins.

Queen Alexia, having conquered almost all of Helia by now, had to return to defend her Empire in person. She did however hold an ace up her sleeve. Her own magical weapon was that of a spirit called Nebulus, a cosmic entity in its own right that she had found and bound within the Helian mountains.

The two met with their armies at their back at what became known as the Valley of Immortals. Bahamut took to the skies, raining down death from the skies and Alexia released her magic in turn. Their approaches were different. Where Orwen unleashed the actual beast, riding on its back and using the gauntlet to channel the Dragon Kings magic into a weapon. Alexia on the other hand had Nebulus gather all its power into her and her crystal, unleashing it as one massive blast intent on wiping her enemy out in one go..

The devastation that her attack unleashed when it clashed with the that of the King of Dragons tore the mountains around them apart. It turned men into Immortalis crystal as their flesh transmuted. It caused ripples in reality and turned the sky around them red for a moment.

In the aftermath. Both King Orwen and Empress Alexia stood petrified, turned into crystal like their armies. With nobody to wield them, the two great creatures Nebulus and Bahamut took their leave. What more, this sudden reality ripping and magical apocalypse vastly and utterly changed the way the behaves. It agitated and empowered beasts of all kinds.

The shock that rippled through the corridors of power that day is still being felt. Leaderless and in some ways without most of their military might, both Ispean and Alexia had to withdraw. Helian forces managed to push back Alexian occupation and Kalthran secured their independence.

It was the Bathmeran Republic who initiated the Peace talks. Who got the mortal enemies to sit down. There the President of the Bathmerians, Cid West, lay down the law for the future. Their war had cost everyone almost everything. The final showdown had ripped reality apart and mutated the less savory of beasts in to real nightmares. The magic fallout was all over the world, not only on Anthea. Magical storms raged, making trade between continents that much more dangerous. Even the glow from the core had changed from clear blue to angry red. Something had to be done.

Enter the Academia Immortalis. The study and understanding of Immortalis and the preservation and rehabilitation of the world. Founded by the leader of the greatest nations themselves, they built a massive citadel city right where the battle had taken place. Here they would take in the the brightest and most bold of crystal wielders to train and educate the future generations about the dangers of wielding magic without cause, understanding or discipline. All while the brightest of scholars researched ways to undo or at least lessen the effect of the magical cataclysm.

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  • Beast Binding:
    Binding a beast is no small task. A beast or a monster or a spirit, regardless of its nature, it rarely lets itself be bound without a fight or a deal. More intelligent beings, such the snow spirits in Northernmost Amathea whom are keen on making the crystal wielders help them in personal vendettas while the jungle beasts of Balamestria are just as likely to eat you. It should also be noted that a binding goes both ways and you will find yourself influenced by your spirit or beasts thoughs and emotions, as will they be by yours. While it is far from unheard of that crystal wielders find new spirits to bind into new weapons, you always break your previus bond in doing so. The strain of multiple bonds seem near impossible to maintain.

  • Immortalis:


    The ore known as Immortalis is a in its innate state is clear and so pure it is almost entirely see through. It is however rather sturdy and holds many unique attributes such as collecting spiritual essence from its surroundings. To craft something out of Immortalis takes a patient and skilled hand. The crystals are superheated until they reach a fluid form and then "spun" a very long and difficult procces of twisting the cooling down substance into rod like shapes. Then they are hammered out and cut into whatever shapes needed to make the preferred tool or weapon. Upon binding a spirit to the crystal, it will change color to fit whatever your beasts primary element is.

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    The center of the new world order so to speak, is the Academia Crystalis. Not only an Academy but a organization removed from the political squabbles of the world. They are independent but receives funds from both private donors and the nations themselves. In turn, they have build facilities all over the world to take in and train young would be wielders to at least grasp and control their talents. But the crown is the Crystal Spire Academy itself. Here the sharpest of minds ponder the mystery of Immortalis and magic. Here you train to be the best you can possibly be. Students are taken in at the age of 18 and trained by the most powerful and experienced wielders around. Many do not make it at their first try and end up repeating the entrance exams again only to come in a year or two later. Thus the ages vary around 1-5 years between some students. They are taught both the theory behind magic and its practical uses. And they are given combat training, lots of combat training. This is not only because the world is a dangerous place but because the stress and danger of live combat situation puts your spiritual bonds to the test.

    The Academia is meant to be entirely free from politics. Obviously, such a reality is to good to be true. But at least the teachers and instructors try to enforce strict neutrality and to get everyone to get along best they can. To be considered for the main academy, one has to have passed several rigorous tests at whatever local branch is closest. There is no secret that rich parents will spend a great deal of coin on getting their scions the best possible training before these tests. There are quite a few nobles and sons and daughters of politicians at the academy as a result.

    That said. Life as a Academy student is hard and many flunk out first year. Those that remain have two years of grinding, soul crushing training to endure before they become eligible for field training. Incidentally, it is here our players will find themselves as a group of 3rd year students.






IX-X-X-X-X-X-X-X-XI M A G I C B E F O R E A N D A F T E R T H E W A R IX-X-X-X-X-X-X-X-XI
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Magic was a big reason for the wars to begin. As the Immortalis ore was tamed, so did they tame the wondrous beasts that roams the lands with it. And with them, they tapped into magic like they never experienced before. A Crystal bound creature will directly share its magic with the crystal wielder, causing a sort of a causal loop between the two. This magic constantly grows and the more a person wields it them faster it grows. Before the war, it was standard practice to get as much use out of it as quickly as possible. Because the ever increasing power of a bond, men and women would end up wielding terrible powers by the end of the war.

After the war, it became clear that magic was far more dangerous than first believed. Of those that survived from the start of the war, many were finding it hard to distinguish themselves from their bonded beast. Their minds eroded as the connection between summon and summoner grew unchecked. And the war itself had altered the very innate magic of the world in a very real way and in many ways frightening. Once docile beasts grew agitated, some downright mutated from the ether in the air. Monstrosities that before were rare sights began to wander outside their territories. Literal Leviathans, the size of cities began to stir where they lay coiled and dormant close to the core.

It also affected the populace. Before the cataclysm, finding people who were capable of magic and binding spirits wasn't easy. While there were more than a few at the end, by the time the dust settled after the cataclysm, more and more would find that they had the innate power of harnessing magic. These second generation of Crystal Wielders find that even without a spirit, they are able to manipulate magic only a rather limited degree. This is also one of the main reasons as to why the Academy became such an important institution.

Crystal wielding takes on one of two different practices. Either one utilize the spirits within the weapon internally by strengthening yourself and empowering your magic. Or you fight alongside your beast, complementing one another strengths and weaknesses. Most wielders tend to be stronger at one and a bit weaker on the other. But rarely do one stick to only the one option.

IX-X-X-X-X-X-X-X-XI T E C H N O L O G Y L E V E L S. IX-X-X-X-X-X-X-X-XI

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Before magic, human ingenuity was its own magic so to speak. The spark of ingenuity meant mankind grasped how to make machines such as train and airships. But coal was hard to comeby and a lot of the technology was merely in its infancy. Enter the Alexian Empire and Immortalis Ore. The magical crystal ore was capable of not only binding spirits. But a fire spirity could happily fuel the engine of a train for seemingly forever as you fed it a little coal time. And air spirits made the airships a reality, from slow and unreliable travel to quick and luxurious rides between the continents.

Due to the ability to bind weak spirits to smaller pieces of Immortalis and then fit the ore into machinery, pretty much everything runs on magic in some way. From fire and water creatures making steam for locomotives, to tiny light sprites lending their power to hundreds of Immortalis lamps.

Airships: Even before Immortalis, travelling trough airships was a thing mankind had begun to explore. The pre-magitech ships were slow, cumbersome and not wholly safe. Relying on gasses and heavy engines that often slowed down as much as they carried the ship aloft, magic came as relief to many an engineer. Buy binding sylphs and similar spirits, the captain simply lets the creatures dance beneath large sails to provide extra lift and speed, while a firespirit engine gets the engines going.

Guns: Guns are not a new commodity per say. The rifle has been around for a while. But new models have begun to appear. Noteble is that nobody have figured out how to make an Immortalis gun yet.

Mechanical Misc: There are many other, wondrous things. Trains, automatons and others that you will encounter.

THE WORLD OF EMELEA

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  • Amathea:
    The current home of our heroes, upon the continent of Anathema lies the largest amount of Immortalis in all of the world. Here several great powers have fought for control against one another. Biggest players in all of this is the nations known as Alexia, Bathmera, Kalthran, Ispea and Helia. Amathea is largely temperate with many mountainous regions. To the north, Alexia still hold large territories, to their south east lies Ispea and to their South west lie Helia. Bathmera lies furthest to the south. And of the north west Coast lies the Island country of Kalthran. In he middle of the continent lies the Valley of Immortals: a great, deep gorge ripped open during the Crystal War. Having partially above this gorge is the Academia Crystalis.

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  • Obelixtra:
    A continent consisting mainly of volcanoes and now lava filled valleys. Most of these lay dormant prior to the Crystal war and the Cataclysm. Sadly, the continent is now nearly uninhabitable by humans. It is a known roosting place for all manners of dragons. This is where Sebastian's son Ornel first encountered and acquired Bahamut.

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  • Melanor:
    Heart of the Alexian empire. This continent is cold but temperate and much smaller than any of the others. Obilixia, being second smallest, is still almost twice as big landmass wise. Heavily urbanized, many great cities lie on the continent with Spire City as the greatest. Spire City Lies where the tundra start and the Mountains rise to the north while great forests spread out to the east.

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  • Balamestria:
    A region known for its deep jungles and treacherous swamps. It once was the home of the brilliant people called the Anazari. However, they are long gone and their ascendents live mainly by the coast, as even before the Cataclysms, the swamps and jungles were nearly impossible to colonize. The monsters and beasts here are particularly nasty and foul tempered. After the Cataclysm the jungle has become a place only the bravest venture into. Often in search for the lost Anazari ruins and their secrets.

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  • Ethia:

    Large part of southern Ethia is inhospitable desert. Ethia doesn't house and larger nations despite the north being lush and ideal for colonization. This is mainly because the native Ethians. Ethians are a race of feline featured humans with extremely combative personalities. They are natural born warriors, and when they are not busy fighting one another, they will turn their impulses toward would be colonists. They are divided into a myriad of smaller tribes and war between themselves constantly. They actually used a form of crystal binding before even Alexia, but their traditions only allow tribal leaders to bind spirits. And those spirits are then passed from Mother to Daughter and Father to Son.
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The world of Emelea is one of diversity. Six main races inhabit the world. Alari, Varsi, Norh, Ethian, Obeli and Balamastrians.

  • The Varsi. the unbending will.
    Origin: Eastern Amathea
    Known for: Spiritualism, Spirit bonding.

    The varsi are a people of spiritual might. Heralding from southern Amathea, they have a long tradition of training men and women in martial arts and spiritual enlightment. They are mainly found among the Ispean empire and the Balathean republic.

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  • The Alari, The craftsmen.
    Origin: Central Melanor
    Known for: rational minds, Magitek, imperialism.

    The Alari are the most spread out people. Their exact point of origin is higlhly debated but they likely started out in Melanor. They are known to be crafty and inventive. Their inquisitive and scientific minded people have been the cornerstone in both Alexia and Ispea.

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  • Ethian, the warrior race of Ethia
    Origin: Ethia continent
    Known for: Agility and ferocius mentality

    Ethians are a feline featured people who are commonely shorter then most races by atleast half a foot. The tallest ethian reach about 5'7 with little difference between male and females. Ethians are fierce and quick to action. Ethians are also incredibly tribal among their own kind. They'll as soon as befriend you as kick your ass for befriending a guy from the rival clan two valleys over.

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  • The obeli, Descendants of Bahamut.
    Origin: Obelixtra continent
    Known for: Dragon taming, Reclusiveness, Pride

    Obeli are a tall and dark skinned race whos grow horns as they age. They originally hail from the Obelixtran continent but can mainly be found in Amathea as their homelands are inhospitable now. Their eyes are always red or completely black and their hair is always a shimmering silver. They claim to be decendants of Bahamut himself

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  • The Balamestri. The chosen people
    Origin: Balamestria
    Known for: Craftmanship, fearlessness, dedication.

    The Balamestri trace their roots to the old anazari empire that was lost thusands of years ago. They are a people who live always on the edge and whos lands now belong the beasts of the jungle. Their craftsmanship is second to none and many of their numbers find their way into the Bathmeraian republic where they became master crystal smiths.


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  • The Norh, people of the ice.
    Origin: Northern Amathea
    Known for: Short tempers, physical prowess

    The Norh inhabit northern Amathea and are largely absorbed into the Alexian Empire by now. Norhs live mainly in cold climates and are known for their large stature, vibrantly colored eyes and short tempers. But are also known to hold no rival in sheer physical prowess.

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While there are many smaller states there are five that are larger and by far more powerful then the others. These five: The Alexian Empire. The Ispean Empire, The Bathmeran Republic, Helia and Kalthran. Below you will find very brief information of each.
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WIll be charachter creation here in a few hours!
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Creating a character! So as you can tell, in this game your gonna be tied to a spirit. I will try and be rather lenient here, as I do not wish to hinder anyone and stifle their creativity to much. All I really ask is to make them reasonable. No "ODIN" or "SHIVA" from final fantasy that magically give you overpowered abilities that make everyone else seem like pipsqueeks.
Also, your power will grow during this RP and you will get to expand and add specifics to yours as you go along.
If you for example have a fire spirit. YOu start perhaps with "Ability to project a brief lance of fire out of his palms". Later you migh have added "Ability to create and maintain a lasting stream of magical flames"
You will start with two of these powers. Points to put into said powers will be rewarded as we go.

Crystal Wielder Sheet_______________________________________
Name:
Age:21 at youngest, seeing how you are third years.
Appearence
Race:
Nation:
Familiar:
Magical Ability:
Weapon:
Every wielder have an Immortalis Weapon unique to them. Each weapon is also assigned a name, this so they can easier account for them upon a wielders eventual death.
Magical Abilties: (Two to begin with. Keep them fairly level. They will grow later on. These are only possible when channeling your Beast.)
Personality: Try to include what kind fighter your char is.
Backstory
Misc Possession and Information



Familiar char sheet. _______________________________________

Name:

Element (Darkness, Light, Lightning, Fire, Earth, Ice, Water, Air)

Appearence:
Picture and description if possible. OTherwise just a description.

Personality: Feral? Intelligent? Sneaky?

Abilities: Two, as with your PC. They should be similar to your own. They can only use these while not merged with you.
 

Name: Brooklyn Eld of Clan Sjölvung
Age: 25
Appearence: She is a tall woman of the north boasting a broad physique relaying her physical capabilities. Her skin is fair and eyes a strikingly pale blue beneath stern eyebrows. Her hair long blonde hair, though often with plaited braids in its lengths, is shaved along her right side. As per tradition, she is often wearing facepaint in reds and dark colours upon her face and a fur shawl.
Race: Norh
Nation: Alexia
Weapon: Fosite - A battleaxe of rather masterful design. Not originally meant for Alexia hands, it was taken during the early wars from masterful Bathmeran hands and seized for Alexia's personal stores. Though the designs are old fashioned compared to some of the more modern, intricate designs that might be worked into pieces, it features heavily northern influenced artistic styling that is still ornate.
Magical Abilties:
  • Fire-Based Propulsion: For brief periods, she gets a burst of fire from her hands/feet that allow her to, for brief periods, launch her body in various directions.
  • Enkindling Touch: A touch that can cause objects to burn on contact, snap and cause sparks or have a flame center in her palm, but in conjunction with her Immortalis Weapon, can create a flaming weapon.
Personality: Brooklyn is a relatively passive woman when it comes to people for the most part. She could take them or leave them most of the time, except for when they start to make an impression on her... Whether or not they want that impression, who knows. Notably, she's got a temper, as her race is known for, so going down negatively will likely have its consequences and stir up some aggressive impulses. She tends to go out of her way in a sense of loyalty for those she feels connected to, though. Overall, though, she as blunt and forward off the battlefield as she is on and she is likely to be on the frontlines with a shield in hand and taking the charge and brunt of attention.
Familiar: Azure Vulcanus
F. Name: Laney
Element: Fire
Appearence: A small elemental creature of chalk ash tone, sapphire ember eyes, and with a wreath of blue flame about its head when its flames are low. She has a long, slender tail that ends in a small sparking tail of fire. Her hands and feet are small daggers and her teeth diminutive fangs. Whenever it grows excitable, angry, alarmed or otherwise emotional or so forth, the flames grow to consume its entire form.
Personality: Laney is a relatively intelligent creature, though you wouldn't know it by her doe-eyed, easily excitable behavior. She is curious and easily entertained and more than a little mischievous.
Abilities:
  • Flammable: When Laney's flames grow, she creates the potential to begin catching other things on fire.
  • Combustion: Sometimes, she becomes quite overwhelmed and suddenly becomes quite explosive, loosing a small violent explosion of fire.
Backstory: Brooklyn was born within the confines of the Alexia Empire in the northern mountains amidst the Norh clan Sjölvung. She was the runt of a cadre of 6 children, having 5 elder brothers that dwarf always kept the house lively growing up. Her mother kept a happy home, raising so many large boys that she lovingly sired to a soldier of the Alexian Empire. For the longest time, her hopes rested upon that they would grow up just as strong and fierce as as him, as would their little Brooklyn. Though, there was a hint of reservation within her, a hope that she would stay back from the front lines. Perhaps it was that hesitation that fostered the determination into Brooklyn to succeed that much more despite her more... weak, physique, compared to other Norh youth.

There were many scuffles in the youth, and always, she would wind up face-down in the snow, bloodied and and bruised and licking her wounds. How many times she would come back home at the end of a fight, having suffered the worst of the abuse in any spar and refusing to give out names, she couldn't remember, and it would drive her mother mad. It was that fire in her that finally got her thrown into a shield maiden's program to be battered and broken and day in and day out for a purpose. At least, to keep her out of trouble and strengthen her up. They pounded into her head ages of tradition, fighting and defense... It wasn't much when the Crystal Wars broke up.

It was even less when they ended and everything changed. Alexia was no longer the rulers of the world as they saw it. Their Eternal Empress was now... truly eternal, a crystal on the battlefield, and now they called for students to enroll. Initially, pride and grief in the wake of the events kept her from attending. Then, it was fear. Fear that she would not measure up. Eventually, that fear was affirmed as she failed out of the entrance exams. And she did so, two more times.

If she were a woman for quitting, she would have thought three tries were enough to get it through her head, but she did not. She doubled down, scraping together coin where she could through odd jobs for tutors that they did not have back home as she stayed far from home. She studied rigorously and for long hours, and read from the expansive libraries and trained for long days before taking the test a final time in order to pass.

She doesn't feel as if much of her training has been of note. So far, at least, she came to the program to prove her strength and for the Alexia Empire, but what she is most keenly interested in is what became of the Eternal Empress and what her exact condition entails and what's become of the world, but little seems to have been uncovered, or at least been divulged to her classes about. The only real highlight was the rite in which she was given her Immortalis and when she bound with her familiar.

She had little expected a weapon that felt so right in her hands, but she had expected even less the familiar that came to her. As it was, they had gone north for those who would seek out their companions among the ice and cold. She had felt that this would be certainly where she would find her familiar and manage to negotiate one into her servitude... and she had been right, to a degree. Yet, where she had been expecting a great beast of the mountains, there came the azure vulcanus, barely alight in the blustering snowstorm and fire dying. She wonders how her eyes picked up such a dim light through the flurries, but she rushed to the curiosity.

It startled Laney, enough that her flames sparked a little, but not much. Unsure what to do, but wont to leave it out in the conditions, Brooklyn tore off her own cloak and wrapped it up in warmth and slogged it back to her camp. Out of the elements, the creature recovered and took to the Norh, and their bond was formed from there. There is some amusement had that she has taken on such a small creature as her familiar, but its come to suit her just fine.

Misc Possession and Information:
  • Lamellar Armor: Armor of small steel plates stitched onto a leather shirt. There is a thick waist, a skirt, leggings, and steel bracers.
  • Round Shield: A round shield painted with the image of a roaring sabertooth cat in red and black paint. It is made of alder to keep it durable, light weight and keep from splitting and reinforced with iron around the rim to reinforce it.
  • Long Knife: For common household tasks and hunting and stuff, whatever needs. More a keepsake than anything from home with its ornamental inlays on the blade.
  • Fur Shawl: A fur shawl of a Artôrwulf beast that was slain by her father.
  • Bottle of Water: A small philter that after it is poured appears to keep dribbling out water due to the fact it was bound with a water spirit.
  • Bottle of Air: A seemingly empty vial but when opened, it offers a soft breeze of fresh air that continues as it was bound with an air spirit.
  • Coal Flakes: A small pouch of coal flakes dusted with confectioner's sugar meant as a treats for Laney.
  • Communication Earpiece: A nifty device made by the craftsman and some ingenuity that involved binding an electricity spirit, which allows long range communication between individuals.
 
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Will work on it when in front of a real computer.
 

Name: Brooklyn Eld of Clan Sjölvung
Age: 25
Appearence: She is a tall woman of the north boasting a broad physique relaying her physical capabilities. Her skin is fair and eyes a strikingly pale blue beneath stern eyebrows. Her hair long blonde hair, though often with plaited braids in its lengths, is shaved along her right side. As per tradition, she is often wearing facepaint in reds and dark colours upon her face and a fur shawl.
Race: Norh
Nation: Alexia
Weapon: Fosite - A battleaxe of rather masterful design. Not originally meant for Alexia hands, it was taken during the early wars from masterful Bathmeran hands and seized for Alexia's personal stores. Though the designs are old fashioned compared to some of the more modern, intricate designs that might be worked into pieces, it features heavily northern influenced artistic styling that is still ornate.
Magical Abilties:
  • Fire-Based Propulsion: For brief periods, she gets a burst of fire from her hands/feet that allow her to, for brief periods, launch her body in various directions.
  • Enkindling Touch: A touch that can cause objects to burn on contact, snap and cause sparks or have a flame center in her palm, but in conjunction with her Immortalis Weapon, can create a flaming weapon.
Personality: Brooklyn is a relatively passive woman when it comes to people for the most part. She could take them or leave them most of the time, except for when they start to make an impression on her... Whether or not they want that impression, who knows. Notably, she's got a temper, as her race is known for, so going down negatively will likely have its consequences and stir up some aggressive impulses. She tends to go out of her way in a sense of loyalty for those she feels connected to, though. Overall, though, she as blunt and forward off the battlefield as she is on and she is likely to be on the frontlines with a shield in hand and taking the charge and brunt of attention.
Familiar: Azure Vulcanus
F. Name: Laney
Element: Fire
Appearence: A small elemental creature of chalk ash tone, sapphire ember eyes, and with a wreath of blue flame about its head when its flames are low. She has a long, slender tail that ends in a small sparking tail of fire. Her hands and feet are small daggers and her teeth diminutive fangs. Whenever it grows excitable, angry, alarmed or otherwise emotional or so forth, the flames grow to consume its entire form.
Personality: Laney is a relatively intelligent creature, though you wouldn't know it by her doe-eyed, easily excitable behavior. She is curious and easily entertained and more than a little mischievous.
Abilities:
  • Flammable: When Laney's flames grow, she creates the potential to begin catching other things on fire.
  • Combustion: Sometimes, she becomes quite overwhelmed and suddenly becomes quite explosive, loosing a small violent explosion of fire.
Backstory: Brooklyn was born within the confines of the Alexia Empire in the northern mountains amidst the Norh clan Sjölvung. She was the runt of a cadre of 6 children, having 5 elder brothers that dwarf always kept the house lively growing up. Her mother kept a happy home, raising so many large boys that she lovingly sired to a soldier of the Alexian Empire. For the longest time, her hopes rested upon that they would grow up just as strong and fierce as as him, as would their little Brooklyn. Though, there was a hint of reservation within her, a hope that she would stay back from the front lines. Perhaps it was that hesitation that fostered the determination into Brooklyn to succeed that much more despite her more... weak, physique, compared to other Norh youth.

There were many scuffles in the youth, and always, she would wind up face-down in the snow, bloodied and and bruised and licking her wounds. How many times she would come back home at the end of a fight, having suffered the worst of the abuse in any spar and refusing to give out names, she couldn't remember, and it would drive her mother mad. It was that fire in her that finally got her thrown into a shield maiden's program to be battered and broken and day in and day out for a purpose. At least, to keep her out of trouble and strengthen her up. They pounded into her head ages of tradition, fighting and defense... It wasn't much when the Crystal Wars broke up.

It was even less when they ended and everything changed. Alexia was no longer the rulers of the world as they saw it. Their Eternal Empress was now... truly eternal, a crystal on the battlefield, and now they called for students to enroll. Initially, pride and grief in the wake of the events kept her from attending. Then, it was fear. Fear that she would not measure up. Eventually, that fear was affirmed as she failed out of the entrance exams. And she did so, two more times.

If she were a woman for quitting, she would have thought three tries were enough to get it through her head, but she did not. She doubled down, scraping together coin where she could through odd jobs for tutors that they did not have back home as she stayed far from home. She studied rigorously and for long hours, and read from the expansive libraries and trained for long days before taking the test a final time in order to pass.

She doesn't feel as if much of her training has been of note. So far, at least, she came to the program to prove her strength and for the Alexia Empire, but what she is most keenly interested in is what became of the Eternal Empress and what her exact condition entails and what's become of the world, but little seems to have been uncovered, or at least been divulged to her classes about. The only real highlight was the rite in which she was given her Immortalis and when she bound with her familiar.

She had little expected a weapon that felt so right in her hands, but she had expected even less the familiar that came to her. As it was, they had gone north for those who would seek out their companions among the ice and cold. She had felt that this would be certainly where she would find her familiar and manage to negotiate one into her servitude... and she had been right, to a degree. Yet, where she had been expecting a great beast of the mountains, there came the azure vulcanus, barely alight in the blustering snowstorm and fire dying. She wonders how her eyes picked up such a dim light through the flurries, but she rushed to the curiosity.

It startled Laney, enough that her flames sparked a little, but not much. Unsure what to do, but wont to leave it out in the conditions, Brooklyn tore off her own cloak and wrapped it up in warmth and slogged it back to her camp. Out of the elements, the creature recovered and took to the Norh, and their bond was formed from there. There is some amusement had that she has taken on such a small creature as her familiar, but its come to suit her just fine.

Misc Possession and Information:
  • Lamellar Armor: Armor of small steel plates stitched onto a leather shirt. There is a thick waist, a skirt, leggings, and steel bracers.
  • Round Shield: A round shield painted with the image of a roaring sabertooth cat in red and black paint. It is made of alder to keep it durable, light weight and keep from splitting and reinforced with iron around the rim to reinforce it.
  • Long Knife: For common household tasks and hunting and stuff, whatever needs. More a keepsake than anything from home with its ornamental inlays on the blade.
  • Fur Shawl: A fur shawl of a Artôrwulf beast that was slain by her father.
  • Bottle of Water: A small philter that after it is poured appears to keep dribbling out water due to the fact it was bound with a water spirit.
  • Bottle of Air: A seemingly empty vial but when opened, it offers a soft breeze of fresh air that continues as it was bound with an air spirit.
  • Coal Flakes: A small pouch of coal flakes dusted with confectioner's sugar meant as a treats for Laney.
  • Communication Earpiece: A nifty device made by the craftsman and some ingenuity that involved binding an electricity spirit, which allows long range communication between individuals.
Approved :D
 
I'll try and get a cs up tonight. It will certainly be up by tomorrow latest. Reserved.
 
[BCOLOR=transparent]Name: Wulon Wei[/BCOLOR]
[BCOLOR=transparent]Age: 24[/BCOLOR]



Appearance:
[BCOLOR=transparent]Slender but built, Wulon Wei likes to dress smart. He has tailorfit clothes that are perfectly fitted after his body. Everything he wears is custom made just for him and made out of finest materials. His most common look is dark grey dress shirt and pants, with a darker coat ontop. Said coat is generally left hanging off his body with only the top button fixed together. [/BCOLOR]

[BCOLOR=transparent]His complexion is pale and his eyes area vibrant red, his hair raven black. He doesn't look sickly, but he doesn't exactly look like a happy and healthy guy either. [/BCOLOR]

[BCOLOR=transparent]Race: Varsi[/BCOLOR]
[BCOLOR=transparent]Nation: Ispea[/BCOLOR]

[BCOLOR=transparent]Familiar: Shadras (Death Spectre)[/BCOLOR]

[BCOLOR=transparent]Death Spectres are essentially a curse that has taken sentience and form. Death Spectres aren't exactly rare, but very few decide to bind to them. This is for two very good reasons. One is that they aren't very nice creatures at the best of days. And their inevitable influence on thier wielder might just turn you into a serial killer. The second reason is that Death Spectres, purely pragmaticly speaking, suck. Most Death Spectres are very weak, hardly being able to maintain their own presence. Shadra is fairly unusual in that he maintains a stable grip on his own existence and posses more power then the average Death Spectre.[/BCOLOR]




[BCOLOR=transparent]Weapon: Wulon wields a swordcane, as if to further compact the image of a privilage youth with all the money and class complex in the world. The blade is made out of Immortalis from tang to tip of the blade. The handle, like the cain he hides the blade in, is in black lacquered wood with small details of silver.[/BCOLOR]



[BCOLOR=transparent]Magical Abilties:[/BCOLOR]
[BCOLOR=transparent]Parasite Orb: [/BCOLOR]
[BCOLOR=transparent]Wulons strength lies in wielding his spirits dark powers as his own. Parasite Orb draws upon Shadras spirit within him as he curses the enemy with dark energies. These appear as black orbs that float around about his person. These explode into clouds of black mist upon impact. Being tagged by one slowly drain you of your vitality while empowering Wulon. While a single hit is easy to shrug off and overcome. they accumulate and sustain for each hit you take. [/BCOLOR]

[BCOLOR=transparent]Shroud of Death: Wraps wulon in a shroud of dark energies. Touching it immediately hurts and zaps you of a little strength. He cannot maintain it for to long unless it is sapping someone elses power. Upon activating Shroud of Death, shadras is pulled into Wulon and the shroud briefly expand outwards to try and snag unsuspecting targets.[/BCOLOR]

[BCOLOR=transparent]Personality: [/BCOLOR]
[BCOLOR=transparent]Born from Wealth, he is a bit of a brat. He knows he has power and money at disposal, and will not shy away from using that fact to get hi way. While positively sadistic and spoiled beyond belief, he isn't rotten to the core. He doesn't pick on the poor or laugh at the less fortunate. He appreciate those that work hard and those with strong sense of ethics and morals. He believes that the world runs on the backs of the strong and righteous, there just needs to be people like him in the shadows, making sure nobody takes their knees out. This was the reason his father gave him for honoring their Great King as Low Kings. In a fight, his sadism creeps out as he likes to take his time fighting. A little cut here, a little cut there. He wears you down trough tactical and conserved movements in tandem with Shadram or by keeping his distance and leeching your vitality out of you orb by orb.[/BCOLOR]

[BCOLOR=transparent]Backstory[/BCOLOR]

[BCOLOR=transparent]Born to royalty, raised for greatness, sabotaged by his own petty, brattish nature. Wulon Wei is one of the lowkings youngest sons. Out of seven children, he is the fifth. Out of five brothers he is the fourth. He is the middle child, often spoiled, often left to his own devices. The Low Kings ruled smaller kingdoms but swore fealty to the Great King of ispea once the union was underway. In turn, their titles remained as proven Royalty and their status was never devalued. Instead it elevated that of the Great King. The Wulon hold the coastal region of Aulan, fertile lands with plenty of fishing villages. Providing Ispea with a quarter of its yearly consumption of food, the Wulons are incredibly influencial and downright, obscenely rich.[/BCOLOR]

[BCOLOR=transparent]Enter Wei. [/BCOLOR]

[BCOLOR=transparent]Wei was born to wealth and influence, if not affection. He was a bright kid but a relatively frail one at early age. He didn't have his older brothers natural athleticism and his skin was several times more pale. This led to many a rumor that he was in fact a bastard. But if he wasn't the lowkings son, the king admitted to nothing. Wei was raised, like most of the younger children, mostly by the maids and nannys. His father was busy with the diplomacy and disputes of all highborn. [/BCOLOR]

[BCOLOR=transparent]So it was that Wei grew up, fighting for attention with 7 other siblings. He was never one to want for wealth or privilege as even as the fifth child of a big family, he got everything he wanted. As he grew, he became a menace. The boy was sharp, very sharp. He grew less frail, never quite his brothers equal he was none the less growing stronger due to regular training and good food. The boy had a mean streak a mile long and he grew more and more unruly. At the the age of 13 he seriously hurt one of his trainer when he had gone easy on the boy. After that he grew increasingly more violent and cold. Ironicly, this is what ultimately drew his father attention. Wulong Fãng was not a cruel man, but he was person who cherished and nurtured his sons ruthless tendencies. He saw it as a undeniable strength. So was it that he took a more direct role in raising Wei along his two oldest sons who he trained personally.[/BCOLOR]

[BCOLOR=transparent]When his oldest brother entered the Academy, Wei had known that the look in his father's eyes was what he wanted as well. He wanted to to become something other the pale brat that spent his fathers money. When his father set to train him personally that goal was closer then ever. His father was as ruthless as he was, putting Wei and Lee, the second oldest brother through hell as part of their training. But the always prideful Lee and the determined Wei persevered. Lee got into the academy when wei was 15. By now, his own magic had started to appear. Dark sparks around his Immortalis sword indicated a dark disposition. Now the sole focus for his fathers attentions, he found himself sitting in on meetings and travelling alongside his father. HIs siblings were more popular, more athletic, more handsome then him. But he was sharper, much more willing to get his hands dirty. [/BCOLOR]
[BCOLOR=transparent]At the age of 18 came the opportunity to apply for the Academy. But having enough money to live a long happy life, he was in no hurry to brave the trials. For one, he hadn't found a spirit worth binding yet. He needed something that truly fit him. He knew just were to look. With his father blessing he travelled by airship to a small set of islands outside of Obelixa. Here he sought out the small but incredibly deep ravine known as Deaths Cradle. Known for overflowing with the vilest, darkest beings man ever dared to document, he stepped down in the shadows. The expedition met with attack after attack and by the end there was only Wei and one of his Bodyguards left. Said bodyguard decided it was time to leave, and that the kid was insane to try and go further. When Wei forbid him to leave, the bodyguard drew his blade, ready to kill Wei should he try to stop him. [/BCOLOR]

[BCOLOR=transparent]This is when he met Shadras, a Death Spectre of considerable more power then its peers. It was drawn to the impending death of Wei who was mustering his feeble natural magic to curse the man with his dying breath if need be. Shadras gave the young magician an option invoke his curse and Shadras would fulfil it. Without hesitating, Wei sacrificed everything by unleashing the curse and in so doing empowered the bond between the two. Shadras drew power and substance from Weis malice and accepted the binding gladly. [/BCOLOR]

[BCOLOR=transparent]When he arrived back home, his father first scolded him for losing so many valuable men, then nearly recoiled at the sight of Shadras. Once he realized what his son had managed to do, he was both proud and worried. It was decided Wei needed to take the exam as soon as possible.[/BCOLOR]

[BCOLOR=transparent]Wei passed it easily enough, the combat challenge proving the most difficult bit. But it was a small matter of someone so driven and privileged enough to receive daily training by multiple trainers and instructors. [/BCOLOR]

[BCOLOR=transparent]His time at the academy turned out to be frustrating. Not only were there people who could match him in wits and power. But here his privilege and upbringing would afford him much less then he was used to. Being rich, he did however end up in more exclusive company. His first year had him spending a lot of time testing the limits of his and Shadras power. Sparring anyone willing and often coming away the victor. IT also allowed the duo to let some of their sadism out, giving him quite the nasty reputation before long.[/BCOLOR]

[BCOLOR=transparent]His second year he became more social, qiuetly gathering allies and making connections with other potent wielders. He knew from his fathers dealings that you needed people to rely on, regardless of how powerful you yourself were.[/BCOLOR]

[BCOLOR=transparent]His third year at the academy have been that of quietly gathering information and amassing power. Always plotting, always thinking ahead. He has also grown more extroverted, now walking through the halls with a swagger. [/BCOLOR]



[BCOLOR=transparent]Misc Possession and Information[/BCOLOR]
[BCOLOR=transparent]- Owns a extensive collection of Crystal War novellas.[/BCOLOR]
[BCOLOR=transparent]- Avid player of strategic boardgames such as Chess and Go.[/BCOLOR]
- Does, in fact, not own a single piece of clothing that isn't white or black.
- Wear a small timepiece given to him by his father.

[BCOLOR=transparent]Familiar char sheet. _______________________________________[/BCOLOR]

[BCOLOR=transparent]Name: Shadras [/BCOLOR]

[BCOLOR=transparent]Element[/b ] Darkness[/BCOLOR]

Appearance
Shadras is dreadful sight, floating suspended midair with smoke pouring out where his legs should start, he stares at you with hollow eyes. Shadras look pretty much like ghastly skeletal warrior, complete with rusting armor pieces anda broken, ominously black blade..



[BCOLOR=transparent]Personality: A spectre of death, Shadras rarely speaks. If he does, its in a strange and echoing voice and often about doom and death. It always hangs over the right shoulder of Wei wherever he goes unless it's inside his weapon.[/BCOLOR]

[BCOLOR=transparent]Abililities:[/BCOLOR]

[BCOLOR=transparent]Dreadful Presence: [/BCOLOR]
[BCOLOR=transparent]Shadras amplifies his natural darkness into a dark radiance that weaken all non-dark creatures around him. It [/BCOLOR][BCOLOR=transparent]is gradual and more meant to wear out their opponent over time.[/BCOLOR]

[BCOLOR=transparent]Cursed sword:[/BCOLOR]
[BCOLOR=transparent]Any damage taken by Shadras blade curses the defender, slowly draining them of their essence. While more limited in range then Parasitic Orbs, each cut does a lot more damage. Unlike Parasitic Orb, it does not drain it into Shadras and Wei.[/BCOLOR]
 
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I was planning to get my guy up this week but might have to delay till the weekend. With Thanksgiving coming up and all.
 
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[BCOLOR=transparent]I made two characters, and I am likely gonna allow two characters for you players later on after I see how well we all work in terms of post reliability and frequency.[/BCOLOR]

[BCOLOR=transparent]Crystal Wielder Sheet_______________________________________[/BCOLOR]

[BCOLOR=transparent]Name: Yaibo Ren[/BCOLOR]
[BCOLOR=transparent] Age: 22[/BCOLOR]
[BCOLOR=transparent]Appearence: [/BCOLOR]

[BCOLOR=transparent]Standing at 5'8, he is far from the most imposing figure, his hunch makes him seem shorter still. He is however, a healthy young man, with a healthy tan and a grin on his lips. His hair is shock white, a sign of his heriatage as "stormer". He wears the traditional armor and cloth of his people at all times, and lugs his massive sword over his shoulders at almost all times. [/BCOLOR]


[BCOLOR=transparent]Race: Alari[/BCOLOR]
[BCOLOR=transparent]Nation: Bathmeran Republic[/BCOLOR]

[BCOLOR=transparent]Familiar: Yoji (Storm Wolf)[/BCOLOR]
[BCOLOR=transparent]There is a small cluster of islands outside the Bathmeran republic borders that is called the Eternal Wind Islands. The people of Eternal Wind Isles have lived isolated not by choice, but due to the activities of Storm wolves. These beasts live in and move on the winds themselves, stirring up storms wherever they go. For a hundred years, there was no way for the Alari who first settled on the isles to contact anyone outside due to these. Storm Wolves make for quite excellent binding partners as they are intelligent and benign enough to willing bond with someone that has earned their trust. [/BCOLOR]



[BCOLOR=transparent]Weapon: Yaibo Ren always favored flashy styles. This goes with his weapon as well. The "Divine Wind" Nodachi is a longer, heavier blade than the traditional katana. As such, his blade is extremely valuable not only from a craftsman's perspective but because the sheer amount of finely polished and worked Immortalis that makes the 96 cm long blade is likely worth more then Yaibo himself has ever own in his entire life combined. [/BCOLOR]



[BCOLOR=transparent]Magical Abilities:[/BCOLOR]

[BCOLOR=transparent]Wind Cutter:[/BCOLOR]
[BCOLOR=transparent]Channeling the power of Yojis winds into the blade, each swing produces blade if concentrated wind the size of his and traveling at the angle of his swings. These cuts flesh and can wear down even metal armor.[/BCOLOR]

[BCOLOR=transparent]Windstep: [/BCOLOR]
[BCOLOR=transparent]The ability to create "air cushions" under his feet, letting him to find footing briefly in mid air, and allowing him to change direction dramatically whenever he want to as. He can also use them to launch himself at greater speed.[/BCOLOR]


[BCOLOR=transparent]Personality: [/BCOLOR]
[BCOLOR=transparent]A wild soul, he is very much the stormy winds of his home and companion made flesh. His eyes hold a brilliant, untamed soul that seek to express itself whenever it can. Outside of battle he will insist you race him places, try to make you lose your composure and have been known to wolf down his food at the speed of a well.. A wolf. Its no secret his lack of mental discipline has let his companions feral nature affect him. This can often be seen when sparring. His stance is basically leaning so much forward he has one hand on the ground while resting his sword on his back. He is a tempest, able to bounce around unhindered by such silly things as gravity while running almost on all four, keeping low. He will come at you from every conceivable angle, not slowing down for a second.[/BCOLOR]

[BCOLOR=transparent]Backstory[/BCOLOR]

[BCOLOR=transparent]The Islands of Eternal Wind lays 40 aeronautical miles outside the edge of Bathmeran Republic. Prior to the Immortalis boom and the Republic being formed, that edge lived in fear of the of the raiders that would come with the Storms. These were the Storm Riders, warriors of Fuuja, the Kingdom in the Storm. Riding on top of Storm Wolves, these were fierce warriors that had tamed the massive wolves that actually kept the storm raging around the isles to begin with. As the Republic rose to prominence however and Immortalis became a factor, these raids became less and less profitable. The Republic had more wealth, more organization then isolated villages and crystal wielders had their own beasts, beasts that lent them magic power. [/BCOLOR]

[BCOLOR=transparent]Sensing a shift in power, the Fuujas leader, known as the Stormlord, ordered the raids to cease. The Republic, having immortalis powered airships and enough storm spirits of their own could brave the storms without a problem, arriving at the Isles as soon as the Stormlord extended an invitation for diplomacy. This led to many prominent warrior families finding themselves without a purpose.[/BCOLOR]

[BCOLOR=transparent]One of said families was the Yaibo Clan. Prominent raiders in the past, they decided to reshape their legacy and tap into the new knowledge in regards to beast bonding. They allready maintained a healthy relationship with the many different Storm Wolf packs, and so they would train in the use of Immortalis. By now the Crystal war raged and was reaching its climax. Upon the day of the Cataclysm the entire kingdom would feel it. The storms that swept them was not like the wolfstorm, but far more vicious, far more destructive. Many smaller villages would be completely whiped out, only the great walled cities of the families would stand untouched. [/BCOLOR]

[BCOLOR=transparent]Yaibo Ren come from one such City. He was born during the cresting of one such storm, years later. A omen, some would say. Yaibo Ren was a lively kid from the moment he was born. HIs screams as a baby was so loud his mother later commented that "The Storm had to compete with Ren, not the other way around." [/BCOLOR]

[BCOLOR=transparent]While a Yaibo, Ren was merely a cousin, officially part of the Yaibo-Asamini branch family. None the less, he was allowed to participate in all activities that the family heirs participated without fear of reprimand or being told his place. The boy showed magical talent early on and when around the families Storm Wolves. It was soon evident that the omen was true, he was born to be one with the storms. This led to a rather difficult time in Rens life. Ren was a wild spirit, difficult to tame and discipline. He hated having to sit through lectures, hated to adhere to strict forms in training. He wanted to be like the storm; Wild and unfettered. However, he also felt responsibility towards his family and gratitude to the head of the Family, who always treated him as a second son. [/BCOLOR]

[BCOLOR=transparent]When he was provided with his Immortalis weapon and with it the greatest Storm Wolf his father had raised "Yoji" , it came as a huge chock to the young man. Before him was a Odachi, a massive two hand sword with a blade of purest Immortalis. It was his going away gift as he was about to take the Exams for the Academia Crystalis. Overwhelmed he accepted it without hesitation. The humbling experience also had the desired effect, tempering the storm inside him, atleast for the moment.[/BCOLOR]

[BCOLOR=transparent]His years at the academy was ones of finding it hard to fit in. Between all the rich people, dignitaries sons and daughters and the overachievers who came from talent and desire rather then wealth, a wild spirit like him was lost. He drifted, barely making grade for about a year. His second year went better, as he grew more interested in the intricacies of his magic and enjoyed studying foreign combat styles and magic. [/BCOLOR]

[BCOLOR=transparent]Now on his third year, he is finally hitting his stride. Ever the wild child, he meets everything with a feral grin on his face.[/BCOLOR]



[BCOLOR=transparent]Misc Possession and Information[/BCOLOR]
[BCOLOR=transparent]- Never goes without his "Water" gourd[/BCOLOR]
[BCOLOR=transparent]- Rides around and even falls asleep ontop of Yoji.[/BCOLOR]
[BCOLOR=transparent]- Insulting his wolf is almost a death sentance.[/BCOLOR]

[BCOLOR=transparent]Familiar char sheet. _______________________________________[/BCOLOR]

[BCOLOR=transparent]Name: Yoji[/BCOLOR]

[BCOLOR=transparent]Element Wind[/BCOLOR]

[BCOLOR=transparent]
[/BCOLOR]
Appearance

[BCOLOR=transparent]From back to ground, the wolf is 1.20 meter in height. Making it the size of a pony. Yojis fur is white and seem to dissolve into wispy smoke at the ends whenever he channel magic. Blue pattern of lightning runs across its surface, but no electricity or spark seem to come from him. His blue eyes are extremely keen and seem to posses near human levels of depth and soul.[/BCOLOR]

.




.
[BCOLOR=transparent]Personality: Loyal and Good natured, Yoji is smart enough to understand most human speech. He is fiercly protective of Ren and have been known to snap at people he think are threats. He is very amicable besides that and acts much like a oversized, if keenly intelligent dog for the most part.[/BCOLOR]

[BCOLOR=transparent]Abilility[/BCOLOR]

[BCOLOR=transparent]Wind Running: [/BCOLOR]

[BCOLOR=transparent]A more powerful version of the Windstep, it allows Yoji to literally run on air. Yoji basically flies without the actual flying part. He simply runs on air like he does the ground. Very useful when Ren is riding on top of his back, sword in hand.[/BCOLOR]

[BCOLOR=transparent]Gust Howl: [/BCOLOR]
[BCOLOR=transparent]Yoji generates powerful gusts of wind trough his howl, capable of tossing people and beast into the air and then some.[/BCOLOR]
 
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WIPWIPWIPWIPWIPWIPWIPWIPWIP​

Name: Cagen Payne
Age: 24
Appearance: Lean, lithe, chiseled. All words that describe Cagen's well-honed physique. Something he prides himself on. It somehow matches well with his windswept, blonde locks and cold, grey eyes. He stands tall at 6" exactly and dresses himself in lavish garments that usually come adorned with numerous leather straps, over-sized buckles an unhealthy abundance of fur.
Race: Norh
Nation: Kalthran
Weapon: Osebon & Ahael - A pair of katana, blessed with an almost insurmountable keenness to their edges. Nothing can slice through flesh, wood or even metals quite like either of these Immortalis-forged blades, unless it's a weapon forged of the same material. Their original forge-master remains unknown, despite it being discovered somewhat recently that they originated from within Kalthran. Their blades possess a translucent, almost crystal-like look, making them nigh impossible to see when swung in the right hands.
Magical Abilities:

Sword Art:
Kazeki - Cagen channels his magic into his sword swings, briefly increasing their speed and timing. He can keep this up for an extended period of time due to his extensive training with this particular ability.

Spirit Summon:
Tsubasa - Cagen channels Ariana's magic to help him become almost weightless for small periods, allowing him to perform movements/actions much faster and less strenuous than before.

Personality: Eager. Outgoing. Brash. Reckless. Loud. Obnoxious. The list goes on but essentially they all attest to his rather colorful personality and upbeat charm. Only his Pride can control his, often whirlwind like, desires. Mostly, he desires women, figuring himself quite the ladies' man and having charmed his way into many a warm bed.
When fighting, his Pride takes point. Cagen prefers to ridicule his opponent with a dazzling display of swordsmanship before berating them whenever they attempt to defend against him or attack in kind. Only during combat does his reckless nature make way for a far more cold and calculating character. Every slash, swipe and slice is envisioned and practiced tens of thousands of times and he endeavors to execute each one perfectly every time.
Unfortunately, his perfectionist nature in regards to combat doesn't quite carry over into anything else in his life. Outside of fighting he's an easygoing kind of guy that likes to have a laugh, usually at someone else's expense. He is loyal only to himself and much prefers to serve his own needs than anyone else's.


Familiar:
Seraphim
Name: Ariana
Element Light/Air
Personality: Graceful and Majestic. Two words that Ariana would use to describe herself, though that wouldn't be entirely true. Whilst she certainly does her damnedest to portray herself as such, the Seraphim is awfully self-centered and also somewhat vain, with a hint of deviancy. Though this could simply be a reflection of her wielder, that is unlikely to be the only contributing factor. She often sees most others as beneath her even, at times, her wielder. Despite this, however, she does seem to possess an instinctive and overwhelming urge to help others, this she displays whenever she is thrust into a situation where harm could come to her wielder, or alternatively, any one or thing she cares about.
Abilities:

Houshakou - Ariana radiates a soft white light that seems to still the air around her. This allows her to move at unimaginable speeds.
Shinkuu - Ariana screams, tearing a vortex into a the space in front of her whereby strong gales are produced that attempt to pull anyone or thing into it. Contact with the vortex doesn't cause much destruction at this stage, it merely displaces you with force from its' opposite side.

Backstory:

As the Norhn people go, Cagen is an anomaly. His name alone refuses to follow any creed or cultural tradition passed down from clan to clan over the decades. He himself couldn't tell you his direct lineage or name a single one of his ancestral clan-names even if he wanted to. Which he doesn't, by the way.

This can be wholly attributed towards his upbringing on the island country of Kalthran as well as on-board some of the most infamous pirate airships and as a member of numerous raiding crews.

Misc Possession and Information:
 
Hellis
d296d263a5d04c735b95fc192c53feab.jpg
Name: Fridtjof Kierkegaard
Age: 21

Appearance: Fridtjof is a large youth, standing at six feet and two inches. He wears his hair in the top knot style of his family's status and often dresses in dark or drab tones.
Race: Norh
Nation: Alexia/Tribe

Familiar: Hjálmarr the Revenant.

Magical Ability: Summoning

Weapon: Jorobifask and Steinnbrjota, a shovel and pickaxe respectively.


Magical Abilities:
Raise "Dead": Striking the earth with either Jorobifask or Steinnbrjota, Fritdjof raises an shadowy construct and allows his familiar to control it, even when fused. The construct is weaker than Hjálmarr's natural state and is unarmed, but retains the revenant's intellect, bloodlust, and skill. The construct is destroyed if: the "head" is destroyed, Fridtjof is incapacitated, or the "body" receives enough damage.

Undead Physique: Fridtjof channels Hjálmarr's unnatural toughness and strength to empower himself. Fridtjof's eyes burn with ghostly blue flame and his skin and hair begin draining of color as he slowly becomes like his familiar. In this state pain is reduced to nearly nothing, his senses are dulled into blurs and indistinct sensations, and his emotions are suppressed wxcept for freezing rage. Also, due to attaining a death like state, poison and other weakening agents are not as effective. If used in conjunction with Raise Dead, he only gains half the strength and endurance of his Familiar, but also doesn't suffer as harsh consequences..

Personality:

Unlike most Norh, Fridtjof Kierkegaard is reticent and taciturn in his dealings and relations. He is somber and serious. However, while he appears to be even tempered and slow to anger, that is far from the truth. His rage is greater than that of any true Norh Berserker, but he buries it under chains of control and few can tell how enraged he is, a trait only worsened by his Familiar. As much of a loner as he is though, Fridjof enjoys the companionship of others, though he normally limits himself to one on ones and small groups.. This reflects his fighting style, either fighting alone and powering himself through his loneliness or summoning a companion to fight beside.

Despite his anger, Fridtjof is always willing to forgive and forget, provided the person he feels slighted by apologizes. If not, the he holds a grudge that would last even longer than his Familiar has lived. He may not go out of his way to bother the object of his dislike, but he'll still be churlish and kind of an asshole towards them. Granted, the same hatred does not necessarily extend to that person's relations, and he is willing to be friendly if the person he is holding a grudge against talks to him.

He is also a slightly heartless boy, assuming the worst in others due to the hypocrisy of his childhood as a shame-holder. When asked for favors Fridtjof is just as likely to refuse as not if he feels the person sees him as merely a commodity or tool to be used and then discarded. As well, due to his interactions with the "ghost" of Warrior's Helm, Fridtjof is extremely nihilistic in the sense that since the world and life have no meaning other than existing, there is no reason to not help others with their suffering.


Backstory:

In some of the many Nohrn tribes there exists the concept of fshame-holders, families who prepare the funerals of those who did not die in battle, who died of sickness or old age but not in childbirth. The shame-holders would take on the shame and dishonor of the ignoble death unto themselves, essentially damning themselves after death for others. It began as an honor, but developed into a mockery and a curse for the families who were chosen to bear the title.

As such, Fridtjof Kierkegaard never expected to be much in his life. He and his family were mocked, shunned, and mistreated save when they were needed to save the souls of someone from damnation. It pricked at the young boy's heart, scarring and callusing the boy's soul into a sort of armor against the barbed words and mocking smiles of his peers. He began spending more time alone, exploring and finding work around his village in mines and other low end jobs. He never expected to be chosen in the annual selection tour of the Nohr tribes.

Until then, he watched with detached interest as his tormentors were chosen to go to the Academy, only for many to return in shame and anger. Anger they would try to take out on Fridtjof, only to find that he had grown in body and mind while they were gone.

One day, on his eighteenth name day, he found himself back in an immortalis mine when a cave in occurred. He was trapped for weeks as he tried to make his way out of the mine. By luck, just as his tool was about to break he broke through into another mine tunnel. However, it was one he didn't recognize and it seemed far too old to be by the Alexians. Exploring the tunnel, he found an exit that lead into the famed Warrior's Helm. Awe struck, he looked around at the undisturbed snow that no one had seen since the Crystal War. He was startled by the Revenant, who threatened to kill him if he didn't leave.

In response, Fridtjof replied that he was dead anyways before asking who the Revenant was. It shrugged and replied that it was the spirit of death that hung over the Helm, and that he would remain until he felt at peace. Here Fridtjof did something he still puzzles about to this day. He offered to take the sins and shame of the thousands of dead in the Helm if it granted the Revenant peace. The Revenant laughed at the young man, telling him that human spirits were a load of horse-shit and counter-offered that he would let Fridtjof live if the young man let the Revenant bind to him. When asked why, the Revenant replied that it could not leave its place of birth and that since the Alexians had begun mining around the Helm, there was no one for him to fight. Fridtjof agreed, and so the Revenant lent him the strength to make his way out of the Helm and back into the world.

When he announced that he would go to the academy, with the Revenant of Warrior's Helm as his beast, he was met with scoffs of him going insane in the caves. Until the recruiters came, Fridtjof began studying for the exams; spending every waking moment poring over tomes and books or training with his familiar.

He barely passed the entrance exam his on first try, but his troubles did not end their. The other students that came from his tribe and area targeted him, mocking his status as a shame-holder and the fact that his Immortalis weapons were tools. Needless to say, Fridtjof received many hours of combat experience outside of class. Nonetheless Fridtjof made a name for himself for his toughness and quiet determination.

The second year was better, as many of his tormentors either dropped out or had developed a grudging respect for the undertaker's' son. It was in his second year that Fridtjof discovered his ability to infuse constructs with parts of his familiar's essence to create a partner when fighting with magic, unveiling the trick in a spar against one of his more persistent tormentors. He nearly killed the other boy in a fit of rage. That was the first time that he truly understood what it meant The boy survived and recovered, but Fridtjof was traumatized and nearly dropped out. He was packing his things when the boy he nearly killed came to talk to him and demanded a rematch.

Misc Possession and Information
-Doesn't like hot foods or liquids as they scald his tongue
-Sunburns really fucking easily
-Like learning about burial cultures and traditions of other races.
-Owns Leg armor, only leg armor.

Familiar char sheet. _______________________________________

Name: Hjálmarr the Revenant

Element: Darkness

Appearance: The manifestation of the "cursed" land Warrior's Helm that saw the deaths of thousands on it's earth in the barren, frigid north long before the Crystal War. He appears as a decaying corpse, pale flesh stretched over deteriorated muscle and bone, stringy brown hair framing glowing blue eyes and noseless grin. In his death (heh) grip, he wields a rotting and rusting great ax

Personality: Despite his wretched state, Hjálmarr is still intelligent and lucid, if bloodthirsty and violent. When not screaming about the lack of knee deep pools of his enemies' blood he can be relied upon to offer pithy one liners like the psychopath that he is. He is also self concious about his lack of nose, but hides it under violence and collecting noses as trophies.



Abilities:

Mortal Coils: Hjálmarr shoots out tethers of shadowy energy that bind to the first things they hit. He can either aim one tether or let three tendrils shoot out at random from his body. Regardless, the bound targets are pulled to the Revenant unless the object is too heavy. For example items bolted to floors or walls would actually pull Hjálmarr towards the object.

Undead Monster: As the spirit of both a geographic feature and the manisfestation of large scale death, it is damn near impossible to permanently kill Hjálmarr. He does not require sustenance, rest, nor breath to function and can repair himself by tearing pieces off his enemies and attaching it to himself. Those pieces begin to rot and take on the same quality as the rest of Hjálmarr, and allow him to be highly adaptable. However he is highly susceptible to being burned and crushed, and if his head is destroyed so is he.

Warrior's Helm's History

Warrior's Helm is a place of tragedy for the tribes that live in the far North, with a history of death and destruction. It is a valley surrounded on three sides by mountains and on its last it has access to the sea. Difficult to capture and difficult to leave, it was a peaceful hamlet before it was settled. Here BCW stands for years Before the Crystal War
2000-1993 BCW-First settlement, a now lost people who settled in the valley. Wiped out when the Helm was invaded by wandering tribes wiped out most of the village, only for the sea to flood the valley following a hurricane that submerged the area for a century. (~100 deaths)
1983-1887 BCW-Submerged underwater.
1887-1700 BCW-Tide recedes, found by fisherman and resettled. Settlement forced to leave when a terrible winter storm began freezing the ocean and covering the helm in snow. (67 deaths)
1653-1450 BCW-Rediscovered by wandering tribes. Declared a holy ground by the tribes, and a neutral meeting ground of peace. Eventually desecrated The tribes were massacred by the strongest who enslaved any survivors. (~500 deaths)
1400-1100 BCW-Raiders arrive and begin sacking the Helm. Eventually conquered and settled by raiders, but not before almost eradicating the former tribesman. (~1030 deaths)
1100-749 BCW-Named the Warrior's Helm by the raiders. The raiders expand south from the Helm, and set up their own kingdom. The civilization dissolved into civil war after Jarl-King Ásbjörn the Feeble, sixth of his name of the Bardian dynasty, died sonless. The war culminated in a siege of Warrior's Helm where the walled city that had been built in the valley and it's besiegers were crushed by an avalanche. (~120,000 deaths)
749-690 BCW-Warrior's Helm is inaccessible.
701 BCW-First appearance of the Revenant, from The Journals of Traveling Brother Soren in which the monk describes his party being massacred while passing by the Helm by a pale creature "that shrieked an unearthly wail of thousands of voices, it was enough to drive a man made or, in the case of one of my brothers, lose control of his bowels. It is only by the grace The One that even a handful of us survived, as the monster disappeared after the twelfth hour when the cockerel crowed." (10 deaths)
700-100 BCW-Warrior's Helm goes unsettled as the Revenant continues to slaughter any who dare approach. A popular, if grossly inflated, tale is that five kings approached the Helm, but only King Death left with scores of new subjects. In truth, they were little more than warbands who were foolish enough to try and camp in the Helm. (500 deaths)
100-Crystal War- Immortalis is discovered in Warrior's Helm. The Revenant disappears until the end of the War, but reappears calmer and intelligent. The interior of the Helm is inaccessible as the Revenant guards it. Deciding it wasn't worth the trouble, the Alexians decide to mine around the Helm and leave the center alone.
 
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Crystal Wielder Sheet_______________________________________
Name: Ghremen 'Ghrem' Wright
Age: 26
Appearance: Ghrem is above average height. His hair is brown, trimmed close to his head on the sides and longer on the top, and his skin is tanned. He has stark brows and pale gray eyes. He also has a strong jaw and even stronger nose. He looks like any other boy born for military. His physique is broad shoulders down to muscular arms and calloused fingers. His chest is also strong from years of using heavy equipment. His middle is soft, though, he has an obvious paunch that overlaps his belt. It comes from years of only lifting, working at his father's job, and eating a gratuitous amount of food. He has very few scars, except for a few burn marks on his fingers and a nasty cut on his brow.
In the day to day he wears common clothing that is fit to his form and some assortment of leather and cloth to denote his class. In combat he wears armor that his father fashioned for him. It is a mixture of protection and craftwork that speaks volumes of love and talent.
Race: Alari
Nation: Ispea
Weapon:
  • Bastion: A tower shield that covers most of his body. The shield is pale gold in color, but made from a reinforced metal. Etchings cover it, well maintained and cleaned regularly. The bottom of the shield is much like the scoop of a shovel--but sharper. It is capable of being offensive, but is usually used defensively as the bladed end can slide into the ground to become unmovable. Immortalis is woven throughout, adding to the etchings, but otherwise not overly obvious.
Magical Abilities:
  • Try to Move A Mountain: Whatever part of Ghrem is touching the ground, earth absorbs it and holds him steadfast against assault, the elements, and allows for him scale or descend mountains in short and calculate bursts.
  • Towering Guard: Ghrem can conjure a stone wall that goes three feet to either side of him, three feet taller than him, and curves around by about six feet. Anyone within this radius will be protected by the spell. It is strong against fire, lighting, and light. Neutral against ice and dark. Weak against air and water.
Personality: Ghrem is anything but his name. He's an inquisitive, polite, well-mannered person with a tendency to be snarky when the situation arises. He always does it for fun, though, laughing at himself afterwards. Sometimes, he can be self-deprecating but only in the light of making someone feel better. The man almost never frowns, taking to finding something humorous or lighthearted when he can. He's been called a big kid, but that doesn't quite describe him perfectly. He's still smart enough to discern when a smile and humor isn't enough. He's also not dense enough for things to pass him. He has a surprising intellect that shines through when there comes to puzzles to construct or deconstruct.
That need to protect translates verbatim to his fighting skill. He will use his to defend his comrades, and his offensive abilities to keep enemies off of them. When using his familiar, Bulwark acts as a distraction or purely as a battering ram to thin the herds. Ghrem is adverse to killing, when he can.
Backstory: Ghrem was born to no great fanfare, except his mother's cursing and his father's laughter at the words pouring from her mouth. He was the second child, and the last, having an older sister by five years. His father, Alabast Wright, was a weapon smith and occasional gunsmith. He was a very talented one, and quite prolific. He couldn't keep up with the demands of war, but he could make a rifle that wouldn't explode in the user's hand. Ghrem's mother, Celes Wright, was the City Guard Chief of their small town. She was always keeping an eye on everyone--especially her children. Ghrem's sister, Rayna Wright, was the keystone of the family. She was well-learned, well-trained, and all around a marvel student and daughter. She left to hunt beasts as soon as she could, hoping to help placate the tumultuous world. Ghrem was content just to be well--content.
It became obvious that Ghrem was more inclined to follow his mother's legacy than his father's. At a young age he took to a sword and shield. That soon evolved into using a shield and polearm as Ghrem's strength allowed for him to use it more efficiently. He joined the Junior City Guard at the first year he could. From them on, he practiced and studied their ways. He was sent on a lot of minor missions. Yet, there were always problems in his small town. Most originated from gossip, but some were legitimate. That was when he met Bulwark.
It was a sole mission that he was to take to a hilltop. A "concerned" citizen reported that the hills had "breathed." She was terrified of beasts and monsters. They'd plagued their small town a few years back, and people were superstitious at best. Ghrem made his way all over that hill. He found nothing--at first. He sat down on the cusp of a hill and ate an apple. He threw the rind to the ground. It was slowly absorbed around him. Suddenly, from the ground erupted a massive beast. It chewed on his rinds, gave a nasty look, and then became a hill again.
It took a few encounters, but inevitably Bulwark formed and hovered near him, ready for fruit rinds. The beast was unable to talk, but after some time, they managed to communicate through gestures and the sounds of earth grinding. Ghrem learned that Bulwark was old--very old--and had been awakened by the Crystal Wars two decades past. He was a peaceful beast, only wanting to tend to his own things. He'd only attacked when provoked. Yet, how much would it take to provoke a mountain?
Bulwark and Ghrem settled into pattern that was friendly. Bulwark spoke about the older days with elaborate gestures and sounds, and Ghrem was content to tell him about his father's inventions or world news.
Things changed when Rayna came back into town from years of beast hunting. The siblings were estranged, at best, and Rayna spoke ill of beasts while Ghrem was assured they were not. So, he had an idea that he would show her Bulwark in an attempt to sway her thoughts. Things went south. She attempted to kill the beast, but Ghrem intervened standing between her and Bulwark. Rayna, assured she could take on the beast without hurting her brother, went in for another talk. Ghrem's reflexes from years of training kicked in and he lunged at her. Yet, her blade was angled at his gut, and she came a breath away from accidentally impaling her own brother. In that moment Bulwark and Ghrem bound together, and a massive stone wall appeared between Rayna and Ghrem. Unfortunately, Rayna was caught in the stone, breaking her arm so poorly she'd never be able to use it again.
Ghrem realized that he needed to do something. That the power that he'd just been gifted was far from his comprehension, and he wished to help people instead of harm them. So, it became apparent that he'd need to join the Academy to do such--help fix the tear that the Crystal Wars created. It took a few years, and a few tries, but he managed to get accepted.
Misc Possession and Information:
  • Collapsible Polearm: it seems like a heavy three-bladed sword at first, but with a twitch of Ghrem's wrist he can make it into a polearm. This twitch can come sudden and surprise the opponent or be obvious when he needs to hide behind his shield.
  • Heavy Alari Armor: Ghrem's armor covers his shoulders, arm, chest, and legs. It is made to offer a dense covering to anything that his shield can't. Any other bits are a lighter plate, and none of it is overly easy to maneuver in.
  • Water Flask: Because a man needs to drink.
  • Food Provisions: Because a man needs to eat--a lot.
  • Tinker's Belt: For fixing his armor and Polearm. It is a simple set of tools and whetstone.
  • Wright Telescope: A telescope, simple as that, capable of looking far distances with help of various lenses and mechanical properties.

Familiar char sheet. _______________________________________

Name: Bulwark
Element: Earth
Appearance:
Bulwark is a massive creature, eight foot tall, and half as broad. He looks very much like an attempt of at a human made from dirt, stone, and mud. His size is dependent upon the situation, but he has two arms and two legs with one head. His body is transient when it comes to small features like his face, fingers, feet, and general shape of his body. Most of the time his forearms are larger than his back, and he takes running on all fours than standing. He states that it isn't because he is animalistic, but because only humans find the need to scuffle around on two feet, and he is better than that.
Personality: Bulwark is docile and polite until riled. He only joined Ghrem because of the extreme situation, otherwise he would have spent his days warming under the sun and napping. He doesn't aruge, but he can be a snarky and crude with gestures and words. He only gets hostile when one physically conflicts Ghrem. Then he'll go full out, otherwise he offers wordless phrases of knowledge.
Abilities:
  • Pure Earth Nature: Bulwark is capable of phasing into the ground for fifty miles. His intention may be known by slightly raised grass, stone, and sand. But he is completely underneath the earth, though he can't do anything himself but travel.
  • Compounded OntoThee: Bulwark is capable of pulling the surrounding earth into himself to be stronger and larger. A lot dirt will lead to a larger body, but more insecure. A lot of stone leads to him having a secure body but it is slower. He comes larger and denser based on what is around him, though he cannot become immense--he is formidable.
 
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Crystal Wielder Sheet_______________________________________
Name: Ghremen 'Ghrem' Wright
Age: 26
Appearance: Ghrem is a tall man and very intimidating. His hair is brown and his skin is tanned. He has stark brows and pale gray eyes. He also has a strong jaw and even stronger nose. This is complemented by average lips and well trimmed hair. He looks like any other boy born for military. His physique is broad shoulders down to muscular arms and calloused fingers. His chest is also muscular from years of using heavy equipment. His middle is soft, though, he has an obvious paunch that overlaps his belt. It comes from years of only lifting, working at his father's job, and eating a gratuitous amount of food. He isn't embarrassed about it, and it helps round out his intimidating frame. He has very few scars, except for a few burn marks.
In the day to day he wears common clothing that is fit to his form and some assortment of leather and cloth to denote his class. In combat he wears armor that his father fashioned for him. It is a mixture of protection and craftwork that speaks volumes of love and talent.
Race: Alari
Nation: Amethia
Weapon:
  • Bastion:A tower shield that covers most of his body. The shield is pale gold in color, but made from a reinforced metal. Etchings cover it, well maintained and cleaned regularly. The bottom of the shield is much like the scoop of a shovel--but sharper. It is capable of being offensive, but is usually used defensively as the bladed end can slide into the ground to become unmovable. Immortalis is woven throughout, adding to the etchings, but otherwise not overly obvious.
Magical Abilities:
  • Try to Move A Mountain: Whatever part of Ghrem is touching the ground, earth absorbs it and holds him steadfast against assault, the elements, and allows for him scale or descend mountains in short and calculate bursts.
  • Towering Guard: Ghrem can conjure a stone wall that goes three feet to either side of him, three feet taller than him, and curves around by about six feet. Anyone within this radius will be protected by the spell. It is strong against fire, lighting, and light . Neutral against ice and dark. Weak against air and water.
Personality: Ghrem is anything but his name. He's an inquisitive, polite, well-mannered person with a tendency to be snarky when the situation arises. He always does it for fun, though, laughing at himself afterwards. Sometimes, he can be self-deprecating but only in the light of making someone feel better. The man almost never frowns, taking to finding something humorous or lighthearted when he can. He's been called a big kid, but that doesn't quite describe him perfectly. He's still smart enough to discern when a smile and humor isn't enough. He's also not dense enough for things to pass him. He has a surprising intellect that shines through when there comes to puzzle to construct or deconstruct.
That need to protect translates verbatim to his fighting skill. He will use his to defend his comrades, and his offensive abilities to keep enemies off of them. When using his familiar, Bulwark acts as a distraction or purely as a battering ram to thin the herds. Ghrem is adverse to killing, when he can.
Backstory: Ghrem was born to no great fanfare, except his mother's cursing and his father's laughter at the words pouring from her mouth. He was the second child, and the last, having an older sister by five years. His father, Alabast Wright, was a weapon smith and occasional gunsmith. He was a very talented one, and quite prolific. He couldn't keep up with the demands of war, but he could make a rifle that wouldn't explode in the user's hand. Ghrem's mother, Celes Wright, was the City Guard Chief of their small town. She was always keeping an eye on everyone--especially her children. Ghrem's sister, Rayna Wright, was the keystone of the family. She was supposed to be the person that made the Wright a house-hold name. Ghrem was content just to be well--content.
It became obvious that Ghrem was more inclined to follow his mother's legacy than his father's. At a young age he took to a sword and shield. That soon evolved into using a shield and polearm as Ghrem was capable of remaining stationary and using his power to do so. He joined the Junior City Guard at the first year he could. From them on, he practiced and studied their ways. He was sent on a lot of minor missions. Yet, there were always problems in his small town. Most originated from gossip, but some were legitimate. That was when he met Bulwark.
It was a sole mission that he was to take to a hilltop. A "concerned" citizen reported that the hills had "breathed." She was terrified of beasts and monsters. They'd plagued their small town, and people were superstitious at best. Ghrem made his way all over that hill. He found nothing--at first. He sat down on the cusp of a hill and ate an apple. He threw the rind to the ground. It was slowly absorbed around him. Suddenly, from the ground erupted a massive beast. It chewed on his rinds, gave a nasty look, and then became a hill again.
It took a few encounters, but inevitably Bulwark formed and hovered near him, ready for fruit rinds. Bulwark was unable to talk, but after some time, Ghrem learned that he was old--very old--and had been awakened by the crystal wars. He was peaceful but only just. He didn't care for the trivialities of mortals and usually scoffed at them. Ghrem was different, though.
Things changed when Rayna came back into town from years of beast hunting. Ghrem had an idea that he would show her Bulwark in an attempt to sway her thoughts. Things went south. She attempted to kill the beast, and in the moment Ghrem injured her--severely. She couldn't use her left arm again. She hadn't even waited for the beast to talk, she immediately attacked. He'd panicked. In the end, he'd betrayed his family.
Ghrem left, immediately. Bulwark bound to him because he had protected the beast's life. They were a duo that travelled about, helping where they could. They eventually learned about the Academy. It took many years, but Ghrem was accepted into its folds.
Currently, he was a third year with the same amount of charisma he had on his first year.
Misc Possession and Information:
  • Collapsible Polearm: it seems like a three-bladed sword at first, but with a twitch of Ghrem's wrist he can make it into a polearm. This twitch can come sudden and surprise the opponent or be obvious when he needs to hide behind his shield.
  • Heavy Alari Armor: Ghrem's armor covers his shoulders, arm, and legs. It is made to offer a dense covering to anything that his shield can't. Any other bits are a lighter plate, but none of it is easily maneuverable or leather. It's all metal.
  • Water Flask: Because a man needs to drink.
  • Food Provisions: Because a man needs to eat--a lot.
  • Tinker's Belt: For fixing his armor and Polearm. It is a simple set of tools and whetstone.
  • Wright Telescope: A telescope capability of telling Longitude and Latitude in any given position. But that's all it' good for. It can't zoom in on anything. It is more-or-less a medieval GPS.

Familiar char sheet. _______________________________________

Name: Bulwark
Element: Earth
Appearance:
Bulwark is a massive creature, eight foot tall, of stone and vine. He looks very much like an attempt of a humanoid made from dirt, stone, and mud. He has some nature elements to him, but inevitably he is what he is. His size is dependent upon the situation, but he has two arms and two legs with one head. The head is really unneeded depending on the situation. Sometimes he forms into a cap with massive horns. It just depends on the situation.
Personality: Bulwark is docile and polite until riled. He only joined Ghrem because of the extreme situation, otherwise he would have spent his days warming under the sun and eating pastries. Of course the latter is provided by Ghrem, but he is assured he could find otherwise. He doesn't aruge, and he doesn't fight. He only gets hostile when one physically conflicts Ghrem. Then he'll go full out, otherwise he offers wordless phrases of knowledge.
Abilities:
  • Pure Earth Nature: Bulwark is capable of absorbing into the ground for fifty miles. His intention may be known by usurping grass, stone, and stand. But he is completely underneath the earth, though he can't do anything himself but travel.
  • Compounded OntoThee: Bulwark is capable of pulling the surrounding earth into himself to be stronger and maybe faster. A lot dirt will lead to a larger body, but more insecure. A lot of stone leads to him having a secure body but it is slower. He comes larger and denser based on what is around him, though he cannot become immense--he is formidable.

Accepted
 
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@Mez YOu better knock out one hell of a expleination to that complete mess of themes. "I got dual katanas, Edgelord name, norh, pirate, a seraphim that somehow has Japanese names for her attacks despite being the most western looking thing in existence". Add to that you made him some sort of "super charming but totally badass in battle" charachter. None of it work together, it is quite frankly a mess. Even if your writing is up to par, I am hesitant to admit such a charachter into the rp. It feels to disjointed and "cool shit for cool shits sake"


Also, the air element seems really out of place for a seraphim. That feels more like afterthought to making your guy have "quickness" for his katanas. You should really pick a theme, think it trough and get the whole thing to work together rather then just toss in everything you think is cool.
 
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Crystal Wielder Sheet_______________________________________
Name: Zalen Typheous
Age: 25
Appearence:
a896e5d8a33184a9606f9873746b120c.jpg


Standing at 6 foot and 5 inches, Zalen is a tall Varsi to say the least. A well toned, and more athletically lean build, Zalen takes pride in his level of fitness and strength. The tattoo on his left side of his chest marks his graduation from apprentice to full monk-hood, a symbol of The flaring Sun Monastery that treated him as an equal and helped nurtured his strength. He often prefers to wear his hooded jacket open, without a shirt when days are warm and bright, but he will wear a simple tank-top if that is not the case.

Race: Varsi
Nation:
Ispea
Familiar: Amari
Weapon:


"Ifrit's Knuckles and Feet" - A powerful set of Gauntlets and Greaves that house the crystal that binds Amari to Zalen. It is said that these pairs of purely martial art focused weapons contain the might of Ifrit if unleashed truly. They often appear upon Zalen as a pair of dark red, molten styled Gauntlets and Greaves.

Magical Abilties:


"Seven Stars Destruction Palm"
Unlike the regular flames of numerous spirits, his fire is spiritual in nature and takes the form of intense light that he weaves around his hands to project fro them. Coupled with his Ten Pillars Palm Style that focuses on kinetic dispersion through palm strikes, it allows him to irradiate and impart this spiritual, scorching heat directly into targets. He calls this the "Seven Stars Destruction Palm."

"Flare Wave"
By channeling the energy and power of Amari, Zalen is able to enhance his fists and feet with scorching sunlight. He can also generate the searing, burning light from his palms into a blast, to which he calls it the "Flare Wave."


Personality: Brash, blunt and short tempered with an even shorter fuse, Zalen is considered many outsiders to be the typical macho minded, single thought "just punch things" Monk that are surprisingly more common than he would like to admit. But as those that get to know him find out that he's rather uplifting towards people that want to better themselves through hard work. He's often very confident in his skills, bordering on arrogant, but what lies deep within a layer of pride and bravado, at the root and heart of it is an inferiority complex, a constant need and desire to prove that he is who he is through the amount of work and time he has put into achieving his level of skill and power. With that said, in battle he often doesn't take his enemy serious, and usually underestimates them, which leads him to burst with anger.

Backstory:

Zalen was born in Ispea, the youngest of seven siblings to the renowned and infamous Typheous Family; Cutthroat Merchants that will even slit their own mother's throats to join a deal for a huge fortune. His father made a name for himself in both aristocracy and the criminal underbelly that lied within the Ispean Empire, and thus began the Typheous Family's rise of wealth and power. When Zalen was born, his father, Maxwell Albertus Typheous, already had his "Heir" and the other five as his spares. He was often nicknamed "Runt" for his rather small size and frail look by both his father and three brothers. This led Zalen to develop a deep rooted hatred for them, and an inferiority complex that will slowly develop in his life. He would often try to make his family proud, with as much as a child can actually do, but most if not all of his pursuits would lead to failure. Part of the problem that was ever brewing, was the fact that Maxwell blamed Zalen for his Wife's death, as she died shortly after giving birth to him.

Resentment, anger, frustration kept building and building within him until he finally broke down at the age of twelve. He let out his anger and fought his brother, brandishing a sword to kill him with. His Father was furious at him, to the point that he exiled him from the famil and kicking him out of his estate. The only family that he had at this point in his life was two other older siblings, a brother and a sister both fairly renowned Crystal Wielders and powerful mages, an aunt from his mother's family who for as long as he could remember treated him like a son. During these periods, Zalen had gained a fascination for acrobatics and martial mastery, often watching the demonstrations of the travelling Monks that often wandered the Ispean Region. It was during one of these demonstrations that Zalen would begin his harsh tutelage under the Flaring Sun Monastery. He was quick to show off his rather sloppy and uncoordinated movements and motions. One monk, Shen, decided to take him as an apprentice, to refine his talent and skill. His aunt reluctantly allowed Zalen to follow his heart.

At first, Zalen hated how rigid and stric Shen was, Zalen had a little rebellious fire in him, not wanting to follow those rules as he trained. It was during his second year that he met a young Amari, befriending him and helping to guide him into thinking outside the box, often training along side him. Zalen had a knack and a gift of befriending strange creatures and spirits, something his Mentor noted. His third year, was the beginning of his advanced training and mentoring, during this period Amari was more distant from the Monastery. Needless to say, while Zalen was still learning, he took his time with Amari to heart, using rather smart methods of sticking within the rules and tasks whilst developing a style for himself. Shen noted his rather quick capacity to learn, for what he had learned in four years, would take others ten, maybe more. Needless to say, he was proud. it was a rather isolated monastery, with only five members left.

As Zalen turned seventeen, he decided that he wanted to follow his sister and Brother, as a Crystal Bearer himself. He would take all the exams as needed, study hard and after graduation, to travel the regions. His mentor, seeing him serious about this path he wanted to take, gave him his old immortalis weapon, a pair of gauntlets and Greaves. His mentor could never find a beast to bind with though tried as he might for weeks upon weeks. Zalen packed what little things he had on his person, and set out to catch the next Airship to the Crystal Academia. It was during his excursion back to his home that he could hear the sounds of a fight. Curiosity set in and he rushed over to the commotion, finding Amari battling a rather deadly creature; a Royal Manticore. Amari fought valiantly, her Sunlight Flare style proved to be capable of holding the creature at bay, to which Zalen put his training to use; fighting the creature to push it back. As deadly and persistent as they can be, the Manticore soon gave up and left the two warriors alone. Worn out, exhausted and almost on the verge of passing out, Amari was poisoned by the creature, to the shock of Zalen. He didn't know what he could do, calling for Shen who appeared to check on the young spirit's condition. Shen told Zalen that he must bond with Amari to save her life. Conflicted and unsure, Amari told him that she wouldn't be afraid if she died. He had made his decision, using his Crystal from immortalis weapon, Zalen bonded with the spirit.

Zalen's trip to the Crystal Academia was long, airships were the one transport he was most afraid of, something Amari found amusing for such an imposing figure like he was. Needless to say the entrance exams were really tough, the written assessments were by far the hardest thing he had to overcome to join the like of many Crystal Wielders. Needless to say he aced the physical part of the exam, something that he knew and Amari knew as well. First year was rough, fraught with many battles, a chance to show his style and to test just how strong other Crystal Wielders were. Overtime, his personality quieted down, becoming a valuable student as he aced his first and second year. His Third Year will test him and Amari, but they both look at it with pride, ready to take on any hurdle in their way.

Misc Possession and Information:


Familiar char sheet. _______________________________________

Name: Amari

Element: Light

Appearence:
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Amari is a pale, white haired Fox Spirit that often takes the form of either a young shaman-esque lady or a two tailed fox(to merge with Zalen.). The markings on her human form appear on her fox form as well. She often prefers to travel as a human, at the dismay of Zalen.

Personality: Intelligent, well-mannered, patient and thoughtful, she often acts as an antithesis to Zalen's rather, blunt, brash and short tempered persona. She often takes up a physical manifestation
of a guilty conscience towards Zalen's more "questionable" antics when they travel together. Rather than confront someone directly, Amari will often act passive aggressive and sarcastic to the disdain of her partner.

Abilities:

"Healing Sunlight"
In her Two Tailed Fox form, Amari acts more supportive in contrast to Zalen's style of close combat. While Zalen is utilizing his pure physical and martial style, Amari will indeed hand back, healing her partner. Whilst in her Fox form, she can merge with Zalen.

"Sunlight Flare"
It is no question that Amari is also a sort of Mentor to Zalen as much as she is his partner. Her original style of the Sunlight Flare is the one that Zalen based his "Flare Wave." on. While more long ranged than her partner's version, She uses this ability against crowds of beasts and enemies that dare surround the great warrior Zalen. This drains her of her stamina much faster than her more supportive ability.
 
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