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Name: Blake Anderson

Race: Nocturne

Nation: Pegulis

Appearance:
ranger_by_josheiten-d540ujm.png

Occupation: Pegulis Soldier ex-huntsman

Notable Skills:

Dexterity- A skilled Blades man, Blake has years of experience in daggers and swords

Marksman- Blake is an adept bow user

Tracking- Years of traversing the hostile tundra alone has given Blake an innate sense of tracking and being able to notice even the subtlest of tracks


Notable Possessions:

Father's Bow- Blake was given his fathers bow after his enlistment in the Pegulis army.

Aux: Sphinx
2532b74241741b07d84ea1533803ff4a-d2jvqqs.jpg

Advents:
Cripple- By combining with Sphinx Blake can deliver a damaging array of strikes with his daggers, making it painful to block at times.

Perception- By channeling energy from Sphinx Blake is given an increased sense of sight and hearing making it easier to track prey and foe.
 

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Name: Eydis Leise

Race: Anima - Anthro (fox)

Nation: Pegulis, Aldus

Appearance:
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Occupation: Ranger

Notable Skills:

Agile movement. Often on the move in harsh terrain and scaling a cliff now and then has made Eydis adept at agile movment. giving her an easier time to move where others find it difficult.
Lure the Bait: (Good at tactically setting traps for oncoming wanderers.)
Path-Finding: (Adept at navigating and following maps.)
Crossbow Proficiency: (Is well versed in the use of a crossbow)


Notable Possessions:
Custom made crossbow.
Pentagram gram pendant with a tree symbol
Monocular - Artifact
Shoulder Armour Piece with a dim red glowing rune. Enchant: Generate Warmth

Aux: Arctic Fox
Called: Thyrden

Advents:
Animal trail - If there are wild animals nearby. Thyrden can gain access to their memories of the wild trails that exists in the area.

Snipe the Prey – Enables Eyedis to pick out a target from a long distance and shoot at it with great accuracy.
 
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The Forest Guardian
Name: Amaltas

Race: Forest Kin (Unicorn)

Nation: Viridos

Occupation: Ex-Forest Guardian

Notable Skills:

Unicorn physiology - Amaltas is larger, stronger, faster and much more enduring than the hardiest horses of Sunne. His wounds heal rapidly, his horn can contend with the best of steel, and only the sharpest blades can pierce his thick hide. He is immune to poison, infection, and disease. Amaltas can cast minor sensory glamours around himself, though the outline of a giant horse persists even in the best of them.

Shadowfax - Amaltas can communicate with and command any equine or part-equine.

Darkbane - Amaltas is extremely resistant - though not infallible- to dark sorcery and the attacks of perverse things beyond the natural order. Any wound inflicted on a thing of unnatural origins or fell corruption by Amaltas's horn will bestow an infectious, killing purification.

Forestlore - Amaltas knows the dangers, paths and secrets of the Viridos forest.

Aux: Nadia the black shrike.

Advents:

Retroactive Purification - Once a day, Amaltas can impale one individual on his horn and unmake them and their tangible 'contributions' to the world. It won't bring back the slaughtered dead or necessarily undo the damage dealt by said individual, but it salvages the savable. Darkbane's infectious purification takes root and spreads through the victim to it's 'contributions' even if the target is, for its given definition, pure.

Celestial Charger - For one minute, Amaltas's horn gains an edge that can carve through anything.
 
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Name: Kyras Deadarious

Race: Human

Nation: Kaustir

Appearance:
abyssalemperor6hz.jpg


Occupation: Knight Of The Red Templars Knightly Order

Notable Skills:
-Zealotry: Kyras can Temporary ignore the Effects of wounds . That does not mean he NULLIFIES wounds, but that he can ignore the pain and other side effects caused by them.

-Mage Slayer: Kyras has been thoroughly trained to combat spellcasters . He knows much about how magic works, though he can't cast spells himself. He has knowledge of most spells a mage can cast in a fight, and how to overcome them/ circulate them.

-Mark Of the Red Templars: Kyras body Has been inscribed with powerful runes, that grant him an innate resistance to magical attacs. That however, also means that healing magic and beneficial effects have no effect to him.

Notable Possessions:
Wizard's Bane- An Enormous Greatsword That it's metal has Been Enchanted to overcome magical defenses, such as enchanted shields, magical barrier's etc
Full Plate Armor
Barded Warhorse


Aux: (An animal, item or aura that appeared when you were born) : Crismon Halo: Kyras seem to be surrounded by an aura of crismon light, which's Luminocity he can control, from bright to barely visible. All mages feel uncomfortable in this aura

Advents: (2 of your Notable Skills your Aux can assist you with) :
Suffer Not The Mage To Live: Kyras halo strengthens, Making all spells cast around him harder to be effective, and harder to be cast

Crimson fury: Kyras Blows strengten as his Halo focuses on his blade, Increasing damage against Spellcasters.
Full plate armor.
 
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Kyra Venrati, #FFAA00


Name: Kyra Venrati
Race: Anima (Devil Horned Lizard)
Nation: Pegulis, Aldus
Occupation: Priest

Notable Skills:
Soothing Aura - Is able to remain calm under pressure and is good at keeping others calm.
Herbalism - Is able to identify herbs and understands their uses in a medical situation.
First Aid - Is able to treat Heavy and Minor wounds providing the materials needed are available.
Pole-arm proficiency - Has been taught to use pole-arms effectively in battle.

Notable Possessions:
Pouch of Rare Herbs
Custom Pole-arm
Ancient book of herbs
Customized Mail Armour

Aux:
Owl - Vaiyn

Advents:
Clarity - With the assistance of Vaiyn, Kyra is able to calm all of her allies in a 5 meter radius.
Turn the Tide - Kyra calms herself enabling her to see in slow motion, increasing her reflexes and allowing her to strike more effectively.
 
Name: Arktus, the Calm Sage [NPC]

Race: Human

Nation: Pegulis

Appearance:
img000026-1.jpg

img000003.jpg

Occupation: One of three of the Inner Council of Pegulis.

Notable Skills:
- Encyclopedic knowledge of spells -
from years of study and experimentation.
- Analytical mind - from teaching and council debates.
- Spell circles - prepared in advance for later activation.
- Imperturbable - Arktus exudes a calming influence on those around him.

Notable Possessions:
- White sage's hanfu
- Weaved from fine Viridosian silk.
- White hair - Unusual for someone his age.

Aux: White Marmot.

Advents:
- Mind's eye -
Arktus immediately conjures and applies the spell circle in his mind.
- State of Solace - All emotions around him are deadened.
 
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Name: Begis Uchoman

Race: Human

Nation: Riven, Viridos.

Appearance: upload_2014-5-16_21-18-29.png

Occupation:
Healer

Notable Skills:
Medical Expert- Through years of ailing the sick, Begis can treat any wound of the body, and most of the mind.
Herbologist- Able to recognize all of Riven's flora, and what to do with them.
Immunity- Practice as a medic have granted Begis immunity to most natural poisons and disease.

Notable Possessions:
Staff- Not particularly mystical, but serves as a source of comfort for Begis.
Satchel- A large bag held by the shoulder that is always filled with tonics and herbs.

Aux: Blue Aura- while healing others, many have claimed to see a blue light emanate from Begis. It isn't particularly bright, but is noticeable if you look hard enough.

Advents:
Healing Aura- Begis' aura shines brighter when someone is knocking on death's door. It fights disease, mends bone and muscle, livens cells, but drastically speeds up Begis' metabolism.
Soothing Touch- Anyone directly touched by Bergis while his aura glows feels no pain. It doesn't speed the process, but makes the ordeal more bearable.
 
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[fieldbox="Karissa Lisbon - Daughter of Ilsa Lisbon, Royalblue"]Karissa Lisbon
Race: Human

Nation: Aldus, Pegulis

Appearance: See Image.

Occupation: Child; School Student

Notable Skills:
The Whole Truth and Nothing But - Karissa is brutally honest, often to a fault. She will tell the truth even if she knows it will get her in trouble. She is a terrible liar.

Escape Artist - Being small is an advantage in the busy city of Aldus; Karissa easily navigates crowds and can disappear into shadows and other small hiding places when she needs to.

Fleet-Footed - Karissa is an excellent runner and climber. Because of her size and age she cannot outrun a moderately fast human on a straight path, but she is quick and nimble and changes directions easily.

Notable Possessions: Rag-doll sewn in the likeness of a bear, named Callie. A replica of the Aldus Watch necklace pendant.

Aux: Fina, a Snow Leopard (currently still a cub to parallel Karissa's age)

Advent:

Mist Form (Escape Artist) - For one minute, Karissa vanishes into a vaporous, foggy mist. She cannot be harmed and cannot really be seen aside from the mist itself. She is less affected by the world around her and can use it to get to otherwise unreachable places.

Seeing Reason (The Whole Truth) - Despite being a child, for one minute Karissa can utilize logic and reason far beyond her age. She can convince others of the truth (or what she believes to be the truth if it is false).[/fieldbox]
 
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Name: Gong Yu

Race: Human

Nation: Viridos

Appearance:
guan_yu.jpg
6'5'' 230 lbs. Wears common fisherman clothes and a dou-li to cover his eyes. Long black hair and beard. Kind, fatherly green eyes that can turn to death glares in an instant.

Occupation: Fisherman

Notable Skills:
-Xingyiquan: A form of martial arts that use internal energy to attack like the Elements. It hits with more devastating damage to an opponent than pure physical attacking but prolonged use will damage the attacker as well

-Illusion Magic: Magic that creates images intended to scare or confuse those the magic is used against. Cannot cause damage. His illusions are limited to manifestations the size of Gong Yu. ex: small light, attacking wraith, etc.

-Fatherly Gaze: Yu's eyes become kind and can calm down those that are distraught.

Notable Possessions:
-Taiji (yin/yang) Necklace: A necklace shaped in to a yin/yang symbol. Gives Yu a feeling of peace and tranquility.

-Fishing Rod: A simple rod made out of bamboo that Yu has had since childhood.

-Small Boat: A boat that can only hold two people Yu uses to catch fish and take naps.

Aux: Qing Long Da Dao (Green Dragon Big Knife): A Guan Dao Made out of Jade with a silver blade and spear point.

Advents:
-Death Xingyi: Yu's chi increases beyond its max limit allowing his xingyiquan to hit with deathly force.

-Real Illusion: Yu's illusion become corporeal and can physically interact with the world.
 
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Name: Trask

Race: Human

Nation: Kaustir

Appearance:

ardethbay2.jpg

Occupation: Messenger/Thief

Notable Skills:

Sure Feet: Trask is adept at traveling over any terrain swiftly and deftly from the roofs of Avarath to the Jungles of Viridos

Serpent's Fang: Trask is well trained in scimitar combat, both individually and paired

Magebane- Trained to recognize and disrupt circles, incantations, and spell casting

Friends in low places- Trask has a history with the criminals of Kaustir


Notable Possessions:

Tattoos of the Sea Below- Tattoos left on Trask from his youth, they have importance to the time before Kaustir.


Aux: Husk the Spider

Advents:

Mirror Step (Sure Feet): Once per day, Trask can step into one full length mirror and exit any of the same size he has reflected in before. He must stand before a mirror for a full minute before doing so.

Reflection (Magebane): For one minute, Trask can reflect offensive magic back at the caster.
 
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Name: H'kal

Race: Draken

Nation: Kaustir

Appearance:
Lizard_by_myrllok.jpg

Occupation: Enforcer of Dorgrad Mines

Notable Skills:
Interrogation: H'kal has learned from trial and error ways, both physical and psychological, to get any and all information from his prey.

Drake Fire: A secret combination of reagents and chemicals found from the Poisoned Forest and in the mines of Dorgrad has allowed H'kal to recreate dragonfire to a small degree. It is highly volatile, and he only carries a small vial with him at most.

Enforce: His presence and attitude makes all the workers remember what they're supposed to do. No one dare stops working with him around.

Sneak: His tail allows him to slither around the caverns and mines unnoticed, to pounce on slacking workers. He can crawl on ceilings and walls with his claws and using his tail to grab workers from above.

Notable Possessions:
His bone mask, his whip, a charter of workers, and a vial of Drake Fire

Aux:
The Whip

Advents:
Command: The whip cracks, causing the sounds to bound off the close cavern walls, echoing throughout the mines. It gives off H'kal's commands, even though he hasn't said anything, and implants it into the minds of all who hear it.

Terrorize: Any who hear the crack of the whip begins to get anxious. The more cracks they hear, the more fearful they get.
 
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Brunrick Soriksson

Name: Brunrick Soriksson
Race: Human
Nation: Pegulis
Occupation: Ranger/Hunter
Notable Skills:

  1. Hawk Eye (Able to spot the smallest animal and or track any being.)
  2. Poison Adept (Able to apply poison to his weapons)
  3. Picklocking made easy (Since childhood he has learned to pick locks and became very good at it)
  4. Archery Proficiency (He has the best skill with a bow than most weapons.)
Notable Possessions:
  1. Handmade Bow
Aux: Syrus The Wolf
Advents:

  1. Hunter's Sight [Hawk Eye] (Allows Brunrick the ability to spot and or track at greater distances)
 
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Name: Dane Myros

Race: Human

Nation: Pegulis

Appearance: (See image)

Occupation: Aldus Watch Recruit

Notable Skills:

- Hidden Potential:
Despite his rather simple nature, Dane is actually quite intelligent, possessing a surprising capacity to learn new things, whether it's a new stance for wielding a blade or what reagents to use to make a restorative salve.

- Animal Empathy: Dane has a knack for handling beasts, domestic or otherwise. When an animal grows fearful or combative, he always knows exactly what to do to calm them down.

- Hardy: He's no stranger to working long hours for little return, whether he's on guard duty, helping shore up defenses or what have you, his stamina reserve is high, able to keep at his job for long periods of time with little rest.

- Resilience: Dane is quick to bounce back from injury or illness, not one to be laid up in bed for long. He's more resistant to exposure and disease, as well.

Notable Possessions: A patchwork lance, an old, worn out crossbow, and a set of tarnished silver cutlery.

Aux: Shining Signet (a simple iron ring embedded with a white glowing gem)

Advents:

Rejuvenating Light (Resilience):
Dane uses his signet to empower either himself or an ally; Any wounds suffered during the minute duration of the effect will be healed by the energies enveloping the affected person.

Primal Light (Animal Empathy): The Signet projects an aura in a large radius around Dane, calming any animal life within range and allowing him to issue commands to the beasts if he so chose.
 
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Name: Ursa Moss

Race: Human

Nation: Pegulis

Appearance: There is always blood.
URSAedit.jpg


Occupation: Ilium's Nomad Messenger

Notable Skills:
Wilderness Survival - Knows the land and treads easily.
Inner Compass - With a photographic memory of Geographic location coupled with an animalistic sense of direction.
Archery - If Valko isn't bringing her food, Ursa takes aim for her meals.
Stave-fighting - proficient with long staff.

Notable Possessions:
Ivory Raven-headed Long Staff
Basic Hunter's Bow
Broken Ivory Cross Bow
3 crystals Pendants.

Aux: The Albino Raven - Name: Valko

Advents:

Guiding light - Ursa uses her unique crystals with Valko to keep track of each other, avoid danger, find shelter, and even communicate.

Harrowing Insight - Valko Can Detect Danger, alerting ill intent of creatures Ursa engages with.
 
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Name: Bagroh
Race: Human
Nation: Pegulis
Occupation: Chocolate Salesman
Notable Skills:
Empathy - Can accurately judge the feelings of others
Geomancy- A form of magic at which he is an expert at.
Natural Talker - Bagroh has a natural talent for conversating and business, people say he has a trusting, personal air about him.
Seismic Sensitivity - The ground's vibrations and movements are much more clear to him than to others.​
Notable Possessions:
A crystal - This one was found on his journeys. It looked interesting, so he kept it.
Chocolate wagon - His trusty little wagon in which he keeps the chocolate stored in travels.
Aux: Gauntlet

Advents:
Uproar - For one minute, Bagroh can channel more difficult magic.
Golden Tongue - The last statement out of his mouth after one minute sounds far more convincing than usual.

-
 
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Name: Aorin

Race: Anima

Nation: Kaustir

Appearance:
c090b82ba34690_full.jpg


Occupation: Black Market Dealer

Notable Skills: Archery: Able to handle a bow and arrow with bulls-eye aim.
Persuasion: He can talk people into doing things and/or buying things from his market
Ability to sneak: He is silent on his feet and can get away from others without being heard.
Shadow Magic: Conjure the Darkness: Ability to conjure shadows around him that makes him unseen. It's only effective at night and when there is no moon, otherwise the blackness is seen around him.
Shades: Ability to control shadows to fight with him. Again, only at night. Otherwise this magic doesn't work during the daylight.

Notable Possessions: A claw necklace: One that his mother gave to him.
A black book in which he keeps all of his confidential clientele information in.

Aux: Reah the Black Wolf

Advents:
X Marks the Spot: The Arrow can be controlled to go anywhere he wishes. Only one arrow though. (Archery)
Of the Shadows: Able to go invisible for one minute. (Sneak)
 
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Name: Shekar Ma'alin

Race: Draken

Nation: Viridos - Hosia

Occupation: Acquirer of rare and unusual goods (merchant)

Notable Skills:
Lost in antiquity
- A vault of random information, Shekar knows the value and usually the history of nearly any item to cross her counter.

Always listening - Dealing in information as well as goods Shekar is always listening to the world around her. Including what wasn't said.

Watch the tail - Shekar's tail packs a wallop. The force of the hit is easily enough to knock a grown human male unconscious.

Comes at a price - "To receive, something must be given. Balance is to be maintained, therefor everything comes at a price." This is Shakar's business motto. Accordingly she is an expert at negotiations and finding the best deal for all sides.

Notable Possessions:
Her shop -
Located in Hosia and built under the roots of one of the great trees, Shekar's shop (and home) contains many items not usually seen or easily acquired. It's a little off the usual path, but she'll sell to anyone. For a price.

Network of contacts - If she doesn't have what you need she can find it. Shekar has a network of contacts around Sunne who are usually willing to trade.

Aux: a small ball of white "fire" named Nox

Advents:
Capturing sound (always listening)
- Fused with Nox, Shekar can guide the sound waves in a targeted area to her own ears for a minute's time.

Batter up (Watch the tail) - For a minute Nox can strengthen Shekar's muscles and endurance so she can knock larger and heaver objects (and beings) further away with her tail.
 
Name: Durael

Race: Human

Nation: Kaustir
RvZxL.jpg


Occupation: Battlemage
Notable Skills:

Flame Dominion
Durael conjure fireballs and fire-rays of varying sizes and concentrations (Size and Concentration dictate how much the spell effects the physical body of the caster)
Arcane Capacitor
Durael can almost absorb most weak strength spells and use the magical energy for his own spells.
Persuasive
Durael is very good with words, and is a very persuasive man. He is good at changing minds as well as bartering for a better price.
Enchanter
Given the right tools, Durael has the ability to enchant weapons with fire enchantments.

Notable Possessions:
Tempest
Durael's enchanted sword. In battle, the blade reaches temperatures of 200*F when fed with magical energy
Aux:
A flightless dragon
knomodo2.jpg
Advents:
Dragon's Breath
For one minute, Durael can breathe dragon-fire.
Dragonskin
For one minute, Durael's skin becomes as scaly and hard as a dragon.

 
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Name: Milah (mee-lah)

Race: Human

Nation: Pegulis

Occupation: Horse Mistress of Tavark

Notable Skills:
  • Exceptional Horse Rider
  • Equestrian Trainer
  • Archery Training
  • Basic Herbs and Plant Life Knowledge
Notable Possessions:
  • Silver Bow - A bow made of a silver wood originating from an indigenous Tavarkian tree. Lightweight, durable, and powerful.
  • Inscribed Leather Bound Dagger - A simple double edged dagger with a leather wrapped handle. It is inscribed with "Hirsu Huaurs"
  • Osirian Stallion - A completely grey horse Milah has raised since he was a foul named Ssirm (Storm).


Aux:

-Siellruk
A horse with strange, glowing, blue markings. Siellruk (Soulbred) is eerily calm, but can be ferocious if Milah is threatened.

Advents:
  • Beast Master - Siellruk grants Milah the ability of being able to "tame" any beast; man or animal.
  • Seismic Stampede - An advent Milah rarely uses, Siellruk rears and stomps the ground causing an excessive tremor in the earth that often stuns or knocks down anyone nearby save for Milah.

 
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The Bastard of Kaustir, Crimson

Name: Mahstrah Otiel (Mah)

Race:Human/Avian

Nation: Kaustir

Occupation: Daughter of Kalrah, diplomat of Zirako

Notable Skills:

Swordplay- Is formidable in one on one combat with a sword

Flight- Thanks to her Avian blood she was born with wings and is capable of flight

Inheritance- While her father isn't the richest, he still has an abundance of wealth which she has access to

Silver Tongued- Growing up she has always had a talent for lying and talking her way out of trouble.

Notable Possessions: She wear's a ring with her family sigil. She also has in her possession a sword left to her by her mother.

Aux: Her Aux is a small silver feathered Hummingbird

Advents:

Hyper Flight- for one consecutive minute her wings go from there usual shade of light pink to shining silver and she can fly much faster then usual.

Feather Blade- for one consecutive minute her sword becomes as light as a feather and as durable as the hardest steel.
 
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