ARGENT - A Dark Fantasy/Apocalyptic RP

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What are you wanting for appearances? Descriptions? Pictures? And if pictures, any preference to style? Like anime, real, etc.?
I have a preference for fantasy-themed artwork and/or descriptions of appearance, as those best fit the theme I've got in mind. Anime pictures are allowed if such a picture best potrays your character, but keep in mind that the theme is gritty, not kawaii or cute or whatever. As for photos of actual people, I prefer not to use those. And whilst it should be obvious, if you're going to use a picture, try to ensure that picture isn't a character of something else popular that actually exists.

When I release the CS, I'll leave this as a note in the 'Appearance: [X]' section.

~ ~ ~

Whilst I'm here, I'll disperse a bit more information out there about The Argent Foundation itself, which will be the 'homebase' of your characters and all other Argent members. For now, I just want t explain...

The ARGENT Member Ranking System

Set up crudely and quickly, the ranking system within Argent lets majors and minors alike distinguish your simple fighters from your mission providers and commanders. All new members of Argent will simply be given the lowest possible rank, but by performing missions successfully, as one might expect, you'll rank up.

Essentially, people are given badges with 'Crest' rankings from 0-5 (save working and scouting classes.) As new members, you will start as a 'Zero-Crest', going up depending on how useful and successful you have been to Argent.

Ranking up will allow you to be entrusted with more complex missions, and holding a high-ranked badge will also mean you can be trusted with some of the more fancy weaponry, armor, and magical implements provided by the Smithy. The ranking system is basic, but it works, and helps to keep order and allow those to know their place.

THE RANKS
ZERO-CREST: A simple black badge with a simple silver 'A' written on it, this badge indicates you've recently been accepted into The Argent Foundation. Members of this rank have yet to do any mission of serious worth, so they are not entrusted with anything other than simple weaponry.

WORKING-CREST: A simple blue badge with a similar 'A' written on it, those who bear this badge are responsible for activities outside of combat-based missions and scouting. This badge belong to builders, cooks, foragers, etc. who work for Argent in ways other than missions. As such, they are not permitted to any weaponry or armor, but it is not needed for someone of their profession. Messengers, including the one who informed your character about Argent, usually wear this badge.

MAJOR WORKING-CREST: A trimmed blue badge, major working-crest are leaders of specific jobs, or they're just really damn good at what they do for the Argent Foundation, commended by Ser Rhyzen himself. The finest smith will possess this badge, and whilst they're still not fighters, they are still appreciated and commended by their superiors, as Argent would likely not be much without them.

SCOUTING-CREST: A simple green badge with the silver 'A', people of the scouting-crest have proved themselves loyal to Argent's cause, but are unworthy in combat and instead better at getting around the place. Scouters usually possess some sort of ability or mount that allows them to traverse the land very quickly, allowing them to relay information about missions back to higher rankings. Whilst not fighters, scouting-crest members are invaluable and are sometimes messengers if not working-crest. They are still only permitted to simple things within the armory, however.

MAJOR SCOUTING-CREST: A trimmed green badge, similar to how major-working crest works.

ONE-CREST: Similar to the zero-crest badge, but a single silver star is underneath the 'A'. This proves you've done something for The Argent Foundation mission-related, but are still considered very low class. Regardless, people will actually give you some respect with this level.

TWO-CREST: A two-starred badge. You've successfully completed multiple missions, and at this point, you're likely a trustworthy and somewhat respected member. You can be entrusted to lead small groups of zero-crest or one-crest members. You are somewhat of a figure within Argent, though still dwarfed by your higher counterparts.

THREE-CREST: This three-starred badge shows you're a trusted and respected member who's been on numerous missions, providing great service to Argent. You are of a high ranking, and you fall order only to the leaders above you. People should respect your word, and you're permitted to most things within the armory. You are commended by the leader Ser Rhyzen himself for your efforts.

FOUR-CREST: A wearer of this four-starred badge is the highest honor an outside fighter can get within Argent. Taking the orders of only Ser Rhyzen and his fellow commanders, four-crest wearers command operations, and are bought out as 'the big guns' when a large matter arises. Powerful, trustworthy, and permitted to take whatever they want within Argent, this is the closest to a 'hero' an aspiring Argent member will ever be.

FIVE-CREST: These badges are held only by Ser Rhyzen himself, and his vice commander and personal tactician Ser Konnor. No member other than these two will ever get this badge, it is simply to distinguish leaders who have absolute power over the operation, and the founders of the whole thing themselves. Obviously because of this, not even the greatest of hero will get this rank, which is why four-crest is such an honor.
 
I'm curious on two things, one just more details on the magic. Perhaps some examples can be given? For example physical attackers, necromancy, fate alteration, etc al.

Two what do you have planned for antagonists? And I'm assuming the enemies are various fantasy origin creatures, or is there something of note?
 
I'm curious on two things, one just more details on the magic. Perhaps some examples can be given? For example physical attackers, necromancy, fate alteration, etc al.
Magic, in this world, is more commonly referred to as 'Rewrition', as you're using an unnatural and rare force given within your blood to twist and rewrite some parts of reality to your will. People are very much born with this in your blood, and those who can use Rewrition - known as 'rewriters' - are likely of ancient and mysterious family origin. To use Rewrition, a caster must connect their blood to an implement of choice using a needle or blade referred to as a 'Rewriter's Finger', and from there, depending on the power of what they're doing, they'll be putting pressure and strain on their blood and soul to cast something of a desired effect. If you're inexperienced and try to something crazily powerful with Rewrition out of nowhere, you'll literally pop, or in more clean cases, die of an internal blood-related issue.

Rewriters usually specialise in one form of magic, and are born with that magic, so they can't just go about learning all the spells. Firey McBurnpants will be limited to firey spells, for example, and can't just read a book to learn something like teleporting. I understand the whole Rewrition thing is a bit confusing, so if you're planning to make a rewriter-based character, you might want to PM me your ideas and I'll see if I can help you about it. You are free to make your own form of Rewrition, so long as I deem it 'balanced' and it fits in with the world. So necromancy, physical enhancement, and fate alteration could all be forms of Rewrition as long as we justify what all of these can do exactly, and how much strain it causes.

Here's some examples:
GRAVITY REWRITERS - Able to change the way gravity works in a small area around them or a certain object in exchange for putting stress on their blood for each second this is in effect, gravitational rewriters are commonly harmless, using their abilities for mobility and utility. However, those especially gifted or those who have learnt to deal with the strain can cause terrifying effects, such as crushing people, making people fly upwards than fall to their doom, or other brutal killing fashions.
THERMAL REWRITERS - Able to change how heat works, thermal Rewrition is commonly used to burn and create fire out of flammable objects or materials from nowhere. By throwing ignited pockets of flammable liquids or rearranged gases, 'fireballs' and such magic thought only in stories is able to be bought to life. Advanced thermal rewriters can cause terrifying heat that melts flesh, or even tap into freezing instead of heating.
AIRFLOW REWRITERS - Most opponents need to breathe to survive and continue to fight on, which is why airflow rewriters are feared for their simply effective methods. For limited amounts of time, an airflow rewriter can remove the oxygen from air in a small area, which can effectively strangle or suffocate people without the rewriter needing to lay a finger on them. Advanced airflow rewriters are extremely rare, but said to do terrible things.
POSITIONING REWRITERS - A simple form of mobility usually paired with a quick fighting style, positioning rewriters can change where they (or another object) are in the current moment in an instant. Essentially, they can teleport short distances, moving in untrackable manners in exchange for a lot of strain. Advanced positioning rewriters can not only reposition themselves, but other people, making fights end instantly if they're given the right environments or circumstances.


Two what do you have planned for antagonists? And I'm assuming the enemies are various fantasy origin creatures, or is there something of note?
Aside from the corrupted beasts spreading slowly across the world from the now 'hive' of Abbelest (check out the story section for more clarification), which will be the main mysterious antagonists of this story, there will also be multitudes of human antagonists to worry about. People wishing to bring down Argent for [X] reason, cultists who have descended into madness, bandits, etc. There are no specific names, yet, but as the RP progresses, characters will learn to hate and wish to end certain names and creatures of varying levels of threat.
 
Hmm I see, thanks for the reply, I'll read it all once more, see if I missed anything. The sort of magic you are wanting, believe I have the general gests of it.

Think I'll join, just not sure what I want to make, I have three possibilities. So time will tell, that or I'll just pester you with a PM. Containing my general ideas and the appearance, see host best choice from that.
 
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And now, introducing character sheets! If any of you already have ideas and want some feedback on a CS, now's your chance.

Don't feel pressured into thinking you have to make a CS if you're still debating whether to join or not. These are just 'beta' character sheets for now, if you will, to get people into the creative mood and discuss possible relationships/dynamics between characters, and to help create a balanced group before I create the actual OOC, where official character sheets will be posted.

If you're wondering when this 'official OOC' will come, I'm thinking in a week's time, perhaps more than that. I need some time to plot everything, the layout, and such, whilst ensuring there's room for as many people as I can effectively manage. There's also still a lot of time to ask questions and enquire more about certain parts of the lore.

To get to the CS, you can find it now added to the first post of this thread. Or, alternatively, you can use it here:

Note: PLEASE make sure you delete the square brackets.

Name: [Your character's full name. Nicknames should be put within quotation marks.]
Age/Gender/Height: [E.g: 21/Male/6"1.]
Province: [The city/town/tribe your character is from. If you'd like to make your own small town/tribe, PM it to me first.]
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Appearance: [Artwork and/or descriptions are preferred. Anime is allowed considering it fits the RP's theme. Please don't use existing characters/real photos for your appearance.]
Personality: [What does your character act like usually? Any particular personality traits?]
Relations: [Is your character related to any other PC within this RP? These relations can be anything from acquaintances to brothers. Do not feel like this is mandatory, and delete this section entirely if no relations to other PC's are present.]
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Biography: [A detailed list or paragraph(s) of the important events that happened in your character's lifetime. Be absolutely sure to include your character's motives for joining Argent. Bear in mind that the corruption and true chaos began 5 months ago from the present day, and the XII Final War started 12 years ago, and ended 5 months ago.]
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Profession: [Think of a small title for what your character does. Etc, 'Swordsman', 'Juggernaut', 'Gravity Rewriter'.]
Profession Details: [What are your character's skills that give them this profession title? What can they do? How will they beat the enemy? Do they know Rewrition? If so, what kind, how hard is it to perform?]
Signature Moves: [Does your character have any unique things they do when they fight? Try not to have too many of these. If your character avoids using these and sticks to improvised or classic fighting, don't worry about this section.]
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Skills: [Things like carptenry, knitting, underwater basket weaving, and other non-combat things should be put here.]
Weaknesses: [Things your character doesn't excel at, or phobias/fears/allergies they might have. Try to add a good amount of weaknesses to counteract strengths, but don't go too over-the-top.]
Other Notes: [Anything else you want to add? If not, just delete this section.]
 
Alright, definitely making a character in this! I call the first assassin character!! Mine, mine I say!

*evil laughter*
 
Vaniela Gungni

14mrGS4.jpg

25
Female
5'10"
Abbelest





Personality
Vaniela is fiercely patriotic, and proud to be Abblestian. She thinks nothing of helping fellow Abblestians, and still views her loyalty as being to Abbelest rather than to Argent. She never used to be too bothered by Keldians as a child, but now she harbours a deep dislike of them, especially those who served in the Keldian military.

She has a gruff, blunt personality, and has very few qualms about speaking her mind. Not one to hide behind a fake smile, respect from her is something that is earned, rather than something that comes automatically. Those she does respect can rely on her full support, as one footsoldier to another.

However, gnawing away at her is a dark, burning core of anger and sorrow. She blames Keldia for the corruption. She blames the other cities for failing to do enough to stop it. She blames herself, for throwing away her unit. Anybody who touches the wrong nerve at the wrong time will likely find themselves on the receiving end of a punch at best, and a lance at worst.

Vaniela is a reliable comrade, somebody who you can turn to in your time of need and who will always be willing to lend a hand. That is, if she likes you. And if you happen to not be a Keldian. And she's not had a bad day.



Relations
Pending depending on what other characters get made.




Biography
Vaniela was born into a military family in the city of Abbelest. Her father was one of the city's few Rewriters, and used Force Rewrition as a weapon on the battlefield. Her mother was a renowned captain of the Abbelestian military, and was famed not only for her tactical nuance, but her skill with sword and shield. Vaniela admired her mother greatly, and never though of being anything other than a soldier just like her.

At the age of 12, the XII Final War broke out, and both her parents were called out to the front lines. Vaniela was sent to a military academy by her own request, and began her training. A dedicated recruit, her skills with various weaponry improved, though she struggled moving in the heavy armour typical of the Ablestian military. As a result, she was an effective, if unremarkable, cadet.

However, all was set to change. 3 years into the war, her mother died fighting on the frontlines. Her father, wounded in the same battle and grieving, was allowed to return home. He taught her an alternate path, helping her to awaken her own Rewrition in the hope of turning her away from the military and keeping her safe. To his dismay, Vaniela instead used her Rewrition to augment her physical combat potential. Ditching the heavy armour she had struggled in and utilising her enhanced manoeuvrability, Vaniela shot up the ranks of cadets, and within a couple of years was fast-tracked into the military proper. Her father was devastated by her choice, though he publically supported her. The concern and worry ate away at him, leaving him frail and weak.

Vaniela took her unique fighting style out onto the frontlines, swiftly being recognised for her trademark speed and keen eye with the lance. Fighting amongst the infantry, she could breach tight formations and punch through armour, eventually earning herself a promotion to Captain, and her own unit to command. They formed a vicious spearhead, one that smashed many battle lines over the years, Vaniela always leading from the fore.

Their aggressive strategy backfired on them in the final days of the war. The unit, operating at the vanguard, found itself cut off from the rest of the army, and was forced to retreat. Over the next couple of weeks, they sought to find their way back, but were intercepted by enemy patrols or detachments. Numbers dwindling, Vaniela ordered one last desperate attempt to break through a weak point of the Keldian encirclement. However, reinforcement arrived before they could push through, and her unit fell. Vaniela herself only survived thanks to her Rewrition.

Filled with grief and rage, Vaniela could do little but watch the fate of Abbelest from afar. She was not aware of the corruption until she encountered a couple Keldian recruits fleeing from the abominations unleashed from within. They choked out the whole story as they lay there bleeding. In exchange for their information, she gave them a swift death. She set off in the direction they had come from, still hoping beyond hope that her city may be saved.

It took very little time for her to realise that Abbelest was a lost cause. She was forced to flee, hide and fight as she moved away from the tide of abominations, doing her best to help the people of the region as she moved. Tales began to spread of a woman who arrived like lightning, goring foes with her lance. Presumably word reached Argent, hence her invitation. Though she detested the thought of working under Rhyzen, it was her only hope to achieve her wishes...




Lancer-Captain
Vaniela was a frontline solider fighting in the vanguard of the Abblestian army. She paired her skill with the lance and her Force Rewrition to unleash devestating charges at high speed, then back off to evade a counterblow. As a backup, she also carries a sword.

Vaniela's Rewrition is channeled through a pair of needles that sit on the inside of her armour, piercing her legs. Her Rewrition multiplies the force generated by her natural muscules, enabling her to accelerate and turn at speeds beyond that of a normal human, and allow her to deliver her signature charge.

Vaniela fights more like a cavalryman than a footsoldier, charging in before disengaging, followed by another charge. Undoubtedly effective, the combination of Rewrition and physical exertion can be exhausting, and overruse of her Rewrition in her fighting style will cause her to tire at an exceedingly high rate.



Skills
Passable cook and forager.
Moderate tactician.

Weaknesses
Short temper.
Relatively poor staying power in an extended fight.​

 
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Well, that took longer than I though to write up...
 
Vaniela Gungni
Vaniela looks great. Her biography fits in perfectly with the world, her fighting style/Rewrition knowledge is cool and works great for out first character within the RP. Whilst I'm not going through the phase of 'Accepted' or anything like that yet as these are just beta character sheets, Vaniela's CS will be welcomed into the cast by the time the official OOC goes up.

While you wait for everything to start, the only minor criticism I have is that you could pretty it up just a bit and perhaps arrange some parts of the CS to be clearer to read? That's not to say it's a mess, or unreadable - it's perfectly fine how it is - but it's just what little I can give in terms of how to improve, as the bio and stuff is pretty spot-on.

Also, she's going to be an interesting character around other Keldians. I don't know if any of you are planning to make Keldian war survivors, but the chances of you seeing Vaniela and her group (or perhaps even being against her) at some point is actually higher than you might think, especially towards the end of the war.

Anyways. The first beta CS has been laid down and more or less approved for when the OOC comes out. Who'll be the next people to join the cast of our war-scarred lancer?
 
That would be me and my assassin, but I need access to a comp to make it pretty, so I'm going to get the bare bones up now (now being relative, probably meaning that it'll be up very late tonight).
 
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Interested. Will read up on everything and attempt to write up a CS soon.
 
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Was going to do someone from Abbelest that moved to the Meadow after the war, but then I realized that wouldn't make sense. So, here's the character I have now.


Name: Sam Valcun
Age/Gender/Height: 27/Male/5'11"
Province: Meadow
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Appearance: Sam's skin is a bit darker than most of his people's, having it be as dark of a shade of brown as his eyes. His black hair is untidy and a part of it covers his face, namely the right eye. Said eyes are a bit far apart and are big and constantly wide-eyed. He has an upturned nose and a small mouth that can be surprisingly wide when he grins. He has a lot of muscles from working in the field and doesn't realize not everyone are as strong as him. He wears simple clothing, a white cotton shirt, a wool sweater with wavy blue patterns over it when it gets cold, and sandy colored linen pants. If he needs to protect himself, he wears leather armor. Underneath all that are his undergarments, which are a light brown color. As for shoes, he wears worn out leather boots.
Personality: For someone with enough strength to lift seven full bags of flour, he's not much of a brute. Rather, he's a quiet type and tends to listen more than he speaks. He sort of fits the stereotype of Meadow people being kind and honest, especially the honest bit. But he's not the type to approach people, even if he needed something. He can work solo just fine and usually waits for others to approach him to talk. Truthfully, he's a bit easy to take advantage of when it comes to helping others, though he'll shy away from things that go against his morals, like cheating in a card game or slandering someone.
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Biography: Sam was born to two loving parents, Echo and Marvin. He was taught how to work at an early age, helping his parents out with chores. When he got a little older, he began helping his parents with the animals. About a year later, he was taught how to tend to the crops.
Sam felt like there was something in him that rose whenever he was near plants, some alien feeling that wanted to be let loose. He told his parents about the feeling, who took him to the elders to discuss these feelings. One of them, who knew magic, tested him by giving him a Rewriter's Finger that was inserted into his left hand, deep into the palm and wrist. From there he was led to a tree and told him to try something that the feeling told him. To his dismay, nothing happened, though there did seem to be a creaking groan coming from it. So they tried with something smaller, a bush. Sam, not used to magic, quickly dropped his hand when the bush began to sway and come towards him. His parents were told of the power he possessed and all agreed to use it for the benefit of Meadow.
Sam became a known celebrity at that point. He was one of the very few who possessed magic and he found the popularity…quite overwhelming. When he wasn't out working in the fields or being surrounded by people that fawned over him, he was off practicing his magic to protect the people of Meadow. He learned early on that he could manipulate the crops they grew to move and nothing else. Truthfully, he hoped to make Meadow a better place by making sure the crops would have a bountiful harvest, but he found he couldn't revive a dead or broken plant. So he turned to making sure there were wolves or bandits about. He practiced tripping up wolves with his power whenever a pack was too near the sheep for comfort and began to learn how to uproot even trees from the ground with his power.
Life treated Sam well, for the most part. He was far away from the XII Final War that raged on between the two major cities and believed that the conflict had nothing to do with him. It did, until strange creatures began appearing in Abblest and were moving on to other places. Here was where his magic was tested. He was trained to fight off anyone that came within the coming months using the simple weapons they had and the magic he possessed. However, he wasn't able to completely fight off all the bandits and many people of the Meadow fled as things got worse. And for him, it got worse when he couldn't protect his parents from a bandit attack and were slain in the ensuing chaos. Filled with grief, he followed the bandit's tracks until he found him snoozing against a tree. He immediately stabbed the man in the heart with a knife he brought with him for that occasion. Even though the bandit was bleeding out, the two of them fought until he used the roots to trip him up and then used sharpened sticks to pierce the man's body in several areas. Once he realized what he had done, he could only kneel and sob.
After the death of his parents, he continued to protect the Meadow until a messenger came to him one day with a letter from the king of Kelda, saying he was creating a paradise where there was no crime or corruption. The thought of there being no crime was what made him head to Argent in the first place, so that he can make sure that no bandits would harm anyone ever again.
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Profession: Plant Rewriter
Profession Details: Sam can control plants to move at his whim, including trees. Though moving anything larger and thicker than him from one place to another wears him out faster.
Signature Moves: Uprooting- he can uproot a plant and send it flying at someone, having the roots constrict their neck or render them unable to see as the plant lands smack on the face roots down.
Trip- He uses the roots and the plants themselves to snag and trip up his opponent.
Sharp pointy sticks- He's able to yank off twigs from a branch and sharpen it into a point. Then he uses those against his enemies, piercing them with it.
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Skills: good at tending crops, also good with animals
Weaknesses: doesn't know his own strength, uses only simple weapons like a spear, isn't used to beasts even though they just appeared five months ago
Other Notes: The murdering of the bandit that killed his parents haunts him to this day. He doesn't know whether or not he could find a way to redeem himself after that.
Was friends with a girl who tended to the sheep. He has no idea where his friend is anymore, as she had left Meadow a few months before him.
He has a tendency to give nicknames to people.
 
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Sam Valcun
Sam seems good, though he could use some tweaks. Rewriters in Meadow are pretty damn rare, as most of the folk are simple farmers, hideworkers, etc. That isn't something that needs to be tweaked, I'm just letting you know that being a rewriter in somewhere like Meadow is a pretty big deal. Only around 2% of Meadow-born folk are rewriters, which is probably the lowest statistic of all main cities/towns.

Here's the thing. If his powers exist in farming, it begs the question of why he isn't in the Working-Class of Argent members, helping to grow crops. Growing food is an extremely useful trait, especially for feeding a growing populus. He also doesn't know much in the way of combat apart from strangling people with vines, which is... sort of situational. After leaders would have summarized his abilities, he'd probably be asked to be a Working-Crest member, which, RP-Wise, would be pretty boring to play, and I'm sure you'd much rather have Sam getting out there and doing missions.

Basically, Sam needs a 'buff' of sorts if you're still going to stick with the Plant Rewriting thing. Giving him some combat experience, or making him super good as using plants in-combat other than just strangulation or mere blunt/throwing attacks, might be an idea to get Sam a worthy choice for combat-based missions. Right now he's more of a farmer than a fighter, and sending someone who can be a valuable source of food out to fight would be a... questionable choice by the leaders, to say the least.

Just edit it up a bit, notify me when you're done with the edits, and you should be good! You don't need to completely re-do the character if you don't want to, he just needs to be more... combat-worthy, and less of a makeshift fighter, if you get what I mean. Sam's character makes perfect sense, but him being a fighter? Not so much.
 
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@Jakers

Made the edits! Is it better now?
Yeah, much better! Sam would definitely be welcome to go out and do missions now, rather than just being seen as a country bumpkin. Expect Sam to be accepted into the fray when the actual OOC goes live.

Similar to RJS, the only criticism I can now give is to format stuff a bit better and pretty out the sheet, though that's entirely optional. Also, renaming his profession from simply 'Rewriter' to 'Plant Rewriter' (or another cool title you might be able to think of) might be something you want to do, for a more specific combat occupation.

Everything you've done is great, and it's nice to have a Meadow-folk into the mix. I wasn't actually expecting anyone to go Meadow, but I'm glad somebody did in the end, as the town is actually pretty interesting.
 
Yeah, much better! Sam would definitely be welcome to go out and do missions now, rather than just being seen as a country bumpkin. Expect Sam to be accepted into the fray when the actual OOC goes live.

Similar to RJS, the only criticism I can now give is to format stuff a bit better and pretty out the sheet, though that's entirely optional. Also, renaming his profession from simply 'Rewriter' to 'Plant Rewriter' (or another cool title you might be able to think of) might be something you want to do, for a more specific combat occupation.

Everything you've done is great, and it's nice to have a Meadow-folk into the mix. I wasn't actually expecting anyone to go Meadow, but I'm glad somebody did in the end, as the town is actually pretty interesting.
This came rather late, but what's so interesting about the town? Other than being an agricultural village that is.
 
Name: Aridian Kellar
Age/Gender/Height: 19/Male/5"10
Province: Abbelest
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Appearance: Aridian's physical features are typical for members of his family. He has porcelain skin that almost seems pallid. He was born with a rear condition that give him eyes of two separate colours, one light green and the other light blue. He is the only one in his family who has this abnormality. His snow white hair just brushes his back and his physique is very svelte.
lysander.png

Personality: Aridian is generally very condescending and indifferent towards most persons, greatly due to his own self-image and upbringing. He values his intellect and fancies himself to have been one of the smartest persons in Abbelest, if not the entire continent. He sometimes speaks in a cryptic manner and exudes an air of suspicion. Because of his obsessive desire to achieve all his goals, he has developed a sly and manipulative side which he employs to trick people into doing his dirty work. Aridian possesses a deep seeded hatred of the Keldians because of their destruction of his home, but it rarely ever shows on the surface unless he is deeply enraged or upset, an event that rarely happens due to his own militant restraint and self-control. Aridian was considered attractive by many of the Abbelest girls and has eventually learnt to use his good looks to bring people under his thrall
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Biography: Aridian hails from the city of Abbelest, where he lived with his mother and father for all of his early life. They were a wealthy family and resided in a massive stone behemoth of a building they named Castle Kellar. The Kellars were a very social family, and frequently hosted large get-togethers at their home. The Kellar's forefathers made their family fortune in steel after a simple expedition in tunnels just outside the city lead to the discovery of an iron mine not previously known to exist. Since then the Kellars have risen to the status of one of the wealthiest families in Archminister, responsible for 1/3rd​ of steel weapons manufactured across the land.

As the oldest living child of the Kellar family, Aridian was expected to inherit all his family's wealth. After the start of the war, the Kellars were made even wealthier as a result of the increased demand for steel production in the city. Because of their importance, they went relatively unscathed in the war. Aridian's father, knowing him to be the next head of the Kellar household, raised him to be ruthless and intelligent, to always see to it that his debts were paid and to assert his authority by never losing a single battle. Aridian's childhood was very rough because of his father, but he always got everything he wanted, to prepare him to take what he wanted when he was older. His mother was mostly supportive of his father's treatment of him.

Aridian had a younger brother, Arren, whom he loved dearly. He made it his mission to protect young Arren, regardless of the cost. Arren was the only spark of light in the world of darkness Aridian lived in. During the final days of the war, Aridian's father decided that he needed to be able to defend himself in the war torn city they called home and so he began learning the Rewrition of his father and all his ancestors. He had a Rewriter's Finger inserted into both his wrists. When the war was finally lost, everything quite literally went to hell. The entire city was set ablaze, with Aridian's home, one of the city's larger structures, being amongst the first to be destroyed. He made it out of his doomed home alive, but his family had perished in the burning house and his right shoulder was left with a large red scar to remind him of his tragedy. He spent several days unconscious on the ground in front of what was once his home and was only brought back to reality after strange creatures began to overrun the city.

Aridian journeyed far on foot, not knowing where he was going, until he stumbled upon an Abbelest elder who had taken refuge in a dilapidated shack off to the side of the road. He remained there for several weeks, mourning the death of his family and the fall of his city. It was there his hatred for the Keldians began to kinder, until he resolved to avenge all he'd lost. When the messenger arrived with his invitation to Argent, he readily accepted, so he could eventually repay the former King Rhyzen for the death of his family and the loss of his fortune.
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Profession: Friction Rewriter

Profession Details: Aridian possess the skill of Friction Rewrition. This gives him the power to apply an intensified force of friction to any moving object, usually resulting in immobilization, abrasion and heat generation. He spent only a short amount of time training with these powers under the guidance of his father, who'd mostly disregarded Rewrition because he wanted to be feared for his might and not his power. Aridian continued practicing with his powers even after his father's demise. He is constantly thinking on how to best utilize his abilities as well as how to increase them.
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Skills: Aridian is skilled at swordplay, which is one of the many skills his father thought him. He is also good at strategics and is well conditioned to be in leadership roles. He is also a novice inventor. His greatest skill, in his own opinion, is his intelligence.

Weaknesses: Aridian cannot use his Rewrition on things that are not moving. Also, it is harder to apply friction to slippery objects and the further away he uses his ability, the less effective it is likely to be. He has reoccurring nightmares about his brother's death, which sometimes make him reluctant to use his Rewrition, as it produces sparks that remind him of the burning cinders his home was reduced to.

Other Notes: Theme Song!
 
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Name:
Lydlos Morder
"It means Silent Killer. Apt, don't you think?"

Age:
Unknown, early 20s
"I don't know when I was born. It's a mystery."

Gender:
Female
"Don't be stupid. It's not hard to tell."

Height:
5'8"
"Being taller than normal isn't a disadvantage. I find that it helps me in my line of work quite often."

Province:
Blenngham
"Does it really matter where I'm from? I do jobs anywhere."

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Appearance:
blonde female assasisn.jpg

Personality:
Lydlos doesn't show emotions very well. She is often described as cold and unfeeling, but that isn't true. However, Lydlos hides her true feelings behind a mask of emotionless to make it harder for others to hurt her using her emotions. She doesn't trust well, and if someone betrays her trust, they don't live long enough to do it again. Lydlos travels constantly because of her chosen profession, and so doesn't form close bonds with anyone. She prefers the company of animals more than people, since she finds them more trustworthy. She has a soft spot for children, and always spares them when she can. Lydlos doesn't feel like she deserves well, anything, and so she pushes others away so that they can't get hurt.
"I don't like people. That's it."

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Biography:
Lydlos' first memories were of an orphanage. Her parents had died when she was only a few years old, and so she spent the majority of her formative years in the single orphanage in Blenngham. When she was around 7 or 8, a man came to adopt her. She called him Master. He taught her how to be a slave, how to be a killer, how to obey his every whim. He took her all around the country, to different cities, teaching her and abusing her and hurting her all along the way. She was his dog, let loose upon those who offended him, sitting at his heel when speaking to his allies. However, Lydlos was only biding her strength until she could bite the hand that fed her, striking the killing blow that ended her abuse forever. Alone in the world, she took her master's money and continued on the only way she knew how - killing. The war was good for her, both sides giving her money for targets on either side. She didn't care who won. She would have a job either way. However, when the Chaos began, her work began to fall off. People had more important things to do than kill other people. So when the letter came, offering money and opportunities to kill, Lydlos accepted.
"My history doesn't affect my ability to do my job, which is all you should care about."

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Profession:
Assassin
"I kill people for money. It's what I do. You can like it or not, but I don't care."

Profession Details:
Lydlos is quite skilled in daggers, archery, and poison-making. She is somewhat less skilled, but still proficient, in swordplay and hand-to-hand combat. She is quite sneaky, her footsteps unable to heard while she is being stealthy. In addition to this, she is remarkably flexible and acrobatic, aiding in her ability to get away from pursuit and get into hard places. Her ability to disguise herself is usually not necessary, but she is still able to pull off a quick disguise if needed.
"I am quite able to do my job. If you doubt me, I would be very happy to... show you."

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Skills:
Lydlos is skilled in all areas needed to survive in the wild, such as cooking and hunting.
"I can take care of myself. You don't have to worry about me."

Weaknesses:
Lydlos is barely able to read or write. That was not deemed important in her learning and since her master's... departure, she had not had the opportunity to fix the void in her knowledge. She also has little to no social skills, and does not get along with other people.
"I-I don't need those things! I'm not weak!"

Other Notes:
Lydlos loves animals. She will automatically think better of those who take care of or have pets.
"They're more trustworthy than humans. And... perhaps I feel a small amount of kinship with them."
 
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Hey, hey, hey! Long time no see, man! Saw the banner.

Still room for this goof?
 
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