Map and Compass [Original Fantasy Adventure RP]

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"As was ordained for us to fall so shall the pillars crumble."

Name : Sena Atlaxys

Gender : Female

Age : 20

Species : Human Daemon

Physique : Sena is a tall and athletic woman with clearly defined swimmer muscles. Her skin is smooth and in places shows pieces of tattoos poking out around the neck, waistline, chest and upper back. Fully revealed the tattoos are representative of magical circles used for some of her spells.

Backstory :
[spacer]Atlaxys family was always a part of the Sliver clan. Known for their seafaring skills, swimming and diving, as well as various water-related magic, make Slivers at home around or in water. Those with the strongest Slivers genes have webbed feet regardless of their species. While her parents weren't as lucky Sena was blessed with this mutation at birth. Her parents were overjoyed, being traditionalists they knew she was destined to be one of the Slivers' greatest Huntresses. They raised her as such, always training, always pushing her to do more, to be stronger, faster, tougher.[/spacer]

[spacer]Slivers were her home, her family and her entire world. For their sake, she would go beyond her limits and swim even when her lungs burned and her muscles ached. She would learn everything she could from them, everything that could help her fight to preserve the Clan. There was almost a religious zeal and respect in her as she was growing up. Of course, the Clan put a lot of respect on those who worked hard and even from the start by chance and mutation alone she was among the more favourable pups around. Most Slivers practised water or underwater hunting for their first test. Sena was not an exception. They also valued handmade tools which she took to heart refusing to use anything she didn't make for a long time.[/spacer]

[spacer]She was the only Sliver fledgeling sent to the proving grounds in her year. It was oddly empowering to her to know there would be no competition for her first kill. A smirk and confident demeanour marked the occasion and as soon as the trial began she dove for the water spear in hand. It didn't take long for her to find her prey, or rather for it to find her. As it often is with dangerous hunts the line between hunter and hunter is blurry at best. It didn't matter, she was prepared. Her prey... Snapjaw. An amphibian beast with the jaw capable of snapping bones in one bite. Hence the name. Spear was mainly there to serve as a catching tool, it allowed the hunter to hold onto the beast while they worked on killing it with a short blade. Snapjaw stood no chance and Sena was among the first to finish the test and be named Huntress.[/spacer]

[spacer]Pride of the Clan she was sent out to work right away. Navy always sought out Slivers for their aquatic prowess and adaptability. Even a single one of them was considered a great asset. This was to be her life for the next three years, all up until her ship was taken out by an overzealous enemy. They dragged her out of the sea thinking she couldn't escape now that her ship was gone. What she saw in the eyes of those Templars was a burning hate like no other, it was an eyeopening experience showing her just how dangerous the world was. She jumped overboard and swam for miles until she reached shore.[/spacer]

[spacer]When she returned she began training again, finding ways to give herself advantages at every corner even going so far as to tattoo her body with magical formulae to always be able to cast them. When she felt sufficiently prepared she found a group to travel to the Fifth Pillar with. There she could learn more and help those who need a hand deal a blow against Concordia.[/spacer]


Skills and Talents : Sena is an excellent spear combatant be it on land or in water but if she has a choice she will pick water as her home turf knowing many fighters lack control and skill to properly fight in such environment. She uses the spear to control the distance at which she engages her opponents and is unafraid to simply let go of her weapon and engage with short blades instead. More to the point she is used to engaging with multiple targets at the same time either by using her spear to take them out one by one at range or by drawing blades and going from one target to the next inflicting pain and blood loss until they die or give in.

Special Traits : Webbed feet and lifetime of training in water make the environment home turf for Sena. FIghting those used to normal combat she has an unfair advantage. On top of that, she can hold her breath for almost five minutes under strain, more when remaining still.

Sopia Slots :

Essence: SnapJaw - These beasts are ambush predators lying in wait for a perfect moment to strike then altering the flow of water around themselves to gain rapid propulsion.
Element: SnapJaw - Water
Corpora: SnapJaw - While primarily land animals Snapjaws have a special air bladder that hold additional breathable air within their body that a Hunter can mimic.
Currently Unused Sopia :
(2 slots)

Spells :
Spell Name :
Innate Polymorphy​

Spell Nature :
Polymorph Magic​

Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​

Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.​


Spell Name :
Craftsman's Hammer​

Spell Nature :
Unholy Magic​

Description of Spell :
Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.​

Requirements for Casting :
The caster needs to draw the spell to project and dismiss the spells.​


Spell Name :
Water Bubble​

Spell Nature :
Water Magic​

Description of Spell :
Creates a sizable suspended bubble of water in front of the caster up to 1.5 the volume of the caster. Remains in the air for a few seconds before collapsing onto the ground.​

Requirements for Casting :
Caster must be well hydrated or within a damp or moist environment.​


Spell Name :
Eyes of a Hunter​

Spell Nature :
Unholy Magic​

Description of Spell :
The caster enhanced vision allowing them to track movement within any and all environments. Regargless of enhances sight they cannot see in total darkness and have trouble making out fine details such as reading, colour or even faces at distance.​

Requirements for Casting :
Caster loses any additional vision enhancement his eyes or other spells granted them.​


Spell Name :
Thought Word​

Spell Nature :
Unholy Magic​

Description of Spell :
Up to five people can share words without need of speech and at a distance of up to 100 meters.​

Requirements for Casting :
A circle is sizable and requires the individuals to stand on the circumference where the edges of the inner shape touch the outter ring. Each ten meters away make the 'Whisperer' seem more distant. All those affected can choose to only communicate to one of the others or everyone but are limited to only those who stood within the same circle.​


Gear :
Sena travels with light armour only protecting the vital parts and few areas such as forearms and shoudlers so that she can easily use those areas to block or redirect incoming blows. Her protection comes in a combination of SnapJap scales and bones layered on top. Her gear design is very streamlined for swiming and diving with almost fin-like angles to make full use of her talents and skills.
Weapons :
The Spear is simple in design and made out of bone. It's properly weighted to allow for throwing and the tip is double edged with harpoon like hooks. The twin blades are similarly made out of bones and otherwise reminiscent of machete type weaponry but with a pointed tip.

Other :
Sena carries with her a box of Tattooing supplies along with a lot of paper to test out designs and spells on.

Her current tattoos include the Water Bubble spell and Eyes of a Hunter spell. The rest she draws on whichever material is readily available be it dirt, wood or flesh from a killed creature.



Eyy, all done, I had to go sleep so I couldn't finish it yesterday :P
Looks great! You can put the CS in the Character Index (link at the top of the OOC)

I found this late at night, so I'm not combobulated enough to put together a character sheet at this time, but I wanted to put my name down anyway. Once I've had some sleep and get my creative engine rebooted I'll definitely take a crack at crafting a character.

Quick question though, is there any inherent racism between the races? Like, if I made a Human Daemon, would elves and strayskins look down on him or is it more of a regional thing? Like, if he grew up with them and lived like they did, he would be treated like just another member of the clan? I must confess to not entirely understanding how this system works, but that's probably due to the aforementioned half-asleep status.
Looking forward to your character :) In regards to racism, it would vary a little from clan to clan but inside most clans that have all races of Daemons, there wouldn't be much discrimination. The non-Daemon denizens however can be a bit more racist. The Strayskins aren't overtly racist towards the Daemons (in the Orcish Clans). The other nations generally dislike Daemons, although Strayskin Daemons are looked down upon more just because they're both Strayskins and Daemons.

However, if you want your character to have a backstory where they're looked down upon, that could still work in a Daemon clan, so don't feel the need to stick to the norm!
 
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Looking forward to your character :) In regards to racism, it would vary a little from clan to clan but inside most clans that have all races of Daemons, there wouldn't be much discrimination. The non-Daemon denizens however can be a bit more racist. The Strayskins aren't overtly racist towards the Daemons (in the Orcish Clans). The other nations generally dislike Daemons, although Strayskin Daemons are looked down upon more just because they're both Strayskins and Daemons.

However, if you want your character to have a backstory where they're looked down upon, that could still work in a Daemon clan, so don't feel the need to stick to the norm!

I see, I see. I was mainly asking since I wanted to make a character that was different from the established Elf/Stray half-blood trend, but didn't know if making a Human would have resulted in my character being shunned or looked down upon. Not that it's a problem, I just like to know beforehand how that all works. Either way, thanks for the info and I'll get my profile up in a jiffy.
 
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Apparently, by "In a Jiffy" I actually meant "in 7 hours". Regardless, I think I managed to nail something down! Just lemme know if anything seems off.



"Branded a heretic, simply for existing."
Name :
Rymond Fallaghan
Gender :
Male
Age :
25
Species :
Human Daemon
Physique :
Rymond's enigmatic appearance is a construct of intent - the less one knows about another, the more likely they are to either leave them alone or pursue them further. If one were to fall under the latter camp, and if Rymond were to consider them trustworthy, they may just get to see what's under the hood and behind the mask. A typically human facial structure, though with a slightly stronger jawline, subtly prominent cheekbones, and a sharp, narrow nose. A curtain of cropped black hair hangs loose around his face, stopping at about cheek height. The cut is rough, as though he doesn't care about his appearance, and his major defining feature explains why.

His eyes are completely white, each pupil and iris having long since clouded over from the damage, and have two prominent, jagged scars running through them from his forehead to his cheek. Along with his Daemon markings along his jaw and neckline, these scars are the only feature setting his visage apart from any normal Human's.
Backstory :
Rymond was born in a Human refugee outpost on the southern end of the eastern continent. The outpost mainly comprised of Daemons, who were hunted for their heresy against the Church, but there were also 'pure' Humans there as well. Sympathizers, or perhaps on the run for their own reasons - nobody asked anything of anyone's past if they refused to share it. As they were a melting pot of various clans and societies, Rymond wasn't trained in any specific clan's hunting methods. Instead, he received a mixture of teachings and was encouraged to develop his own "style" after he learned the basics of Sopia and Magic.

Once he'd become a teen, however, tragedy struck as the outpost was ransacked by zealous knights who were fed a tip about the Daemons who resided there. Luckily, the combined efforts and magic of all the denizens were able to defeat the force, but it was at a grave cost. Many gave their lives to protect the sanctity of their outpost as a safe haven for those persecuted by the Concordian Empire. Rymond himself fought valiantly, but had his eyes slashed by a particularly vindictive knight for his trouble. Though he was blinded, Rymond insisted on continuing his training and with the help of the outpost's mystic, he learned how to cope with his disability, and even counter it to an extent.

Upon coming of age, after training harder than he'd ever had before, Rymond felt confident enough to undertake the traditional trial of hunting that all Daemons underwent. He had almost overcome the hurdle his blindness brought, and he'd managed to train his senses to the point of being able to tune out unwanted distraction. He would be sent into the hunting grounds of the Hellhounds, a species of savage worg-like Creatures whose claws and fangs were borne of flame. Their constant burning allowed Rymond to track them from anywhere by sound and smell, but as predators themselves the Hellhounds had their own means of dealing with prey. It was an ordeal of weeks as Rymond tracked the movements of the pack, waiting for his chance to strike. Eventually, his opportunity came in the form of a lone Hellhound, separated from its pack as it lingered the area. The hound fought viciously, and Rymond earned a few new scars during the fight, but eventually he claimed victory and consumed the Hellhound's Sopia, earning him a new affinity for Fire.

The Humans, however, did not sit idly by after their initial defeat at the hands of Rymond's people. Another squad was dispatched to raid the outpost, this one much more successful than the last. While none of them left alive, almost the entirety of the outpost's residents had been slain. Rymond himself fought with all his vigor, even utilizing a newfound ability to light his blades ablaze with a spell he would later learn to be called Enflame. The fight earned him another scar, across his back this time, but he managed to treat his wounds before they became infected. Gazing upon the destruction of his former home, Rymond salvaged what he could from the remains of both his people and the Humans who killed them, and swore an oath of vengeance.

Rymond then traveled to the southern continent, where he hoped to find allies to aid in his quest against Concordia. As it happened, he wasn't he only one with a grudge against mankind. After an initial period of suspicion, the Clans eventually accepted him as another Daemon with a score to settle, and began to trust him with work. In particular, Rymond gained favor with an Elven smith who repaid him for his deeds with a set of Goldsteel armor and Ravencloth clothing after several years of hard work.

Now an adult, Rymond seeks to fulfill the oath he made to his fallen brothers and sisters, and when announcement was made that a ship was to set sail for the Fifth Pillar to bring aid to the Elves in their fight against Concordia, Rymond was one of the first to set foot on board.

Skills and Talents :
As a student of many, Rymond is able to adapt his fighting style to suit nearly any situation. Even so, his preferred weapons tend to put him in the thick of the fight more often than not. While not as agile as most due to his choice in armor, he is still swift with sharp reflexes.
Special Traits :
After being blinded, Rymond was taught how to sense the raw magical energy within most things, which allows him to visualize his surroundings within his mind's eye.
Sopia Slots :

Essence: Hellhound - A canine Creature with fangs, claws, and a mane all forged of fire. The Hellhound's Essence Sopia gives Rymond a natural resistance to fire and fire-based magic, but a weakness to water and water-based magic.
Element: Hellhound - Fire Affinity
Corpora: N/A
Currently Unused Sopia :
N/A (2 slots)


Spell Name :
Innate Polymorphy​
Spell Nature :
Polymorph Magic​
Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.​


Spell Name :
Enflame​
Spell Nature :
Fire Magic​
Description of Spell :
This spell coats an item in a magical flame. This flame will not set anything on fire, but will still bite, burn, and sear anything it touches. This flame may also be used as a light source.​
Requirements for Casting :
The spell may be cast and dispelled freely without a formula, but if one wishes to alter the spell's effect in any way - such as to prevent the fire from harming anyone or to make it permanent - then a formula must be inscribed on the object.​


Spell Name :
Scorch​
Spell Nature :
Fire Magic​
Description of Spell :
This spell sends a slicing blade of magical fire forward until it hits something or reaches a total distance of 15 meters, at which point it dissipates into the air. Unlike the direct effect of Enflame, this spell can set objects on fire. This spell cannot cut through anything, and will only burn into whatever it hits.​
Requirements for Casting :
The formula for this spell must be drawn in the air, and an Enflamed item must pass through it to activate the spell. The direction the object passes through the spell circle determines the orientation of the fire blade, and the diameter of the spell circle determines the length of the blade. The Enflamed item must pass completely through the circle to activate the circle, and it must be in one stroke. If the caster stops mid-stroke, then the spell breaks. As an additional cost, the Enflame effect of the object that passes through it will be dispelled.​


Spell Name :
Brand​
Spell Nature :
Fire Magic​
Description of Spell :
After 30 seconds, any living being that passes directly over the inscribed area will cause said area to erupt in flames that will set anything inside the area on fire. Anything that was set on fire by this spell will not be able to spread the flames outside of the area of effect, but will still burn until the fire is put out.
Requirements for Casting :
As a Trap spell, its formula must be inscribed on the ground and activated beforehand. Once activated, the spell needs 30 seconds to "prime", after which point the actual effects of the spell will take place when triggered. Trap spells will automatically dispel themselves two minutes after their effect is triggered.


Spell Name :
Warp​
Spell Nature :
Unholy Magic​
Description of Spell :
Warp is a spell learned by some hunters and huntresses that allows them to transport themselves to a magical anchor they enchant beforehand. The caster is transported to the enchanted item three seconds after the spell is drawn in the air.​
Requirements for Casting :
The caster must have enchanted an item they can transport themselves to and be within 15 meters of this item. The spell must be a replication of the enchantment drawn upon the anchor.​


Spell Name :
Unholy Healing​
Spell Nature :
Unholy Magic​
Description of Spell :
The caster covers their hands with a magical aura to accelerate healing of a target with an unholy affinity. When used on others, the spell deals equivalent damage instead of healing.​
Requirements for Casting :
The caster needs to draw the formula in the air and pass their hands through the drawings to cover their hands in the healing magic.​



Gear :
Goldsteel Armor - Most prominent of Rymond's equipment would be his hauberk, gauntlets, greaves, and especially his mask, which are all made out of Goldsteel - a metal as strong as steel, but with a light golden coloring.
Ravencloth Ensemble - Beneath the armor is a set of clothes made from Ravencloth, named for its dusky indigo coloration. Most prominent of these pieces would be his hooded cloak that has a striking, enigmatic effect when combined with his mask.
Weapons :
Twin Scimitars - A pair of identical scimitars, sheathed on the back, that define Rymond's primary fighting style. Fast and aggressive, where defense means being quick enough to dodge.
"Warp Dagger" - A simple dagger, sheathed on the belt, inscribed with a Warp enchantment. Allows for mobile usage of the Warp spell by throwing it to the intended destination.
Other :
N/A​
 
Last edited:
I'm too old fashioned for all this newfangled 'code.' Hope this is ok.

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"Weakness is a myth. You either haven't found your strength or you are unwilling to use it."
Vallen Maldive


Name :
Vallen Maldive
Gender :
Male
Age :
24
Species :
Strayskin Deamon
Physique :
Strayskin's musculature often manifests as imposing burliness, not Vallen. Tightly packed muscle, almost lean but not quite, defines him. That and the fact he is quite tall, like he has to duck a little so the curves of his horns don't hit doorframes. His skin is a pale red, his eyes black with white, starry pupils. Grey marks cover his body, his clan tradition is to turn them into illustrations. Thus depictions of great hunts and even a legend or two can be found literally on his person. He has all of his birthright's physical power dispite having less to show for it.

Backstory :

The Burning Heart Clan is known for its direct hunting approach and rather pleasent beliefs about strength. Creatures hunted by them will first notice a very loud and chant-like battle cry, then be beset by every hunter in the clan from every direction. They pursue grand prey, and thus have both extremely powerful warriors and constant population shortages. Their beliefs are simple, if you can do something better than someone else you have surpassed their strength in that action and they must recompense you for it. This goes from things as grandiose as surrendering your title to someone that defeats you in battle to as minor paying a blacksmith who made you a sword.

Vallen's father died before his birth, he fought for the Sopia of a mighty Creature, and lost. They say he surrendered a little too late, after being wounded beond saving. As the last born of six, Vallen was always in competition, his eldest brother being the main perpetrator. His brother always found ways to surpass him, so he'd have to do his chores for him. This was less bullying and more a passion to fuel the ambition within him, when he became of age Vallen almost forgot his axe running to the forest. His brother trailed him, hoping he could see his victory. However passion overtook rational thought when Vallen attacked a Creature far too old and powerful for him to handle alone, his brother realized this and joined the fight with nothing but a heavy branch. The monster desperately ripped open Vallen's bother's torso late in the fight, then impaled him with a spiked tail. As his greatest motivation was being eaten Vallen struck a finishing blow to the Creature's throat. He did not eat the Sopia, he returned to his clan with tears and half of his brother.

The selflessness of his brother's sacrifice charged Vallen with a irreparable debt, he was to be the lowly servant of his family and never do anything without their say so. His mother saw clearly that while his heart was broken, his dreams were not. She sent him off to roam the world, she knew that his first born wanted Vallen to be a Hunter, not a slave. Since then seven years have passed, and the wandering Hunter Vallen feels his soul drawn to the war against Concordia.



Skills and Talents :
Vallen uses his athletic power to deal wicked blows and charge into enemy lines. His sturdy nature allows him to survive in the center of a battle for long periods of time. His battle strategy always revolves around crippling his opponents into submission, for example: when fighting a scorpion-like Creature he will first sever its stinging tail, then try to break its claws. The drawback is of course that he puts his all into each swing, leaving him open to attack.

Having lived on his own for quite some time Vallen is a excellent survivalist and can live in the wilds with little issue.
Special Traits :
His Sopia grants Vallen a physique made for a tremendous running speed. The tail is a bonus, he can control it as a limb but only by focusing.

Sopia Slots :

Essence:
The Lightning Loper - The Creature known as the Lightning Loper is a less common occurrence, thus its name changes around often. It uses its entense speed to circle its prey in a shrinking spiral. It uses its innate magic to veiw the world as if time had slowed down, Hunters can only access this ability for five seconds with a thirty second recharge.
Element:
N/A
Corpora:
The Lightning Loper - The Lightning Loper's regenerative abilities causes its Sopia to grant a weakened version of such. Large gashes are still just as deadly, but small wounds and blood loss have to pile on before they pose a threat.
Currently Unused Sopia :
N/A (2 slots)

Spells :
Spell Name :
Innate Polymorphy

Spell Nature :
Polymorph Magic

Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.

Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.


Spell Name :
Lifeblood

Spell Nature :
Unholy Magic

Description of Spell :
A Hunter must remain relatively still as they intensify their natural healing abilities. If they have a bleeding cut the bleeding will intensify, if they bleed into another Deamon's wound the other Deamon will receive most of the healing. The blood will act as a wasting poison to Seraphs.

Requirements for Casting :
The caster must draw the spell on their heart. They can focus on this spell for up to a minute with no interruptions.


Spell Name :
Craftsman's Hammer

Spell Nature :
Unholy Magic

Description of Spell :
Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.

Requirements for Casting :
The caster needs to draw the spell to project and dismiss the spells.


Spell Name :
Bestial Boost

Spell Nature :
Unholy Magic

Description of Spell :
The target receives doubled strength, agility, and constitution as well as energization for twenty seconds. After which they will suffer fatigue for ten or possibly more based on physical state. Acts as a tranquilizer to Seraphs.

Requirements for Casting :
The spell must be drawn in the target's blood somewhere on their body.


Spell Name :
Leaping Talon

Spell Nature :
Unholy Magic

Description of Spell :
The user's attack with the effected weapon will 'leap' meaning the force of the attack will move up to ten feet before dissipating. If the force makes contact with anything before then it use its energy as if the strike had hit them.

Requirements for Casting :
The formula must de drawn in the air facing away from the desired direction, then the attack must be made through where it was drawn.


Spell Name :
Hither

Spell Nature :
Unholy Magic

Description of Spell :
The chosen points will be drawn to each other by a strong force. This will last ten seconds then the spell will end.

Requirements for Casting :
A minor variation of the circle is carved into two objects, the effect of the spell will be activated when the user speaks the command word (Vallen just uses hither)
Gear :
Hide Armor
: Made of a great many beasts, as sturdy as it comes without inhibiting his movement.
Weapons :
Lighting Lopper : Long handled battleax made from the nearly unbreakable bones of the Loper. Made to sever, with weight distribution that makes heavy strikes even more devastating.
Lighting Launchers : Four throwing axes made from the cutting teeth of the Loper. Always through the air faster than they should.
 
Apparently, by "In a Jiffy" I actually meant "in 7 hours". Regardless, I think I managed to nail something down! Just lemme know if anything seems off.



"Branded a heretic, simply for existing."
Name :
Rymond Fallaghan
Gender :
Male
Age :
25
Species :
Human Daemon
Physique :
Rymond's enigmatic appearance is a construct of intent - the less one knows about another, the more likely they are to either leave them alone or pursue them further. If one were to fall under the latter camp, and if Rymond were to consider them trustworthy, they may just get to see what's under the hood and behind the mask. A typically human facial structure, though with a slightly stronger jawline, subtly prominent cheekbones, and a sharp, narrow nose. A curtain of cropped black hair hangs loose around his face, stopping at about cheek height. The cut is rough, as though he doesn't care about his appearance, and his major defining feature explains why.

His eyes are completely white, each pupil and iris having long since clouded over from the damage, and have two prominent, jagged scars running through them from his forehead to his cheek. Along with his Daemon markings along his jaw and neckline, these scars are the only feature setting his visage apart from any normal Human's.
Backstory :
Rymond was born in a Human refugee outpost on the southern end of the eastern continent. The outpost mainly comprised of Daemons, who were hunted for their heresy against the Church, but there were also 'pure' Humans there as well. Sympathizers, or perhaps on the run for their own reasons - nobody asked anything of anyone's past if they refused to share it. As they were a melting pot of various clans and societies, Rymond wasn't trained in any specific clan's hunting methods. Instead, he received a mixture of teachings and was encouraged to develop his own "style" after he learned the basics of Sopia and Magic.

Once he'd become a teen, however, tragedy struck as the outpost was ransacked by zealous knights who were fed a tip about the Daemons who resided there. Luckily, the combined efforts and magic of all the denizens were able to defeat the force, but it was at a grave cost. Many gave their lives to protect the sanctity of their outpost as a safe haven for those persecuted by the Concordian Empire. Rymond himself fought valiantly, but had his eyes slashed by a particularly vindictive knight for his trouble. Though he was blinded, Rymond insisted on continuing his training.

Upon coming of age, after training harder than he'd ever had before, Rymond felt confident enough to undertake the traditional trial of hunting that all Daemons underwent. He had almost overcome the hurdle his blindness brought, and he'd managed to train his senses to the point of being able to tune out unwanted distraction. He would be sent into the hunting grounds of the Hellhounds, a species of savage worg-like Creatures whose claws and fangs were borne of flame. Their constant burning allowed Rymond to track them from anywhere by sound and smell, but as predators themselves the Hellhounds had their own means of dealing with prey. It was an ordeal of weeks as Rymond tracked the movements of the pack, waiting for his chance to strike. Eventually, his opportunity came in the form of a lone Hellhound, separated from its pack as it lingered the area. The hound fought viciously, and Rymond earned a few new scars during the fight, but eventually he claimed victory and consumed the Hellhound's Sopia, earning him a new affinity for Fire.

The Humans, however, did not sit idly by after their initial defeat at the hands of Rymond's people. Another squad was dispatched to raid the outpost, this one much more successful than the last. While none of them left alive, almost the entirety of the outpost's residents had been slain. Rymond himself fought with all his vigor, even utilizing a newfound ability to light his blades ablaze with a spell he would later learn to be called Enflame. The fight earned him another scar, across his back this time, but he managed to treat his wounds before they became infected. Gazing upon the destruction of his former home, Rymond salvaged what he could from the remains of both his people and the Humans who killed them, and swore an oath of vengeance.

Rymond then traveled to the southern continent, where he hoped to find allies to aid in his quest against Concordia. As it happened, he wasn't he only one with a grudge against mankind. After an initial period of suspicion, the Clans eventually accepted him as another Daemon with a score to settle, and began to trust him with work. In particular, Rymond gained favor with an Elven smith who repaid him for his deeds with a set of Goldsteel armor and Ravencloth clothing after several years of hard work.

Now an adult, Rymond seeks to fulfill the oath he made to his fallen brothers and sisters, and when announcement was made that a ship was to set sail for the Fifth Pillar to bring aid to the Elves in their fight against Concordia, Rymond was one of the first to set foot on board.

Skills and Talents :
As a student of many, Rymond is able to adapt his fighting style to suit nearly any situation. Even so, his preferred weapons tend to put him in the thick of the fight more often than not. While not as agile as most due to his choice in armor, he is still swift with sharp reflexes.
Special Traits :
<to be edited>
Sopia Slots :

Essence: Hellhound - A canine Creature with fangs, claws, and a mane all forged of fire. The Hellhound's Essence Sopia gives Rymond a natural resistance to fire and fire-based magic, but a weakness to water and water-based magic.
Element: Hellhound - Fire Affinity
Corpora: N/A
Currently Unused Sopia :
N/A (2 slots)

Spell Name :
Innate Polymorphy​
Spell Nature :
Polymorph Magic​
Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.​
Spell Name :
Enflame​
Spell Nature :
Fire Magic​
Description of Spell :
This spell coats an item in a magical flame. This flame will not set anything on fire, but will still bite, burn, and sear anything it touches. This flame may also be used as a light source.​
Requirements for Casting :
The spell may be cast and dispelled freely without a formula, but if one wishes to alter the spell's effect in any way - such as to prevent the fire from harming anyone or to make it permanent - then a formula must be inscribed on the object.​
Spell Name :
Scorch​
Spell Nature :
Fire Magic​
Description of Spell :
This spell sends a slicing blade of magical fire forward until it hits something or reaches a total distance of 15 meters, at which point it dissipates into the air. Unlike the direct effect of Enflame, this spell can set objects on fire. This spell cannot cut through anything, and will only burn into whatever it hits.​
Requirements for Casting :
The formula for this spell must be drawn in the air, and an Enflamed item must pass through it to activate the spell. The direction the object passes through the spell circle determines the orientation of the fire blade, and the diameter of the spell circle determines the length of the blade. The Enflamed item must pass completely through the circle to activate the circle, and it must be in one stroke. If the caster stops mid-stroke, then the spell breaks. As an additional cost, the Enflame effect of the object that passes through it will be dispelled.​
Spell Name :
Brand​
Spell Nature :
Fire Magic​
Description of Spell :
After 30 seconds, any living being that passes directly over the inscribed area will cause said area to erupt in flames that will set anything inside the area on fire. Anything that was set on fire by this spell will not be able to spread the flames outside of the area of effect, but will still burn until the fire is put out.
Requirements for Casting :
As a Trap spell, its formula must be inscribed on the ground and activated beforehand. Once activated, the spell needs 30 seconds to "prime", after which point the actual effects of the spell will take place when triggered. Trap spells will automatically dispel themselves two minutes after their effect is triggered.
Spell Name :
Warp​
Spell Nature :
Unholy Magic​
Description of Spell :
Warp is a spell learned by some hunters and huntresses that allows them to transport themselves to a magical anchor they enchant beforehand. The caster is transported to the enchanted item three seconds after the spell is drawn in the air.​
Requirements for Casting :
The caster must have enchanted an item they can transport themselves to and be within 15 meters of this item. The spell must be a replication of the enchantment drawn upon the anchor.​
Spell Name :
Unholy Healing​
Spell Nature :
Unholy Magic​
Description of Spell :
The caster covers their hands with a magical aura to accelerate healing of a target with an unholy affinity. When used on others, the spell deals equivalent damage instead of healing.​
Requirements for Casting :
The caster needs to draw the formula in the air and pass their hands through the drawings to cover their hands in the healing magic.​


Gear :
Goldsteel Armor - Most prominent of Rymond's equipment would be his hauberk, gauntlets, greaves, and especially his mask, which are all made out of Goldsteel - a metal as strong as steel, but with a light golden coloring.
Ravencloth Ensemble - Beneath the armor is a set of clothes made from Ravencloth, named for its dusky indigo coloration. Most prominent of these pieces would be his hooded cloak that has a striking, enigmatic effect when combined with his mask.
Weapons :
Twin Scimitars - A pair of identical scimitars, sheathed on the back, that define Rymond's primary fighting style. Fast and aggressive, where defense means being quick enough to dodge.
"Warp Dagger" - A simple dagger, sheathed on the belt, inscribed with a Warp enchantment. Allows for mobile usage of the Warp spell by throwing it to the intended destination.
Other :
N/A​
Accepted! Put him in the Character Index and I'll add him to the roster.

I'm too old fashioned for all this newfangled 'code.' Hope this is ok.

View attachment 155914
"Weakness is a myth. You either haven't found your strength or you are unwilling to use it."
Vallen Maldive


Name :
Vallen Maldive
Gender :
Male
Age :
24
Species :
Strayskin Deamon
Physique :
Strayskin's musculature often manifests as imposing burliness, not Vallen. Tightly packed muscle, almost lean but not quite, defines him. That and the fact he is quite tall, like he has to duck a little so the curves of his horns don't hit doorframes. His skin is a pale red, his eyes black with white, starry pupils. Grey marks cover his body, his clan tradition is to turn them into illustrations. Thus depictions of great hunts and even a legend or two can be found literally on his person. He has all of his birthright's physical power dispite having less to show for it.

Backstory :

The Burning Heart Clan is known for its direct hunting approach and rather pleasent beliefs about strength. Creatures hunted by them will first notice a very loud and chant-like battle cry, then be beset by every hunter in the clan from every direction. They pursue grand prey, and thus have both extremely powerful warriors and constant population shortages. Their beliefs are simple, if you can do something better than someone else you have surpassed their strength in that action and they must recompense you for it. This goes from things as grandiose as surrendering your title to someone that defeats you in battle to as minor paying a blacksmith who made you a sword.

Vallen's father died before his birth, he fought for the Sopia of a mighty Creature, and lost. They say he surrendered a little too late, after being wounded beond saving. As the last born of six, Vallen was always in competition, his eldest brother being the main perpetrator. His brother always found ways to surpass him, so he'd have to do his chores for him. This was less bullying and more a passion to fuel the ambition within him, when he became of age Vallen almost forgot his axe running to the forest. His brother trailed him, hoping he could see his victory. However passion overtook rational thought when Vallen attacked a Creature far too old and powerful for him to handle alone, his brother realized this and joined the fight with nothing but a heavy branch. The monster desperately ripped open Vallen's bother's torso late in the fight, then impaled him with a spiked tail. As his greatest motivation was being eaten Vallen struck a finishing blow to the Creature's throat. He did not eat the Sopia, he returned to his clan with tears and half of his brother.

The selflessness of his brother's sacrifice charged Vallen with a irreparable debt, he was to be the lowly servant of his family and never do anything without their say so. His mother saw clearly that while his heart was broken, his dreams were not. She sent him off to roam the world, she knew that his first born wanted Vallen to be a Hunter, not a slave. Since then seven years have passed, and the wandering Hunter Vallen feels his soul drawn to the war against Concordia.



Skills and Talents :
Vallen uses his athletic power to deal wicked blows and charge into enemy lines. His sturdy nature allows him to survive in the center of a battle for long periods of time. His battle strategy always revolves around crippling his opponents into submission, for example: when fighting a scorpion-like Creature he will first sever its stinging tail, then try to break its claws. The drawback is of course that he puts his all into each swing, leaving him open to attack.

Having lived on his own for quite some time Vallen is a excellent survivalist and can live in the wilds with little issue.
Special Traits :
His Sopia grants Vallen a physique made for a tremendous running speed. The tail is a bonus, he can control it as a limb but only by focusing.

Sopia Slots :

Essence:
The Lightning Loper - The Creature known as the Lightning Loper is a less common occurrence, thus its name changes around often. It uses its entense speed to circle its prey in a shrinking spiral. It uses its innate magic to veiw the world as if time had slowed down, Hunters can only access this ability for five seconds with a thirty second recharge.
Element:
N/A
Corpora:
The Lightning Loper - The Lightning Loper's regenerative abilities causes its Sopia to grant a weakened version of such. Large gashes are still just as deadly, but small wounds and blood loss have to pile on before they pose a threat.
Currently Unused Sopia :
N/A (2 slots)

Spells :
Spell Name :
Innate Polymorphy

Spell Nature :
Polymorph Magic

Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.

Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.


Spell Name :
Lifeblood

Spell Nature :
Unholy Magic

Description of Spell :
A Hunter must remain relatively still as they intensify their natural healing abilities. If they have a bleeding cut the bleeding will intensify, if they bleed into another Deamon's wound the other Deamon will receive most of the healing. The blood will act as a wasting poison to Seraphs.

Requirements for Casting :
The caster must draw the spell on their heart. They can focus on this spell for up to a minute with no interruptions.


Spell Name :
Craftsman's Hammer

Spell Nature :
Unholy Magic

Description of Spell :
Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.

Requirements for Casting :
The caster needs to draw the spell to project and dismiss the spells.


Spell Name :
Bestial Boost

Spell Nature :
Unholy Magic

Description of Spell :
The target receives doubled strength, agility, and constitution as well as energization for twenty seconds. After which they will suffer fatigue for ten or possibly more based on physical state. Acts as a tranquilizer to Seraphs.

Requirements for Casting :
The spell must be drawn in the target's blood somewhere on their body.


Spell Name :
Leaping Talon

Spell Nature :
Unholy Magic

Description of Spell :
The user's attack with the effected weapon will 'leap' meaning the force of the attack will move up to ten feet before dissipating. If the force makes contact with anything before then it use its energy as if the strike had hit them.

Requirements for Casting :
The formula must de drawn in the air facing away from the desired direction, then the attack must be made through where it was drawn.


Spell Name :
Hither

Spell Nature :
Unholy Magic

Description of Spell :
The chosen points will be drawn to each other by a strong force. This will last ten seconds then the spell will end.

Requirements for Casting :
A minor variation of the circle is carved into two objects, the effect of the spell will be activated when the user speaks the command word (Vallen just uses hither)
Gear :
Hide Armor
: Made of a great many beasts, as sturdy as it comes without inhibiting his movement.
Weapons :
Lighting Lopper
: Long handled battleax made from the nearly unbreakable bones of the Loper. Made to sever, with weight distribution that makes heavy strikes even more devastating.
Lighting Launchers : Four throwing axes made from the cutting teeth of the Loper. Always through the air faster than they should.

I just have one question before this is good to go.

Special Traits :
His Sopia grants Vallen a physique made for a tremendous running speed. The tail is a bonus, he can control it as a limb but only by focusing.

His physical Sopia is regeneration, not higher speed, right?
 
Accepted! Put him in the Character Index and I'll add him to the roster.



I just have one question before this is good to go.



His physical Sopia is regeneration, not higher speed, right?
Not a actual ability for speed no, just it adjusts his body slightly to make him better at running.
 
Not a actual ability for speed no, just it adjusts his body slightly to make him better at running.
Okay, then Vallen is accepted as well! You can put him in the character index (link is at the top of the OOC) and I'll add him to the roster.
 
So much possibilities for team play. Like this for example

Brand​
Spell Nature :
Fire Magic​
Description of Spell :
After 30 seconds, any living being that passes directly over the inscribed area will cause said area to erupt in flames that will set anything inside the area on fire. Anything that was set on fire by this spell will not be able to spread the flames outside of the area of effect, but will still burn until the fire is put out.
Requirements for Casting :
As a Trap spell, its formula must be inscribed on the ground and activated beforehand. Once activated, the spell needs 30 seconds to "prime", after which point the actual effects of the spell will take place when triggered. Trap spells will automatically dispel themselves two minutes after their effect is triggered.


If they get along, even by a small degree, Len can encircle the trap with Vector with the arrows pointing inward - to Brand's magic circle, essentially locking them inside to burn.​
 
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TEAMWOOOORK!!!!
 
I will have the IC up in a few days at most. Things are a bit hectic but I'll try to get it up as soon as possible.
 
The IC is up! For your first posts, you can either have your character already be awake and witness every non-Daemon on board fall asleep anywhere on the ship, or they could be waking up from sleep themselves. If you have any questions on anything, don't be afraid to ask ^^

@vide @Snowflake @Crono @Hieronymous Phantom
 
Gots really busy irl. Gotta drop from RP. Good luck with RP^^
 
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