Second Horizon - OOC

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Appearance:
qCIILKY.jpg


Character Quote:
"Innocenta Nihil probat"
(Innocence proves nothing)


Name:
Christy Selorè

Nation of Birth:
Dansila

Height:
180cm

Race:
Human

Age:
24

Personality:
A strong minded, independent woman.

Biography:
Five important events in their past.(Very nicely thought of)

Christy was a child given to an chapel. There she was taught the ways of what is right, the ways of Justice. She showed potential to become a Templar-Commander but was not given the oppurtunities to, one of the other children her age was choosen to be.
She only heard stories of a war and an empire. But would never see any of it.


When the rifts opened the chapel gathered all of their high ranked Templar and brought them back to defend the various locations of their Religion, especially their main keep and the only keep they had. All of the children were moved to it, the thought was to protect the future of the order. The Keep was well defended, but despite that the rifts would wear them down. Christy heard that many of the chapels had to be abandoned in order to keep the more important locations secured.
A Rift opened above the keep and creatures dropped onto it, Christy was, at that time, in weapon practice near the armory. Terrified she fled to the armory, the creature chasing. In desperation she took a real weapon, a white sword and slew the creature without more than dirt on her face.
She was then given proper training to become one of their Templar and was allowed to keep the sword, and to make use of it.


In her teenage years she fell in love with a Templar Commander in training and a close friend of hers. Nearity and closure were forbidden among trainees. She still attempted a move but was rejected by him.
"You do not understand", he told her and broke most of the contact.


Upon completion of her training she was put under command of her crush and old friend. He rejected any friendly behavior and kept it proffessional
On a mission in a battle zone, Christy killed an opponent soldier with a fury in her that could not be understood. The Templar Commander argued with her about her actions as they are too much, she should honour her opponents and herself properly. She did not understand what he meant and rejected it. For her actions in the fights she gained promotions.
She was moved to a different group of Knights with a different Templar Commander. The reasons for this were not stated.


Recently she gained a promotion due to her contribution for the Order and is now named a Justicar.
In the keep she met her old friend and crush, they spoke about casual things but she saw that his face grew a bit gloomy.
She was ordered on an assignment to scout the cities as the war came to an end and to see if order is maintained.
On her way out, her old friend was waiting for her.
He took out a red rose and a ring out of his bag and passed it on to her. "Don't forget, Justice is not about what is right or wrong."
He walked past her silently and she was left speechless, looking at the ring and the rose, wondering what he meant.

Do I still not understand?

---
Skills:
Has an authorative Aura.
Gardening


Sword Skills/Arts/Magics/Other:
Sword Art:
ctHer Sword Style is refered to as "Balancing A". This Sword Style Mixes the Dark and Light Magic element together, the cycle follows this: Physical Hit, Dark hit, Light hit, repeat. It focuses on damaging the enemy with a mix of two elements. Practically these two magic elements can be changed with any other element, but the cycle itself needs to be maintained: Physical Element#1 Elemebt#2. The more trained female Justicar are able to cast spells inbetween each hit cycle. This does not apply to Christy yet.


Magic
Weighting Guilt
A set of scales Appear behind her on shoulder level and weight how much sin and grace the target carries. The more guilt there is the stronger her blade's strikes become.


Bringing Balance(Linked to "Weighting Guilt")
If guilt is higher than grace: A bade of light appears to the left side of the scales. It buffs her strength and speed in her swordplay.
If grace is higher than grace: A shield of light appears on the right side of the set of scales and buffs her opponents defense against light and dark damage.
This Magical effect will trigger automaticaly after a certain ammount of time.


Martyr(Linked to "Weighting Guilt")
If guilt is higher than grace: She inflicts wounds on herself and her target in 1:1 equal measure.
If grace is higher than guilt: Nothing happens.


Innocence proves nothing(Linked to "Weighting Guilt")
She puts guilt onto her own mind in order to inbalance the set of scales to the enemies disadvantage.
(This is thought to corrupt her mind if used, the more used the more dark and gloomy, burdened, she will become.)


Equipment:
A white Blade
A black Armor
A red rose
A wedding ring


---
Likes:
Fairness
Love
Lone Places to calm down


Dislikes:
Unfairness
Blood Trade
Thievery
Injustice


Fears:
Punishing the Innocent
Somebody whom shows the err in her Principles


Love Interests:
I am open for them. PM me if you wish to build a romance.

Theme Song(s):





Note:
Did I get the timeline right?
Anything that needs to be adjusted, changed?
I did not see any other cs >.> Did I miss something? >.<​
Right, basically, a cult in Dansila, right? Private and hidden and such?

In regards to the Talentium Sword, think of it less as 'white' and more as a steel that emits a mist. Guess she's too practical to give it a name. XD

How is 'grace' and 'guilt' judged? Does it work based off her opinion on guilt/grace? Or the target's opinion?

Make the personality section bigger. One paragraph should be good.

I like the rotational aspect of her style though. Perhaps you could also bring in a 'combo' system? The more light hits you add, the stronger the next dark hit would be and such.
 
Appearance:
MQq71a8.jpg

Character Quote: "So much to do, so much to see..."
Name: Astrid Ceolis
Nation of Birth: Talze Utera
Age: 129
Height: 5'11"
Race: Vampire


Personality:
Whimsical, callous, and hedonistic, Astrid is an aimless wanderer that travels the land solely for entertainment. She lacks any sort of respect for others, and views those lesser than her as things to amuse herself with. Only her instinct of self-preservation stops Astrid from showing any disrespect to those stronger than her.


Biography:
- Spent a century serving as a soldier of House Ceolis.
- Fought against the Jeualian Empire 15 years ago alongside House Ceolis, but most of the clan was slaughtered upon the first appearance of the rift beasts. Once talentium weaponry was discovered, Astrid was the first of her clan to adopt the new weaponry and took control of the survivors with her newfound strength.
- Lead the remnants of House Ceolis as a captain in the God Slayer's army, but left the survivors to their own devices after the Conference, wanting to see the world beyond Talze Utera.
- Lived in Dansila for a year after the Conference, but grew bored and started wandering the world.
- Ended up wandering into Astopol during her travels.


---

Skills:
- Playing the flute
- Tracking


Magic:
Astrid is quite skilled at wielding both blood magic and necromancy, capable of using most of the common spells from both schools, such as hurling torrents of superheated blood at her foes and raising the dead. She can also absorb spilled blood from a distance, telekinetically forcing the blood to come to her.

However, her greatest spell sacrifices either her own blood or another's to enhance her speed and strength. At full power, this can empower Astrid enough that she would be on the level of physical titans such as Mirelle Keep and Aiv Recourt, but it would cost so much blood that Astrid would immediately die of blood loss if she tried to fuel the spell using her own blood.

Equipment:
- Gauntlets with talentium claws
- Plate armor
- Wooden pipe
- Wooden flute


---

Likes:
- Adrenaline rushes
- Alcohol
- Tobacco
- Sweet foods
- Forcibly taking blood from people


Dislikes:
- Witches
- Politics
- Staying in any place for an extended amount of time
- Drinking blood from a bottle


Fears:
- Imprisonment or any loss of her freedom.

Love Interests/Preferences: Astrid likes them small and cute, no matter what gender.

Theme Song(s):
So she uses claws, not swords, eh? I'll keep that in mind for the future. Questions and statements though...

First, talentium weaponry would be LAST discovered by Talze Utera. Because they sorta disappeared first, and were never REALLY part of the Coalition.

Second, she'd only be able to use the blood of others if she actively/physically drains it. So no, you can't rip the blood out of someone's body unless you make a hole in them first.

Third, in regards to her buff, note that it makes her physically capable of matching them, but she won't be able to do their 'special skills', such as Mirelle's clones or Aiv's extensions. So she'll still be lacking in regards to utility/reality-warping.

Fourth, is she GOOD at playing the flute? Or just enough that you can't call her a baddie? XD

RxfK9tH.jpg

"Why do I feel this alone?"

Lydia Bershild

Nation of Birth:
Astopol

Height:
Lydia stands at an imposing 5' tall which shrinks a few inches when fully equipped in armor.

Race:
Human

Personality:
Lost. That is the word that would describe the expression on Lydia's face, pacing the city streets, sowing the farmlands. The silver-haired girl is often lost in thought, seeking answers to questions that have no meaning. Her eyes are rarely fixed on anyone, often drifting from the ground below to the sky above, and should they ever meet with the eyes of another, the word 'Lost' would best describe the look in her eyes.

When spoken to, Lydia's voice would sound mousy and withdrawn, rarely ever does she raise her voice and when that situation arises it is one-hundred percent of the time due to an emergency When she is performing a task, chore, or something she's ordered to do, you'd come to find Lydia seems a little less out of it, this could be seen even more so when she is training herself in solitude. Though this isn't because the girl is a pushover, but more-so that she enjoys being given direction, for the reality is that she has difficulty discerning her own.

Deeper within, this girl is a bit of a mystery. Lydia could even been described as not knowing herself, she's often latching to people and situations as a means to discover how other people figure that out themselves.

Biography:
Within the small harvest town of Pometo, Lydia along with the other Bershild family members picked Apples from their orchards ritually. The beautiful Astopol weather secured their bountiful harvests yearly, securing their livelihood for as long as the seeds allowed them. It was a lovely way of life, truly it was. However, from time-to-time, the small town which was unprotected by walls or barriers of any sort would come into some sort of hardship; bandits, wild creatures, even standard men with evil in their heart. Because of this, it was necessary for the people of Pometo to be able to defend themselves in case no one were able to help them. The Bershild family in particular practiced this belief, even implementing it into their farming. Using spears and blades those of Bershild would pick the apples from the trees along their farmland, once the foraging was done they'd core the apples they chose to keep, boxing the ones they'd sell or trade. After the process was completed, the family members would spar with one another as equals, many locals of Pometo would even come to spectacle at their games even for fun.

One year however, one of these little sparring duels went south. Alvar Bershild while exchanging false blows with his brother ended up slicing off his opponent's right hand. Ervis Bershild enraged by his older brother's mistake, plus the pain and all of losing his hand, announced his departure from the town. The apologetic father of Lydia begged for his brother to reconsider, calling for his wife to help the wounded man get medical attention. In a fit of rage or whatever it may have been, the one handed farmhand drove his own spear into the chest of his brother, with enough force for the weapon to exit the man's back. In fear Ervis fled the home, running wounded past villagers and visitors alike, eventually following through with his departure. Leaving his wounded brother to be tended to by the rest of the outcast's family.

Luckily, Alvar had survived the wound of his brother. Though the spear punctured one of his lungs and broke a few of his ribs, he'd live to pick apples another day. Lydia having been present throughout this entire event, was greatly shaken by the events that took place. She had a love for her uncle that surpassed many of her other family members, he was known to be one of the best spearmen in the family, and even more so an incredibly gifted farmer. Being 10 years old during this event, Lydia grew confused on why her uncle would just leave all of a sudden because of an accident.. And to this days wonders if there was another reason he chose to leave Pometo.

Two years later, a series of disappearances began to occur within the town of Pometo. Usually being a volunteer guardsman, or a lookout along the borders of the town, they'd leave no trace of violence or any sort of struggle.. Just gone and disappeared. The head councilman of the town declared that the amount of people patrolling the outer areas of town be increased, allowing anyone of age to arm themselves effectively to join in the effort. Alvar whom was now leading in these efforts, enlisted Lydia at the age of 12 along with other citizens of Pometo able to defend themselves.

The night after this declaration, Lydia was assigned to patrol the northern section of town and the small outskirts nearby. With apples and spear in hand, she found a small clearing where she could make a campfire. It was at the night's darkest that a figure approached the girl within the clearing, she was at first scared, raising her spear and taking a stance to face the approaching shadow. Only to find that the figure was none other than Ervis, garbed in rags and stained with blood. By instinct, Lydia pulled her uncle close to the campfire, gripping the tattered cloth that he was garbed in hugging him for the first time in two years. The crippled man spoke of how he immediately regretted fleeing town, and how his arm quickly got infected, fights in the wildlife in an attempt to survive, and eventually ended up having to remove his entire right arm.

Lydia felt the need to explain the situation within the town, after hearing of the phenomena Ervis immediately knew the answer "Bandits." He explained to her the confrontation he had recently with a group of lawless men who were sifting through a corpse on the mountainside. "They tried to take my spear, and nearly succeeded." he said to his niece, smiling to her as he gestured towards the girl's own spear. Soon though, another patrol began making their way towards Lydia's small encampment. Waving his niece off before taking off like lightning into the dark, the stranger disappeared as quickly as he showed up.

The following morning, one of the other patrols had also gone missing. Seeing this as more of a threat, Alvar decided to no longer allow Lydia to take part in protecting the town. Upset by this decision, she explained to her father the events that happened the night before, about Ervis, and how he was surviving on his own. Rather than being relieved, Alvar in anger of her daughter associating with the criminal, demanded that even if she ever see him again not to approach Ervis. Even more upset, and feeling defeated, Lydia thoughtlessly accepted her father's orders and took to the apple fields instead. Her father however, took the words to mind when the next night approached. Taking the north patrol onto himself, setting out a campfire just as Lydia did, he waited for the figure to him approach him as it did his daughter.

That night, Alvar Bershild disappeared.

With the disappearance of her father, Lydia was left an emotional wreck for many months afterwards. Refusing to take part in farming, training, or anything other than being a silent recluse within her room. In light of this, the disappearances within the village had stopped after Alvar, and to make things more curious.. no signs of bandits were present within the area. Dispelling the whole event as something beyond understanding, the councilmen simply stated to the populace of Pometo that it should be left alone. It didn't sit well with the whole family, but there wasn't anything they could really do, they had investigated for the past months to no avail. It was a mystery best left, unsolved.

As the coming of a new year came, things seemed to settle down once again within Pometo. People returned to recreational practice, farming, and basic life. Even Lydia had come to accept her father's disappearance, lamenting it as a death.. His picture being presented at the front of their home with an alter for offerings, and pitches for incense. She was 13 years old now, it was time she'd start helping her family out with more than farming.

In the nearby wilds just a small distance from the nearest mountainside, Lydia, and her cousin Zasel pitched some tents and unloaded supplies for the week. Hunting was commonplace for the farm town all the same, another of the many goods traded between farmers. While tracking deer just below the rocky exterior of a large tunnel shaped stone, they found something very strange, to just be lying around. Armor, lots of it. But not only that, next to the armor was a crate of supplies, and some swords perched against them. Just what was this?

The answer revealed itself to Lydia subconsciously as she remembered an event some years ago. "Bandits."

From overhead, an arrow fired from the top of a large tree piercing Zasel's shoulder. Quickly after the sounds of many men, hustling towards their location, knocking through branch carelessly to make it back their supply area in time. Among these faces? Came a revelation. "Dad?" Asked Lydia, speechless at the sight of many of Pometo's former townspeople now armed to the teeth. Without responding to his daughter, Alvar approached his daughter with a sword, delivering it's pommel to the side of her head knocking the girl unconscious.

Awaking the following day back in Pometo, Lydia had difficult discerning whether what happened was a dream, or had actually happened. Though the face of her mother answered that question for her, eyes still red from crying, even the small gash on the side of her head. But all she had was questions, not a single answer. It was frustrating. Danna Bershild was just as confused however, meaning that no answers would be given within the household. And of Zasel's health? The teenage boy lay on a mat within the living quarters, face red and sweaty, eyes closed and strained. The arrow he had been shot with was poisoned, the only way to cure the poison would be through healing magic.

Within a week, a healer was called to heal Zasel, Alvar's memorial was removed from the front of the Bershild home, and the questions to everything began to be answered. The councilmen had ruled that the entire disappearance event was staged by Alvar and a few of the militia loyal to him. They did this as a means to cover up their bandit activities outside of the town, Ervis at some point discovered the seeds of these actions and Alvar attempted to be rid of him in a accident. The prideful Ervis then took this burden upon himself, and escaped the town as a means to take matters into his own hands. The fact that they were still at large proves that Ervis' efforts were in vain, likely dead and devoured by the wilds or illness.

This was bullshit though. Lydia knew that her uncle was still out there fighting, and there was no way he'd be able to handle all of the 'Bandits' alone. Zasel was just like Lydia at this age though, full of questions, seeking answers. They sought back to the northern outskirts of town, further than they'd gone before, two farm-raised children seeking someone whom they knew could help them find those answers. It'd been a long time since Lydia had seen Ervis, would he still remember after all this time living away from civilization.

With no trace of their uncle, no sign of a man living in the mountains at all, Lydia would once again feel defeated. It was like someone was intentionally throwing the answers out to her on a thread, a thread so thin that even the lightest of pulls would break it. But finally a vibration was sent back on one of these threads. Upon a stone, was carved 'Without justice, there is no turning back.' tossed casually into some overbrush near the clearing Lydia had once made a campfire at. Was it a message, a declaration towards her father? Or maybe, a passing of mission, to her? Something clicked in Lydia's head, she didn't know what, maybe she was crazy.. But the words burned into her mind like hot irons.

She set out to the location where the supplies were left, she felt that would be the first place to look. Spear in hand, stone in the other, she walked with a determination she hadn't known before. Tracks were prominent, visibly even if you weren't looking for them, they were here recently. Lydia fastened her pace, rushing faster towards her goal, why was she taking a stance already?

When she finally arrived, it was already too late.

The gruesome scene disoriented the small girl, causing her to lose her footing mid-running and tumbling forward. As she came closer to the center of this scene, the assailant responsible stood in his crimson glory, holding within his sole hand the head of her father. Surrounding her now was the countless corpses of townsfolk turned bandits, why they had done so was still a mystery, but Ervis had taken it upon himself to conduct his own personal justice upon the many who had been committing crimes without their families knowing.

The entire scene, stained red, the man before her stained red. He turned to Lydia, tossing the head into the rubble nearby, nonchalantly making his way towards Lydia with the same smile he had the day he lied weak near the campfire. "I was waiting for you to come help me, slowpoke." Confused, and afraid she crawled away from the approaching man who simply matched her pace until she gave up. Sitting next to her, he dropped the gore-covered spear, and offered strangely comforting words. "It's over now.. Me and you, can finally have some peace."

A long silence was the response to Ervis' words, but she felt the need to sit up.. Was it relief that was washing over her? Or fear? Something pushed her over the edge, and finally Lydia buried her face into her uncles reddened sleeve, crying her eyes out, screaming as loud as she could.

"I can't answer your questions right now, but I can apologize. I'm sorry our stupid family had to ruin the peaceful life we could have had. And in return for your strong will, I'll give you this.."

Lifting the unsightly spear towards her, he slid it onto her lap.

"It's talentium... Run away with me and I'll teach you how to use it."


Skills:
Master of the Spear, will poke your face.
Farm Skills, will milk your cows.
Basic Survivalist, will build your campfires.
Sewing/Tailoring, will crochet you sweaters.
Strong memorization ability, will remember your name.

Sword Art:

Declaration of Radiance Style
Lightning

At close range Lydia is capable of standing toe-to-toe with combatants even more skilled than herself, the spear on the other hand is just as capable as she, the spear's edge is not what is to be feared when it comes to Garwen, should the spear even be pointed to you it is only a matter of time before a flurry of lighting is fired in it's pointed direction. Should she miss, the electricity can be drawn back to her spear if close enough to her vicinity.

At mid-range she is slightly less effective but effective nonetheless, the reach of her spear is capable of leaving trails of electricity in it's wake. Those whom would try to close the distance after an opening has appeared would equally need to be careful, as the spear would release small bursts of electricity while stationary. Meanwhile if you do choose to stay at mid-range from her, should you be struck by her lightning the spear will have now marked you a target, greatly increasing her accuracy at this range should she fire her spear in your direction.

At long range Lydia is ever more terrifying, being able to charge her spear with an immense amount of electrical energy and fire it at high speed great distances, it is capable of impaling an armored man and then some should her aim permit it. Should the spear miss, the area it has encompassed is now a hazard for whomever she had aimed it at. Along with this, using her own magic she is capable of bringing the spear back into her position as quickly that physics permit.


Equipment:
Garwen, the talentium spear gifted to her from Ervis.
Vinca Armor, light-armored uniform with shades of grey and blue.
Sack'o'Apples, not always on hand but this girl likes her apples.
Hush Oil, a concoction that is coated on armor to silence the sound of metal.
Small Satchel, for other misc. and currency needed for day-to-day life.





Likes/Dislikes:
+ Strong People
+ Apples and other fruit, except Kiwi
+ The Color White
+ Stories/Fairy Tales


- Bandits/Villains/Etc
- Carrots, so gross
- The Color Red

- People who talk in riddles

Fears:

- Forgetting things, it terrifies her.
- Being screamed at.
- Getting lost.
- Losing people close to her.


Love Interests:
"WTB Strong Male Figure, PST"

Themerino Songerino:
Seems pretty decent. Does she hate tomatoes and red meat? Or no? And I'll keep in mind the memorization skill, so I can laugh if she forgets a super-important detail. :3

Hey, a couple of questions.
1:How many people are you looking for?
2: when is the cut of for CS submission?
3: Can i get in on this?
4: If i can, can i play a demon or, something demonic, demonesque. I want to roll with the Talze Utera but i don't want to be a vampire. I'd be willing to play a Rifter as well.
I think, at this point, I can go with however many, so technically, it's open. Note though, that the more people who join, the less 'safe' everyone will be. Because, you know, more expendables, so more chances of death. Would say, right now, we have around...15 interested people? Maybe?

You can, if you make a good CS. You can make a race that looks demonic (humanoid with horns and shit), but true demons (such as the demon child of Musphelheim) are off-limits. If you make a Rift-Beast, you will be hunted for your delicious Talentium, and will probably die within the first month of posts.

Waiting to see your answer to Camophilia's questions. =)
Also! What sorts of elements can I have for a mage? I can think of ice, fire, wind, water, lightning and earth. Wonder if there are more. =P
Those elements seem about right. Water, Fire, Earth, Wind are the primary, popular ones. Lightning, Ice, Wood, Light, and Dark are the secondary, but still 'traditional' ones. Even rarer (think of them as Sword Arts that only have a single person who mastered them) are Metal, Necromancy, Curses, and Space. And the super duper bullshit rare one that's still not 'perfected' is Void/Null/Anti-Magic.

Then you have Sword Arts that rely on only a few spells that are constantly used, such as a certain 'Magic Arrow' Sword Art style, or spikes, or weight-manipulation, or teleportation, or magically-buffing, or barriers. Stuff like that, I guess?

There's even a really scumbaggy healing-style Sword Art that revolve around inflicting injuries that over-heal, giving everyone cancer. XD
 
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Reactions: White
Right, basically, a cult in Dansila, right? Private and hidden and such?
In regards to the Talentium Sword, think of it less as 'white' and more as a steel that emits a mist. Guess she's too practical to give it a name. XD
How is 'grace' and 'guilt' judged? Does it work based off her opinion on guilt/grace? Or the target's opinion?
Make the personality section bigger. One paragraph should be good.
I like the rotational aspect of her style though. Perhaps you could also bring in a 'combo' system? The more light hits you add, the stronger the next dark hit would be and such.
It is a cult in Dansila. It is Private and Hidden away. As I mentioned before the thought is that they just cover a few hundred member, not more than 500 though.

For her sword... yep that is right... she may give it a name if one of the people she mets in her journey mentions this though >.>

Grace and Guilt basically translate into Good Deeds and sin. Sin is just a word without an accurat definition.
For how it is judged follows this concept:
Evil(Guilt) is everything that harms another being or creature in any shape or form, weither it is verbaly, physically or mentaly.
Good(Grace) is everything that makes another being or creature feel better/good in any shape or form, weither it is verbaly, physically or mentaly.
For PvP scenarios I am probably going to PM the person she is confronting and talk to them about that and how they feel or think where their characters are. Just to remain fair. Otherwise it would fall to me to decide and I am just human... which means subjective.
For NPCs I will estimate it, but it will lie in your right as the GM to request it being changed if you feel/see that it is not okay for you. I will attempt to be as fair as possible. It is no fun if it is too much.

For the personality... I usually only construct a basic concept if at all. I usually prefer to not fill out that section at all. I like to define whom a character is on the IC. It makes it a lot easier and gives a character a life.
I could add a few more things, though they may contradict what is shown on the IC post later. (As I said... I really dont like filling personality sections... feels too bound to a certain mindset that she would start of)
Another way would be for me to type down the thoughts regarding her personality on a PM.... otherwise I would spoil too many of my thoughts <.<

For the last... she is not experienced enough to do that just yet ;)
But I will make a note in my head about that for the future... a way her style could advance into. That would make a really interesting twist.... But I put value in proper character developement and will want to have her develope in a reasonable way based on everything she observes and experiences.




And all put together....
The personality and background will always create a personal plot for every character that is well thought through. A hidden cult is more or less either a small friend or a great danger to her life dependent on how her personality evolves which again depends on the experiences she makes and deeds she watches being done.
And it is why I dont like filling personality sections much! D:
 
K then, fair enough.

That being said...wouldn't that mean that anyone who eats meat, or is a hunter, or a cook, or a farmer would basically have an immeasurably large amount of Guilt?
 
K then, fair enough.
That being said...wouldn't that mean that anyone who eats meat, or is a hunter, or a cook, or a farmer would basically have an immeasurably large amount of Guilt?
Yes and no.
It serves a purpose that brings more good than bad.

The thought is, if a bad deed is outweighted by the result of the consequences in terms of how much good it brings, there is no guilt to be had.

Life feasts on life. In its concept it is vile. Practically it is good because it ensures life survives


We could literally swap with this to a PM and begin a deep conversation xD
 
So, basically...

Each deed can get you both grace and guilt? If you were to eat, the grace of self-preservation will cancel out the guilt of indirectly causing the death of a creature? If you killed someone to protect yourself, same idea?
 
Yep.

You are quite smart to see that though... <3
 
Out of curiosity, is there still openings in the rp or is signup closed?
 
Read my posts at the top of page 3. That should answer your question.
 
I seem to recall you answering this question long ago, Rodey, but I can't remember the answer; what are the modems of vampirism? I.e. how does one become a vampire? Is it purely genetic, or can it be passed down by biting/blood drinking/etc?
 
In regards to vampires...

They're essentially immortal, as long as they drink blood on a regular basis. As immortal monsters though, they also can't reproduce naturally, so all vampires are pretty much created through a blood-transfusing bite. Vampire couples would just steal some baby and make it into a vamp baby, and then start raising it as their own. After a certain point (think around 20s-early 30s in regards to appearance) vampires stop aging. They can stop their aging process earlier if they want, but they can't make themselves look younger, outside of illusion magic.
 
Good to know.

Second, did you ever specify a location in Horizon which is expressly oriental in theme? Or is it all pretty much "European"?
 
It's all anything, really. It's just that most people are sheep, and thus, go European.

The Orient exists, and Witchmother South facilitates it the most, so I would say that...as Talze Utera shares their melting pot of cultures more, there'd be more oriental-esque places popping up.
 
So max of 15 characters eh. Welp, I'll get a cs up sometime later today.

Edit1: Also out of curiosity, outside of the basic elemental magics, are certain 'magic' off limits? i.e time and space manipulation (example: Izayoi Sakuya), boundary manipulation (example: Yakumo Yukari)
 
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It'll be on a case-to-case basis if you do anything outside of elements, but...

Time magic would be limited to manipulation of time perception and a speed/regeneration de/buff at the cost of shortening your lifespan.

Space manipulation is extremely costly and only really exists as short-range teleportation. Probably requires actual incantations as well.

Boundary manipulation wat even. Don't assume everyone plays Touhoes. Probably no though. Or something along the lines of...theoretically possible, but you'll die before you finish the spell.
 
Uhhh did my chars get accepted? I fear you may have missed them cause I spoilered them.
 
Probably scrolled over them. Sorry bout that.

Character Quote:"We bear the burden for a better world."
Name: Verek Prathrin
Nation of Birth: Astapol
Height: 5'5"
Race: Human
Personality: Loyal to Gristov and to Astopol as well. Having served under the man his whole life he believes that he is the best general Astopol could have and is determined to see him given the position he deserves. He strives to prove himself a useful soldier to Gristov and follows his orders to the letter. He is a confident person who rationalises his decisions based on this final goal. However alongside this loyalty is the man's own morality. Having fought against the rift beasts and against Talze Utera he has witnessed the horrors of war and is worried about how far Gristov is willing to go to get what he does deserve. While he knows his commander will take a war against any nation, Verek will only be able to commit his whole self to the plan if the war is against Talze Utera. This way he will not be causing humans to kill each other and will be able to kill the monster he hates that make it their home. He fears that if war breaks out against a human nation he will fail Gristov's expectations, able to start the war but not finish it.
Verek was too young to join the battle against the Jeualian Empire when they first invaded. Though he longed to fight even the army recruiters refused to allow him to join. His small height made it impossible for him to pass off as an older boy and he was forced to stay in his town and listen to whatever news came back from the front.
It was only when the war against the empire was replaced by the war against the rift beasts that his opportunity came. A savaged band of knights passed through looking for anyone who could heal their wounds and give them supplies to continue the fight. Before his parents could stop him Verek ran up to the leader of the group, a Captain Gristov, and volunteered to fight. Low on soldiers as well as supplies and a heartless man, Gristov accepted the boy's offer against his parent's wishes. The captain placed a sword in his hands and a helm on his head and they went on their way.
When Talze Utera broke the alliance first it was the beginning of Verek's dislike for the monsters. He saw it as a betrayal and proof that the monsters couldn't be trusted by humans. Later when the other human nations broke the rest of the alliance he justified this to himself as the best way to deal with the threat. Each nation could secure its own borders then focus on helping the others.
This belief of his was proven when the first talentium weapon was crafted in Dansila. As the weapons spread around the three nations Verek received his own pair of blades and was extremely proud of the weapons. Under Gristov's wing he had burgeoned as a swordfighter and Gristov kept the boy close. For Gristov saw the potential of his abilities and was shaping the boy into a weapon of his own. During the twelve years of peace that followed Verek followed Gristov into battle many times as they fought rift beasts. He was very proud when Gristov's hard work paid off and he was promoted.
Verek's hatred for Talze Utera truly began when they broke the peace with the summoning of the Musphelheim demon. He was with Gristov's unit and missed the raid on the summoning, only arriving afterwards to help take Vance away. When the capital of Dansila was attacked and Gristov's unit once again was too late to stop Talze Utera freeing Vance his hatred bloomed and he vowed to put an end to the Vampire and Witches who ruled there.
During the war against Talze Utera he performed admirably alongside Gristov. He fought with a fury few around him could match and was often taken to the medic's tent to treat his exhaustion and dozens of wounds he suffered without complaint.
When the war was halted by the god slayer's death and peace talks began Verek was furious, an anger enflamed by Gristov's demotion. He could not believe that Astapol would discard a man who had done so much for them and swore his life to Gristov. He would show Astapol that the results of the peace talks would only bring them to ruin and that they needed a man like Gristov to lead them if they wanted to survive.
Skills: He is good at hiding and sneaking around. Has a good eye for details
Sword Skills:
Shatterheart – His main blade shatters into a hundred pieces which fall into his shadow. A reformed version of his blade then emerges from any shadow he can see and fires extremely fast at his target's heart (the shadow it emerges from does not have to be the target's). When its movement is halted it returns to its hilt.
A Traitor's Friend – He absorbs his main sword and his backup sword on his back into his body. He can then cause a desired length of blade to emerge from any point on his skin. The blades will harmlessly pass through his own body thought they are quite lethal to anyone else. He can hold up to five swords in his body at one time and control them all independently.
Crescent Dawn – His secondary blade shatters into a hundred pieces then reforms as a crescent shaped blade in front of him. It homes in on the target and will attack them four to six times at varying speeds, aiming for their ankles of their neck. After the final attack it returns to the hilt.
Equipment: Two Talentium swords, a primary longsword and a backup shortsword. A medal bestowed upon him by Gristov for exemplary service. A pair of binoculars.
Likes: The military, his commander, fighting, fame and glory
Dislikes: Talze Utera, Unfairness, disloyalty.
Fears: Being trapped. Failure. The destruction of Astapol.
Love Interests: None
Interesting...so he respects not the 'authorities' of Astopol, but of the General only? How does he react to Talze Uterans anyways, now that there's all that peace and assimilation and civilization in regards to these 'monsters'? Does he still try to kill them? Does he move away from them?

I like his extreme prejudice towards Talze Utera though. XD

In regards to his sword skills, what 'wish' is fulfilled through them? And what happens if the blades are restrained before they can return to the hilt? How long does the Traitor's Friend last?
Character Quote: "I will have what is mine."
Name: Gristov Reete
Nation of Birth: Astapol
Height: 5'11"
Race: Human
Personality: Gristov is a heartless man who is very good at pretending he actually cares about others. His own family are terrified of the man and do whatever he says lest he punish them. This lack of emotions makes him an efficient commander who can see the logical paths to victory in a battle. However he desires fame and fortune from his battles, something he lacks due to his unimaginative tactics. He will manipulate others in order to achieve his goals and discard them once they are useless to him.
Gristov fought in the wars against the Jeualian Empire as a sergeant in charge of a squad of knights. His blunt tactics were successful enough to raise him to the rank of captain by the time the three nations prepared for the final battle. When the rift beasts fell from the sky his unit took heavy losses due to his inflexible tactics and were forced to retreat quickly.
Along their route they encountered a small town where they could be healed and resupplied. When a young teenager came up to him and asked to join his unit he accepted. He had hoped others would also join increasing his numbers to make his retreat less of a disaster however none did. Instead he took the boy under his wing and began training him personally, seeing the potential of having such a loyal person standing by him.
When his unit received talentium weapons it gave Gristov a great boost. His usual tactics were well suited to the addition of talentium weapons and the higher ups mistook this for the man's own skill in leading. He was tasked with hunting down the rift beasts that continued to spawn in the twelve years of peace after the war was won and pursued this task with his usual diligence.
Gristov's greatest regret is his bad placement during the raind on the witch's summoning and Vance's breakout. His unit was pursuing rift beasts in different parts of Astapol and he was too late to make his mark on either battle.
During the war against Taalze Utera Gristov proved himself a competent general who could lead soldiers to victory in many situations. However he also showed he had little care for human life and would achieve victory the "safest" way possible even if it costs hundreds of lives rather than take a risk. While his ability to bring victories was needed in the war, once it was over Astapol had no wish for such a careless general and demoted him to captain where they felt he belonged. Knowing he had lost his main chance for glory Gristov began scheming new ways to bring about his desires.
Likes: Fame, glory, loyalty, the soldiers serving under him, power
Dislikes: Weakness, Carelessness, people being emotional
Fears: Being Forgotten
Love Interests: He has a wife

NPC dude is fine. He's fine with dying as long as he's not forgotten, right? Shoulda just wrote a popular book or whatever then. XD
 
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Yeah he's lost most of his respect for the authorities of Astopol and will obey the general over them. If he met someone from Talze he'd refuse to speak with them and spend his time around them glaring at them with hatred. He accepts the peace because the general does but hates it. If he found himself alone with one though, it would be difficult to restrain himself and he might attempt to kill them.

I guess you could call it a wish to stab them through the heart? i can think of something a little more ... good haha, when Im feeling a bit more awake later. I'll figure out a duration for Traitor's friend too. It'd probably last a minute max. if the blades are restrained they'd shatter and return to the hilt. If they were completely trapped in a box they'd shatter to become useless and return to the hilt when they had the chance.

Maybe someone should suggest a book to him haha. That would be an interesting even. "Verek cancel the war we've been planning. I'm gonna write!"
 
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Just a couple last question before I get started with my CS. In the Jeualian Empire portion of the lore of the RP, you mentioned these towering 'war machines' and weaponry that was 50 years ahead of it's time. I would presume that technology in the rp is somewhat along the lines of our current technology or slightly behind ours at that particular time? Where is current technology range in the rp is after the Jeualian Empire conquest and subsequent war (i.e are we fighting with swords and bows or with bayonets and muskets) ?
 
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Swords and bows. Well, bows are actually pretty rare.

Basically, what Talentium did was kick science in the balls and make fantasy-magic stuff way more superior to whatever tech they could have figured out in 15 years. Heck, even bows are rare, because most Talentium users can just catch or outrun any arrows that are shot out.

As for what the Jeaulian Empire had back then...basically, they had guns, but those weren't as effective as you'd think (hard to shoot fast moving people), so they invested in power armor, mechs, and all that jazz. Melee + science, essentially.
 
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