Spellheart OOC

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(Forgive me for the large pictures...)

Character Name:
Meijin Kobitora

GENERAL CHARACTERISTICS

General Appearance:
hestia-danmachi-max-factory-annuncio-3.png

dungeon-ni-deai-wo-motomeru-no-wa-machigatteiru-darou-ka-hestia-%28danmachi%29-Anime-2008609.png

dungeon-ni-deai-wo-motomeru-no-wa-machigatteiru-darou-ka-Anime-hestia-%28danmachi%29-2014205.jpeg


Gender:
Female

Orientation:
Pansexual

Species/Race:
100% Human

Age:
21

Birthplace:
Inside the Kingdom of Rikeira, but in a more rural setting

MENTAL CHARACTERISTICS

Current Goal/Purpose:
Meijin would enjoy finding solace in mastering the different magics of the world.

Non-magical Talents:
❖ Cooking ❖
❖ Dancing/Singing ❖
❖ Playing The Lute ❖
❖ Sword Play ⚔ ❖
(She is not very proficient with it, but has had exposure to sword play and hopes to develop her 'skill')

Inabilities:
✗ Keeping Her Mouth Shut ✗
✗ Filtering What She Says ✗
✗ Doing Things By Herself ✗
✗ Balancing ✗
✗ Holding Her Liquor ✗

Fears:
✖︎ Having To Do Everything By Herself ✖︎
✖︎ Not Saving Everyone ✖︎
✖︎ Being Alone ✖︎
✖︎ Darkness ✖︎
✖︎ Dying ✖︎

General Personality:
For the most part, people will see an outgoing, hard-working girl who's fearless in the sight of danger. She loves to do dangerous things and make others laugh. She supports everyone and tries to uplift the group when everyone's down. She's just the right amount of optimism, but not so much that people get annoyed with her. (Caution: This does not mean that people will not get annoyed with her, despite what has been stated in the previous sentence)

Inner Personality:
Though many people see a girl who loves to do dangerous things and makes people laugh, she lacks a lot of confidence. She feels that she's socially awkward and the reason that she tries to help everyone is because she seeks attention from them because she believes that they might hate her. She gets scared easily and only does dangerous things because she's afraid others are going to judge her for not 'fitting in'. In dangerous situations, she uses optimism as a defense mechanism to help cope with the pain. While she does that, she hopes that she can help others.

Secret:
She hates to be touched. She hates it so much, but she tries very hard to hide it. She doesn't want people to stop touching her because then, she doesn't think she can be loved.


SPELLHEART CHARACTERISTICS

Spell Theme:
Gravity

Spell Library:
Crushing Force
(30 SP) [Utility/Offensive]- Crushes enemies under their own weight causing damage;
Slows enemies down
Light As A Feather (10 SP) [Utility]- Allows one person (Whom the spell is cast on) to become light-weight; Increased Agility/Flexibility
Gravitational Throw (5/15 SP) [Offensive]- Throws nearby at an enemy, more than one object and larger objects being thrown means more SP; Can target multiple enemies if using more than one object
Deflecting Wall (15 SP) [Defensive]- A wall of extremely strong gravity, which deflects incoming physical attacks. This defensive skill cannot block attacks made on her mental state.

HISTORIC BACKGROUND

General History:
Meijin was born in a small rural town near the capitol of the Kingdom of Rikeira, which was well known for their plentiful crops and crafty mages. Meijin was born into a family of farmers, but she always admired the local mages and the kind of magic that they could do. Her parents had always taught her that magic was an important skill, but that it came with the great responsibility of protecting others. She never forgot that lesson that she was taught. She had a small friend in the town, whose name was Fuko and she always wandered around the town and caused anxiety among the people because she was such a pest. Well, by chance, Meijin caught Fuko in the act of placing a small fire spell on the bottom of a wooden house. When the spell activated, the house began to burn and Meijin, being the person that she is, tried to put it out. Well, she got burned and Fuko was watching the entire time and was horrified. Fuko tried to stop her from getting burned, but Meijin had to help the people who were in trouble of losing their house. Meijin cried while she was getting burned, but her will to help others was stronger. Fuko then activated a water spell to keep her from getting burned and Meijin passed out soon after from shock. She wasn't burned horribly bad, but she was burned enough to sear her passion for helping others in Fuko. Fuko became her best friend immediately after the incident and never did a bad thing after that. Fuko was the one who introduced her to what people refer to as 'dares'. Fuko taught her to be brave, just like the day she ran into the fire to try and put it out. Later in life, when she had become braver, though her inner personality is still the same, Fuko decides to invite Meijin to a party. Meijin decides that she'll go with her. Well, as they arrive, they're ambushed by a group of assassins. Well, they looked like assassins, but she wasn't entirely sure what they were, so she called them assassins. Fuko protects Meijin because she doesn't know any magic and can't really fight hand-to-hand, so (to make this shorter) Fuko is dying in Meijin's arms and Fuko tells her that she would make a great mage and then DIES. (Isn't that fun? And I have no idea how to end this so...) After that day Meijin studied very hard.
THE END

Present Life:
After a few months, Meijin decided that it wasn't enough to just train herself in her town, so she decided that she was going to go to (Wherever the heck this place is) and train, so that she could become one of the best mages the world has ever seen. But also help others at the same time.​
 
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[glow=red]Nonna Roeschlein[/glow]
Spelling: (NOH-nuh ROHSH-leen; alt. NOH-nah) IPA: /'noʊ nə 'roʊʃ lin/

Spell Theme: [glow=red]Fire[/glow]

Fireball (20 SP, Offensive)Fires off a speedy orb of burning magic that explodes on the first thing it hits, causing a small explosion and throwing flames everywhere.

Nova (50 SP, Offensive)Creates a ball of light that quickly grows to an immense size and ruptures, causing a truly devastation explosion.

Flaming Fount (15 SP, Offensive)A stream of liquid fire shoots violently out of the magic circle for a few seconds, flying just far enough for gravity to take over and bring it down at 10 meters / ~32 feet at most. Nonna can turn the magic's angle to spread the liquid over a large swath in front of her. The pool of the blazing liquid persists for half-a-minute after the spell ends.

Flare (20 SP, Utility)Fires off a magical burst of light in a certain direction. Blinding at close range, this magical flare also attracts magic. Enemy Offensive spells are drawn towards it, often warping their aim and flinging them elsewhere. If a spell hits the flare, it explodes in a massive flash of light and temporarily blinds any looking in its direction.


  • General Appearance:
    Credit: Red Mage by Sandara [spoili]
    nCQoiAd.jpg
    [/spoili]
    Nonna stands fiercely at 5'10" (177 cm) and is 148 lbs (67 kg) worth of temper and violence. An unruly bob of dusty-brown hair rests atop her head, the back having been uncut for years and now extending to her lower neck. Her face carries confidence, with brown eyes and lips that almost seem like they're smirking. Her appearance is nothing to write home about, but she does have a certain handsomeness and warmth to her.
    She has a raspy, fierce voice. It can be gravelly if she speaks softly, but she ensures that her voice is booming. Constantly.

    Gender: Female
    Orientation: Straight, Bi-curious
    Species/Race: Human
    Age: 21
    Birthplace: Kingdom of Rikeira, Mountain Town "Ingle"
    More:
  • Current Goal/Purpose:
    Become strong. How strong? Who knows, but "stronger than everyone else" seems like a good start.

    Non-magical Talents:
    Physical Exertion—She's fast, she's strong, she's flexible, and she loves feeling the burn.
    Artistic—She may not have a fair lady's song or a musician's touch, but with a paintbrush or a pen, she can craft images of grandeur (or vulgarity, depending on her mood.)
    Fighting (Dirty)—All's fair when Nonna's there.

    Inabilities:
    Cooking—Give her a pan and some ingredients, and she'll ruin your pan and give you back… something.
    Reading/Writing—It's not that she can't read, it's just that she was distracted whenever she was being taught so it takes her a bit (read: a lot) longer than usual to decipher words.
    Patience—Very easy to set her off; Not so easy to calm her down.
    New! Balancing—Nonna has a terrible sense of balance.

    Fears:
    Being afraid—There isn't much for Nonna to be afraid of, but she has become more afraid of fear itself than anything that would cause fear.
    Being ignored—Nonna's fine with being alone. She's not fine with being ignored, though.
    Futility—No matter how many times one loses, they can always try again. But being unable to win? That's terrifying.

    General Personality:
    At her warmest, a blazing wildfire; at her coldest, a smoldering ember. Nonna's personality is intense and fiery. Even when she's at her lowest, it will never fully extinguish. Charging blindly ahead, reacting almost entirely through instinct and gut feelings, almost never thinking ahead and always ignoring the consequences are what make Nonna, Nonna. She's not the most intellectual of people and her generosity and charity are somewhat lacking, but what she lacks in grace and tact she make up for with ardor and passion. She has a remarkable strength of will and resolve, though she doesn't always put her strengths into the best of traits: she's mischievous and can be somewhat of a bully if she sees the weakness of others.

    Inner Personality:
    Nonna likes acting tough. She like being thought of as strong. And though her manners are crass and mouth is vulgar, she wants to be respected. She does not want to be despised as a irredeemable delinquent. She does not want to be pitied as the hapless orphan girl. And she definitely doesn't want to be thought of as boring or weak.

    Secret:
    Nonna doesn't have a plan. She's not good at planning anyways, but she is completely aimless in her goals and direction in life. She's worried about where this lack of direction will lead her in life, but she is too proud to ask for help or try changing herself to remedy this. Instead, she'll just grudgingly produce numerous small, often empty goals to distract herself in the meantime and hope that a "plan" will just spontaneously appear in front of her.

    More:
    Nonna is embarrassed of her parents, but she is also ashamed of how she treated them in the past. Not that Nonna lets this little fact be widely known.
  • General History:
    Nonna's history started when she was adopted at the age of four by a couple who couldn't produce children of their own. They were an eccentric duo, a man and wife, who had just refitted a smithy (which was refitted from a bakery) into a potion shop. With the young Noona as their mascot and clerk, and perhaps more importantly due to their exceptional location and lack of competition, their potion shop was very successful. Almost fitting to their mismatched and clumsy bakery-made-smithy-made-potion shop, Nonna's adoptive parents also seemed to have a few screws loose. Nonna cannot remember if they were always like that or if they just inhaled a few too many fumes from their potion crafting. Despite her embarrassing parents, there was something about the oven-forge and burnt smell of her home that made Nonna so greatly love the store.

    Her adoptive parents lavished her with love and care, but Nonna was a rebellious daughter who frequently escaped from her duties to hang out and play with other misbehaving children. Though she loved the store, she hated serving people and taking orders. She especially disliked being given so much affection from her unorthodox parents in front of so many strangers, something which was almost guaranteed to happen if she completed any sort of task no matter how meager. And so, Nonna spent most of her childhood confounding and teasing her strange guardians. It wasn't often that Nonna showed affection for her two parents, but it also wasn't uncommon. Be it from a cruel person who called Nonna an unloved orphan wretch, or from a little too much teasing on her parents' part, or any other manner of thing that would cause tears to well up in the young child's eyes, Nonna would occasionally hug her parents and sob out how much she loves them and would not let them out of her sight for days. Of course, it never lasted more than four days and Nonna would snap right back into being the mischievous, rebellious little girl she was before.

    Nonna discovered her magical talents at the age of twelve, possibly due to the numerous trips to the leyline to gather materials, or from the failed potions that often blew up in her face, or other such circumstances she so frequently visited on a daily basis. Though her magic wasn't particularly powerful, she was given a huge advantage over others by being able to start magical studies at such an early age. Unfortunately she didn't take such an opportunity. Instead, like the brat that she was, she kept it hidden from her parents and used it to show off to her friends. Mages were not particularly common in Nonna's area so she didn't have anyone to compare her powers to. Of course, self-teaching and natural talent can only get one so far in magic without proper studies.

    Nonna discovered just how wasteful she spent her years at the age of seventeen, when a true Knight arrived in her town and demonstrated his magical prowess. It was a humiliating revelation for Nonna. Vowing to be even more powerful than the Knight, she revealed her magical abilities to her parents and asked them to help her improve her abilities.

    ...As one might expect, her parents were greatly supportive of her efforts but were of little to no help. They had no insight of magic and its use as there had not once been a mage in either of their family lines; Nonna was the first mage of the Roeschlein family. As if fate was conspiring against her learning of magic, only a few days after the reveal had her mother fell ill. It wasn't life-threatening, but it kept her in bed and unable to work at the shop. Her father was still healthy, though as eccentric as he is it wasn't very surprising that he practically fell apart without his wife by his side. It was fairly obvious that Nonna would take up the mantle of her mother's position while she recovered; the puppy dog eyes from her sick mother and useless father were more than enough to pressure her to agree. Her magic studies would have to be on hold for now.

    Present Life:
    Nonna wanted to be better than the Knight that arrived in her town so long ago. During her time replacing her mother as co-manager of the potion shop, Nonna also learned much more about Knights and magic. During her trips to the leyline to gather materials, she would jump right into it before heading back home. She would try to craft magical potions, but more oft than not they would blow up in her face. Nonna tried hard to catch up on the years she spent wasting her magical talents, but she soon realized on her nineteenth birthday that she could not do it alone. It was then that her mother recovered and her parents suggested something the proud and stubborn Nonna would never have thought of: to train to become a Knight herself. She made it fairly clear to her parents about how idiotic and hypocritical it made her to ask the very people she wanted to surpass for help, but her parents just smiled and nodded, listening to her idle complaints while she excitedly packed her things.

    Congratulations on reading this mess. I made a better one in the next tab~
  • General History:
    Nonna was orphaned at a young age and then adopted by an eccentric couple who ran a potion shop. As Nonna grew, she was obnoxiously disobedient and would rather play bully than smile as the shop's mascot-clerk. It's not that she didn't love her adoptive parents, though, and they knew that as well. She discovered her capability for magic when she was twelve and had the chance to capitalize on it and become a powerful mage from her early start. But this is Nonna, the brash and thoughtless child we are talking about, so she obviously just kept it hidden and wasted her talents on pranks and other mischief. When she was seventeen, five years after discovering her magical talent, a real mage—a knight—arrived in her hometown. Why he did, she doesn't remember. All she remembers is how embarrassed she felt when he displayed magic that leagues above her own, despite being only a few years older than her. Nonna resolved to surpass him, but the very next day her mother fell ill (and her father became a useless worry-wart) so she shelved her goal and instead helped out the shop for a time until her mother recovered. Though delayed, she didn't forget about how red her face felt when looking back at the years wasted playing with her magic.

    Present Life:
    With her mother recovered and Nonna now free from the shop, she contemplated on how to improve her skills. Her parents suggested becoming a knight herself. The gall! The spine! The nerve they had to suggest Nonna join the ranks of her enemies! ...It wasn't a bad idea, actually. Nonna made sure to express her discontent in multitudes. Her parents just smiled at her and helped her pack. It was strange: even though she was complaining the whole time, she was packed up and ready to leave surprisingly quickly...
 
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Fárya Gërénhürn

  • Fárya with her grandfather in the upper floors of Arhräm's Library.
    diablo-3-art-chaoyuanxu.jpg

    Gender:
    Female

    Orientation:
    Undecided

    Species/Race:
    Human

    Age:
    20

    Birthplace:
    Grand Duchy of Ärikaý
    [Tab=MENTAL CHARACTERISTICS]​
Ärikaý
The Grand Duchy of Ärikaý is a medium-sized country bordering/near [@☆Luna☆ I leave for you to decide exactly where the Grand Duchy will lay in relation to Rikeira] Rikeira. The country's rulers are the Dukes of Ärikaý and Ýaë, which are also share blood with a far off branch of Rikeira's royal family. The country consists of two parts, the southern Ärikaý and northern Ýaë, and trough both are Duchies in full right Ýaë covers twice as much land as Ärikaý, mainly due to the fact it mostly lies in the forests or mountains of the Eýerï/Ýaë Mountain Range.
Ärikaý is made out of four counties, each roughly covering the area roughly equal to Rhode Island. To the south, on a peninsula bearing the name same name there is Läyó, north of it lay the hilly coast lands of Älyérica county. The next is the capital county of Äriká situated on both sides of the lower river valley and estuary of the Äriká river. The last and northernmost area is the collage of forests and plains of the coastal Ïléya which is also the place in which the famous Arhäm's Library is located. It borders Yaë to the north across the Yaëziá river. To the east the border of Ärikaý Duchy is the sea, to the west the border primary follows the various tributaries of Äriká and Yaëziá and to the north it is the already mentioned Yaëziá river.
Yaë on the other hand is made out of five counties, each roughly twice as big as the ones in Ärikaý, but only the capital county of Yaësi has a population close to that to any of the counties in Äirkaý, and the population was even smaller before Ärikaý managed to gain the Duchy trough marriage.
Yaësi, the capital is the connection point to this area and the southernmost county located manly on the northern banks of the estuary and the lower river valley of Yaëziá river. To reach any of the other areas of Yaë one must pass trough Yaësi. If one follows the coast he will end up in Öediná a long county arching along the step coast created by where the Eýerï/Yaë Mountains meet the sea. If one goes north along Meÿér it will lead him to the mountain pass of Méaÿ and the large Meÿé plateau which contains most of the county bearing the same name. More to the west, located in the north-west and west mountain valleys is the Eýei county, named after the flourishing Ärikaý established town and county capital Eýerïbäúrg (which in Yaë ascent sounds more like Eýeibärg). Located in the south-west along the western and southern borders of the Duchy stands, the Mäërken county governed from the fortress of Gäur'dí. Finally some 150 miles north-east from Yaë stands the cold volcanic island of Innai which was subdued by the Yaë Duchy two centuries ago to put a end to pirates hailing from there. Now the island of Innai is the location of the Ináy county of Yaë.
Ärikaý is on friendly term with Rikeira, and looks up to the large neighbor with a expected doze of fear but also admiration and hope that Rikeira will remain a good friend with them for a long time. On the other hand Ärikaý has strained relations with most of the countries it shares a land border with, due to both past wars with Ärikaý and the Ärikaýan Duke becoming the Duke of Yaë, a Duchy many sought to conquer trough sword, word or marriage. But all this overshadows Ärikaý's most important diplomatic problem at hand, the fate of the island Duchy of Taish (some 200 miles south-south-east from Läyo), which after the death of the last Duke which only had a single daughter, has descended into civil war with 5 out of 6 counties of the Taish Duchy claiming the title of the Duke. Ärikaý supports the Albá county in the north-west and Ärikaýan diplomats already managed to get Albá's eastern neighbor Rosya to not involve itself in the civil war while Ärikaýan spies are searching all over both Taish and the ports that connect to it in hope of finding the daughter of the last Duke whose hand anyone wishing to establish a legitimate claim and legacy on the title of Duke of Taish would need to take.
Läyó and Älyérica both are ruled by their own Counts, vassals of the Duke of Ärikaý. Äriká and Ïléya are traditional lands of the Duke or his heir before becoming the next Duke.
Yaësi is the only traditionally county of the Dukes of Yaë but the position of Mäërken's Count is not inherent and the Duke of Yaë appoints the successor of the Count of Mäërken when needed, it should be noted that the Duke of Yaë can't remove the Count of Mäërken on any way - the Mäërken Count is a life-long held title (trough the Count can give up the title for health reasons). The other three counties are titles carried to heirs of the Counts that hold them.


Arhäm's Library
Arhäm's Library is a massive ancient library, mostly located bellow the ground level on and in a hill near the town of Enëry in the county of Ïléya. The building was found 84 years ago by a crew cleaning the forest along a layline. Exploration begun by various adventurers which upon returning from the library spoke of magical book, objects and what not else scattered trough the library. After this the Royal Academy of Ärikaý under the King's authority quickly took control over the exploration of the library, cataloging of all it's contents and destroying it from the creatures which infested it trough the years.
It was soon discovered that the first explorers were or ether overexaggerating about their finds or just plain wrong about the library - magical books and objects were rare in the upper parts of the library, but nerveless many of the books that were found and could be read were highly valuable. The name of the library comes the only word that remained readable on the a part of the outer walls "Arhäm". After five years of digging trough books three things were discovered, fist that most of the books are in a lost, ancient language that was impossible to read, second that some books were in know ancient languages that could be read and finally that the vast library was not something that the Royal Academy could handle on their own. So it was decided to start working on decoding the lost ancient language of most of the books, creating a organization of professionals and semi-professionals dedicated to exploring, securing and cataloging the content of Arhäm's library. The founding would come from for mecenas, various reach nobles and merchants.
That organization, firstly made out of the Royal Academy personnel and then of various scholars, commoners and even nobles which learned from the older members were soon named Scribes. By now almost eighty years after being established, the Scribes reached as deep as the 32 floors bellow ground and secured for sure 19 of those, cataloged over 200,000 books and 100,000 objects and reached a staggering 2023 members (of which 103 Masters and 829 Seniors). The amount of knowledge still hidden in the lost language is probably gigantic, if the readable books are a show of what is treasure could be written in them. Just one of the readable books, the "A Path To A Good Marriage" helped to pave the way for a smooth seduction of the only child of the last Yaëan Duke, his daughter Lënyá by Ärikaý's Duke Märkín and thous bringing Yaë, after the death of the last Yaëan Duke, under the rule of Ärikaý. Another find is the seven volumes of "Light Infantry Tactics" which allowed the Great Duchy to rout a more numerous cavalry force on plains with just spears and bows. The work "On Construction" is also another book that is now leading to progress in the construction of buildings, roads, settlements and fortifications (it should be noted that it is taking time for this progress to feel. For now primary the nobles, military and scholars made use of the books found here, with craftsmen stubbornly holding to tradition. In the common populace merchants are making the best use of the finds from Arhäm's Library).
Sorry it took me a while to get all this up on the forums...​
 
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Fárya Gërénhürn

  • Fárya with her grandfather in the upper floors of Arhräm's Library.
    diablo-3-art-chaoyuanxu.jpg

    Gender:
    Female

    Orientation:
    Undecided

    Species/Race:
    Human

    Age:
    20

    Birthplace:
    Grand Duchy of Ärikaý
    [Tab=MENTAL CHARACTERISTICS]​
Ärikaý
The Grand Duchy of Ärikaý is a medium-sized country bordering/near [@☆Luna☆ I leave for you to decide exactly where the Grand Duchy will lay in relation to Rikeira] Rikeira. The country's rulers are the Dukes of Ärikaý and Ýaë, which are also share blood with a far off branch of Rikeira's royal family. The country consists of two parts, the southern Ärikaý and northern Ýaë, and trough both are Duchies in full right Ýaë covers twice as much land as Ärikaý, mainly due to the fact it mostly lies in the forests or mountains of the Eýerï/Ýaë Mountain Range.
Ärikaý is made out of four counties, each roughly covering the area roughly equal to Rhode Island. To the south, on a peninsula bearing the name same name there is Läyó, north of it lay the hilly coast lands of Älyérica county. The next is the capital county of Äriká situated on both sides of the lower river valley and estuary of the Äriká river. The last and northernmost area is the collage of forests and plains of the coastal Ïléya which is also the place in which the famous Arhäm's Library is located. It borders Yaë to the north across the Yaëziá river. To the east the border of Ärikaý Duchy is the sea, to the west the border primary follows the various tributaries of Äriká and Yaëziá and to the north it is the already mentioned Yaëziá river.
Yaë on the other hand is made out of five counties, each roughly twice as big as the ones in Ärikaý, but only the capital county of Yaësi has a population close to that to any of the counties in Äirkaý, and the population was even smaller before Ärikaý managed to gain the Duchy trough marriage.
Yaësi, the capital is the connection point to this area and the southernmost county located manly on the northern banks of the estuary and the lower river valley of Yaëziá river. To reach any of the other areas of Yaë one must pass trough Yaësi. If one follows the coast he will end up in Öediná a long county arching along the step coast created by where the Eýerï/Yaë Mountains meet the sea. If one goes north along Meÿér it will lead him to the mountain pass of Méaÿ and the large Meÿé plateau which contains most of the county bearing the same name. More to the west, located in the north-west and west mountain valleys is the Eýei county, named after the flourishing Ärikaý established town and county capital Eýerïbäúrg (which in Yaë ascent sounds more like Eýeibärg). Located in the south-west along the western and southern borders of the Duchy stands, the Mäërken county governed from the fortress of Gäur'dí. Finally some 150 miles north-east from Yaë stands the cold volcanic island of Innai which was subdued by the Yaë Duchy two centuries ago to put a end to pirates hailing from there. Now the island of Innai is the location of the Ináy county of Yaë.
Ärikaý is on friendly term with Rikeira, and looks up to the large neighbor with a expected doze of fear but also admiration and hope that Rikeira will remain a good friend with them for a long time. On the other hand Ärikaý has strained relations with most of the countries it shares a land border with, due to both past wars with Ärikaý and the Ärikaýan Duke becoming the Duke of Yaë, a Duchy many sought to conquer trough sword, word or marriage. But all this overshadows Ärikaý's most important diplomatic problem at hand, the fate of the island Duchy of Taish (some 200 miles south-south-east from Läyo), which after the death of the last Duke which only had a single daughter, has descended into civil war with 5 out of 6 counties of the Taish Duchy claiming the title of the Duke. Ärikaý supports the Albá county in the north-west and Ärikaýan diplomats already managed to get Albá's eastern neighbor Rosya to not involve itself in the civil war while Ärikaýan spies are searching all over both Taish and the ports that connect to it in hope of finding the daughter of the last Duke whose hand anyone wishing to establish a legitimate claim and legacy on the title of Duke of Taish would need to take.
Läyó and Älyérica both are ruled by their own Counts, vassals of the Duke of Ärikaý. Äriká and Ïléya are traditional lands of the Duke or his heir before becoming the next Duke.
Yaësi is the only traditionally county of the Dukes of Yaë but the position of Mäërken's Count is not inherent and the Duke of Yaë appoints the successor of the Count of Mäërken when needed, it should be noted that the Duke of Yaë can't remove the Count of Mäërken on any way - the Mäërken Count is a life-long held title (trough the Count can give up the title for health reasons). The other three counties are titles carried to heirs of the Counts that hold them.


Arhäm's Library
Arhäm's Library is a massive ancient library, mostly located bellow the ground level on and in a hill near the town of Enëry in the county of Ïléya. The building was found 84 years ago by a crew cleaning the forest along a layline. Exploration begun by various adventurers which upon returning from the library spoke of magical book, objects and what not else scattered trough the library. After this the Royal Academy of Ärikaý under the King's authority quickly took control over the exploration of the library, cataloging of all it's contents and destroying it from the creatures which infested it trough the years.
It was soon discovered that the first explorers were or ether overexaggerating about their finds or just plain wrong about the library - magical books and objects were rare in the upper parts of the library, but nerveless many of the books that were found and could be read were highly valuable. The name of the library comes the only word that remained readable on the a part of the outer walls "Arhäm". After five years of digging trough books three things were discovered, fist that most of the books are in a lost, ancient language that was impossible to read, second that some books were in know ancient languages that could be read and finally that the vast library was not something that the Royal Academy could handle on their own. So it was decided to start working on decoding the lost ancient language of most of the books, creating a organization of professionals and semi-professionals dedicated to exploring, securing and cataloging the content of Arhäm's library. The founding would come from for mecenas, various reach nobles and merchants.
That organization, firstly made out of the Royal Academy personnel and then of various scholars, commoners and even nobles which learned from the older members were soon named Scribes. By now almost eighty years after being established, the Scribes reached as deep as the 32 floors bellow ground and secured for sure 19 of those, cataloged over 200,000 books and 100,000 objects and reached a staggering 2023 members (of which 103 Masters and 829 Seniors). The amount of knowledge still hidden in the lost language is probably gigantic, if the readable books are a show of what is treasure could be written in them. Just one of the readable books, the "A Path To A Good Marriage" helped to pave the way for a smooth seduction of the only child of the last Yaëan Duke, his daughter Lënyá by Ärikaý's Duke Märkín and thous bringing Yaë, after the death of the last Yaëan Duke, under the rule of Ärikaý. Another find is the seven volumes of "Light Infantry Tactics" which allowed the Great Duchy to rout a more numerous cavalry force on plains with just spears and bows. The work "On Construction" is also another book that is now leading to progress in the construction of buildings, roads, settlements and fortifications (it should be noted that it is taking time for this progress to feel. For now primary the nobles, military and scholars made use of the books found here, with craftsmen stubbornly holding to tradition. In the common populace merchants are making the best use of the finds from Arhäm's Library).
Sorry it took me a while to get all this up on the forums...​
I'm making the OP, but I'll review this right after.
 
Character Name: Zoltac

GENERAL CHARACTERISTICS
General Appearance:
latest

Change the eyes to blue and thats it
Gender: Male
Orientation: Straight
Species/Race:Human
Age: 19
Birthplace: Smallish rural town
More:Highly athletic, little spell training, Dual swordsman, 5'8,

MENTAL CHARACTERISTICS
Current Goal/Purpose: Seek justice for those he lost from his home
Non-magical Talents: Sword fighting
Inabilities: Socializing
Fears: Pancakes, sheep
General Personality: A little socially awkward but mostly fun and estatic
Inner Personality: Anything that reminds him of his home makes him sad/angry
Secret: Why would I tell you that? (He doesn't want anyone to know he's scared of sheep)
More: Very fun guy but when given the oportunity to reach his goal he'll go for it

SPELLHEART CHARACTERISTICS
Spell Theme: Anything that enhances his swordfighting, or debuffs the other/s
Spell Library:
(Name yet to be decided): Coats swords in energy increase damadge (25, utility)
Swift Strike: Increased Swiftness (25, utility)
Sword Barrage: Performs a multitude of quick strikes (50, offensive)
Shadow: Produces a decoy that disapates into shadows when hit (25, utility)
Sabotage: Destroy one enemy spell circle at random (50, utility)

HISTORIC BACKGROUND
General History: As a kid he had a regular life with great parents and no sibilngs. However when he was 10 his village was raided by (insert evil group here). Ever since they burned his village he has trained in the art of swords only to be shown the power of magic. He has come to this school to learn the way of magic to further enhance his sword skills.
Present Life: After half a year of traveling he has finally found the best school for mages. While here he will look for enhancment spells, sword training, and information on the group that burned his village.
 
Oh look, Luna made another RP. This is cause for celebration.

Yay_1af46a_2265528.gif


Anyway, it would be awesome to join this, given there's still space.
 
Hey guys, sorry about this, but it looks like im not going to have much time for spellheart. I just have too many plans at the moment so I might be able to join in later but for now I'm going to miss the start of this RP.
 
Character Name: Rydel "Nobody of Consequence"

GENERAL CHARACTERISTICS

General Appearance:

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Rydel stands at about 5'8" and weighs approximately 130 pounds.

Gender: Male
Orientation: Heterosexual
Species/Race: Human
Age: 21
Birthplace: Unknown, but he guesses somewhere within Rikeira
More: Theme: Look Up There
Rydel's blood type is -O
Rydel appears to have suffered some form of brain damage in the past, resulting in sporadic memory loss and what appears to be epilepsy. He regularly takes medication to control and prevent partial/full seizures.


MENTAL CHARACTERISTICS:

Current Goal/Purpose: Rydel has a few. He wishes to become a knight, obviously. He also wants to rid himself of the voices and spirits that haunt him, and to recover his lost memories. Even though he'll never admit it openly to anyone, he also thinks about settling down and starting a family.

Non-magical Talents:

-Rydel can say absolutely anything with a straight face.

-Rydel can drink virtually anyone under the table. He also acts completely normal even when absolutely inebriated.

-Rydel is a skilled bartender, meaning he can make pretty much any alcoholic beverage under the sun.

-Rydel is known to sneak up on people and surprise them. He finds it hilarious.


Inabilities:

-Rydel has no filter and cannot turn off the weird.

-He's hardly ever focused on anything. Rydel has his head in the clouds.

-If you ask Rydel to remember or memorize anything, he'll forget it instantly.

-Attractive women make Rydel shut down.

Fears:

-Rydel is terrified of horses, carriages, and other forms of vehicular transport. He refuses to board them.

-Rydel fears that he is losing his humanity to otherworldly/demonic influences as a result of his magic.

General Personality: Rydel is a genuinely nice person, albeit one with several quirks and eccentricities. The words coming out of his mouth and his facial expressions/apparent emotions never seem to line up properly. Rydel is the type of person to spout complete nonsense but still have a straight face while doing so. He's often labeled as a "funny guy", even when most of his humor is bone dry and apparently unintentional. He's also quite the heavy drinker, and is never seen without his tin flask in hand. His normal and drunked personalities are virtually identical. Rydel is very friendly and has no issues socializing, even if his idea of friendly isn't necessarily everyone else's. He is notoriously lazy and won't lift a finger unless motivated.

Inner Personality: Although he is slow to provoke, Rydel can be an absolute monster when he's angry. He can become cold, ruthless, and under the influence of demonic (and maybe alcoholic) forces when he's having a bad day. Rydel won't hesitate to end the lives of his enemies in the most painful ways he can imagine.

Secret: Rydel keeps his medical condition and questionable sanity under wraps as best he can. Also, Rydel is most likely not his real name.

SPELLHEART CHARACTERISTICS

Spellheart Theme: Occult

Spell Library:

-Harbinger's Chains: Rydel launches an ethereal chain at a target, sticking to the first thing it strikes. From there, Rydel can either pull himself to his target, vice-versa, or a little of both. He can also send other spells down the chain for increased accuracy and combos. (Utility, 5 SP)

-Arise!: Rydel summons an imp demon to do his bidding for one turn. After that turn is up, it explodes and dies. Horribly. (Utility, 15 SP)

-Nether Gate: Rydel creates two linked portals that anything can instantly travel between. (Utility, 20SP)

-Soulfire: Rydel calls forth a pillar of green flames at a target location, dealing Tons of Damage™ to the area of effect. A large seal appears on the target before the flames, making the spell somewhat predictable. Rydel can also channel Soulfire down the Harbinger chains, making it deal less damage, but greatly improving its speed, accuracy, and lowering its mana cost. (Offense, 30 SP. Combo Cost: 5 SP)

HISTORIC BACKGROUND

General History: Rydel, in all honesty, does not remember much of his distant past. His earliest memory was him waking up in a pile of garbage sometime in the early morning. He was bleeding quite a lot from his head, among other injuries, and managed to stumble back to civilization before he passed out again.

When Rydel came to again, he found himself tucked into a rather cozy bed. He soon discovered that a kind-hearted innkeeper had almost literally scraped him off the ground and brought him here to be healed. Even if Rydel never healed completely and developed some form of brain damage, he was thankful for the assistance. He stuck around the inn for the next few months, picking up a few skills in the trade as a bonus. It was also around this time that Rydel discovered (or rediscovered, he doesn't know) his magical talents, for better or worse. He can't help but shake the feeling that consoling with demons and undead spirits might be damaging his mind and soul even more.

Present Life: After figuring out what exactly Rydel wanted to do with his newfound abilities, he left his inn and caretakers behind and set out to become a knight.
 
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  • Bucket of Rainbows
Reactions: York
GENERAL CHARACTERISTICS
Name: Leon Rani
General Appearance: His combat robes:
Gender: Male
Orientation: Straight
Species/Race: Human
Age: 19
Birthplace: Town of Youi, build near the tops of the mountain range of Zix.
More: His birthplace is too cold for any normal fireplace to sustain, therefor the town needs to hire fire mage's to come help warm the towns houses.

MENTAL CHARACTERISTICS
Current Goal/Purpose: Learn better magic to help the ones around him
Non-magical Talents: aerobatics, silver tonged
Inabilities: Drawing, Chess, Sewing,
Fears: Heights, Life or Death Choices
General Personality: Leon is usually outgoing, always joking around and tries to stay focused when needed to. And that is what he wants people to think. But while knowing how to manipulate people he does not trust people right away. Leon may even go to the lengths of ignoring whoever demands his attention that has not proven themselves. While also not being trusting, he is also quick to judge other people based on their appearance or things that they have done.
Inner Personality: In his inner self, he talks to himself sometimes. While also sometimes giving himself answers. Others would most likely think that he is insane. Except for being insane, Leon can easily focus on tasks but disallows people to know this fact. It is easy to get what you want when you are friends with everyone.
Secret: He enjoys causing the pain he inflicts.

SPELLHEART CHARACTERISTICS
Spell Theme: Blood
Spell Library:
Blood Missile: (5/10/Ect.) [Offensive] - Create a spear like shape; When making a larger missile, the cost is increased by five.
Blood Transfusion: (5 SP) [Utility] - Send blood into open wound.
Suffocation: (60 SP) [Offensive] - Create blood and shoot it into the person's mouth. Direct the blood to go within their lungs, making them choke and drown.
Blood cursed Guardian (30-60 SP) [Defensive/Utility] - Make a blood sphere around the target, blocking their vision but slowing down anything that pass through it.


HISTORIC BACKGROUND
General History: At young age Leon was almost beaten to death by highway men. While he had fended them off, he was bleeding heavily and not able to go far in the howling winds and the harsh cold of the mountains. A trade caravan came onto the trade road and stopped to inspect the toppled over body. Sense Leon was still alive, they gave him a blanket for warmth and some general medical care before carrying him back to his hometown. The local medical person was going to charge a hefty price because of a rare plant was going to have to be used within the potion. But the caravan payed for it all and left without saying a word. He never forgot the life saving deed the traders did for him and vowed to try and do the same.

Present Life: Leon plans on becoming a knight because he wants to protect innocent people. By becoming a knight, he feels that he can directly help people instead of indirectly helping them by doing things for them. Leon thinks that he'll actually save people's lives instead of just supporting them in times of struggle.
 
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Just so the thread doesn't move to the grave, here is a post.
 
Yay for thread-savers! o.o
 
Luna are you still accepting characters? I would love to join this rp, it is an absolutely brilliant idea!
 
Luna are you still accepting characters? I would love to join this rp, it is an absolutely brilliant idea!
Yes, and sorry, but your last PM was blocked cause I need to do some cleaning. Go ahead and resend whatever it was that you sent before.
 
Vandal​

GENERAL CHARACTERISTICS
General Appearance:
flyable-heart-anime-bed-blush-boy-brown-eyes-brown-hair-cute-girl-inaba-yui-katsuragi-syo-love-ribbons-sexy-short-hair-skirt-thighhighs-600x.jpg

Light brown long sleeved cotton shirt. Dark leather pants with an equally dark belt holding it up. A sheath on his right hip with Enoch's map in it the size for a dagger. Dark leather boots with a small sheath holding a knife in his left boot.. His cloak is a darker brown akin to tree bark made out of wool to help keep him warm on colder nights. If you ever see serious Vandal the only difference would be the black leather cord holding his hair back in a small ponytail.

Gender: Male
Orientation: Straight
Species/Race: Mostly Human
Age: 20
Birthplace: Kingdom Capital
More:

MENTAL CHARACTERISTICS
Current Goal/Purpose: To make a name for himself, be remembered after death and to get a last name.

Non-magical Talents: Thieving, Singing and Knife fighting

Inabilities: Reading, Writing and Backing down from a challenge.

Fears: Being forgotten. Being looked down upon. Spiders, (New!) Having to read or write.

General Personality: If you had to describe Vandal in one word anyone who knew him would agree that it would be cocky. Laid back and seemingly lazy you would be surprised that this would be slacker would never back down from a challenge. Despite almost making an ass out himself with how cocky he is, Vandal is a kind soul. He is always willing to drop what he's doing to help out a random stranger if he/she asks kindly enough.

Inner Personality: Vandal isn't cocky because he thinks he is the best. Vandal is cocky because he needs to be the best. He has an inner drive that makes him always push himself to be better no matter what. However to be known as the best he thinks it has to seem like it comes naturally. Never does he let people see how hard he really works or how much he really cares about anything.

Secret: Vandal is a hopeless romantic. He belives that he will meet the women of his dreams and finally have a family. He is absolutely willing to do anything to impress a girl he likes even if it does make a fool out of himself in the process.
More:

SPELLHEART CHARACTERISTICS

Spell Theme: Stealing/Misdirection

Spell Library:

SP Thief: Once activated a shimmering aura begins to glow around each hand. If the subjects hands come into contact with either a magic circle or a mage the subject can steal SP equal to the amount he can control. The SP he steals is added into his flow on the next turn. ( 25 SP, Offensive)

Who's Who: When activated Vandal splits into 1-5 copies of himself depending on the power of the spell. Each copy is exactly the same as the original and can act independently from Vandal. Though they can't make physical attacks Vandal can however cast his Magic circles through them. ( 15 SP per Copy, Utility)

Shadow step: Once activated Vandal can step into any shadow no matter the size, and instantly move to another shadow within 50 meters from the one he stepped into. He can only warp to a place he has line of sight and it takes a moment for his body to reform after warping. There has to be a shadows in order for the spell to work and if Vandal does not step into a shadow within 1 minute of casting, the spell fails and he is refunded half the cost.
(20 SP, Utility)


Phantom Blade: When activated A spectral blade appears in the dominate hand of Vandal. A melee ranged attack, the blade is powerful and can easily cut a foe in half. ( 30 SP, Offensive)

HISTORIC BACKGROUND

General History: Vandal was the eldest of 3 sons. He has no memories of his mother but he can remember clear as day the faces of both his brothers. Very early in his life there was a horrible accident, a fire gripped his home. His father had woken up to thick cloud of smoke, rushing to save his sons he found that all but one had already suffocated on the second floor of their home. Lost in grief, the father sent his last remaining son to search for the nearest Patroling knight before once again entering his burning home. It had felt like hours to the young boy but he finally Vandal found a knight to help put out the flames. By then however there was nothing left to save, the home was a light breeze away from collapse and nothing was alive inside.

Fast forward a couple years and you can find a preteen Vandal running through the streets of the Kingdoms capital. He had taken the first safe passage out of his home city, and most of his earliest memories he blocks out completely. An orphan with no home to call his home you would think his life would be hard, however in a time where food is hard not to come by Vandal never had to worry about starving in the streets. He did whatever he wanted, often getting in trouble with the local Knights. He loved to cause mischief around the city and often people would call him a vandal so he kept the name for himself.



Present Life: There is only a few things that has changed in Vandals life, the biggest one being that he became a mage. Though he still is lazy and from time to time can still get himself into trouble, He found a job that he loves doing and hes passionate about.
 
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