View Full Version : The Magi Saga - The Mandate of Magic [SU/DS]
Neo Emolga
06-04-2016, 03:29 AM
http://i.imgur.com/d6mAJOr.png
The Magi Saga - The Mandate of Magic
Ariel's Story and the War of Mages
Upon the mystical world of Ariel, the whispers of war drift among the lands, all beckoning the same question...
Who has the right to use magic?
In ages past, magic existed for all and for any to use as long as they were willing to adhere to its demands of time, study, and training. Many of Ariel's wild creatures in nature used it as a way of life, practiced out of instinct, or passed down through ancestry throughout the ages. And through these many ages, magic has always been changing as new discoveries are made and the lore and findings of the ancient ways of old are rediscovered once again by adventurers and explorers.
But then came the reign of King Vrell Kartonis and his Platinum Crusade.
Throughout the continent of Dyrin, the Platinum Crusade, under King Vrell's command, have spread as the mad king's mighty armies have conquered much of the resisting rebel and barbarian groups through superior military training and equipment. After many battles, the lands of Dyrin were united under his flag, some after surrendering, and others wishing to avoid war altogether. Ultimately, the people of Dyrin thought it would finally be an age of new prosperity.
Far from it.
King Vrell understood that knowledge is power. Intent on keeping his dominion thriving with little chance of anyone challenging his authority, he instated that under the Royal Decree, only certain privileged groups and individuals could be allowed to possess the skills and resources to use magic. And only individuals, clans, and houses that are fiercely loyal and willing to pay generously to his dominion are able to access it. For those that refused or were too poor to contribute, he sent his armies across the lands to rip it forcefully out of the hands of everyone, even creatures and clans that had been using magic since the ancient times. Many that opposed this practice stated that the forces of magic were like the air they breathed and the water they drank in that it should be accessible to everyone that wanted to use it. However, despite these decrees, the Platinum Crusade seized magic in all forms, such as scrolls, book, artifacts, and relics. Whatever the kingdom needed was kept and only shared with the Crusade's loyalists, while everything else was destroyed. Meanwhile, skilled magicians and teachers that refused to comply with the king's demands were locked away or killed, and all institutions of magic that did not comply with his strict decrees were burnt and destroyed.
The genocide of the elementals, the golems, and the arcanes, all creatures born and made entirely out of magic, was the final straw. In the underground networks, the Circle of Guilds was formed. Each of the five Magic Guilds, Wind, Fire, Water, Light, and Shadow, were assembled as one despite previous rivalries of the eras past. Within these Guilds, many creatures, races, clans, and livelihoods made up the new Circle of Guilds with the common goal of stopping the Platinum Crusade and once again making magic available for any and for all. Gathering the remnants of magic and rekindling the ancient ways passed down through the generations, the Circle stands against the Crusade and the dark atrocity it has become.
However, this isn't the only war that is being fought. In the recent months, an unsettling darkness and plague has been creeping over Ariel. Hills and valleys are becoming mysteriously blighted, crops are withering, the trees and grasslands are becoming corrupted, and the wild creatures of the world have been driven mad and deranged, attacking and killing on sight. There are rumors in the wind and in dreams, hinting at "the Shadow Plague" and "the Lifestealers," but the ancient tomes that once spoke of them were destroyed by the Platinum Crusade, who have blamed these new threats upon the Circle of Guilds.
What has officially be declared as the War of Mages has begun, and the future of magic and the whole of Ariel are at stake...
The World of Ariel
http://i.imgur.com/pB9NjyZ.png
The is the world of Ariel.
BLACK - Continent names
WHITE - Landscape Locations and oceans
YELLOW - City locations. Large dots are capitals while small dots are towns.
BLUE - Underwater capitals and towns
Not all places of interest are depicted on the map. Dungeons, towers, small villages, temples, and the like exist far and wide throughout Ariel and can be placed and used by anyone in the RP.
Currently, the continent of Dyrin is in the hands of the Platinum Crusade, while Raya, Mavi, and Krysara are on his list to be overthrown and forced under the Royal Decree. The Circle of Guilds has been active throughout these three continents and in Dyrin working in the underground networks, but while they have the people, the Platinum Crusade maintains more of the military might, power, and wealth.
The Platinum Crusade
King Vrell and his mighty armies hold dominion over most of Dyrin, along with its peoples and resources, while keeping most of it in check with its strict, zero-tolerance decrees. In general, the Platinum Crusade gives precedence to humans, although many of the other races still serve in loyalty. Dyrin remains as one of the largest, richest, and most powerful region in the world. In the meantime, under its Royal Decree, only the most loyal and devoted members of the Platinum Crusade can practice magic. Those that do not have had it stripped from them in one way or another and have been forced to adapt to life without it. Unauthorized use of magic results in a death penalty, and the Platinum Crusade has been active administering their laws and codes even in places outside of their dominion all throughout the rest of the world.
The Platinum Crusade has three main advantages:
More funding and wealth to use for war
Superior land and naval forces, city defenses, and military might
Control over most sources of magic throughout Dyrin
Some of the disadvantages they face are:
Resentment of non-human races due to the Crusade's favoritism of humans, but plenty of non-human races have admitted defeat and have accepted their inferior status in the caste system.
The Crusade does not fare well with their relations to the creatures of the wilderness. Where the Circle of Guilds can often befriend, summon, and become allies with the creatures of the wilds, the Crusade often will simply outright hunt and kill them using their military might and superiority.
The Circle of Guilds
The Circle of Guilds is the main, new rebellion group against the Platinum Crusade's campaign. The Circle of Guilds consists of the following:
FIRE - Drawn from within the mountains and volcanoes, the Fire Guild uses spells themed around the forces of flames, magma, and heat.
WIND - Drawn from the forests and the air, the Wind Guild uses spells themed around the forces of nature, including wildlife, plants, hurricanes, and gales.
WATER - Drawn from the oceans and the seas, the Water Guild uses spells themed around the forces of water, including tidal waves and freezing ice.
LIGHT - Drawn from the sun and holy light, the Light Guild uses spells themed around holy forces of illumination and the power of purity.
SHADOW - Drawn from the darkness of the night, the Shadow Guild uses spells themed around darkness and shadow.
Note that the Guild your character belongs to only influences the theme of the spells your character uses, not the type or purpose.
The Creatures of Ariel
Just about every fantasy creature you can think of exists in Ariel in one way or another, and they are no strangers to the presence of magic, although not all of them may partake in it. Your character can be based on any fantasy creature or race, just so as long as they don't have god-like power. Even the largest creatures have their weaknesses. Note that shapeshifting creatures or creatures with multiple forms, such as pure shapeshifters or dragons that can assume humanoid forms, will not be as adept as their true counterparts. For example, a shapeshifter in werewolf form will not be as strong and skilled as a pure werewolf and a dragon in elf form will not be as socially aware and culturally in tune as true elves. Said dragon will also not be able to fight as effectively in their elf form as other elves. The less a shapeshifting race uses a particular form, the less they will be familiar in both its ways of culture, combat, and socialization.
Just note that for every fantasy creature introduced, assume there are tens of thousands, possibly hundreds of thousands of them within the world. Also, as long as the creature you play as can communicate, speak, and interact with others, it is valid.
Sign Up
You're free to sign up with as many characters as you like. I also don't mind if you use some more than others, that's not a big deal.
Name: Your characters name, first, last, and any additional titles.
Species: What race of creature your character is.
Gender: Male or Female
Age: How old your character is. It's perfectly understandable if they live longer or shorter than humans.
Description: Describe your character in terms of their physique, clothing, and physical traits.
Personality: How your character behaves, their emotional intelligence, and how they view others and the world around them. Also, what is their take on the War of Mages?
History: Your character's background. Note that you are totally free and encouraged to use any location on the map to build your character's history. Think of everything on the map as a blank slate for you to paint all over, so don't worry about declaring what locations have what races, what the living situation is like in these towns, what the culture is, and those kinds of aspect. You have total free reign there, just so as long as it adheres to PXR and RP forum rules.
Guild: What magic guild your character belongs to, and what kinds of spells they tend to favor. Note that these types of spells aren't the only kind you're limited to, they just highlight what types of spells your character is strongest in and likes to use the most.
Likes: Three or four things your character likes.
Dislikes: Three of four things that your character hates.
Other: Anything else you'd like to add that wasn't covered in previous areas.
The Cast
[b]Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) (Elf, Light Guild) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) (Werepyre, Shadow Guild) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) (Faerie, Shadow Guild) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) (Half-Dragon, Fire Guild) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) (Dragon, Fire Guild) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) (Sheikah, Shadow Guild) - Played by Alphys
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) (Orphus, Wind Guild) - Played by Velocity
Servitor Kalmo Helvec (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Light Guild) - Played by The Nonexistent Tazz
Crown Prince Yargo Kartonis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Water Guild) - Played by The Nonexistent Tazz
Izuru Natsume (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206135&viewfull=1#post206135) (Kitsune, Fire Guild) - Played by Gaster
Aria-Haizen 'Hazy' (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205764&viewfull=1#post205764) (Storm Kyte, Wind Guild) - Played by Saraibre Ryu
Crystal (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206183&viewfull=1#post206183) (Human, Fire Guild) - Played by crystalcat
Delbin Kawa (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206206&viewfull=1#post206206) (Encantado, Water Guild) - Played by Alphys
Rjoŭmi Tęlašjiŭ (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206322&viewfull=1#post206322) (Ińđedstŕę, Water Guild) - Played by W32Coravint
Lapis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206368&viewfull=1#post206368) (Carbuncle, Light Guild) - Played by Shruikan
GreenLeaf LongBranch (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=210886&viewfull=1#post210886) (Ent, Wind Guild) - Played by Morzone
FedoraChar
06-04-2016, 07:21 PM
Eeeeeeeeeeeeeeeee
Edit: Neo Emolga Done!
Name: Valryssa Scarlet
Species: Dragon
Gender: Female
Age: 175 years (Appears to be 25-ish)
Description: In order to preserve herself and her race, Valryssa chose to take on a humanoid form. She’s one of the better shape-shifters among the dragons, although some things she can’t quite perfect. For starters, she can’t quite get rid of her sharp canines nor her ruby-red eyes. And even though she aims more to be human-like, she always ends up with pointy ears. One might argue that her skin is just a little too white, but considering other dragon’s talents, it’s a miracle (gads, some dragons turn out green). She seems to have a knack for hair, as it always turns out a luscious, bouncy black.
From other humans sympathetic to the dragons’ cause (more specifically, those eager to learn fire magic from her), she’s learned a bit about the proper way to dress. She’s rather fond of long, flowing articles of clothing—perhaps because they’re reminiscent of wings. Valryssa always wears red, which earned her the pseudo-surname “Scarlet” (as dragons don’t actually have surnames). On the gold lattice jewelry across her chest sits her dragonstone, which is the key to transforming back into her true form.
In this true dragon form, Valryssa is about the size of a freight truck, covered from tail to snout in brilliant ruby-red scales. She’s still fairly young for a dragon, and hasn’t reached her full potential—however, she is a full-fledged adult and ready to burn anyone to a crisp… Or bite their head off, depending on her mood.
http://i1229.photobucket.com/albums/ee474/SnowSong09/RPG%20Charrie%201.png (http://s1229.photobucket.com/user/SnowSong09/media/RPG%20Charrie%201.png.html)
*Made on dolldivine.com, not my art
http://i1229.photobucket.com/albums/ee474/SnowSong09/Possible%20RP%20character.png (http://s1229.photobucket.com/user/SnowSong09/media/Possible%20RP%20character.png.html)
*Made on Flight Rising because dragons
Personality: Many who don’t know Valryssa’s true nature call her a witch, simply based one her callous personality. Her fiery temper and lack of patience either intimidates or irritates those she works with. Frankly, she doesn't care. Many dragons by nature are prideful and arrogant, and that influence has certainly rubbed off on Valryssa. Though humbled enough by her circumstances to turn to take on a human form and work with the guilds, she still holds some contempt towards the human race. She is absolutely ruthless to her enemies; her students would say that she’s ruthless to them as well, but only because she expects great things out of them.
Valryssa doesn’t beat around the bush and isn’t afraid to say it like it is. She has little tolerance for dishonesty or fluffy words, being strictly all-business and highly perceptive. Being very independent as well, she doesn’t enjoy other people bossing her around. Still, she recognizes the worth of the Guilds and will listen to her superiors, albeit grudgingly on some occasions.
History: Naturally, Valryssa was hatched within the heart of dragon territory—the Dragonrise Mountains. At the foot of the great horde of Ilragorn the Black, she learned to be proud and powerful of her heritage. Dragons, in their minds, were the lords of the earth: having strong wings to bear them through maelstroms, tooth and fang to conquer foes, and fire to fuel their passion. Valryssa eventually flew the nest and traveled about the world, believing that she was invincible.
In time, she came to realize that for such strengths, dragonkind also had its weaknesses. The greatest of all their weakness lied in hubris, and which became their undoing. When King Vrell marched his war against magic, dragons were one of his first targets; being mighty in size and fire magic, they were a wild force of nature whose pride would never lead them to bend a knee to human regime. Before the war, dragons hardly considered mankind a threat, but they underestimated their craftiness.
The Platinum Crusade birthed the creation of an elite force of dragonslayers, who fought with enchanted weapons forged to pierce their hide. Their threat grew as soon as a poison was found that not even the largest dragon could withstand: black dragonsbane. The strategies employed by these dragonslayers exploited every weakness the dragons had. Hardly organized as a nation, most being solitary by nature, dragons couldn’t fight off this threat. One by one, they began falling.
Around her, the ones Valryssa loved and cherished disappeared. The last blow came closest to her heart. During this time of war, she had matured and had found her life-long mate, a strong golden drake by the name of Odriajem. When news of her mother passing came to her ears, they were sitting on a nest. In a moment she later came to regret, she flew from their lair to vent her anger, leaving him alone to care for the incubating eggs. When she returned… she found him dead, their eggs either missing or crushed. The sign of dragonslayers were all around her; though Odriajem put up a good fight, he fell to their poisonous tactics.
Valryssa burned the humans’ corpses to ash, swearing then and there to take her revenge on King Vrell and his foul war. Only the wisdom of the messenger kept her from flying straight to his castle. Once the anger left her, and Odriajem was laid to rest, Valryssa began plotting. During her time of mourning, she was awoken to the weakness of dragonkind. In this new world King Vrell was forging, sheer force of might could not win. No matter what their strength may be, alone—dragons had no power at all. If there was any victory to be salvage, it had to be from playing the dragonslayers’ game: by fighting together.
The dragons, however, were fragmented and weakened. No military force could be salvaged from them at this point. A last desperate gathering of dragons was called, back within the heart of the Dragonrise Mountains. Valryssa flew there, finding her once-proud kin in a light she had never seen before: humbled and subdued. The elder of the council laid bare their reality: if they were to survive, they would have to go into hiding. He suggested an old magic, one that would allow the dragons to take on a different form. Some dragons, even in the depths of their demise, flat-out refused and flew from the council, seeking their own way to survive.
Valryssa, however, grudgingly accepted. From the elder, she learned the shapeshifting magic and took on a new human form. As much as she disdains the form, she knew it was necessary. For a few good years, she secluded herself in the mountains, practicing this new magic as well as the old. Thankfully, she was found by the resistance before she could be discovered by the Platinum Crusade, and from them she learned more about the war then she ever learned from the dragons. Fascinated with her talent for fire magic, the Guilds talked her into joining them as an instructor (only the higher-ups know her true identity: most see her as an eccentric fire witch). Ultimately, she has her own goals, seeing the Guild as an army she could use in taking down the King and his thrice-cursed dragonslayers.
At the core of her motivation lies a dangerous seed of vengeance. One way or another, with or without the Guilds, she will have it.
Guild: Fire
Likes:
1.) Cooking: one of the few perks of taking on a human form is acquiring more tastebuds, which she absolutely delights in. She is known, however, to make strange concoctions of unusual taste…
2.) Cats. They seem to understand each other on some kind of level that humans don’t quite understand. But perhaps she’s fond of them for their softness—a sense of touch that dragons don’t experience that much.
3.)Shiny things. Students have been known to bribe her with jewelry and gold. It works, on occasion
Dislikes:
1.) Her human form, which is ugly in her eyes
2.) Excuses
3.) Dragonslayers
4.) Humans (but she’ll put up with them)
Other: She doesn’t go around parading the fact that she’s a dragon; only a few above her know her true form
EmeraldSky
06-04-2016, 08:38 PM
Ooh, count me in! If something would be out of place in your world, please tell me!
Name: Arryn Shinesong
Species: Elf
Gender: Female
Age: 18 human years old (which would be 60 elf years old)
Description: Arryn stands about 5'5", slightly taller than a human her age. She has medium length dark brown hair, neatly tied back in a long braid, so it doesn't catch in branches and brambles. Her eyes are a deep emerald green that sparkle with joy and wonder, even though her kind lives for a long time. She is usually seen wearing a green tunic (the standard clothing for a bow-wielder), white leggings, and deep brown ranger's shoes.
Personality: Arryn grew up in an elven stronghold that thankfully had not been reached by the Platinum Crusade, and as more and more horror stories of how the Crusade mistreated and killed elves, she felt called to do something about it. So with the blessings of her clan and her fellow elves, she sought out the Guild of Light--for she believed that that would be the most effective against the dark crusade.
Gentle yet eager to explore, Arryn is a "let-things-be" person, and does not anger easily. If she must resolve a conflict, she will only resort to fighting if diplomacy is not an option. Being an elf, she is deeply attuned to music, and when she was not practicing archery, she was serenading elven children with songs of ancient heroes and stories of their deeds.
History: Born in Windsong Forest, Arryn seemed at first to be destined to join the rangers' clan, as she proved herself highly skilled with a bow. But her true passion was music, even going so far as to sing simple show spells (spells that had only flashy effects for show) as she performed.
But then, rumors of the Platinum Crusade began to spread, and with them terrifying stories of elves in Dyrin killed, or simply resigned to the fate of an "other". While many in her hometown were saddened at how their kin in Dyrin were treated, Arryn felt called to do something about it. Upon learning of the Circle of Guilds, she set out to learn and hone her magical abilities, even going so far to actually sing real spells.
Guild: Light (her offensive spells are more rainbow/prism oriented)
Likes: Music (she sings and plays harp and flute), exploring, archery, telling stories
Dislikes: Wolves, caves, sudden rainstorms.
Other: None yet
Neo Emolga
06-04-2016, 09:28 PM
Hey guys!
Eeeeeeeeeeeeeeeee
So far, so good! Just send me a VM or poke me with a mention when it's done. :]
Ooh, count me in! If something would be out of place in your world, please tell me!
Everything looks good, no problems here! Arryn is good to go, but if you want to make more characters, have at it!
The Cast
Arryn Shiresong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) - Played by EmeraldSky
WIPS:
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) - Played by FedoraChar
Noblejanobii
06-04-2016, 09:31 PM
Since I should be having a lot of free time later I'll be working on RP forms so just know I'm interested.
Neo Emolga
06-04-2016, 09:36 PM
Since I should be having a lot of free time later I'll be working on RP forms so just know I'm interested.
No problem, I haven't started mine yet either. Tonight, though.
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) - Played by EmeraldSky
WIPS:
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) - Played by FedoraChar
<Neo Emolga>
<Alphys>
EmeraldSky
06-04-2016, 10:14 PM
Um, Arryn's last name should be Shinesong, actually.
AWA1997
06-04-2016, 11:15 PM
Name: Jason Richardson
Species: Werepyre (Werewolf/Vampire hybrid)
Gender: Male
Age: 100
Description: Jason has two forms that he can switch between at will. The first is his "human" form, which more resembles a stereotypical vampire than a human. In this form, he appears to be around 25, has blood red eyes, pale white skin, jet black hair, and a well-kept, muscular build. His other form is his werepyre form, which appears to be a large, bipedal wolf with black-grey fur and large bat wings, the interior side the same blood red as his eyes and the exterior side the same black-grey as his fur.
Personality: Jason is a kind and caring person, and while he may not like to fight, he will if necessary. He tends to hide his emotions, but they do tend show themselves when he isn't paying attention. He does have one major issue in this respect, his anger tends to break free more often than other emotions, and he will go into a frenzy. During this frenzy, he is stuck in whatever form he was in when it started and usually just tries to rip his target open with his bare hands/claws. Obviously, this gets him into major trouble if he's in his human form.
History: Jason was born a human near Dawnwood Forest, a forest well known for housing vampires and werewolves alike. As a child, he would play near the forest very often, but one night, when he stayed out longer than he was supposed to, he was bitten by both species within a few minutes of each other, morphing him into the creature he is now. Over the years, he learned to control his form shifting and studied shadow magic until King Vrell outlawed it, at which point he went into hiding.
Guild: Shadow, prefers defensive and healing magic over offensive. If he must fight, it is usually up close and personal.
Likes: Meat, the darkness, music.
Dislikes: Sunlight, vegetables, insects.
Other: Sunlight irritates his skin, but unless he's standing directly in it for hours at a time, it won't do any major damage.
Noblejanobii
06-04-2016, 11:28 PM
Name: Jason Richardson
Species: Werepyre (Werewolf/Vampire hybrid)
Oh hi Jason. What's up with you? Should I invite Zelda to the party as well?
AWA1997
06-04-2016, 11:52 PM
Oh hi Jason. What's up with you? Should I invite Zelda to the party as well?
Jason: Hello.
Keep in mind that she'd be about 85 years older now if it's the same Zelda and Jason XD If you want to bring her in, sure, but it doesn't much matter to me.
Noblejanobii
06-04-2016, 11:54 PM
Jason: Hello.
Keep in mind that she'd be about 85 years older now if it's the same Zelda and Jason XD If you want to bring her in, sure, but it doesn't much matter to me.
pssh I know I was teasing. Though if she's still the aspect of Life she'd probably look as amazing as ever. XD
VeloJello
06-05-2016, 12:58 AM
Neo Emolga, two questions. One, is it cool if I take over make a leader for the Wind Guild? Two, is it okay if I use a visual reference for my character? As it turns out, this character I designed with the sole purpose of being really self-indulgent to my design sensibilities is in fact fun to draw.
Name: Lightthroat Hadran Lurel, High Speaker of the Wind Guild.
Species: Orphus - an avian race similar in build to humans, but with wings and feathered tails, among other differences.
Gender: Female.
Age: 73 years (orphi can live to approximately 250 years).
Description: Reference of Hadran (mostly for physiology and color purposes): Here. (https://66.media.tumblr.com/0bbe97e493d1fcbae96fb819c9fc563e/tumblr_o8btmeim3b1txj99jo1_1280.png)
In terms of clothes, Hadran tends to dress to impress. While all of her clothes are lightweight and fitted so that she can go from the earth to the sky with minimal hassle, she tends to wear ornate, brightly colored clothing that demonstrates status. She also tends to wear jewelry; nothing too heavy, but lots of light pieces with gemstones that accentuate her outfits. She also carries a pair of white daggers on her belt at almost all times (I forgot to draw them in the reference, apologies).
Personality: For the most part, Hadran is a rather extroverted sort. While she isn’t a constant beacon of energy and warmth, she enjoys good company, and is pretty at ease in social situations. Although she tends to be serious and a bit reserved, she has a dry, sarcastic wit and tends to show a more playful side than usual around close friends. Most people wouldn’t believe it from her usual blunt style of speech, but she’s actually rather idealistic - she holds hopes that someday after the war, the unification of the Guilds will make for a stronger Ariel with a greater depth of understanding, both of magic and of other cultures. Not that she’s sure that she’ll actually end up seeing it, what with the state of things nowadays.
For the most part, Hadran has built her leadership style around her personality. She enjoys teaching, so she does her best to guide others, working hands-on with members of her Guild whenever she can. She knows that she has a hard time censoring herself, so she does her research and makes sure that she’s usually right when calling someone, in no uncertain terms, a moron and a waste of precious air. She knows that she can be a bit arrogant, so she ensures that her advisors are the sort of people who are willing and ready to call her on bad choices. Whenever she appears in a leadership role, she is careful to project confidence, and is known best for being willing to reach out and cooperate with other Guilds, though she does tend to prioritize the Wind Guild’s interests where doing so won’t screw over the entire Circle.
History: As the third and youngest child of a high-ranking Wind Guild spellcaster and a Skybound City councilwoman, Hadran was born to politics. She was not content to sit quietly and politely in the background while her parents groomed her brother to be captain of the Skybound City guard, and her sister to be another city councilor. From a young age, she had a great deal of magical potential. In a city literally supported by magic, where the Wind Guild and city council worked hand in hand, magic and power were practically synonymous, and Hadran learned very quickly that she needed to hone her talents if she was to ever be respected.
At the age of twenty, Hadran sought initiation into the Wind Guild and proved her worth by defeating her father in a magic duel using a ruthless combination of raw strength and cunning. Despite the ire that this earned her from her mother and siblings (her father was annoyed at receiving such a humiliating defeat, but proud to see his youngest come into her own), Hadran rose through the ranks quickly. She began to travel a bit, visiting other chapters of the Wind Guild and even visiting other Guilds, teaching others her more creative spells and seeking inspiration from many different sources. More than once, Hadran found herself on the continent of Dyrin, and as a result she was able to see some of the effects King Vrell’s leadership was having. Although she could not deny that a unified Dyrin would no doubt bring prosperity to the continent and most likely the whole of Ariel, she worried that the king would be dissatisfied with bringing “only” a single continent under his rule - though she, like most, had no idea that King Vrell’s rule would take on the shape that it did.
After Vrell had unified Dyrin, the previous High Speaker of the Wind Guild - an aged, kindly sphinx with more heart than political savvy went to Dyrin to extend good wishes and hope for cooperation. Although the rumor mill is still in disagreement on whether the execution of the sphinx and his guards was public or not (leading intelligence leans toward “public”), he never returned. Hadran, as a Speaker of the Guild responsible for tutoring Wind users, was quite popular, and was elected by her fellow Speakers to the position of High Speaker, which made her the representative and overseer of the entire Wind Guild. Since then, she has been working on bolstering relationships with other Guilds, working to make up for the time lost because of her predecessor’s death and make sure that everyone knew that the Wind Guild would be joining the fight against King Vrell. She has a special focus on coordinating with the Shadow Guild in subterfuge, placing emphasis on gaining a large network of intelligence and connections.
Guild: Wind Guild.
Likes: Stargazing and astronomy, teaching, fruit, jewelry.
Dislikes: Heavy lifting, long spans on the ground, people she perceives as unintelligent, nepotism.
Other: As regards her name, it should be noted that "Lightthroat" is her common name, "Hadran" is reserved for family and close friends, and "Lurel" is the name of her family. As a consequence of her prominent social status, her closed name is known to most members of the public, but calling her “Hadran” without her permission would still be considered quite disrespectful.
Secondary note on orphi - they’re not obligate carnivores, but they’re built mostly to catch and consume meat, and they are healthiest when their diet is about 75% animal protein. They’re also not shy to consume raw meat or go out and catch their own food, which tends to result in them being seen as a bit barbaric.
Also, Hadran’s father is an enforcer of sorts for the Wind Guild, her mother is one of seven (elected) councilors who lead Skybound City, her sister is a high-ranking bureaucrat, and her brother is a commander in the city guard. All of these are available for use as NPCs but none except her father are likely to leave the city. Let me know if you want to make use of them so I can give you more info.
Neo Emolga
06-05-2016, 01:42 AM
Um, Arryn's last name should be Shinesong, actually.
Oops, my bad. I fixed it. :P
Name: Jason Richardson
No problems here, you are set to go, my friend!
Neo Emolga, two questions. One, is it cool if I take over make a leader for the Wind Guild? Two, is it okay if I use a visual reference for my character? As it turns out, this character I designed with the sole purpose of being really self-indulgent to my design sensibilities is in fact fun to draw.
Totally cool with you making the Wind Guild leader.
Also, I'm totally fine with you making the visual reference, and I'm looking forward to it! Heck, I'm intending on cosplaying as mine during this year's Renaissance Faire.
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) - Played by Gaster
WIPS:
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) - Played by FedoraChar
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) - Played by Velocity
<Neo Emolga>
<Alphys>
Neo Emolga
06-05-2016, 02:19 AM
Building this faerie dude off of my upcoming Renaissance Faire dark faerie cosplay. It follows in the tradition of making ordinarily sweet and docile fantasy creatures completely dark and badass. XD
I see this RP as practice before the real deal. XD
Name: Jysan Ryderan
Species: Faerie
Gender: Male
Age: 14 (which is 28 in human age as faeries only live half as long)
Description: Jysan stands only about a foot tall, as most faeries do when they reach adulthood. He has a light to tan skin tone that has an agile frame. Meanwhile, he has long, elf-like ears, naturally purple and pink hair that reaches his shoulders, and has two black, crimson, blue, and violet butterfly wings on his back (it's common for faerie hair and wing colors to match). Meanwhile, he has two black antennae poking up through his hair. On his cheeks, he has painted crimson red and black runic markings as a kind of tribal faerie war paint.
For clothing, Jysan wears a black shirt with black trousers and two wooden bracelets on his wrists. Meanwhile, he also wears a pair of leather sandals on his feet. He also carries a magically-enchanted runic dagger with him.
Jysan's strongest fortes are speed, agility, and evasiveness, although physically, he isn't strong enough to lift a rock that even a human child could toss. As both a faerie and a rogue, he can strike fast and knows just where to hit on even the biggest, hulking creatures. Very often he's been underestimated by goblins and orcs only to strike them hard in the jugular vein with shadow poison slathered on his runic dagger, which is known to make one's blood suddenly burn like lava. And those are the ones that have seen him coming.
Personality: Devious, snarky, and sarcastic, Jysan is absolutely no stranger to typical fae mischief. He will not hesitate to pull such mischief on both friends and enemies, although for his enemies, the consequences are usually much worse and can be sadistic at times. He can often be a swindler, a devious rogue, and a deadly assassin. He also has his own take and blend of dark, taunting humor, although usually he can lighten it up to simple pranks and hard mischief when it comes to dealing with children or friends.
Jysan's ultimate goal in life is to make those that judge by size suffer greatly. He has slain enemies many times bigger than he is, but at the same time, he knows even the smaller foes like bats, spiders, and snakes can be just as lethal if not dealt with carefully. Jysan can be hasty and impatient as a downfall to his constant desire for speed and agility, but he balances these impulsive reactions by being very unpredictable and making it very, very hard for his enemies to even land a single blow on him. It's what keeps him alive and able to do the kind of damage he does.
History: Jysan was born in Faewind Forest to his mother Vysera and his father Noran. Even as a child, Jysan was constantly plotting mischief and very often got into trouble for it. However, despite this, he was often regarded as being exceptionally smart and agile, although his nature often made him a loner. He never slowed down for others and wasn't at all leadership material.
Jysan joined the Shadow Guild at an early age out of an aspiration to learn the dark and roguish ways of Shadow Magic. Not too many Fae were brave enough like him to stand up to hulking creatures often much larger in size than they were, so he felt the need to be an example for others that size doesn't matter, its where and how you strike that makes the difference. After slaying trespassing orcs and goblins, Jysan became renown as a strong but impish assassin among the Fae. Jysan's crowning achievement, something very, very few faeries have done before, was slaying an ogre, which wasn't an easy proposition considering it took an exhausting amount of shadow poison and magic, as well as a lengthy battle, for him to bring down the hulking juggernaut. While the ogre's fists and war club were strong and heavy, Jysan's ability to fly so quickly that he virtually disappeared was his advantage.
With regard to the War of Mages, Jysan thinks very little of King Vrell, but he doesn't like the idea of having to take on all of Dyrin. However, with the future of magic itself at stake, he's eager to be a thorn in the Crusade's neck.
Guild: Shadow
Likes: Mischief, alcoholic drinks, sneaking/stealth.
Dislikes: Political correctness, waiting, formality, and pretentious authority
Other: N/A
Trainer17
06-05-2016, 04:41 AM
Name: Arus ??? (No last name)
Species: Half-Human/Half-Dragon
Gender: Male
Age: 21
Description: http://vignette2.wikia.nocookie.net/dragonquest/images/3/3e/Dq8_Hero.jpg/revision/latest?cb=20100117182533
Arus wears a blue shirt, and a orange jacket. On top of that, he sports a pair of long green boots, and green pants. He also has an utility belt, and a green bag attached to it, which his pet mouse (Munchie) sleeps in, and also where he stores most if not all of his items. He has carries a sheath on his back for most of his light swords. He has brown hair and black eyes and a bright orange bandanna on the top of his head to finish it off. Arus is proficient in armed combat and his preferred weapons are swords for most of the cases, followed by spears and 1H swords. He can also partially transform into a Dragon (metamorphose various parts of himself into that of a Dragon to give him an upper hand in battle)
Right Arm -> Right Dragon Arm (when equipped with a sword, the Dragon Arm will give him a boost in physical power, which makes his sword techniques much more deadlier when delivered successfully onto his opponent)
Right Leg -> Right Dragon Leg (Acts as a second sword, and Arus becomes one who wields two swords)
Back -> Left Dragon Wing (Arus can leap/jump greater heights, easily surpassing any human)
Head -> Left Dragon Horn (Can sense any hostile object closing in, only works in forests and very scarcely populated areas)
Personality: Arus is usually quiet, unless he's provoked. He dislikes fighting for no reason or cause, but will turn it up a notch when things are serious. He's a typical hero-like character who loves helping when his assistance is sought/needed. He's loyal and loving to his companions and won't shy away from duties when something is at stake.
History: Arus hails from a small tribe in Deshia, whose residents are mostly made up of hybrids of various kinds. The tribe Chief, Drahl (https://s-media-cache-ak0.pinimg.com/236x/c1/3e/46/c13e46041f877aeacefe3298821a4644.jpg), is a half elf/half human himself. Like most of the half-breeds, Arus wasn't born but was raised from birth in Deshia. His benefactor, Drahl, didn't shed too much light about his past, but Arus had to know where he came from. Dragons were believed to be extinct from the purge of King Vrell's crusade, but Arus knew he couldn't be the last one of his kind. There had to be others; especially ones whom are connected to his birthplace and origin. Initially wanting to travel across the world, Arus slowly realized he wouldn't last long, thanks to King Vrells' cronies and his military strength which would be a huge hindrance that would block his free roaming across the world. The only way out of this, was his allegiance to one of the famed Guilds. It wasn't too difficult to decide which one he would end up with, but the Fire Guild has nurtured and strengthened him much when he's in Dragon Form.
Guild: Fire Guild
Likes:
- Swords
- Daydreaming
- Friendship
- Helping those in need
Dislikes:
- Arrogance
- Liars
- Filthy scum who misuse/mistreat the poor/unfortunate
- King Vrell
Other: Before Arus left, Drahl passed him a tamed mouse (Munchie) which he got from a travelling merchant years ago, as a parting gift.
http://vignette1.wikia.nocookie.net/dragonquest/images/e/e1/DQVIII_-_Munchie.png/revision/latest?cb=20150906193802
Might be missing something, if I have, will add them later 8D
Saraibre Ryu
06-05-2016, 10:36 PM
Neo Emolga I swear your favorite RP title word is Mandate XD
Name: Aria-Haizen 'Hazy' or 'A.H.' or even Ah!
Species: Storm Kyte
Storm Kytes are a species of wyvern with the unique anatomical ability to compact their bodies into a smaller space. Their scales are attached to a secondary hide so this unique skill has the scales overlap while the muscles contract, making their forms smaller, more pudgy and heavily armored though not as agile in flight. Relaxing their bodies allows them to become more slender and 'grow' in size while their scales rest evenly on their thick underhide. Complimented by a unique skeletal structure, they are very flexible when not compacted down. They also have exceptionally powerful throats and can naturally spit acid.
Gender: Female
Age: The equivalent of a 22 year old. Actual age is around 67 years. This species can live up to 400+ years.
Description:
Personality: Aria-Haizen is a being full of spirit and fight. You wouldn't know this creature had witnessed murder unless you asked about the scars on her body. She has a strong sense of resolve and family value, never outing someone in need of help. Though the past has left her far more hesitant to meet anything humanoid, she often warms up to other creatures fairly quickly. As Storm Kytes usually are, Aria has a capacity for extreme gentleness, though can be incredibly destructive when provoked in the right way. Luckily an even temperament keeps any erratic behavior in check. She is patient and willing to learn, especially when she has a personal need to fulfill. Some may contest that the wyvern is not patient though, as she often looks for work-arounds or alternative methods to achieving particular magic more quickly. Aria will claim that this is simply experimentation for learning's sake, or for the sake of efficiency. There is nothing learned if you do not make some mistakes.
Aria-Haizen has a protective side to her that still remains from the before the Hunts, and in her head she will often make herself the protector of some group. She learned to speak the common language to better help others and more often than not, uses it to sass or come to wit contests with friends. Aria does not speak too often though, as she much prefers having others learn her language that is nothing but humming and thrumming combined with body language. As long as she doesn't need to speak in excess, she is fine. The wyvern usually has a good sense of humor, though sensitive subjects taken too far or with ignorance can make her a bit upset, usually reminding her of how her kind are treated as resources. Aria, being a decent user of magic, is always fascinated by learning more about it and learning how to use more of it, being the first Storm Kyte to ever become somewhat adept in using the practice.
History: Storm Kytes live a life of near eternal flight and Aria's life was no different. Being born of an intelligent, but often non verbal species, moments after the wyvern was born was when flight lessons began. This was an essential part of her life as the flocks, often called 'clouds', were always moving from one place to the next. All over Ariel these beasts would roam, though there were multiple clouds of these beings at a time. There were four great clouds representing each of the winds, with four lesser groups representing the mixed winds, as their instinct and affinity with the sky often let them know of storm warnings and would fly to great lengths to warn settlements of risks with their presence, hence their earned name. Aria was quick to learn everything about the sky and lived the nomadic, beastly lifestyle.
Cloud social structure worked where the entire group was a family. There was no real designated mother or father, as everyone took care of everyone, making sure that no beast would leave a bad influence on the offspring. Aria-Haizea was from the East Cloud, and migrated a pattern counter clockwise to the compass: resting in the Dragonrise Mountains, Whistlewatch Islands, Grim's Reach, Fay Oasis and several other locations on the southern end of the map. A few other wyverns from other clouds would temporarily visit the other, passing stories or information from one group to the next. This kept peaceful relations and up to date information about where nesting locations were, or had been moved. The only places that ever remained were the First, and Second Nests, on Raya and Dyrin respectively. There are a Third and Fourth, but those locations are left to the most elderly and trusted of Storm Kytes.
The species went about their lifestyles and ways, learning about smaller communities as opposed to larger ones, meaning that what the King was doing before the Crusades were to begin were well unknown to them. They weren't beyond listening to a few murmurs of what other places had thought of the other. Aria lived a simplistic life without too much worry, beyond fighting off the occasional monster and trying to learn how to properly expel her acid without heartburn.
Then came a day when worry befell the wyverns. Upon what would have been the annual Cloud Convergance -a meeting of all of the flocks in one space usually under Skybound City and their caves- was a day to begin the tragic disaster: some of their family had gone missing without a trace. To a Storm Kyte, that was unusual, and very worrying, as even those who would die without a cloud knowing would find them eventually. Those that may have fallen in battle left some signs, but this was unsettling. It was decided that there would be ongoing investigations to find their lost kin. Over three years worth of searching, they could not find a solid lead. They then started to look into the much larger cities when storms grew near them, and a small flock went to warn a farming village just outside the castle with their presence, though they felt the storm was something unnatural.
The King's guard struck the night they rested.
Aria knew it took a lot to kill one of her kind, but by falsely generating a storm and using other powerful magics to keep the rest of her cloud on the ground, and unable to turn into a more sturdy body left them at a disadvantage. The few that weren't contained or immediately killed fought back, and some to no avail. The Crusade had the upper hand and Aria and a few others barely fled with their lives, at the protest of some that they had known their entire lives. To humans, Storm Kytes were just somewhat smart, flying lizards. Despite the fact Storm Kytes chose to not speak words, they were not beyond language and understanding it. This small group of hunters took in their kill, but for reasons unknown to the rest of them. The species was not inherently magical, though believed in it and were capable of learning it. None had bothered as none needed it, they had their natural skills to guide them.
Aria fled to a safe space she knew the few of them could rest, and warn the others. However they were met a few nights later by the same party, who had managed to track their location. Someone had memorized some of their flight patterns and routes, and they were being targeted by these hunters. Out of the four that had escaped, one fell that evening as the three of them left to fly as far as they could to warn the rest of their kind. A few weeks after what would be called 'First Hunts', word began to spread within the other clouds, who became wary of the entire Dyrin continent, taking up patrols and sentries whenever they needed to rest, taking alternate flight paths and tours around the world to avoid such bloodshed. There would be word of a few more missing from other groups, and they had resolved it was because of this sudden targeting. Aria was curious and enraged to investigate why they were being hunted, as all talk and evidence when resting on other continents seemed to say there was no reason.
Aria was a key speaker when visiting the Second Nest, though this meeting and visit did not last for long. A small army somehow found the Nest's location, and began to destroy everything inside of it, including an attempted genocide of these Storm Kytes. Many fought and left the younger ones to warn those who could not come, save a few of the adults who needed to take care of younglings. Aria fought alongside her own kind against the humans, wondering how they had managed to sneak into the Second Nest without alerting them.
Aria-Haizen then saw the answer to all of her questions.
Before the face of a soldier was melted by her own acid, she recognized the plating on the man's armor. It was the plating of the friend she had lost a month before. Enraged by this revelation, the Storm Kyte ripped and teared through anyone who dared to stand in her way, showing just as much brute force as she realized more and more of these foes bore the skin of her family members on their backs where simple metal once was. This went on for hours, until one other comrade dragged her away from the fight in retreat. They were losing sorely, and now it was a matter of those who had deemed themselves expendable to do as much damage as possible before being snuffed out. For those who were able to leave, they could only watch as the Second Nest as destroyed by the humans that remained.
All of the Storm Kytes fled Dyrin that night.
Weakened and frightened, the rest of the wyverns hid while trying to assemble all of the clouds for their own safety. Scouting parties braved flying Drin's skies to find the smaller groups to bring to the First Nest on Raya, knowing their numbers had dropped significantly. Aria was motivated by revenge to curb the human population that sympathized with King Vrell, however that would be sated in the near future.
A smaller hunting party of the same nature managed to track down Aria specifically, knowing she was the survivor of the 'First Hunt' and the one that always got away. They reached into Raya and the few of them almost caught Aria off guard. Having survived too many surprise encounters before, she was hard to startle. Alone, and full of rage, she fought against the small party with everything she could, but in the game of sheer force, they still had the upper hand on her, and still wore the skin of her fallen family. With the name of the 'Crusade' with them, they were gaining a slow victory on her when something intervened and let victory become Aria's. She did not know that it was a friend until after she stopped trying to fight it too. It being a her, and that her being part of the Wind Guild.
Aria had no idea what this Guild was, but she was thankful it existed. Being brought in and mended with magic and given a safe place to stay was a welcome change to stealth and flight. She stayed there until she fully recovered, learning of the magical folk there and listening and learning a few things from someone called Lightthroat. Feeling indebted to the Guild, Aria-Haizen wanted to learn how to use magic. That was a task and a half and the two of them formed an interesting kind of friendship over it. While Aria stayed at the Guild, after having let the rest of her kind she had not fallen to the Hunts, was when the Guild Leader had changed, putting Lightthroat in charge of everything. Thinking a bit rashly, Aria thought to be said new leader's bodyguard, at least in her mind. She was going to have to stay to put finesse in her learning magic and being able to be one with the storm.
No more would her kind be a resource for the ones that followed the False Crown. They would find that they could not murder the storm that would now no longer come as a warning to them.
Guild: Wind, specializing in Wind Gusts and general storm and thunder abilities. Actual thunder and not electricity.
Likes: Open skies, a good friendly brawl, demoralizing troops of the 'False Rule', impromptu painting
Dislikes: Wasteful hunters, racial targeting, indoors, speaking excessively
Other: Anything else you'd like to add that wasn't covered in previous areas.
The Nonexistent Tazz
06-05-2016, 11:09 PM
So tempted like you wouldn't believe. So tempted...
FedoraChar
06-05-2016, 11:38 PM
So tempted like you wouldn't believe. So tempted...
*makes Lord of the Rings Sauron/Ring noises*
Also, in case the ping didn't work, Valryssa's done :D
Noblejanobii
06-06-2016, 12:33 AM
Here we go, I'm done!
Name: Rima Omarah
Species: Sheikah
Gender: Female
Age: 19 (given that Sheikah have pretty much the same lifespan as humans)
Description: Rima is very tall, about 6’2 with deeply tanned skin and a burning red eye. Her hair is a snow white, but very short except for one singular ponytail wrapped in red ribbon falling from the back of her head to the middle of her back. Tied tightly in these ribbons are two sharp throwing knives. Another red ribbon also covers Rima’s right eye, for she lost the other one in a fight for her own survival. She also has very large tatas and three golden hoop earrings on her left ear. Rima usually wears two outfits, a work outfit and a recreational outfit.
Rima’s work outfit is a tight lavender body suit that covers everything from her neck down, except her hands. Over the suit, Rima wears a gray sleeveless robe that sinks down to her knees. On the front of the robe is the red eye of the Sheikah tribe. Rima also wears knee high gray boots over her suit. While working, Rima always wraps her hands in tight bandages, though she will give no reason for why she does this rather than wear gloves. Rima also takes care to cover most of her face with a gray cloth, everything from the nose down completely covered.
Rima’s recreational outfit is more relaxed than her work outfit. Her top is a sleeveless crop top style shirt that flays out just as it reaches her stomach. It’s a mix of her classic gray and lavender with the Sheikah eye on the front. She also wears a long lavender skirt that comes down just below her knees with a gray trim, finishing off with gray boots that come up to her mid-calf. She would not being wearing anything on her hands nor would she be carrying any weapons other than the two throwing knives in her hair, making her considerably more vulnerable in this outfit.
Personality: Rima is observant, quiet, and often regarded as emotionless. On the surface, Rima is the stereotypical image of a Sheikah, which is why many dismiss her as one dimensional. However, Rima has much more depth to her than one might think. Rima has several points that can draw emotions out of her quite easily. For example, starring or mentioning her tatas will draw quite a bit of fury from her, as Rima has had one too many people make an insensitive comment about her because of it. Rima also has somewhat of a maternal instinct, disregarding her own safety for the health and safety of others. However, Rima always puts the mission first and is not beyond leaving someone or many people behind to complete a mission. She is also not beyond killing an ally if it means personal advancement, as she has been trained to think this way. Her prefered method of combat is using stealth to take out as many opponents as possible before going up for the finishing close combat kills. Her throwing knives are her only form of long range weaponry, and she prefers it that way. She knows many techniques using a long extendable bo staff to disarm and disable opponents much larger and stronger than her. Truthfully, her favorite weapons are her long straight knives that she keeps strapped to her legs, but she’s been trained in all sorts of weapons, including chakras, archery, swords, etc. Thus, Rima is one of the worst people to get on the bad side of, since she is very lethal. Rima has a sort of bad impression when it comes to other people, especially males, so she will act somewhat guarded around others naturally. However, she is quick to open up if you don’t tick her off within the first five minutes, especially if you have a common goal to accomplish. Quite contrary to what she was always taught, Rima has always found that having allies at your side is the most ideal situation for taking out a target. Her opinion on the war is very simple, the king took away the very basis of the Sheikah culture, now she was going to take away the very basis of his head, aka his neck.
History: Rima grew up in the deserts surrounding Fay Oasis. She was one of the few females in her tribe to take up the more combative role of the Sheikah, but after the elders saw her break the bones of several boys in her tribe for picking on her friends, it was a no brainer that this was the role for her. Rima faced great pressures through this though, as being the only female, not only was she subject to many sexist jokes from her male counterparts, but there was also very few role models to look up to for her. None of them were living, and had not been living for hundreds of years. Rima also faced pressure from her family, as they were not accepting of her role, but pretended to be in the worst way possible. By that, they pretended to encourage her by pushing her way beyond her limits and often tried to use her failures as an excuse to have Rima return to the life of a normal girl. Of course, Rima never did stray, but it was difficult. Rima often wondered if this was the case in her tribe alone, or if other Sheikah tribes did the same. On another mission, Rima soon found her answer. While Rima was out servicing one of her first missions when she was just ten years old, she encountered another female Sheikah. They quickly bonded over the course of their mission, and the other Sheikah revealed that she was a member of a guild rather than a Sheikah tribe. She proposed, rather than returning to her tribe, Rima should join the Shadow Guild instead. And so she did.
Guild: Shadow. Rima tends to prefer magic to cloak herself in the shadows, so that no one can see, smell, or hear her coming when she tries to attack them. Rima also has a particular fondness for illusion type magics, ones that can distract guards or non-essentials.
Likes: Darkness, common goals, animals, and she’s a sucker for chocolate.
Dislikes: Being regarded as a one dimensional character, people trying to hold a conversation with her despite the fact that her face is up here and not down there, sexist jokes, other people hurting her friends, being distracted from the mission, and bananas.
Other: Did I totally steal a race from LoZ? Yes, yes I did. Also, Rima’s Sheikah friend is a NPC of sorts so she may pop up from time to time for dialogue purposes but unless I decide otherwise, she won’t be a major character.
The Nonexistent Tazz
06-06-2016, 01:07 AM
OK, my two primary reasons for not joining this immediately is as follows: First off, Water Magic seems horribly underrated in its current form, as while Fire Magic and Wind Magic basically have secondary elements as well (Earth and Lightning/Nature respectively) and Light/Dark are somewhat more open-ended than the other three, Water isn't as useful as it could be on-paper (I could do a Blood Magic build in practice). The other reason is sheer time. I have other stuff to do over the summer, a lot of it, and spending time here means, natch, not spending time elseware.
On the other hand, fantasy is my jam. Even though I'm probably going to play it like it's simultaneously Dragonball Z or something because screw being subtle. I mean, at least one person here is playing as a freaking Dragon and I'm basically expecting Neo to do something stupidly epic with that Faerie, you know he will.
Neo, how bad/good would it be if I was allowed to play as a Prince of the empire King Vrell is trying to produce? Specifically a disgraced prince? (And disgraced for...Well, let's say that this guy's one-up on Vrell is that he thinks the anti-magic policies and Platinum Crusade ought to be thrown into a pit and forgotten, and leave it there.) Probably not the only character I'm going to play as.
FedoraChar
06-06-2016, 01:56 AM
Well, maybe Nature should instead be combined with Water? Leaving Wind to be storm-elemented with lightning and jazz?
Or the other way around--putting storm elements in Water. IDK
also arjkl;jagklj a freakin' sheikah warrior i though so much about bringing in zelda races ahhhhh I'm in a huge sheikah kick you have no idea xD
VeloJello
06-06-2016, 02:46 AM
I'm in favor of folding life/nature into water, mostly because I was planning on doing a lot of storm-themed stuff with my character. XD
Noblejanobii
06-06-2016, 02:50 AM
I'm okay with this as well since much of nature and wildlife is also in the water and life cannot exist without water in most (not all) cases.
Neo Emolga
06-06-2016, 03:24 AM
As far as combining Water and Wind together to make nature, I'm on the fence with that. I kind of wanted to have five Guilds, so if someone could come up with a fifth one to replace the empty slot if Wind and Water are combined, I might consider going with it.
Might be missing something, if I have, will add them later 8D
No problems here, you're all set and accepted, but feel free to make edits if other stuff comes to mind.
Neo Emolga I swear your favorite RP title word is Mandate XD
Actually, I think I only used it once before. I was kind of drawing a blank on the title, so yeah, I recycled a bit. :P
Okay, I'll admit, I kind of borrowed the word from Might and Magic VI: The Mandate of Heaven, which has such a nice ring to it. Also, that game is old, but holy crap is it great.
*makes Lord of the Rings Sauron/Ring noises*
Also, in case the ping didn't work, Valryssa's done :D
And she is AWESOME! Great work, and especially nice job on the history part. :3
Dragons are just the best, aren't they?
Here we go, I'm done!
And it's great! Totally fine with using a LoZ race. It's a good one, no less.
OK, my two primary reasons for not joining this immediately is as follows: First off, Water Magic seems horribly underrated in its current form, as while Fire Magic and Wind Magic basically have secondary elements as well (Earth and Lightning/Nature respectively) and Light/Dark are somewhat more open-ended than the other three, Water isn't as useful as it could be on-paper (I could do a Blood Magic build in practice). The other reason is sheer time. I have other stuff to do over the summer, a lot of it, and spending time here means, natch, not spending time elseware.
On the other hand, fantasy is my jam. Even though I'm probably going to play it like it's simultaneously Dragonball Z or something because screw being subtle. I mean, at least one person here is playing as a freaking Dragon and I'm basically expecting Neo to do something stupidly epic with that Faerie, you know he will.
Neo, how bad/good would it be if I was allowed to play as a Prince of the empire King Vrell is trying to produce? Specifically a disgraced prince? (And disgraced for...Well, let's say that this guy's one-up on Vrell is that he thinks the anti-magic policies and Platinum Crusade ought to be thrown into a pit and forgotten, and leave it there.) Probably not the only character I'm going to play as.
Well, water does get ice also. Don't think you can do a lot of damage with that? Sub Zero and Elsa feel otherwise.
It wouldn't bother me if you're just lightly active. It also wouldn't bother me if your posts are on the short side either. As for your disgraced price character idea, I'm cool with that, it sounds like it could be an interesting idea and great material as a plot-changer.
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) - Played by Alphys
WIPS:
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) - Played by Velocity
FedoraChar
06-06-2016, 04:22 AM
Thanks Neo! :D I had a lot of fun writing that up ^^ And yes, dragons are amazing x3
Also, I think you misunderstood: we were suggesting moving nature as a sub-element to Water--Wind and Water would remain separate and we'd still have five guilds.
VeloJello
06-06-2016, 04:23 AM
As far as combining Water and Wind together to make nature, I'm on the fence with that. I kind of wanted to have five Guilds, so if someone could come up with a fifth one to replace the empty slot if Wind and Water are combined, I might consider going with it.
I know that I specifically was thinking of having life and nature be a subset of Water rather than Wind, so as to make Water a bit stronger. Wind presumably already has storms and lightning, and Water makes more sense as the life element anyway (see Alphya's post).
Noblejanobii
06-06-2016, 04:29 AM
Oh yeah Neo you miss understood, we'd still have five guilds, but nature would be a sub under water instead of under wind.
VeloJello
06-06-2016, 04:18 PM
Neo Emolga, ran a little long but I'm done with my SU.
Neo Emolga
06-06-2016, 07:01 PM
Okay, here's the FINAL VERDICT on the guilds:
Generally, I'm going to just leave things the same, because if nature-related magic gets moved to the Water Guild, that doesn't leave much left for the Wind Guild guys to enjoy besides making puffs and gusts here and there. So, hopefully this little tweak balances things out a bit more:
FIRE GUILD - Mainly fire, volcanic, thunder, earth, and lightning related elements. Strength and might are common themes as well.
WIND GUILD - Mainly wind, hurricane, nature, and plant/wildlife related magic. Enchantment and transformation are common themes.
WATER GUILD - Mainly water, ice, temperature, and mind related magic. Think of it as a hybrid of what Sub Zero and Elsa can do plus what Avatar/Legend of Korra water-benders can do. With some mind/psychic powers as well.
I hope this is fair and makes sense. I don't want to mess around with it too much, especially since a lot of people have completed sign ups already and have built their entire characters around it.
Neo Emolga, ran a little long but I'm done with my SU.
It's definitely awesome and I like the Orphus race you came up with. :) I like the reference picture you drew, also! Great stuff!
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) - Played by Alphys
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) - Played by Velocity
VeloJello
06-06-2016, 07:15 PM
Would Wind users still be able to sling lightning around, considering how lightning comes from storms (and yes I know there's more SCIENCE to it but shhh I do not know much science)? NGL, I was planning for most of Hadran's offensive repertoire to be lightning-based.
Neo Emolga
06-06-2016, 07:27 PM
Would Wind users still be able to sling lightning around, considering how lightning comes from storms (and yes I know there's more SCIENCE to it but shhh I do not know much science)? NGL, I was planning for most of Hadran's offensive repertoire to be lightning-based.
I would definitely be okay with that. It makes sense and I wouldn't mind if that's a force of nature shared by both Fire and Wind Guilds.
VeloJello
06-06-2016, 07:37 PM
I would definitely be okay with that. It makes sense and I wouldn't mind if that's a force of nature shared by both Fire and Wind Guilds.
Excellent. And thanks for the complements on the orphi and whatnot. Sorry I didn't say so before, I'm a bit distracted at the moment. xD
Neo Emolga
06-06-2016, 07:49 PM
This is going to be the opening situation. It will also give you and your character a few options to work with as an opening. Right now, this kind of thing is open to discussion, but generally, I think this would be a good way for things to get started.
Prologue: A Drum of War Has Thundered
The newly unified Dyrin, under the leadership of King Vrell, has now set their sights upon the small continent of Mavi to further pursue the expansion of the Platinum Empire to make the Royal Decree a universal law and ordinance. The collective Mavi Allegiance, the united nations of Mavi, have rejected Vrell's decree of unification even under the threat of war. In light of this refusal, tacticians and military generals on both sides are anticipating heavy naval conflict. Mavi, knowing too well what would happen if the Crusade took over, has called upon its own warriors, as well as the Circle, to assist with the defense.
But not all is harmonious within Dyrin either. A few of the cities and regions within were reluctant to join the Platinum Crusade in the first place. A few of them have been harboring exit strategy plans and have been offering safe haven to remnants of the original Dyrin Rebellion forces, as well as the lost barbarian tribes. Many of these forces are scattered and desire a resurfacing of a second resistance, but simply lack the military strength and leadership. And with their magical resources stripped away, they need outside help to be able to rise up once again.
Lonoxia and Junera: Darkwater Wetlands - These two cities in the Darkwater Wetlands were only just recently admitted to the Vrell Empire. Junera has taken a very passive stance when it comes to supplying the Empire, while Lonoxia has done their absolute best to avoid getting involved at all. Their relation to the Empire is shaky at best, and where there is a will to backstab the Empire, all they are missing is the proverbial knife and opportunity to do it. The Circle of Guilds is not ignorant of this information, and could potentially use it to their advantage.
In addition, humans make up a very small percentage in this region. The denizens of this area do not at all take a liking to the new decree that puts humans in a higher caste than the rest of them.
Tyanis: Icehorn - Tyanis was home to many barbarian tribes that only lost the war due to weaker weaponry and lack of siege equipment. In wake of Vrell's war, a large portion of Tyanis was left in ruins before the barbarians were forced to surrender and become slaves. Only three barbarian tribes remain: The Wildlanders, The Snowhand, and the Frostfoot. The resentment of these tribes is like black powder, simply waiting for the spark to ignite their vengeance. Humans have occupied many of the Icehorn and Southmarch lands to the resentment of the barbarian tribes, and they desire whatever help they can get take back their homelands.
Savire and Ianku: Slven Forest - Despite the war that technically unified Dyrin, Savire and Ianku are homes to pirates, swindlers, mysterious mages, and other shady and shadowy characters that certainly don't care for formal politics or even most laws. The conquering of these towns was done with only a pen to avoid all out bloodshed, but for many of the rogues, assassins, and smugglers of this area, it would take much more than simple ink to put an end to their ways. The people of this area have very little liking for King Vrell, and would not be above being the proverbial dagger in the dark when it comes to countering his internal operations. With the Crusade's actions getting to be more and more overbearing to their ways, it may spell an opportunity for the Circle if they play their hands right.
So just as a means to get started, your character could be deployed in one of these three "opportunity" Dyrin areas to rally and instigate a second resistance movement, or if you prefer things a bit more low-key, helping Mavi with defenses and unification is another possibility.
As the RP progresses, I'm going to do a kind of summary and situational update that will change depending on how things play out and what kinds of actions people have taken. I feel it would not only help with keeping a summary for those that might have fallen behind, but it would also build the story along and allow people to feel like they're making big storyline-changing decisions and actions.
Also, any issues with the RP starting on Wednesday, 6/8/2016? Seems like most people are done with their characters, but if people have intentions of making some more, just let me know and I could hold off a bit on it.
Noblejanobii
06-06-2016, 08:03 PM
Sounds good to me, though I can't decide what I want Rima to do.
AWA1997
06-06-2016, 08:23 PM
I'm thinking of making another character, but I may not do it, and I'm good with starting Wednesday.
Noblejanobii
06-06-2016, 08:25 PM
I'm thinking of making another character, but I may not do it, and I'm good with starting Wednesday.
I was contemplating it too but idk. What do you think, Neo? want me to make another character or nah?
VeloJello
06-06-2016, 08:30 PM
I'm fine with starting then.
Anyone not going to be starting in Dyrin? Hadran's probably going to be avoiding the entire continent (not risking throwing her life away when people are depending on her, etc etc) for a while, but while she's likeliest to be in Skybound City, I can conceivably move her anywhere that the Wind Guild would have a presence.
EmeraldSky
06-06-2016, 08:32 PM
Arryn is currently in the circle library seeing if there are any magical artifact at all that could give any of the resistance factions a shot in the arm, or if that sounds too late game for your taste, trying to figure out where to start in ending the Platinum Crusade.
FedoraChar
06-06-2016, 10:07 PM
Hmm... I might have Valryssa go to Icehorn, actually. Might be fun considering her personality, dealing with barbarians xD
crystalcat
06-07-2016, 12:51 AM
Okay, Tazz told me about this and it piqued my interest. I have a few questions:
1) Can I perhaps port over a character from another game/RP? I speak, of course, about DTG, the forum game which got me to join this forum in the first place through meeting Tazz and hearing about here, and then Tazz conscripting me to join in on the ERR vs. STD threads.
2) If said port is accepted, can I have a few... unconventional ideas integrated into said character? A fairly big part of my original concept for the DTG character I have tentative plans to port over was fourth wall breaking, and porting said character here would naturally greatly tone down that aspect but I couldn't be faithful to the character without it. Plus, he'd get mad at me if I made a version of him without fourth wall breaking or at least occasional medium awareness jokes. (Crystal [said character] is weird, as is his general existence.) I mean, I could probably do it, but it'd feel wrong to me. (I mean, I can always create another character with the same name and same general characteristics but dissociate him in my mind from the one in DTG. Don't be afraid to reject the whole thing if it breaks with your concept of this world/RP.) Actually, scratch that. I can just fork the character idea in my mind, make a new character concept without the fourth wall breaking. The fourth wall awareness probably wouldn't work, and although I'll be mildly put out at losing an opportunity for Crys' signature wall-shattering humor, this does look interesting. I'd have to actually write a backstory instead of handwaving that he appeared one day, but I suppose that can't be helped. Alternatively, I can just make a new character, shouldn't be too hard.
3) How far does the water guild's magics go? I can't really make an instance of Crystal without throwing in some sort of crystal-related magic, and although ice does work (magically unmelting room-temperature ice, anyone?) crystals in general would also be cool. I'm fairly set on water at this point (assuming I find the time to join) and know fire also has earth under its umbrella, but still have faint hopes that crystals other than magically-whammied ice could be used.
The Nonexistent Tazz
06-07-2016, 03:14 AM
I'm going to assume the capital of this empire is Kunaku for sake of pinning the VERY important locations down hard, as it seems to be roughly in a geographical area both hard to siege and simultaneously fair with both army and navy combat, with an easily-conquerable city on the way to another capital as a forward outpost of sorts. I am also about to drop an entire religion for the first guy, which will be in the other section. Finally, I am going to assume that consistent, long-term flight is HARD, which, when the Skybound City is above water, makes it hard to reach. I developed a lot for these two that might be a bit overspecified, but if anyone wants that changed somewhat I'd like to know it now rather than later.
I was in a funny mood. Also, given the nature of the Skybound City, I would almost expect the guilds to be practically advertised to exist there, so...
Name: Servitor Kalmo Helvec
Species: Homo Sapians
Gender: MASCULINE.
Age: 20.
Description: Kalmo is a Servitor, which for a quick comparison to real-world religions, is basically both kinds of monk squashed together; they meditate and research upon the nature of their god (in this case, Ichineu, goddess of travel, trickery and fortune) as well as collect artifacts of their gods, and preach both spiritual enlightenment as well as physical. So yes, they know kung-fu. Kalmo, as such, wears robes of green and gold, the traditional colors of Ichineu, when he is at his monestary; on these robes are woven sacred patterns dedicated to Ichineu, including her symbol, a stylized crossroads.
Outside of these robes is a man of average weight and height but incredible muscle, athletic, agile, and strong, and in posession of very dark skin. His neck is rather squat, his hair short and black, and his chin large and clefted. However, even outside of the robes, very few people actually see his real face; he usually wears an enchanted mask made of iron, basically a curved slab without any marks, bar the symbol of Ichineu and two holes to breathe-if he must eat, he will lift a small part of the mask. Servitors are the faces of their gods, and Ichineu is traditionally depicted as faceless. His clothes vary, but usually are tight-fitting and very quiet, and often are either green or yellow to more subtly show his devotion, an attempt to be as subtle and undetectable as possible in his travels. He usually wears hoods as well. They are objectively more utilitarian than hats, after all. Should he feel the need to further disguise himself, he usually leaves that up to magic rather than taking the mask off.
If one were to take off the mask, they would see a face scarred heavily by lightning that is only beginning to heal, with one eye replaced by an iron orb. It isn't magical at all, only there to stand in for that particular eye, though if there was one material possession he may wish for it was for one of those very rare magical prosthetic eyes. His nose is large but rather flat, and his mouth is, while somewhat disfigured, usually very neutral. Needless to say, very few outside of his fellow Servitors know what he looks like for simply that reason.
Kalmo does not usually traverse with obvious arms, aside from the occasional bracer for his fists to punch harder, but because of the war brewing, he believes that it would best to prepare for the worst and assume the Platinum Crusade could breach the Skybound City at any moment through assassins or such. Obvious is the keyword, by the way: Kalmo has learned how to stow away a considerable amount of small little tools on his person, including lockpicks, a sling, and small knives. Kalmo, beyond his fists, actually prefers bladed weapons, for a cut is USUALLY easier to heal than broken bones with a ton of internal bleeding and such.
Personality: Ichineu is a goddess oft-associated with whimsical actions and delighting in her playful deceptions, but Kalmo is anything but whimsical. While occasionally sarcastic, he is usually nothing short of extreme devotion to his goddess, to zealous levels. His goddess teaches against murder-the one reason he doesn't kill, but he works around this through breaking bones. He praises Ichineu as the reason for the salvation of his life and the reason he didn't die when struck by lightning, ergo his devotion; he will make sure your beating is particularly horrific if you dare to curse her name to his face. He is considerably less calm than his brothers, though he makes sure to reserve actually beating people up for the scumbags who deserve it and otherwise acting as the fount of spiritual enlightenment that Servitors are supposed to be above all else.
Beyond that, however, is a man who believes firmly in the goodness of the gods and the power of redemption, even if it takes a near-death experience to do so. He sees his vigilante-style beatdowns as a pre-emptive punishment so the criminals might seek an alternative path, and also sees himself, to a degree, as a defender of the people. His whole monastery is coming to the belief that distinct, definitive action will be a requirement in the upcoming War of Mages, and that playing pacifist is going to help no-one, though officially the only one to directly join any of the Guilds in their war is Kalmo himself amongst his Servitors. Kalmo believes that to be idle is to be foolish, and that just waiting for the time to come is losing the spark of opportunity.
Of course, above all else, Kalmo despises killing. Kalmo will offer a thousand pardons if he kills anything and his diet is strictly vegetarian. His primary beef with Vrell and the Platinum Crusade, even beyond their banning on magic and his way of life, is his zero-tolerance policies and murderous tendencies. He may not kill, but he will be very unsympathetic towards you if you kill. Vina help you ALL if you've killed parents, by the way, given his backstory.
History: Kalmo was born as the sole son of two of the most affluent nobles in the Skybound City. They were some of the most prominent faces of the city, beloved and responsible for many a cultural renovation as well as positively-received changes in law. They were also brilliant parents, and Kalmo grew up happy and content, and while they were busy people, they made up for it by taking Kalmo everywhere, and when they could not directly tend for him, had one of their maids, Ina, take care of Kalmo and keep him close.
It is therefore said that life was unjustly cruel to Kalmo.
At the age of seven, while walking home from a late council meeting with his parents on a stormy night, two ill-minded thugs with a rudimentary grasp of Shadow magic cornered them in the streets and pushed the family into an alleyway. Intending to rob the nobles blind, they were unaware and unsatisfied with the fact that they, like normal people, keep their money well-hidden. Angered by this, the duo killed them and had intended to kill Kalmo to keep the whole thing hush-hush.
Kalmo was lucky to survive. The storm overhead struck, and Kalmo and the thugs were hit dead-on with a thunderbolt. Kalmo was heavily scarred amongst the face and body, but he lived-the thugs did not, however. He was subsequently rescued by a Servitor who was walking back to his Monestary from responding to a religious crisis from a nearby family. Kalmo awoke in the monastary to Ichineu, with one of the Servitors attempting to heal him to the best of their ability.
Kalmo was scarred for life, both mentally and physically. Ina was there for some of the emotional support, but ultimately very little would make the poor kid smile again. But, he felt he had a purpose and he lived for a reason-and that reason was to serve Ichineu, for it was only through extremely good fortune that he survived.
He spent the rest of his years since living and working amongst the Servitors, having donated almost all of his family's fortune to their monestary as a token of gratitude. He took to the discipline, both mental and physical very well, filling Ichineu's teachings in the gap where his parents used to be. Ina, while no longer his maid, was still a common face, now a tavern worker and freely donating whatever leftovers she had. His fellows were still aware of his internal anger for what had happened, but for the most part, his devotion to Ichineu had filled that void.
Until, in a rather strange coincidence, he was walking down that same road and happened to notice the signs of struggling from an alleyway, and two different thugs harassing another family. His heart knew no end of empathy to them, and he intervened swiftly, beating the two thugs into the ground and saving the family, before calmly dragging the unconscious criminals right in front of the guard's quarters and walking off without explanation. While still feeling he owed it to his patron to remain a Servitor, he awoke to a second calling, a calling to defend the innocent from the proverbial demons that lurked in the dead of night. It was only the following day that it was learned that they were actually members of the Platinum Crusade, ever-zealous in trying to enforce their anti-magical policies that had no hold in the Skybound City, but for Kalmo, he could care less; to him, they were murderers and he had stopped murder, plain and simple.
He could hide nothing from his brothers, even while growing concern from the Platinum Crusade below and the formation of the Circle of Guilds was nearly open news. They tried, halfheartedly, to convince Kalmo that it wasn't worth it, but Kalmo was steadfastly convinced to take a stand for others, and his brethren Servitors realized that, in the end, it did more good than harm (though they vowed to make sure he was closely watched over). Thus, with his honed skills in illusion, he took to the streets every night, unexpected but dangerous, on the prowl for any more criminals that tried to use the night for their own purposes. The Circle of Guilds took interest in this faceless man of mystery and managed to pinpoint who he was after some engineered criminal activity, and offered their services and furthered training (as well as funding for the monestary) in exchange for his aid against the coming war. Needless to say, Kalmo accepted, and is now trying to get his fellow Servitors to also formally join.
Guild: Light. As a Servitor of Ichineu, Goddess of Travel, Trickery and Fortune, his skillset reflects his devotion (though it should be noted that this is more preference and isn't actually affected by his goddess in most circumstances). First and foremost among his abilities is a trick referred to by the Servitors of the Skybound City as Lightpoints. By setting up a magical marker in two areas, he may use one to transform himself and/or others into light to direct them to the other point immediately. He can only have two pairs of Lightpoints up at a time and can only send one person through either way at a time. The points can be purely magical, which taxes his stamina while they exist (especially if they're stupidly far away), or an inscribed totem, which does not require his stamina, but either way he can still only have two pairs, and using them is still exhausting. These totems can be activated by anyone who knows the Lightpoint spell but are only maintained by the original casters, and the caster does not need to transport himself. As you can imagine, this system of travel is extremely important to the Skybound City, and the fact that they've cut off all Lightpoints in Dyrin after the apparent execution of the previous Wind Guild leader has made Vrell less than pleased, but the rarity of tamed flying mounts (especially in the Platinum Crusade), the difficulty of flying spells that can transport more than one or two people to the Flying city before the user is too exhausted to continue halfway through (let alone whole armies), the rarity of artifacts to allow for unlimited flight, and the high concentration of mages, has made the Skybound City near-impenetrable and the unspoken heart of the Circle of Guilds...Until the possible reverse-engineering of the spell by the Platinum Crusade, anyways, a possibility that the whole city dreads.
That possibly plot-important spell aside that may get removed, Kalmo has several other spells of choice. While a man devoted to faith and not to fighting (disregarding his vigilante actions), the Magic Wars upcoming and the potentially dire effects they may have on their way of life gave the Servitors the reasoning to begin training in combative spells (specifically rapid-fire laser beams), but basically being clerics, the Servitors swerve to subversive, support-style spells and use their hands for direct combat instead. Inclusions: Bending light to create convincing illusions; short ranged and considerably less intensive versions of the Lightpoint spell (in other words, teleportation); and of course, the near-standardized holy healing spells, though the majority of them are difficult to cast mid-fight even for the best. Being that he lives on a flying island, most Servitors (and especially Kalmo) have also learned how to grant themselves and others temporary angelic wings at a moment's notice, to prevent accidents near the edges from being fatal.
Kalmo himself has a few specializations: For combat purposes, he tends to create a basketball-sized orb of 'hard' light, which he may direct around himself in a small radius. It doesn't really produce much light itself but it's hard and it burns to the touch. He isn't very good with the more standardized laser spell and he isn't good at directing it out of line of sight, but it is definitely his most favored ranged option. He also likes using this same 'hard' light trick to coat his hands, making his punches considerably more dangerous. As for spells that technically fall out of his guild's purview, he generally likes the Fire Guild spell to toughen up one's body as he's usually using it.
Servitors generally wear ritual masks in accordance with their belief that they are the face of their gods, and are very rarely seen without them. As such, Kalmo has magically enhanced his to act as a conduit for his spells, on top of making it completely see-through from one side.
Likes:
-His Goddess. Curse the name of Ichineu at YOUR risk. It applies to a lesser extent to the other Nine Divines but he will only fail to hesitate to beat you senseless if it's Ichineu you're insulting.
-Noodles. You cannot deny the tasty deliciousness of noodles.
-Using the Angelic Wings spell. It's hard to tell under that mask but he loves flying. Had it not been for his religious conversion he would probably have joined the Wind Guild instead.
-Alcoholic beverages. Don't worry, he drinks responsibly and can definitely hold his liquor.
Dislikes:
-The Six Fallen Gods. To be fair, most people don't like them either, but being a Servitor he has made them his most devout enemies firmly believes these Lifestealers to be the work of one of the six despite literally no evidence whatsoever and barely knowing what they are, and also firmly believes (without evidence) that King Vrell worships them, and that their help is why he's captured all of Dyrin so swiftly.
-Killing. Vrell's other major point against him, to Kalmo, is that Vrell is clearly a big fan of executions as grandoise as possible, which Kalmo despises. He ISN'T above breaking almost every bone in your body, true, but he will stop there. Taking life is against the dogma of Ichineu and against his personal creed as well. No matter how horrible you are, he will NOT kill you. He will beat you an inch away from it if you happen to kill parents and/or children, by the way.
-Pointless waiting. His goddess'es dogma demands consistent travel, and ergo doing nothing is itself a grave sin. Constant improvement, constant movement. While he does not welcome war, with it all but certain he would wish to wait on the inevitable (and let Vrell consolidate more power) any longer.
-Depriving him of alcoholic beverages, in accordance with the above.
Other: In case you haven't realized it, yes, Kalmo is Priest Batman. Deal with it.
The most common religious system in Ariel, almost universally preached in Dyrin, and the one that Kalmo preaches for, is known as Vinathism, after its chief deity. More details are in the spoiler to keep this short-ish.
Vinathism's take on the creation story of Ariel is as followes: There was once one being in all of existence, a god that had no name, for this god was the only thing in existence. None know if this was even a god and not a goddess instead, but what is known is that they were absolutely omnipotent, but for all of their power, they took up infinite space across infinite time, meaning they could not do anything with it. This made the nameless god/goddess depressed and lonely, and one day, the nameless god decided that death was a better measure than to live so completely alone (some alternatives believe that the god decided to split their power into fragments so they could never be alone), and thus created all of the world as it is known by tearing themselves into fragments and destroying the rest. The world of Ariel and its moons as well as its planets are merely fragments of the nameless one's form that they did not completely annihilate, while the sun is the radiant halo they possessed, the stars are still-more distant fragments of his being, and the remnants of his holy thoughts became an alternative plane that the Sapients of Ariel do not know, a plane known as Briegriel.
Meanwhile, the fragments of his soul took on physical form, with most of the larger shards landing almost exclusively upon Briegriel, while the dust-like smaller shards were so weak that they laid inert on the many worlds below. The 15 largest shards of the nameless god's soul became 15 weaker, but still incredibly powerful ods, all of them with equal but different abilities, with the rest of the shards becoming either their Disciples (basically lesser gods/demigods), or their Angels (which for all due intents and purposes are completely loyal automatons without will of their own), and for a time they were satisfied with their powers and their lives and could cooperate without much issue amongst each other and their disciples. However, they too became bored and depressed, as the disciples were limited in number and the more numerous angels were without self. From there, in an attempt to stave off their loneliness, they explored the physical world below and found the largest physical fragments of the nameless god, most importantly the then-barren wasteland that was Ariel, among others. Choosing Ariel as the testing ground for an experiment, they decided that rather than destroy their own homes to create more Disciples or such, they would instead use their powers to foster the world of Ariel into a bastion of life. Within a few years, the wild world as it was known was birthed after much care, and the gods were pleased by their creation, interacting with the beautiful creatures there directly on occasion, and from there they opted to control and govern different aspects of the world individually so that they may share equal burden (so one controlled fire, one controlled plantlife, ect). Eventually, however, they realized that not all of their creations were benevolent, and indeed many were horrific in the destruction they wrought for their own pleasure; as such, these creatures the gods punished, creating a third plane on their own power, a terrifying prison plane known as Culviscas. In Culviscas, the souls of such monstrous beings would be locked up and doomed to the most horrifying torture the gods could think of; the total and absolute degradation of their very being. Lacking almost all sense and set in an eternally gray expanse without form nor location, eventually their denizens would lose all of what they were, becoming nothing more than gray blobs of spirit with no thought to them whatsoever. Locked away and impossible to free oneself from, the existence of Culviscas gave the more violent creatures of the world a reason to stay from wrongdoing, and thus, for a time, things were well.
However, after a while, a great deal of their creations suddenly became more. Much more. Many creations-most modeled after wingless variations of their angels-started to form achievements that, while minimalistic, were also the birth signs of civilization much like the gods themeslves, and their simultanious large-scale cooperation and exploitation of land (comparatively) was very curious to their creators. Most curious of all, however, was their newfangled devotion-not all creatures of this world knew their creators, but the sapients of this world not only understood, but strove to build structures to their glory. While charming, it was at the expense of the rest of the world they had made. Thus, these 'Sapients' as they were called, were the heart of the issue that started a divide amongst the gods in two camps-one side who insisted that if allowed to grow that these particularly cognizant creatures would destroy their works and ruin the other, equally-important beings, and that if they were truly loving of them they would understand; while the others insisted that the genocide of a particularly large and propsperous portion of their creations for trying to be like them was even more unacceptable and that to deny them growth would be to deny them happiness and their true potential, and claimed that they would understand the love for the other creatures of this world. Tensions boiled for years after, while the communities grew into towns and cities, and the only indication there was any particular rift in the realm of Briegriel to those below was the occasional report from the Disciples; at some point, the gods stopped coming down altogether, too concerned that their presence on Ariel may disrupt the whole of Briegriel unduly. Despite tensions, Ariel remain untouched by both camps.
Finally, in the year commonly held to be 1 BW (Before War), the internal conflict evolved into full-scale civil war, and the skies above raged with their fury, the first time in history Briegriel was ever visible-the year of the red sky. Disciples, angels and the gods themselves clashed with fury as their philosophical differences came to a head. At the end, however, the Nine Divine gods, led by Vina, god of magic (and the god that gives this religion its name) who believed that destroying humanity was abhorrent won out, and victorious, they stripped the Six gods who believed that humanity was a poison to Ariel of all the power they could, before banishing them to Culviscas. Of course, the Six Fallen Gods were still too angry at their defeat to bother to reform, were also powerful enough to shift the very insides of Culviscas, creating six points within it wherein they freely presided with their fallen disciples and angels, and feeding on the 'dead' souls wandering within to preserve their strength and their identity. And thus, Ariel as it is known came to be.
This isn't exactly a universally held thing, however. For one, no real records of any direct contact with the gods exist amongst any species. The Disciples and Angels exist (and they're both stupidly powerful as you could expect), both rarely coming down to a particularly noteworthy prayer, but the Disciples have never once spoken the names of their supposed masters and only briefly on the matters above in Briegriel, and the Angels speak only in an incomprehensible hymn in a language unrecorded in their few appearances, which none can divine the meaning of. Culviscas almost certainly exists and the Disciples have spoken of what it was supposedly meant to be, but no-one has actually gone there to experience it alive (natch). However, some who practice the Dark Spells occasionally notice and tap into a plane of silence to stop all magic in an area among other things (a spell the Platinum Crusade favors in their dealings), opposite of the plane of Briegriel and presumably Culviscas itself. There are no confirmations of any of the gods real names or anything and most of what they have supposedly done in this age of Ariel has been done through their Disciples, and no Disciple has ever confirmed nor denied this. In other words, while elements of truth concretely exist, like an actual religion nothing can completely prove nor completely deny it.
I have spent far too long making this nonexistent religion. Also, by the way, I've only named three gods for sake of leaving things as open-ended as possible in case others are interested: Vina, Ichineu and Oswyld, respectively the god of magic and head of the pantheon; the goddess of travel, trickery and fortune; and the god of war and good governance, the latter of whom will get slightly more representation below.
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Name: (former) Crown Prince Yargo Kartonis
Species: Homo Sapians.
Gender: MASCULINE.
Age: 17.
Description: Yargo is a 6'1'' man of an absolutely muscular build, definitely in possession of the profile of a king, and his platinum-blonde, curvy hair is incredibly well-kept despite his recent exile. His golden eyes have always been a bit of an anomaly but it really only adds to the gold flourishes he often keeps upon himself, noticeably a golden circlet with three large pearls prominent.
He was unable to carry out much of his previous royal armor, so his current set of armor he dons for dicey engagements is noticeably the more plain, rudimentary set a standard blacksmith would create, bar his right arm, which instead has the one piece he managed to snag as a gauntlet. The rest of the set isn't very shiny, but his own right gauntlet is of very good make-while only lightly flourished with a symbol of the royal crest on the backhand, its not only more light-catching but also lighter. Don't expect him to wear the full armor too much, by the way-that's only for direct engagements he's prepared for, which are not terribly often.
More typically, while he despises it, he carries himself in the clothes of a more common man. He wears plain leather boots and a plain leather vest, with simple cloth pants that show subtle signs of being re-sewn in multiple places. That he still wears his gauntlet and circlet and has a purple shirt (purple being a very rare dye reserved for nobility) is the only real givaway that he's the former crown prince, if his rather distinctive looks didn't give him away.
In both cases, he carries a sheath and a scabbard upon a finely-trimmed belt. The leather sheath holds a cheap iron shortsword, plain and serviceable for a variety of situatinos. More worrying, however, is his 3-foot-long scabbard, holding a greatsword known as Wintertide, another royal treasure he managed to narrowly smuggle. Ornate and bejeweled at the hilt with nine great, blue Sapphires, magical runes line the blade itself, acting as a conduit for magical power. The Scabbard is enchanted to hide this as he goes about, as the runes themselves are not only pretty obvious to the common man, but also to a mage-its magical draw is too great to be ignored for any mage in a great area, which, given the Platinum Crusade exists, is clearly cover-breaking. He reserves Wintertide for...Explosive situations.
The gauntlet is on 24-7 for a reason: Even though he's quite obviously royal, his right arm bears the absolute proof upon it, in the form of the Royal Brand of the god of War and Good Government Oswyld: A black band formed by overlapping swords, with an upright sword signifying the center. It's a magical birthmark that's been around in the royal family for generations, and any with royal blood worthy of taking the Kulaku throne has it. It's a requirement for sitting upon the Platinum Throne, and while hardly a requirement to rule Kulaku's people (indeed, a few of its best rulers lacked the Brand), those of a more religious tone are quick to champion the brand-wielders. IN other words, the Brand is a significant political leverage. It's also a very obvious mark for his assassins as only two other people alive right now are confirmed to have the brand-Vrell and his only other son, Huil.
Personality: Yargo sees the so-called War of Mages as the product of a man who had to be both impossibly lucky and insanely stupid. Unfortunately, Yargo, while somewhat aware of his potential character failings, is above all else still his father's son, and while they may hate each other, the apple hasn't fallen far from the tree. He fancies himself a world power and dreams of controlling the Platinum Throne-and while he's been disgraced, exiled, and nearly assassinated, most can't help but realize that he probably deserved that only somewhat less than Emperor Vrell. He seeks the finest things in life, and despises all things regarding his exile, bar the fact that his attempted assassination was anything but subtle, let alone successful. He hates almost everything to do with living amongst the 'ragged crooks' that wander the streets. He considers the Circle of Guilds to be only better in comparison, and longs for the days where he may rest his head upon the softest bed in the world after feasting on the finest fruits Ariel has to offer.
(Un)fortunately for everyone, he is also not an idiot. He is politically savvy and Miachavelli would be proud. His first verdict upon taking the throne is already rehearsed: "And on this glorious day, the day of my tyrranical disgrace of a father's death and the restoration of Oswyld's TRUE glory to the throne, I here do decree that Vrell's tyrranical decree of magical limiting is to be unconditionally released!" He knows to not make an enemy of his own people, to give them the Bread and Circuses to not feed their ire while making sure anyone who dares break his laws is punished so furiously that only a fool would follow in their footsteps. He also knows that the Circle of Guilds is united only under the roof of removing his father's absurd degree from the picture, and should he take his place, the one unifying factor vanishes and while there might still be anger amongst the guilds, they're not going to completely fight against him. He sees the Guilds as his unwitting pawns and personal army, and even if they knew of this (and some do), what are they going to do about it? He's everything they need.
Needless to say, the Water Guild is also painfully aware, more than Yargo realizes they are, and are planning to make sure they won't replace Vrell with a Tyrant worse than himself.
History: Born the second son of King Vrell and then-Queen Olhymn, Yargo knew he was NOT the Crown Prince, with only one competitor standing in the way: Gramis, his big brother. Gramis was larger, bigger, and dumber than Yargo would ever be, and yet Vrell adored Gramis, to the point where all Yargo really knows of his mother was that she was executed for punishing Gramis for something and Vrell disagreeing with the motion. And thus, under what would soon become one of the most powerful nations in the world of Ariel, Yargo felt very discontent, even as he was taught magic that Vrell would later near-universally outlaw, even as he enjoyed the finest foods the kingdom had to offer, even as he laid upon the comfiest bed, donned the most expensive fabrics, and wore the most treasured jewels of the kingdom, even as he was taught the ways of the greatsword, and even as he freely browsed the royal library to sate his vocarious appetite for knowledge. Gramis mocked his relatively-lacking physical strength even as Yargo grew tall, strong and muscular, and nothing that Yargo could ever do would appease him, or make Vrell see him any greater than Gramis. Even the appearance of a still-younger and even smaller son, Huil, did not dilute the absolute contempt Gramis had for Yargo, and vice-versa. Huil, meanwhile, only annoyed them both with being basically a stunted royal brat.
Yargo was, to be short, sick of his brethren. And the fact that Gramis was destined for the throne in Vrell's absence was a sticking point too great to ignore. Vrell's insane decree of banning magic to the masses of Dyrin and the Platinum Crusade, along with Gramis fully agreeing with it while Yargo's argument as to its impractical nature was ignored, was the final straw. He retreated to the Library that fateful day and spent the rest of the evening looking for some knowledge to finally, finally one-up his so-called superiors.
It was then that he came across a rather interesting book on slow-acting poisons. And then, an idea sprouted in his mind: He learned of political power before, and he would be immediately famous if he called off his father's ridiculous ideology, the people would rejoice and hand him the crown personally. If he could kill the other competitors to the throne, then because they were just absolutely despicable, no matter how bad Yargo was they would praise him for getting rid of worse. But a direct attempt at killing them, with guards everywhere, would end in his own death doubtlessly, and he hardly had the power to stage a full-blown coup while his father was still alive.
From then-on, his plan was put into action. Working as quietly as possible throughout the nights as he could, assembling the ingredients, he looked upon his creation every night as it evolved from a mixture of leaves and minerals to a lethal, silent killer of man, an assassin that no-one could detect until the work was done. So fixated upon his creation was he that, one night, he didn't manage to hear the butler coming in to check on him and hide his contraption completely. He had assumed, however, that this butler didn't understand the implications or care enough, and indeed forgot all about it within a few days as no mention or check of his room came.
Once he was satisfied that the tasters (that, you know, check for poisons in the dish) could not detect his masterpiece, he waited until his father declared that there be a royal banquet with his closest followers as a way of generating more political sway amongst those lesser nobles that were benefitting the most from the Platinum Empire's wealth. Calmly as he could, he walked into the kitchen and managed to sneak in the poison into that night's main dish without being detected at all, and for a moment, Yargo felt his dreams align.
His plan quickly fell apart, however. Yargo could not have anticipated his father growing full before the main course could be made, as did Huil, leaving Gramis and his bottomless appetite the only real victim he cared for (well, that and a bunch of nobles, but they weren't really important to Yargo). He could not also have anticipated that, that night, the butler that once managed to spy on his works would also work as the night's taster, a face he had forgotten so thoroughly that it was only after that he consumed the poisonous turkey that Yargo realized his folly. While his intentions worked-the Butler did not notice the poison upon tasting it and Gramis (and the nobles) consumed it, the fact that Vrell had not devoured the poisoned bird left a gaping hole in his plan-the Butler would have plenty of time to inform Vrell that the bird had been poisoned and Yargo had been making some interesting liquid in a small vial the other night, and Vrell was definitely not going to be dying that night so guess who was going to take action? The Poison would kill and no healing spell in the world would save Gramis or any of the other nobles who consumed the bird, but it would not be before the loyal butler would put two and two together and alert Vrell that Yargo had poisoned the turkey.
Yargo set about to immediately abandon the castle, taking his gauntlet to disguise Oswyld's holy brand as well as his favorite greatsword and a circlet, as well as whatever treasure and magical books he could carry in a travelling backpack. He was cut short from fully stocking up, however, by Vrell's incomprehensible scream of rage at what was presumably the death of his favorite son and the reveal of Yargo's treachery. He leaped out of a window at once and fled Kulaku, having slain multiple heads of multiple noble families as well as the eldest prince, and Vrell declaring Yargo a tratior, disgracing him, disowning him, and enforcing an exile so harsh that the Platinum Guard were ordered to kill him on sight should he step on lands they controlled, and then take his corpse back to Vrell so he could parade it across Kulaku.
Yargo fled to Solmir, losing the majority of his pursuers in the ragged mountains, while his father's assassins hunted him down like ragged dogs. Sadly, they were the very first victims of suddenly finding their innards making a miraculous transformation into outards while he was in a small town, which quickly became very infamous as Yargo's response to their demise was...Err, enthusiastic. All the way there, he was absolutely disgusted at his now-radically lowered standards of living, only barely convincing himself that staying at these old, wretched inns was really the best he had. He became extremely irritable and rude and wanted nothing to do with anyone, and barely restrained himself from going for the throats of the Platinum Crusade whenever they appeared. When he finally arrived at Solmir, he was almost totally broken and ready to accept his life was now going to be this horrible, degraded thing, and considered suicide.
It was to his fortune, however, that on that night the fellows in the room next to him happened to be members of the Water Guild, and he just so managed to hear them through the wood of the room. Unable to tolerate even a day further of this 'being poor' nonsense and realizing that the Circle of Guilds they talked about was a force enough to usurp Vrell and take the throne, he greeted them and begged them to let him join the guild. His personality was enough to turn him down on the spot, as, quite frankly, none of them could tolerate the idea of having to work with him. Losing ground, he revealed his deepest secret at this point: he was no random noble but in fact a former prince of the empire Vrell was creating, and he had the authority to take the throne of Kulaku, and on top of that, was 100% willing to remove his father's absolutely stupid magical limitation decrees if it meant he could take the throne.
It took a week for the Water Guild higher-ups and the rest of the Cricle of Guilds to quietly decide upon whether or not the man who poisoned a great many nobles as well as made an assassin explode in the middle of a small town (and was 'giddy' about it) potentially gaining access to MORE magical knowledge and artifacts was really worth the exchange of having serious political leverage in the form of one of the only people able to take the throne of Kulaku legitimately. Ultimately, the only thing that got them to agree was, beyond his paltry-but-dangerous blood magic and his rare spell tomes, that he truly did have the Brand of Oswyld, and while they couldn't figure out how right then and there, they figured they might be able to 'groom' him into becoming the king they could tolerate and not a only-slightly-better Vrell.
Naturally, he was elated all the same when they finally came back, and while tight-lipped on his ace-in-the-hole, he was forthcoming on basically everything else, gifting the guild a great bevy of his personal fortune, including various tomes of magic near-forgotten. Days later, they used a great deal of the fortune to buy a ship bound for the Wisp Islands, and subsequently Bryshara, a free city and effective base of operations of the Water Guild.
And that is the story of how a power-hungry prince was accepted into the guilds. May Vina help you all.
Guild: Water. His spells favor that element, at least, but the Guild itself accepted him reluctantly, as mentioned above. In any case, his general arsenal, aside from the standard low-tier practical but simple spells almost anyone of that Guild could cast, his specific spell arsenal goes two ways. First, he prefers the Ice aspect of the Guild, quickly creating fortifications as well as weapons to manipulate in a pinch, creating freezing cloaks to supplement his armor and dissuade melee attackers, and just mentally degrading his foes through basic torture by hypothermia. He particuarily likes creating a sudden group of icicles to appear and impale lightly-armored foes.
Of course, there's also his Blood Magic. Short: water is a liquid and so is blood, and this on top of the mental powers of the Water guild leads to the interesting ability to control someone else's brain. A sufficiently malevolent-feeling mage can, in theory, forcibly manipulate people however they please by way of the blood flowing through their veins and the thoughts in their heads and beyond that, possibly killing them via forcibly stopping major organs and/or making the blood rush out hard enough. The sad (or happy) fact is, however, that very few mages who actually know how to do this have the competence and experience to put that to work for large periods of time, over great distances, and/or on multiple targets and Yargo is not one of those mages. His limitations force him to keep line of sight and exhausts him the farther he is, while outright killing someone with it is an exhausting affair that can, if the target is large enough, basically knock Yargo out as a consequence, so (for now) he cannot play puppeteer with anything for too long and definitely cannot make multiple people explode whenever he pleases.
Of course, Yargo would like to remind you that you have not lived until you've caused a man to explode with his own guts, and given that very few mages (and almost none within the official Circle of Guilds) know Blood Magic, there isn't going to be much saving you if you don't have the ability to pull out a counterspell. As for how he learned this near-forbidden and almost totally extinct art, Yargo refuses to say, beyond that he's only really managed to try it out recently (as in, on the assassin). Of course, the implications are that he somehow learned this in the royal library, which is cause for concern amongst the Guilds, especially concerning the magical abilities that Vrell himself may possess. After all, if Vrell's royal library has enough information to give Yargo a rudimentary understanding of Blood Magic enough to make a man explode, what ELSE does it hold?
Wintertide, Yargo's Greatsword, is his conduit; the Guild has reluctantly affixed magical runes to so he can use it as a conduit for his spells. Better than going unassisted or waving a flimsy stick around, in his opinion. Its magical potency is great, however, the sheer size of it coupled with its potency makes disguising it (as opposed to a more modest conduit) a task that only his scabbard can reliably handle; while out, anyone equipped to sense magic will definitely notice.
Likes:
-His Swordsmanship. Nothing pleases Yargo like feeding his own ego, and knocking a foolish 'mysterious wanderer' on his backside within a few swipes is a pastime that is positively stress-relieving, and he made most of the money for his own gear in volunteering for gladiator games and subsequently failing to die.
-Magic. Kings and Princes study HARD to basically be good at everything-and for a King of a land with magic, Yargo was no exception. Perhaps it's this reason that he approached the Circle of Guilds and asked to join? At the very least, he is unambiguously cooperative with the guild, however much the conditions might suck for him at the time.
-Seeing people explode. Because, you know. You have not lived until you've caused a man to explode with his own guts.
-Cooking. As proved below, if mocked on any skill he'll learn it, which lead to his newfangled interest in the culinary arts.
Dislikes:
-Almost the entire royal family, his mother excluded as she was killed before he really got an impression of her. In any case, Gramis was basically a thug in prince's clothing that his father overvalued, Huil was an overly-obedient brat and a nosy thief on top of that, and of course, Vrell was both a madman in charge, a dictator over his own self, and basically an all-around world-class fool. He thinks himself straight-up superior to all of them, one way or another, and has special 'plans' for Huil and Vrell when he gets back.
-Disrespect. You say something bad about him, and if he can prove you wrong he not only will do exactly that, but if/when he does, he will humiliate you, if not outright torture you, to hammer in his self-asserted superiority into your skull. If you doubt his swordsmanship, then it's a duel. doubt his capacity for magic and he will double-time his studies to learn a new form of torture. Better at chess? Well, he'll have something to say about that. Mock him for a lack of a skill? He'll learn it next week. You can brag about yourselves all you want, but if you insult HIS abilities, then you'll probably be getting a special 'plan' added to your name.
-Strong cheeses. He just doesn't like cheese, but he'll tolerate the ones less likely to stick around in his mouth.
Other: Yargo is almost assured that King Vrell does not in fact worship the Six Fallen Gods in any capacity. How the Brand and the Platinum Throne itself came into existence is a legend lost to the ages, though many insist that the first Kulaku king was a former Servitor rewarded rulership of the city and its territories for his devotion. No hard records exist. Also, for the curious, the result of sitting upon the Platinum Throne without having the Brand is first becoming magically paralyzed, followed by one's hands and feet being impaled, and then having the victim slowly burn to ash with a mystical blue fire from within the body. The Brand is symbolic of holy blood, which is the REAL requirement here, so don't think a tattoo of it can suffice.
Noblejanobii
06-07-2016, 03:39 AM
I think my favorite part of this is Priest Batman. I just can't get over that. XD
AWA1997
06-07-2016, 04:36 AM
Name: Izuru Natsume
Species: Kitsune
Gender: Female
Age: 200
Description: When in her human form, Izuru is a small, young-looking woman with long, brown hair, bright blue eyes, and three red fox tails, though she usually only uses this form when she needs to communicate with others. In her base form, she is a three-tailed red fox.
Personality: Izuru is really kind and sweet, but like most, if not all, kitsune, she is an intelligent and cunning prankster and illusion maker. Unfortunately, she does not speak English very well as she has only been around people for 50 years and was restricted to her fox form for her first 100 years.
History: Izuru lost both of her parents shortly after she was born and grew up alone for 100 years. On her 100th birthday, her tail split for the first time, giving her two tails and allowing her a humanoid form. She spent another 50 years learning her magic powers on her own until the fire guild found her and took her in, a kitsune who was already in the guild working her through it. This has been the arrangement for the last 50 years, and while she has picked up some English along the way, her teacher mostly spoke as a fox because it was easier to understand.
Guild: Fire Guild
Likes: People in general, nature, fire.
Dislikes: Having to speak English, being yelled at, water.
Other: She can control most of her powers, but has never had a reason to worry about others, such as cursing people who touch her tails, so she can't control them.
Neo Emolga
06-07-2016, 04:50 AM
I was contemplating it too but idk. What do you think, Neo? want me to make another character or nah?
Hey, go for it! You always make great characters, but if you think it might be too much to manage, it's understandable.
Okay, Tazz told me about this and it piqued my interest. I have a few questions:
1) Can I perhaps port over a character from another game/RP? I speak, of course, about DTG, the forum game which got me to join this forum in the first place through meeting Tazz and hearing about here, and then Tazz conscripting me to join in on the ERR vs. STD threads.
No problem with that!
2) If said port is accepted, can I have a few... unconventional ideas integrated into said character? A fairly big part of my original concept for the DTG character I have tentative plans to port over was fourth wall breaking, and porting said character here would naturally greatly tone down that aspect but I couldn't be faithful to the character without it. Plus, he'd get mad at me if I made a version of him without fourth wall breaking or at least occasional medium awareness jokes. (Crystal [said character] is weird, as is his general existence.) I mean, I could probably do it, but it'd feel wrong to me. (I mean, I can always create another character with the same name and same general characteristics but dissociate him in my mind from the one in DTG. Don't be afraid to reject the whole thing if it breaks with your concept of this world/RP.) Actually, scratch that. I can just fork the character idea in my mind, make a new character concept without the fourth wall breaking. The fourth wall awareness probably wouldn't work, and although I'll be mildly put out at losing an opportunity for Crys' signature wall-shattering humor, this does look interesting. I'd have to actually write a backstory instead of handwaving that he appeared one day, but I suppose that can't be helped. Alternatively, I can just make a new character, shouldn't be too hard.
Fourth wall breaking doesn't bother me all that much, so if you think it might be good comedy relief, it's never a problem.
3) How far does the water guild's magics go? I can't really make an instance of Crystal without throwing in some sort of crystal-related magic, and although ice does work (magically unmelting room-temperature ice, anyone?) crystals in general would also be cool. I'm fairly set on water at this point (assuming I find the time to join) and know fire also has earth under its umbrella, but still have faint hopes that crystals other than magically-whammied ice could be used.
You could do either Water Guild magic for ice crystals, or go with the Fire Guild, which has access to all the rock/earth spells and hence, crystals. Either way works.
I'm going to assume the capital of this empire is Kunaku for sake of pinning the VERY important locations down hard, as it seems to be roughly in a geographical area both hard to siege and simultaneously fair with both army and navy combat, with an easily-conquerable city on the way to another capital as a forward outpost of sorts. I am also about to drop an entire religion for the first guy, which will be in the other section. Finally, I am going to assume that consistent, long-term flight is HARD, which, when the Skybound City is above water, makes it hard to reach. I developed a lot for these two that might be a bit overspecified, but if anyone wants that changed somewhat I'd like to know it now rather than later.
I was in a funny mood. Also, given the nature of the Skybound City, I would almost expect the guilds to be practically advertised to exist there, so...
Kanaku as the capital is fine, no problems here!
Also... WHOA. First off, Priest Batman is one HECK OF A SIGNUP. Dude, I'm impressed, that is an awesomely made character right there, and there's a mountain of delicious lore right there.
Prince Yargo's signup is also really epic. Dude, just wow, you did an amazing job with these! And the Blood Magic stuff is fine, no problems there. It's gruesome, but it fits with his character.
Name: Izuru Natsume
No problems here, Izuru is good to go! Kitsunes are cool. :)
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) - Played by Alphys
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) - Played by Velocity
Servitor Kalmo Helvec (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) - Played by The Nonexistent Tazz
Crown Prince Yargo Kartonis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) - Played by The Nonexistent Tazz
Izuru Natsume (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206135&viewfull=1#post206135) - Played by Gaster
AWA1997
06-07-2016, 05:12 AM
No problems here, Izuru is good to go! Kitsunes are cool. :)
Yes, yes they are XD They're some of my favorite mythological creatures.
Noblejanobii
06-07-2016, 01:44 PM
All right I will be creating another character then. This one will be in the water guild!
Neo Emolga
06-07-2016, 02:22 PM
All right I will be creating another character then. This one will be in the water guild!
Cool! I'm feeling the itch to make another character also, I'm just undecided on the race/species.
Noblejanobii
06-07-2016, 02:42 PM
Cool! I'm feeling the itch to make another character also, I'm just undecided on the race/species.
I was too and went searching on the mythical creatures webpage for Wikipedia and found the most AMAZING species ever.
AWA1997
06-07-2016, 02:52 PM
I was too and went searching on the mythical creatures webpage for Wikipedia and found the most AMAZING species ever.
Hm... That creature better be as amazing as you say, or you'll have one disappointed friend... XD jkjk.
EDIT: Alphys, is it an Undine?
Noblejanobii
06-07-2016, 03:04 PM
Hm... That creature better be as amazing as you say, or you'll have one disappointed friend... XD jkjk.
EDIT: Alphys, is it an Undine?
Lol, no, and I'm ashamed that wasn't my first thought. It's some really obscure mythical creature that I totally was just like "this is a thing?" to.
AWA1997
06-07-2016, 03:30 PM
Lol, no, and I'm ashamed that wasn't my first thought. It's some really obscure mythical creature that I totally was just like "this is a thing?" to.
XD Ok, I didn't think it would be, just thought you'd get a laugh. And ok, then. I'll be waiting.
Noblejanobii
06-07-2016, 03:37 PM
XD Ok, I didn't think it would be, just thought you'd get a laugh. And ok, then. I'll be waiting.
I just came up with a total character complex that made me laugh really hard. I think I'm the only who will find this amusing though.
crystalcat
06-07-2016, 05:12 PM
Name: Crystal.
Species: Human.
Gender: Male.
Age: Indeterminate. Physically, around 20-21.
Description: My avatar has a basic depiction of Crystal on it. His incarnation in this world would just be less blocky. (The blockiness is the artist's drawing style, more or less.) Written description: Crystal is a fairly average-sized male of lightly tanned skin, with black hair. He habitually wears a set of deep purple robes that open at the front to reveal a bright purple undershirt marked with his personal symbol, a half-circle containing a diamond and with fingers extending from it to form a hand. He calls this symbol the Hand of Crystal. He wears dark grey gloves which have the backs of their hands marked with a diamond, to recall that same symbol, a set of faded blue pants held up by a simple loop of leather, and dark grey boots to complete the ensemble. His face near-perpetually carries a slight smirk, an artifact of otherworldly knowledge and a wry wit. A long, thin sword, well-crafted and sharp, is slung under his robes and normally well hidden from sight, and he draws it only for truly dangerous situations. He carries a pouch of small gems, found in various places and none of any particular value. A second pouch, stained on its side with a red mark, holds crystals that he has altered or worked on in some way. He carries a simple wooden wand on the opposite side from his sword, carved with small runes that glow the same purple as his shirt when he casts spells. Notably, this wand is usually used only for effect, and he is free to use his magic without it -- Crystal fully understands the role of theater in the working of magic. He wears a simple pendant with a stylized flame engraved into it, donned when he made his choice to join the Fire Guild.
Personality: Snarky as all hell. He is irreverent, can nearly always find a joke in any given situation, and is free with joking. However, he still fully understands the role of jokes, and can easily shut up and become quite serious if the situation calls for it. Crystal is intelligent, has a nearly unquenchable thirst for knowledge, and is interested in magic and the mystic arts before anything else. It is possible to get him to drop everything he's doing simply by offering to teach him some new trick of magic, whether within the domain of Fire Guild magic or an entirely different domain altogether. Crystal is especially interested in earth and crystal magic, as well as enchantment.
History: As far as is known, nothing. Crystal almost seemed to pop into existence one day, appearing and offering his assistance to the Guilds. No matter how hard anyone tries, they can't find any trace of any previous life.
Guild: Fire Guild. Crystal has a notably deep connection with crystals of all kinds, from the humble quartz to the unmarrable diamond, and leverages that in his spells, leading to his decision to join the Fire Guild. Notably, he can enchant crystals to cause various effects, being somewhat of an overlap with the Wind's themes of enchantment.
Likes:
-Learning/knowledge. Crystal loves learning of all kinds, although especially magical, and will not hesitate to pursue a snippet of new information until it is reached.
-Enchanting/preparing. Crystal, when prevented from doing anything else and when not in a situation where he has to hide his magical abilities, will generally grab a couple of crystals from his pouch and see what he can make them do. He is generally the type who loves to overprepare for everything, and, when stymied, will generally search through his red pouch and see what he has. He tends to fortify when settled down.
-Magic.
-Crystals.
Dislikes:
-Anyone who tries to restrict access to magic.
-Being kept in the dark about anything important.
-Willful ignorance by anyone about anything.
Other: I know you're there. Yes, all of you. Looking at the screen, reading these words. This is going to be interesting, isn't it? ...Expected so. I figured I'd see how this place looks, maybe pop in, help out in the fight against some oppressors. Magic should be free, and all that. Well. Shall we? I can tell this is going to be fun.
Shruikan
06-07-2016, 07:11 PM
Any fantasy race you say... I might sign up for this, but I'm kinda new at RPing. Would that be a problem, or should I wait for a more beginer-oriented RP first?
Neo Emolga
06-07-2016, 07:25 PM
Neo Emolga I swear your favorite RP title word is Mandate XD
Name: Aria-Haizen 'Hazy' or 'A.H.' or even Ah!
Species: Storm Kyte
Storm Kytes are a species of wyvern with the unique anatomical ability to compact their bodies into a smaller space. Their scales are attached to a secondary hide so this unique skill has the scales overlap while the muscles contract, making their forms smaller, more pudgy and heavily armored though not as agile in flight. Relaxing their bodies allows them to become more slender and 'grow' in size while their scales rest evenly on their thick underhide. Complimented by a unique skeletal structure, they are very flexible when not compacted down. They also have exceptionally powerful throats and can naturally spit acid.
Gender: Female
Age: The equivalent of a 22 year old. Actual age is around 67 years. This species can live up to 400+ years.
Description:
Personality: Aria-Haizen is a being full of spirit and fight. You wouldn't know this creature had witnessed murder unless you asked about the scars on her body. She has a strong sense of resolve and family value, never outing someone in need of help. Though the past has left her far more hesitant to meet anything humanoid, she often warms up to other creatures fairly quickly. As Storm Kytes usually are, Aria has a capacity for extreme gentleness, though can be incredibly destructive when provoked in the right way. Luckily an even temperament keeps any erratic behavior in check. She is patient and willing to learn, especially when she has a personal need to fulfill. Some may contest that the wyvern is not patient though, as she often looks for work-arounds or alternative methods to achieving particular magic more quickly. Aria will claim that this is simply experimentation for learning's sake, or for the sake of efficiency. There is nothing learned if you do not make some mistakes.
Aria-Haizen has a protective side to her that still remains from the before the Hunts, and in her head she will often make herself the protector of some group. She learned to speak the common language to better help others and more often than not, uses it to sass or come to wit contests with friends. Aria does not speak too often though, as she much prefers having others learn her language that is nothing but humming and thrumming combined with body language. As long as she doesn't need to speak in excess, she is fine. The wyvern usually has a good sense of humor, though sensitive subjects taken too far or with ignorance can make her a bit upset, usually reminding her of how her kind are treated as resources. Aria, being a decent user of magic, is always fascinated by learning more about it and learning how to use more of it, being the first Storm Kyte to ever become somewhat adept in using the practice.
History: Storm Kytes live a life of near eternal flight and Aria's life was no different. Being born of an intelligent, but often non verbal species, moments after the wyvern was born was when flight lessons began. This was an essential part of her life as the flocks, often called 'clouds', were always moving from one place to the next. All over Ariel these beasts would roam, though there were multiple clouds of these beings at a time. There were four great clouds representing each of the winds, with four lesser groups representing the mixed winds, as their instinct and affinity with the sky often let them know of storm warnings and would fly to great lengths to warn settlements of risks with their presence, hence their earned name. Aria was quick to learn everything about the sky and lived the nomadic, beastly lifestyle.
Cloud social structure worked where the entire group was a family. There was no real designated mother or father, as everyone took care of everyone, making sure that no beast would leave a bad influence on the offspring. Aria-Haizea was from the East Cloud, and migrated a pattern counter clockwise to the compass: resting in the Dragonrise Mountains, Whistlewatch Islands, Grim's Reach, Fay Oasis and several other locations on the southern end of the map. A few other wyverns from other clouds would temporarily visit the other, passing stories or information from one group to the next. This kept peaceful relations and up to date information about where nesting locations were, or had been moved. The only places that ever remained were the First, and Second Nests, on Raya and Dyrin respectively. There are a Third and Fourth, but those locations are left to the most elderly and trusted of Storm Kytes.
The species went about their lifestyles and ways, learning about smaller communities as opposed to larger ones, meaning that what the King was doing before the Crusades were to begin were well unknown to them. They weren't beyond listening to a few murmurs of what other places had thought of the other. Aria lived a simplistic life without too much worry, beyond fighting off the occasional monster and trying to learn how to properly expel her acid without heartburn.
Then came a day when worry befell the wyverns. Upon what would have been the annual Cloud Convergance -a meeting of all of the flocks in one space usually under Skybound City and their caves- was a day to begin the tragic disaster: some of their family had gone missing without a trace. To a Storm Kyte, that was unusual, and very worrying, as even those who would die without a cloud knowing would find them eventually. Those that may have fallen in battle left some signs, but this was unsettling. It was decided that there would be ongoing investigations to find their lost kin. Over three years worth of searching, they could not find a solid lead. They then started to look into the much larger cities when storms grew near them, and a small flock went to warn a farming village just outside the castle with their presence, though they felt the storm was something unnatural.
The King's guard struck the night they rested.
Aria knew it took a lot to kill one of her kind, but by falsely generating a storm and using other powerful magics to keep the rest of her cloud on the ground, and unable to turn into a more sturdy body left them at a disadvantage. The few that weren't contained or immediately killed fought back, and some to no avail. The Crusade had the upper hand and Aria and a few others barely fled with their lives, at the protest of some that they had known their entire lives. To humans, Storm Kytes were just somewhat smart, flying lizards. Despite the fact Storm Kytes chose to not speak words, they were not beyond language and understanding it. This small group of hunters took in their kill, but for reasons unknown to the rest of them. The species was not inherently magical, though believed in it and were capable of learning it. None had bothered as none needed it, they had their natural skills to guide them.
Aria fled to a safe space she knew the few of them could rest, and warn the others. However they were met a few nights later by the same party, who had managed to track their location. Someone had memorized some of their flight patterns and routes, and they were being targeted by these hunters. Out of the four that had escaped, one fell that evening as the three of them left to fly as far as they could to warn the rest of their kind. A few weeks after what would be called 'First Hunts', word began to spread within the other clouds, who became wary of the entire Dyrin continent, taking up patrols and sentries whenever they needed to rest, taking alternate flight paths and tours around the world to avoid such bloodshed. There would be word of a few more missing from other groups, and they had resolved it was because of this sudden targeting. Aria was curious and enraged to investigate why they were being hunted, as all talk and evidence when resting on other continents seemed to say there was no reason.
Aria was a key speaker when visiting the Second Nest, though this meeting and visit did not last for long. A small army somehow found the Nest's location, and began to destroy everything inside of it, including an attempted genocide of these Storm Kytes. Many fought and left the younger ones to warn those who could not come, save a few of the adults who needed to take care of younglings. Aria fought alongside her own kind against the humans, wondering how they had managed to sneak into the Second Nest without alerting them.
Aria-Haizen then saw the answer to all of her questions.
Before the face of a soldier was melted by her own acid, she recognized the plating on the man's armor. It was the plating of the friend she had lost a month before. Enraged by this revelation, the Storm Kyte ripped and teared through anyone who dared to stand in her way, showing just as much brute force as she realized more and more of these foes bore the skin of her family members on their backs where simple metal once was. This went on for hours, until one other comrade dragged her away from the fight in retreat. They were losing sorely, and now it was a matter of those who had deemed themselves expendable to do as much damage as possible before being snuffed out. For those who were able to leave, they could only watch as the Second Nest as destroyed by the humans that remained.
All of the Storm Kytes fled Dyrin that night.
Weakened and frightened, the rest of the wyverns hid while trying to assemble all of the clouds for their own safety. Scouting parties braved flying Drin's skies to find the smaller groups to bring to the First Nest on Raya, knowing their numbers had dropped significantly. Aria was motivated by revenge to curb the human population that sympathized with King Vrell, however that would be sated in the near future.
A smaller hunting party of the same nature managed to track down Aria specifically, knowing she was the survivor of the 'First Hunt' and the one that always got away. They reached into Raya and the few of them almost caught Aria off guard. Having survived too many surprise encounters before, she was hard to startle. Alone, and full of rage, she fought against the small party with everything she could, but in the game of sheer force, they still had the upper hand on her, and still wore the skin of her fallen family. With the name of the 'Crusade' with them, they were gaining a slow victory on her when something intervened and let victory become Aria's. She did not know that it was a friend until after she stopped trying to fight it too. It being a her, and that her being part of the Wind Guild.
Aria had no idea what this Guild was, but she was thankful it existed. Being brought in and mended with magic and given a safe place to stay was a welcome change to stealth and flight. She stayed there until she fully recovered, learning of the magical folk there and listening and learning a few things from someone called Lightthroat. Feeling indebted to the Guild, Aria-Haizen wanted to learn how to use magic. That was a task and a half and the two of them formed an interesting kind of friendship over it. While Aria stayed at the Guild, after having let the rest of her kind she had not fallen to the Hunts, was when the Guild Leader had changed, putting Lightthroat in charge of everything. Thinking a bit rashly, Aria thought to be said new leader's bodyguard, at least in her mind. She was going to have to stay to put finesse in her learning magic and being able to be one with the storm.
No more would her kind be a resource for the ones that followed the False Crown. They would find that they could not murder the storm that would now no longer come as a warning to them.
Guild: Wind, specializing in Wind Gusts and general storm and thunder abilities. Actual thunder and not electricity.
Likes: Open skies, a good friendly brawl, demoralizing troops of the 'False Rule', impromptu painting
Dislikes: Wasteful hunters, racial targeting, indoors, speaking excessively
Other: Anything else you'd like to add that wasn't covered in previous areas.
Hazy looks like a real butt-kicker! Accepted!
Name: Crystal.
No problems here. I was a bit iffy with the History, but I'll trust there's a reason why it was pretty much left blank and won't try to force-spoil anything interesting you might have arranged. :3
Any fantasy race you say... I might sign up for this, but I'm kinda new at RPing. Would that be a problem, or should I wait for a more beginer-oriented RP first?
ANY fantasy race. Heck, make one up if you're feeling up for it!
And no worries about being new. We were all new at one point or another. We don't bite, so if you have questions, just ask!
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) (Elf, Light Guild) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) (Werepyre, Shadow Guild) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) (Faerie, Shadow Guild) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) (Half-Dragon, Fire Guild) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) (Dragon, Fire Guild) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) (Sheikah, Shadow Guild) - Played by Alphys
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) (Orphus, Wind Guild) - Played by Velocity
Servitor Kalmo Helvec (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Light Guild) - Played by The Nonexistent Tazz
Crown Prince Yargo Kartonis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Water Guild) - Played by The Nonexistent Tazz
Izuru Natsume (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206135&viewfull=1#post206135) (Kitsune, Fire Guild) - Played by Gaster
Aria-Haizen 'Hazy' (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205764&viewfull=1#post205764) (Storm Kyte, Wind Guild) - Played by Saraibre Ryu
Crystal (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206183&viewfull=1#post206183) (Human, Fire Guild) - Played by crystalcat
Shruikan
06-07-2016, 07:36 PM
Alrighty then. I know just what my character will be. I'll get to work on them right away. :3
Noblejanobii
06-07-2016, 08:08 PM
Name: Delbin Kawa
Species: Encantado (River Dolphin)
Gender: Male
Age: 21 (Delbin looks, acts, etc. like a human in their mid-twenties, which is weird for a dolphin his age, but due to his past, to be expected. He's close to the end of his species's average life expectancy, which is 30)
Description: Delbin has multiple forms due to his species’s abilities. It should be noted that in all forms, Delbin can be seen wearing a necklace with a wingnut on the end.
Delbin's more natural and preferred form is his River dolphin form. He looks very similar to the Amazon River Dolphin, which you can see here (https://en.wikipedia.org/wiki/Amazon_river_dolphin). The only difference is, Delbin’s eyes are a bit larger and hold a unique turquoise color to them. His appearance is also known to enchant women, even in his dolphin form. Delbin’s human form is his less preferred form, but he has found that people will not negotiate nor make accommodations for a dolphin in most cases.
Delbin’s human form stands at about 6’3. His skin is a deep tan and his eyes are a bright turquoise. His smile can only be defined as hypnotically perfect, his teeth shining and straight. His hair is a silky black, reaching to his mid-back. Delbin refuses to pull it back because it apparently is much more painful than doing the same to human hair. In addition, it also hides his blowhole (which is on the back of his neck). He usually wears long silver and blue robes to cover as much of his body as possible, since extended exposure to the sun burns him. The robe also has a hood to cover Delbin’s head if he so chooses. He also wears silver boots and gloves to cover his hands and feet. However, if one were to be able to remove his robes, boots, and gloves, they were see many black swirling tattoos from his tribe. While they may look fascinating, not all of them translate into good things, hence why Delbin does not regard them with praise or fascination.
Delbin can also halfway shift between forms, but this causes extreme discomfort to him because it’s not really a natural form for his species. In this case, his upper body would be relatively the same as his human form, however, his lower half would have his pink and gray dolphin tail. He would have fins on his arms and ridges going down his back. His hands would also become webbed and he would have claws at the ends of his nails. His teeth would also become fangs.
Personality: Delbin is the type that wears their emotions on their sleeve. He’s a very sensitive guy that overall isn’t a huge fan of conflict or taking risks, but he isn’t entirely opposed to it either. Delbin is all for helping others, and often goes out of his way to do so, even if it means self sacrifice in the process. He’s also too nice to say no to going on dates with any of the girls that hit on him, due to his species’s abilities causing him to attract girls left. The problem is though, Delbin is gay and not really attracted to these girls at all. And it makes him very upset when guys turn him down due to the fact that they saw him with x girl the week before. But he still can’t muster the ability to turn down girls. Delbin’s afraid that he will upset them and we can’t have that. Delbin also has a great fascination for shiny things. He likes to collect these things and has a collection hidden somewhere, though he refuses to tell where. Delbin has several things he becomes very unsettled when he is asked about it. On top of becoming flustered in general when a cute guy talks to him, Delbin also is flustered when asked about: his history (more specifically why he left his home), his tattoos, his collection of shiny things, etc. He is also ashamed about the fact that he has to return to the water every twenty-four hours.
History: Delbin was born in the rumored utopia world that many River Dolphins come from. As a boy, Delbin lived a normal life for the most part. He was raised as any other River Dolphin boy was, learning how to shift and use his abilities quite easily as a child. His parents could not have been prouder, given that Delbin was quite the natural at his enchantment abilities. It is often seen as high status if you can mate with many different girls and Delbin was showing the potential ability to do just that. When Delbin turned ten, the coming of age ceremony was a big deal. For males, this meant that Delbin got to choose between a risk or a security. If Delbin chose security, then an eight year old girl going through her coming of age ceremony would be selected as Delbin’s first partner for the night. If Delbin chose risk, then Delbin was allowed to leave the utopia for the first time. He would be given a week to enchant and kidnap a woman, then bring her back to the utopia as a trophy. If he failed, however, Delbin would be locked in the other world forever, forced to fend for himself. Most river dolphins did choose risk, but Delbin was at a crossroads, because he was not much of a risk taker, but he wanted to choose his own path. Delbin ended up choosing risk and on his first day in this new world, he did something unorthodox. Instead of immediately going to court with a woman, Delbin began to explore what he later found out to be the city of Junera. Delbin was so fascinated by the culture and everything that it wasn’t very hard to see he was a foreigner. One of the locals, Azriel Dama, found Delbin very fascinating and decided to show the man around. Delbin and Azriel quickly became close friends, with Delbin discovering many new things about himself as well as the world around him. He learned what sunburns were and how to treat them, as well as that the ocean gave him rashes. Delbin learned that he absolutely loved donuts and became a collector of shiny things. Azriel even gave Delbin his first shiny thing, a wingnut. Over the course of a few days, Delbin and Azriel became very close, so close that Delbin nearly forgot about his mission. But, as much as he wanted to, he never could. As many times as Azriel invited Delbin over, Delbin always refused to stay past sundown. At night, Delbin would return to his dolphin form in a nearby pond to recover from the strain his human form put on him. Azriel, naturally, became slightly suspicious, and on Delbin’s fourth day there, Azriel followed Delbin back and saw the river dolphin transform. It didn’t take Delbin long to notice Azriel, but unlike he had expected, Azriel didn’t flee. Instead, Azriel stayed and listened to what Delbin had to say. So Delbin confessed everything: his true identity, his history, his true purpose, everything. At the end of it all, Delbin was afraid Azriel would turn his back on him. But Azriel didn’t. If anything he became more determined to help Delbin. Originally Azriel proposed helping Delbin kidnap someone so he could go home, but Delbin quickly confessed that he didn’t want to go back. After a short inquiry, Delbin confessed not only was this world much more fascinating, but also Delbin was constantly being bullied for his preference of men to women. With that in mind, Azriel and Delbin began to formulate a plan to not only keep Delbin safe, but also incorporate him into the human world. For the years following, Delbin lived in a pond right behind Azriel’s house. Azriel taught Delbin everything he could about the world as well as how to hook up with people, though the common female roadblock popped up quite a bit. Eventually though, due to the new laws, tensions between the humans in the area Azriel lived and the monsters rose. As much as it pained them both, Azriel and Delbin decided that it was time for the two to separate. Azriel and his family traveled to a more human friendly part of the kingdom and Delbin began to travel, searching for a new purpose. Eventually, he discovered the water guild after some humans purposely beached Delbin. Several members came to save him and allowed him to join the guild so that he might be able to help save the magic users, as well as those who weren’t really at fault for anything, like Azriel and his family.
Guild: Water, his favorite kind of spells are the ones where he can blast people with water, because who doesn’t love blasting people with water?
Likes: His dolphin form, hot guys, night, shiny things, donuts, his wingnut necklace
Dislikes: The sun (it burns him), seawater (gives him nasty rashes since he’s a freshwater fishboy), snow (also gives him rashes because he’s a warmwater fishboy), being mistaken for a merman, poachers
Other: It should be noted that the way River Dolphins age, a ten year old male River Dolphin is the rough equivalent of an eighteen year old human. An eight year old female is also the rough equivalent of an eighteen year old. The way they look, mature, etc. is drastically different so their age in dolphin years is not exactly a good parallel to human years, so take age with a grain of salt.
I think I got everything but just let me know if I missed anything.
AWA1997
06-07-2016, 08:19 PM
Alphys Oh, Blaze told me about those, they're one of her favorite creatures.
Noblejanobii
06-07-2016, 08:20 PM
Alphys Oh, Blaze told me about those, they're one of her favorite creatures.
Are you sure she's not referring to kelpie or a kappa? They're two similar but different things.
AWA1997
06-07-2016, 09:06 PM
Are you sure she's not referring to kelpie or a kappa? They're two similar but different things.
I'm sure, she used the name and has me look it up while we were on join.me together.
Noblejanobii
06-07-2016, 09:22 PM
I'm sure, she used the name and has me look it up while we were on join.me together.
Oh cool. I wasn't sure anyone else knew about them.
Neo Emolga
06-08-2016, 02:22 AM
I think I got everything but just let me know if I missed anything.
Ha! Totally not what I was expecting, but it's all good! Dolphins are cool too.
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) (Elf, Light Guild) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) (Werepyre, Shadow Guild) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) (Faerie, Shadow Guild) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) (Half-Dragon, Fire Guild) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) (Dragon, Fire Guild) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) (Sheikah, Shadow Guild) - Played by Alphys
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) (Orphus, Wind Guild) - Played by Velocity
Servitor Kalmo Helvec (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Light Guild) - Played by The Nonexistent Tazz
Crown Prince Yargo Kartonis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Water Guild) - Played by The Nonexistent Tazz
Izuru Natsume (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206135&viewfull=1#post206135) (Kitsune, Fire Guild) - Played by Gaster
Aria-Haizen 'Hazy' (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205764&viewfull=1#post205764) (Storm Kyte, Wind Guild) - Played by Saraibre Ryu
Crystal (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206183&viewfull=1#post206183) (Human, Fire Guild) - Played by crystalcat
Delbin Kawa (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206206&viewfull=1#post206206) (Encantado, Water Guild) - Played by Alphys
Noblejanobii
06-08-2016, 02:46 AM
So when are we starting on Wednesday? Like is there a particular time or did I just miss that because I'm too lazy to look back?
VeloJello
06-08-2016, 02:49 AM
Speaking of Wednesday - I'm still 100% cool with starting then, but I probably won't be able to get actually involved until later. I'm starting work Thursday and it's probably gonna take a lot out of me. XD
Neo Emolga
06-08-2016, 04:06 AM
So when are we starting on Wednesday? Like is there a particular time or did I just miss that because I'm too lazy to look back?
Probably around morning EST. Yeah, I wasn't specific and was even just suggesting it before.
Speaking of Wednesday - I'm still 100% cool with starting then, but I probably won't be able to get actually involved until later. I'm starting work Thursday and it's probably gonna take a lot out of me. XD
It's no problem, good luck with your new job! Hope it's a good one!
Noblejanobii
06-08-2016, 04:08 AM
Probably around morning EST. Yeah, I wasn't specific and was even just suggesting it before.
Well that's specific. Currently I'm on… I think it's CST so I'll reply as soon as I can and such. Maybe by the time I reply other people will have too so I can kind of bounce off theirs because that's kind of my thing.
Speaking of Wednesday - I'm still 100% cool with starting then, but I probably won't be able to get actually involved until later. I'm starting work Thursday and it's probably gonna take a lot out of me. XD
No Velo how can I start without you?
Neo Emolga
06-08-2016, 04:14 AM
Well that's specific. Currently I'm on… I think it's CST so I'll reply as soon as I can and such. Maybe by the time I reply other people will have too so I can kind of bounce off theirs because that's kind of my thing.
No rush! Definitely not a critical thingy, so don't fret too much about it. I honestly haven't started my opening post yet either, so heh.
Also, I was never able to come up with a second character. Might be something I save for later.
FedoraChar
06-08-2016, 04:15 AM
Cool beans with starting Wednesday--I have work, though, so I probably won't be on till later in the evening (MST time). BUT EXCITEMENT
I'm thinking about a second character, too, but I might wait and see how things go before committing
W32Coravint
06-08-2016, 07:57 AM
I'm going to join this if that's alright at this time.
EDIT: Completed the character sheet. Enjoy the conlang terms; drop the diacritics if necessary.
Name: Rjoŭmi Tęlašjiŭ (IPA: /ɹjoʊmi təlaɕiʊ/)
Species: Ińđedstŕę (similar to a cross between humans and mimics)
Gender: Technically none, identifies as female
Age: 15 years (20 đďgajsę)
Description: Rjoŭmi usually appears to be a brown-haired human female 1.6 m tall, of average build, wearing a cloak over a standard set of tunic and trousers. Her eyes are of variable color due to her polymorphic nature. However, she can easily change her appearance to perfectly imitate medium to large inanimate objects.
Personality: Rjoŭmi is usually impulsive and often acts independent from her group. However, she knows when to take it seriously and follow orders. She enjoys trolling her enemies before killing them. She is also a natural polyglot, knowing six languages, and enjoys having friends around. She is against King Vrell because she used magic often in her old life.
History: Rjoŭmi entered the plane of existence of the world of Ariel after she attempted to invert herself in her original world of Glajkętŕanę. Finding herself in Constor in a location parallel to her house and thus populated by Ińđedstŕę, she set out to discover the world of Ariel for herself, transforming herself into various human forms to lay low. Eventually, she became aware of the Guilds and joined them.
Guild: Water. Rjoŭmi enjoys any spells that turn opponents against each other or bring opponents under her control, making the Water Guild's psychic and mind-manipulation magic perfect for her.
Likes: Trolling her enemies, language learning and linguistics, fellow Ińđedstŕę
Dislikes: Not being able to change form (regardless of whether or not she intends to do so), extreme levels of immaturity, stupidity
Other: N/A
VeloJello
06-08-2016, 01:14 PM
Quick question. Does anyone have any opinions on where specific Guilds should be headquartered, besides the Wind Guild logically being in Skybound City? I plan on having Hadran attend a meeting of a Shadow Guild chapter (mostly to bolster appearances of unity) but if someone else is looking to use the location I'd like to incorporate that or switch spots, depending on whether it's compatible. I'm looking at Lesonia, Raya since it's the closest to Skybound and that way I don't have to worry about the logistics of "how did my character get here".
Neo Emolga
06-08-2016, 02:53 PM
EmeraldSky Gaster Trainer17 FedoraChar Alphys Velocity The Nonexistent Tazz Saraibre Ryu crystalcat
RP is up right here! (http://www.pokemoncrossroads.com/forum/showthread.php?10229-RP-The-Magi-Saga-The-Mandate-of-Magic) Have at it! :D
Cool beans with starting Wednesday--I have work, though, so I probably won't be on till later in the evening (MST time). BUT EXCITEMENT
I'm thinking about a second character, too, but I might wait and see how things go before committing
Hey, no problem, no worries! Trust me, I'm not strict. :P
I'm going to join this if that's alright at this time.
Sure, why wouldn't it be? I checked it out and no issues here. Enjoy your trip!
Quick question. Does anyone have any opinions on where specific Guilds should be headquartered, besides the Wind Guild logically being in Skybound City? I plan on having Hadran attend a meeting of a Shadow Guild chapter (mostly to bolster appearances of unity) but if someone else is looking to use the location I'd like to incorporate that or switch spots, depending on whether it's compatible. I'm looking at Lesonia, Raya since it's the closest to Skybound and that way I don't have to worry about the logistics of "how did my character get here".
Skybound City would definitely make sense for the Wind Guild. Also, it is perfectly fine if you make Skybound City and the flying islands it sits upon move around (as long as they move together, as they are linked).
As for the Guild Headquarters, I'm thinking these:
WIND - Skybound City
FIRE - Dracora, Raya
WATER - Tydera, Underwater between Krysara and Raya (Easily accessible with Water Magic, though non-Water Guild people may need a Water Mage as an escort.
LIGHT - Constor, Dawnwood Forest, Raya
SHADOW - Syncara, Snowclaw Mountains, Krysara
Hopefully that makes sense.
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) (Elf, Light Guild) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) (Werepyre, Shadow Guild) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) (Faerie, Shadow Guild) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) (Half-Dragon, Fire Guild) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) (Dragon, Fire Guild) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) (Sheikah, Shadow Guild) - Played by Alphys
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) (Orphus, Wind Guild) - Played by Velocity
Servitor Kalmo Helvec (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Light Guild) - Played by The Nonexistent Tazz
Crown Prince Yargo Kartonis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Water Guild) - Played by The Nonexistent Tazz
Izuru Natsume (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206135&viewfull=1#post206135) (Kitsune, Fire Guild) - Played by Gaster
Aria-Haizen 'Hazy' (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205764&viewfull=1#post205764) (Storm Kyte, Wind Guild) - Played by Saraibre Ryu
Crystal (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206183&viewfull=1#post206183) (Human, Fire Guild) - Played by crystalcat
Delbin Kawa (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206206&viewfull=1#post206206) (Encantado, Water Guild) - Played by Alphys
Rjoŭmi Tęlašjiŭ (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206322&viewfull=1#post206322) (Ińđedstŕę, Water Guild) - Played by W32Coravint
Noblejanobii
06-08-2016, 02:56 PM
Now the question is, how would Delbin reach the water guild headquarters? XD He can't swim there or else he'd break out into horrible rashes.
Neo Emolga
06-08-2016, 03:07 PM
Now the question is, how would Delbin reach the water guild headquarters? XD He can't swim there or else he'd break out into horrible rashes.
Bubbles! Just have Delbin surround himself in one, then use a spell to manipulate the underwater currents around him and whoosh, there you go. :)
Noblejanobii
06-08-2016, 03:08 PM
Bubbles! Just have Delbin surround himself in one, then use a spell to manipulate the underwater currents around him and whoosh, there you go. :)
Delbin approves. But only if he gets to blow the bubble with his blowhole.
Neo Emolga
06-08-2016, 03:13 PM
Delbin approves. But only if he gets to blow the bubble with his blowhole.
I would be disappointed if he didn't!
EmeraldSky
06-08-2016, 04:29 PM
Arryn is eager to begin her epic quest to save her people and her world.
Shruikan
06-08-2016, 08:07 PM
OK, how's this? :3
Name: Lapis
Species: Carbuncle
Gender: Male
Age: 112, which in human terms would be around 22.
Description: In his natural form, Lapis looks similar to a white furred cat, except one with a forked tail, an extra set of ears, and a red gemstone set in his forehead. In his human form, he stands at about 5' 6, with white hair that reaches halfway down his back and almost unnaturally pale skin. He wears long white robes trimmed with grey that reach down to his ankles over a slightly thin figure. And like his true form, he has a red gemstone set in the center of his forehead.
Personality: Lapis is enthusiastic about just about everything in life, such as randomly twirling like a ballet dancer every so often just to enjoy the feeling of air whirling past him. He is quite often appears lost in his own thoughts, mostly daydreaming about dragons. Though he appears mostly friendly and carefree, he is also slightly paranoid from reading of the various courtly intrigue of the past, to the point of refusing to eat anything he didn't make entirely by himself, for fear that it might be poisoned, which has had the side effect of making him an excellent chef. He is quite curious, and spend most of his time researching anything he can in the local library. He also has a fascination with dragons, and it is his dream to someday travel to the Dragonrise Mountains and see the home of the dragons with his own eyes. He also has a sadistic streak that comes out while fighting the Platinum Crusade, whom he hates with his whole being for attacking the dragons, and believes deserve no mercy in return for their despicable acts.
History: For most of his life, Lapis lived with the rest of his tribe in the Windsong Forrest. It was a comfortable life, free of danger, every day as leisurely as the last. One day however, while Lapis was out gathering food, a great shadow fell upon him. Looking up in wonder, he saw the silhouette of a great beast outlined against the sun. Lapis was entranced by the being, and upon returning home he related what he had seen to the rest of his tribe. He discovered that the creature was known as a dragon, and that they lived in a land far away. Unfortunately, this was all he was able to discover, as the other carbuncles were of the mindset that nothing outside the forest concerned them, and thus took no effort to learn about anything of the rest of the world.
After that day, Lapis became restless. The leisurely life he lived now seemed boring, as his mind was time and time again drawn towards the majestic dragon. Many times he would stop what he was doing and just daydream about meeting a dragon in person, imagining what it would be like, to speak to a being that could soar through the skys with such ease. Over time, he began to wonder what other things existed in the world, eventually deciding to leave the forest and explore the outside world. The others tried to stop him at first, but Lapis was uncharacteristically stubborn. Eventually they let up, and taking only a bag of gold dropped in the forest by a traveler long ago, he left to discover what the lands had in store for those willing to look.
Using the shapeshifting spell that he had learned as a precaution long ago, Lapis took on the form of a human and visited a nearby village. Though at first he got many strange looks, his enthusiasm and friendliness, not to mention he generosity with gold, caused him to be accepted quickly. He stayed in the local tavern, and after discovering the library, spent almost every day there, taking in as much information as he could. While he meant to leave after a few days, days became weeks, and weeks became months, and pretty soon he was a permanent fixture of the village. After a while, the gold he had taken with him began to run out, so he got a job as chef in the tavern, where his meals were met with huge success. Working in the tavern allowed Lapis to hear many tales from the travelers that passed through, and thus he was always aware of the latest news from all around the land. When he learned of king Vrell's attack on the dragons, he was stunned, feeling equally horrified and enraged. As time went on, he heard of each atrocity that Vrell committed, and of the alliance of guilds that opposed him, and decided that he could sit idly by no longer, packing his things, and heading off to search out and join the Light guild to help the rebellion end this madness as soon as possible.
Guild: Light. Being a Carbuncle, Lapis is naturally adept in certain forms of Light magic, specifically emitting a light bright enough to temporarily blind people. He also has a built-in ability to sense if a person means to do him harm, though it doesn't work so well in human form.
Likes: Dragons, Comfortable robes, Freshly baked bread, Books.
Dislikes: The Platinum Crusade, Monotony, Forrest, People who try to push their opinions onto others.
Other: As a Carbuncle, Lapis doesn't actually speak, but can telepathically project his intended meaning into others minds, which work out the same, only with less room for misunderstandings. Also, he does his best not to let people know he's not really human.
Anything need changing?
Noblejanobii
06-08-2016, 08:42 PM
Word to the wise, do not just google "Carbuncle". Google "Carbuncle Final Fantasy" or "Carbuncle Mythology". *shivers*
Neo Emolga
06-08-2016, 09:03 PM
OK, how's this? :3
I like it! Nice choice for a race! You're solid and all set to go!
The Cast
Arryn Shinesong (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205610&viewfull=1#post205610) (Elf, Light Guild) - Played by EmeraldSky
Jason Richardson (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205628&viewfull=1#post205628) (Werepyre, Shadow Guild) - Played by Gaster
Jysan Ryderan (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205663&viewfull=1#post205663) (Faerie, Shadow Guild) - Played by Neo Emolga
Arus (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205707&viewfull=1#post205707) (Half-Dragon, Fire Guild) - Played by Trainer17
Valryssa Scarlet (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205606&viewfull=1#post205606) (Dragon, Fire Guild) - Played by FedoraChar
Rima Omarah (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205781&viewfull=1#post205781) (Sheikah, Shadow Guild) - Played by Alphys
Lightthroat Hadran Lurel (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205651&viewfull=1#post205651) (Orphus, Wind Guild) - Played by Velocity
Servitor Kalmo Helvec (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Light Guild) - Played by The Nonexistent Tazz
Crown Prince Yargo Kartonis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206126&viewfull=1#post206126) (Human, Water Guild) - Played by The Nonexistent Tazz
Izuru Natsume (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206135&viewfull=1#post206135) (Kitsune, Fire Guild) - Played by Gaster
Aria-Haizen 'Hazy' (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=205764&viewfull=1#post205764) (Storm Kyte, Wind Guild) - Played by Saraibre Ryu
Crystal (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206183&viewfull=1#post206183) (Human, Fire Guild) - Played by crystalcat
Delbin Kawa (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206206&viewfull=1#post206206) (Encantado, Water Guild) - Played by Alphys
Rjoŭmi Tęlašjiŭ (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206322&viewfull=1#post206322) (Ińđedstŕę, Water Guild) - Played by W32Coravint
Lapis (http://www.pokemoncrossroads.com/forum/showthread.php?10190-The-Magi-Saga-The-Mandate-of-Magic-SU-DS&p=206368&viewfull=1#post206368) (Carbuncle, Light Guild) - Played by Shruikan
FedoraChar
06-09-2016, 04:05 AM
WOOOOOOOO
Omigosh, if Lapis ever meets Valryssa... xD
Real quick, I have this idea for a teleportation spell for Fire Guild members--I'm calling it Kindred Flames for now, and it creates a warp between two points by splitting a certain magical flame in two. Walking through one spits you out wherever the other flame is. The problems with this method involve having to carry the second flame away to other points, and the flames have to be bonfire-size in order for people to go through. So typically, these flames are set up in places that are sure footholds of the Circle. Typically. Also, you can only go through them one at a time, so they're typically just used for small groups.
Pros, however: you can cover your trail real easily by extinguishing the flames, cutting off teleportation of the flames. (one side of the flame goes out, they both go out).
But yeah, is this idea okay with you guys?
Noblejanobii
06-09-2016, 04:08 AM
That sounds awesome. I'm cool with this.
AWA1997
06-09-2016, 05:32 AM
Sounds awesome and at least fairly balanced.
The Nonexistent Tazz
06-09-2016, 06:52 AM
Given that Lightpoints exist without complaint from Neo and this is basically Lightpoints in practice, I'm game for that kind of thing. I'm fairly sure there's a spell for every kind of situation in almost all five guilds; it's just getting the element to work with you enough.
FedoraChar
06-10-2016, 02:05 AM
Cool beans :)
Also, I set up my last post so anyone from the Fire Guild could jump in and join Valryssa on her quest, so feel free if you'd like too ^^
Neo Emolga
06-10-2016, 02:07 AM
Totally forgot to reply to this earlier. XP
Real quick, I have this idea for a teleportation spell for Fire Guild members--I'm calling it Kindred Flames for now, and it creates a warp between two points by splitting a certain magical flame in two. Walking through one spits you out wherever the other flame is. The problems with this method involve having to carry the second flame away to other points, and the flames have to be bonfire-size in order for people to go through. So typically, these flames are set up in places that are sure footholds of the Circle. Typically. Also, you can only go through them one at a time, so they're typically just used for small groups.
Pros, however: you can cover your trail real easily by extinguishing the flames, cutting off teleportation of the flames. (one side of the flame goes out, they both go out).
But yeah, is this idea okay with you guys?
Totally cool, no problems here. As Tazz mentioned, other Guilds could do something similar. Plus, a spell like that would help RPer interaction. :3
FedoraChar
06-16-2016, 04:26 AM
I'm still around, I've just been a bit preoccupied with E3 coverage ^^' Since the Fire Guild all posted (I think?), I'll start moving to our destination, but might not get to a post till this weekend
Noblejanobii
06-16-2016, 04:41 AM
I'm formulating my reply. I just keep getting distracted.
Hey, its not too late to join still, right Neo?
Neo Emolga
06-16-2016, 08:11 PM
Hey, its not too late to join still, right Neo?
Of course not, jump on in! The more the merrier. :3
FedoraChar
06-21-2016, 04:14 AM
Neo Emolga
Another question: is it okay to come up with some NPCs to accompany Izuru and Valryssa? Or should we just keep it to them (and Trainer17's charrie eventually)
Neo Emolga
06-21-2016, 04:24 AM
Neo Emolga
Another question: is it okay to come up with some NPCs to accompany Izuru and Valryssa? Or should we just keep it to them (and Trainer17's charrie eventually)
Totally fine to come up with some NPCs! Our characters are definitely not the only members, so yeah, feel free to make as many NPC members of the Circle as you'd like.
EmeraldSky
06-21-2016, 02:10 PM
That answers my question--wasn't sure if you had some NPCs in the wings or we could make our own--so now Arryn's story can move forward
FedoraChar
06-24-2016, 04:23 AM
Neo Emolga
Cooooooooool beans you enabled me Neo Imma gonna go crazy with quirky characters now
Also, I wanted to post this earlier, but I'm pretty sure that this song (https://www.youtube.com/watch?v=T9TrTq_Ba_w) is playing in the background of the Rusty Shield xD
Neo Emolga
06-24-2016, 05:31 AM
Neo Emolga
Cooooooooool beans you enabled me Neo Imma gonna go crazy with quirky characters now
Also, I wanted to post this earlier, but I'm pretty sure that this song (https://www.youtube.com/watch?v=T9TrTq_Ba_w) is playing in the background of the Rusty Shield xD
Absolutely, you got the idea! And Shrek 2 was such an awesome movie. :D
FedoraChar
06-25-2016, 02:39 AM
It was xD Probably the best out of the Shrek movies ^^ (better than the first, even)
Noblejanobii
06-29-2016, 07:59 PM
So... how long would it take a werepyre to fly across a continent, just out of curiosity because I ain't gotta clue.
AWA1997
06-29-2016, 08:26 PM
So... how long would it take a werepyre to fly across a continent, just out of curiosity because I ain't gotta clue.
Well, we have to know how big the continent is, but I'd assume he could fly, at his fastest, twice the speed of a horse's fastest speed, so... yeah...
Noblejanobii
06-30-2016, 04:47 AM
Well, we have to know how big the continent is, but I'd assume he could fly, at his fastest, twice the speed of a horse's fastest speed, so... yeah...
So at his fastest Tony is going about 60 MPH. So Neo Emolga how large is the continent of Dyrin?
Neo Emolga
06-30-2016, 05:22 AM
So at his fastest Tony is going about 60 MPH. So Neo Emolga how large is the continent of Dyrin?
About the size of Russia if you want a good comparison.
Noblejanobii
06-30-2016, 01:49 PM
Okay Neo Emolga check my math to make sure I've got these comparisons right.
Russia from east to west is 5700 miles and from north to south is 2500 miles. Dyrin looks like Russia on its side so I'm thinking we have to travel about 2500 miles to cross Dyrin from east to west. Yes?
Neo Emolga
06-30-2016, 04:04 PM
Okay Neo Emolga check my math to make sure I've got these comparisons right.
Russia from east to west is 5700 miles and from north to south is 2500 miles. Dyrin looks like Russia on its side so I'm thinking we have to travel about 2500 miles to cross Dyrin from east to west. Yes?
Yeah, you got the right idea.
Noblejanobii
06-30-2016, 04:30 PM
All right Gaster, if they flew non stop it'd be about 42 hours if Tony went 60 mph. I'm going to say it's gonna take them at the very least 3 days because realistically there's no way they're doing that in 42 hours.
AWA1997
06-30-2016, 11:32 PM
All right Gaster, if they flew non stop it'd be about 42 hours if Tony went 60 mph. I'm going to say it's gonna take them at the very least 3 days because realistically there's no way they're doing that in 42 hours.
Well, they could, but Jason would be kinda tired XD
(Also, remember, it's Jason, not Tony XD)
Noblejanobii
06-30-2016, 11:33 PM
Well, they could, but Jason would be kinda tired XD
(Also, remember, it's Jason, not Tony XD)
Plus Delbin has to return to the water at least once a day or else he gets dehydrated and forcibly returns to his river dolphin form.
(Uggghh)
AWA1997
06-30-2016, 11:49 PM
Plus Delbin has to return to the water at least once a day or else he gets dehydrated and forcibly returns to his river dolphin form.
(Uggghh)
Forgot that part, but ok.
(Sorry.)
VeloJello
07-04-2016, 02:23 AM
Just as an FYI, I am planning on posting soon. I've had very little extra time and energy as of late, but I hope to get a post out sometime next week at the latest.
FedoraChar
07-16-2016, 06:35 PM
2 Words:
Pokemon Go
I'm gonna start on a new post now though xD Sorry for my absence!
Morzone
07-18-2016, 01:39 AM
Neo Emolga
Am I still able to join or am I too late?
Name: being an Ent, he has a VERY long name. However to save time he allows people to call him "GreenLeaf LongBranch" or just "Greenleaf"
Species: Ent
Gender: Male
Age: 756 years old
Description: GreenLeaf is a Birch tree ent, so his bark tone is pale white and his leafy hair is made of Birch leaves. He's roughly humanoid in shape, though if he stands still he can easily make himself look like a regular tree. Greenleaf stands about 10 feet tall, has deep, Dark Navy eyes and a Short beard made out of Spanish Moss.
Personality: Greenleaf, like most ents, is peaceful and does not like to harm life. He is slow, steady, friendly, and wise in many things. He equally loves all life, but despises those who treat life carelessly. Normally he would not have cared for the war of the mages, but because of the genocide of magical creatures, which included ents, he found he could no longer sit through and watch peacefully from his forest like he'd done in other human wars.
History: Greenleaf lived, for nearly his entire life, in Siven Forest. In terms of ent lives he is still rather young and was courting one of his first Entwives (Female ents) when the crusades began. At first he and the other ents of Siven forest ignored the crusades, as human fighting was not something that usually bothered them. This all changed however when the Genocides began and Greenleaf's peaceful, slow life was shattered. The crusaders attacked the Ent Village in Siven forest and Greenleaf fled, one of the few to make it out alive. The Entwife greenleaf was slain in "The burning" as the ents later called it as fire was a chief weapon in the genocide. Greenleaf swore to himself he would oneday get revenge on the captain who led the burning, a long, red haired man with two silver teeth.
The few ents who survived the genocide attack only managed it because they successfully fled across the sea and made it safely to MAVI. Greenleaf and the other ents now live on the edges of Windsong Forest. The other ents, beaten and weary, did not share Greenleaf's thirst for justice and so he was alone when he sought out and joined the Wind guild.
Guild: Wind Guild. Greenleaf, not being a fan of causing pain/death, prefers spells that will bind or otherwise immobilize his enemies, however if he is attacking something not alive or something he particularly hates (IE a wooden war ship) Greenleaf will use plenty of force to destroy it completely. He equally uses tree based and wind based spells and is happy to work with others to create more powerful attacks
Likes: Fresh Water, TREES, Summer breeze, Small animals (Especialy birds), Flowers
Dislikes: People who cut down trees without worthy need, Fire/Magma, The crusaders, Dark caves
Other: He likes to let Birds nest in his hair. He particularly likes Bluebirds.
Neo Emolga
07-18-2016, 07:29 PM
Neo Emolga
Am I still able to join or am I too late?
You're all good! I checked it out and you're set to go!
FedoraChar
07-26-2016, 04:28 AM
Gaster soo.... Got any ideas for antics Izuru and Bahram can get into? xD I've kinda been hogging the plot a bit and feel kinda bad for it ^^' also I'm kinda not sure what to write next xD Also, do you want an NPC too? I kinda just jumped in with (soon to be) two and I hope it's not overwhelming or anything ^^'
Neo Emolga
07-26-2016, 04:42 AM
Gaster soo.... Got any ideas for antics Izuru and Bahram can get into? xD I've kinda been hogging the plot a bit and feel kinda bad for it ^^' also I'm kinda not sure what to write next xD Also, do you want an NPC too? I kinda just jumped in with (soon to be) two and I hope it's not overwhelming or anything ^^'
Do NOT feel bad about hogging the plot, I'm totally okay with that. Better to have people driving it along.
In fact, if possible, I'd like to get Jysan involved, since I have yet to have him interact with any of the other characters and assassinating NPCs, while fun, doesn't stay fresh for too long.
Morzone
07-26-2016, 04:48 AM
I was actually planning to have Greenleaf go and search for Jysan to recruit him for Mava's defense (Among other NPC underground mages)
Neo Emolga
07-26-2016, 04:48 AM
I was actually planning to have Greenleaf go and search for Jysan to recruit him for Mava's defense (Among other NPC underground mages)
That works, let's stick with that then.
AWA1997
07-26-2016, 05:50 AM
Gaster soo.... Got any ideas for antics Izuru and Bahram can get into? xD I've kinda been hogging the plot a bit and feel kinda bad for it ^^' also I'm kinda not sure what to write next xD Also, do you want an NPC too? I kinda just jumped in with (soon to be) two and I hope it's not overwhelming or anything ^^'
Sorry, I got nothing. Most of my ideas come from other people bouncing them off of me, and I let other people push my RPs along since almost everyone else I know in the RPing community is more experienced than me and I have a history of killing RPs. A for an NPC, I was debating on adding another character or two in general, but at the moment, no actual character or new NPC for me XD If it helps, just remember that Izuru still has the mentality of a fox, and, as a result, is extremely curious, playful, and mischievous. And I'm sorry for not being of much help.
Morzone
10-15-2016, 12:52 AM
Sorry!!!
I didn't get on PXR for a while and I'm pretty behind now. Neo did you move on and leave my inactive character behind?
Neo Emolga
10-15-2016, 01:28 AM
Sorry!!!
I didn't get on PXR for a while and I'm pretty behind now. Neo did you move on and leave my inactive character behind?
Nope, he's been waiting for you. Don't feel bad about it, trust me, the PMD: Stalkers thing has been keeping me quite busy, so it's not like I've been impatient.
Good to see you back, though!
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