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Fantasy Fading Flame Characters

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OOC
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Lore
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Name: Pat Faber

Gender: Male

Age: 24

Race: Human

Appearance:

Screenshot_20181129-220832_Chrome.jpg
Screenshot_20181026-071025_Chrome.jpg
Has evolve or die carved into the right side of his sallet and survival of the fittest on the left.

-Height- 6'3
-Weight 230 lbs

Personality:
The Good:
- Humorous
- Intelligent
- Perseverant
- Relentless

The Bad:
- Aggressive
- Sarcastic
- Proud
- Baleful
(Will be reflected in rp)

Equipment: Steel alloy plate, cloak.

Main weapon: zweihander
20190209_115143.jpg
A monstrous sword made from the fragments of his shattered axe. He found the hilt and blade remnants in a ruined town, the design and metalwork is vaguely familiar to him, almost the same as what his axe was made up of, and was therefore easy to reforge.

abilities:
Black Rage: A berserker state that increases strength and resilience. Is a very dangerous ability do to giving up all control over himself to do maximum damage. The Rage also causes a debilitating mental effect.

Aura of Hate: Causes an increase in aggression of allies within range while also causing panic to enemies.

Mage Bane: Increases his resistance to magic and causes a disruption effect that scrambles the spell casting of friends and foes.

Nihil Strike: The edge of his sword becomes pitch black and increases its cutting power significantly. It's only good for one strike and us extremely draining to use.

Weaknesses:
Ranged Fighting: Although he can pick up a gun or bow and shoot competently, he is very vulnerable to ranged fire. His armor can only take so much damage and he can't dodge every missile coming his way.

Into the Fire: Prefers to insert himself into the thick of the fighting, compromising strategies and forcing more people to be drawn into conflicts. Basically Leroy Jenkins.

Uncontrollable: He loses his self control easily, usually in a fight or when he gets emotional and as a result, he is hard to gain control of when he loses it.

Bio: Pat Faber had a normal life before, he turned 16. He lived in a town near the frontier of Kesseiliand. It was nestled about 20 miles away from the capital of the province. His father was a blacksmith that was very successful in his work, Pat enjoyed comfort as he lived his early life. Like his father he was training to become a smith and take his trade to the capital city. His mother had died when he was young and her brother, Pat's uncle came to live with him and his father. His uncle was a soldier in a mercenary army and often taught Pat on how to use a weapon and armor properly. Pat became well versed in martial skills and decided instead of becoming a blacksmith, he wanted to join the army. His father was dead set against this and told him he would see the dark borne destroy the town before he let his son join the army. Solemnly Pat went back to work on the forge and gradually became a better and better smith. On his 16th birthday him and his father went to his uncles house in the city to celebrate at a tavern. Pat asked if he could stay with his uncle for the night and his father allowed it. After a night of celebration, his father got on a wagon and headed back to their home. Him and his uncle went back to his house. The next morning him and his uncle waited for his father to return. A day passed and still nothing. Pat didn't worry and asked his uncle to borrow a horse. He started back to his town in the early morning.

When he got close to the town, Pat knew something was very wrong, he could smell smoke. He quickly dismissed the thought, just passing it off as the charcoal burner getting a little over zealous. But then he saw smoke on the horizon. He went racing to the town and what he found was a husk. The entire town had been razed, bodies filled the streets, mutilated corpses hung from makeshift gallows. He was confused, angry, and horrified at the same time. He managed to find his house suprisingly untouched by the destruction that fated the rest of the town, he looked around everywhere, but he could not find his father anywhere. The sun was beginning to set when he finally gave up and went to sleep in his house. When woke he found materials to build weapons and a set of armor. He went to the forge, and with revenge in his mind, began to shape the dark gray steel. He made an axe and the armor he found fit fine. With his new equipment and his expertis, he set out for revenge. It took a week of tracking but he found a group of elves had raided the village. He prepared himself to die, he didn't expect to live past this encounter and attacked. Apparently they were only good at attacking unarmed innocents as they fell like logs befor him. He saved their leader for last, and as a final shame, cut the elves ears off before delivering the final blow. After his massacre of the elves he drifted from town to town offering his services. Lone mercenaries were common. But Kesseiliand was dominated by the mercenary armies of londschneckte and gahlloglass groups that dotted the landscape. Most young and lower mercenaries were thoroughly reminded of their position in the food chain.

He was 18 when he joined an up and coming mercenary group named the reaper company. It was there he learned and was taught the ways of combat, as well as the importance of social standing. The young men in the reapers were often beaten and bloodied, having to serve the senior members. Your were considered a worm untied you had proved yourself to the men, and Pat had his opportunity. One of the senior officers, Landon, was notorious for stealing the property of recruits. After he had stolen Pat's weapon. They had a customary match of hand to hand combat. Landon had been undefeated until he fought Pat. Pat had throughly beaten him and not only earned the respect of his fellow mercenaries, but piqued the interest of their leader. After his position of one the best in the company, the reapers enjoyed prosperous growth and wealth. But Pat was slowly becoming disillusioned. The question of why the elves destroyed his town. Five years after he had joined, he went out on his own to seek his truth.

He still did minor jobs that he was extremely overqualified for, but he would need money to continue living. Eventually he met an official who hired him out to an expedition with guardians. Although from the sound of it the job would be dangerous, the payout was good and he might find the answers he searched for.


Others/Extra:
Gets extreme anxiety when a woman shows interest in him or he's around a woman he likes.

Theme:
 
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It's steel and a small percentage of tungsten carbide which increases durability moderately without the crushing weight of full tungsten carbide armor (tungsten carbide is heavy as fuck by the way, look it up) Kabboom Kabboom
 
Midrick Midrick Accepted, on the condition that tungsten carbide is replaced with brass, and a Darkborne didn't deliver the stuff, just his father's handiwork left behind.
 
Name: Alma

Gender: Female

Age: 28

Race: Vile

Race Description: “The twisted offspring of a human who was corrupted by the darkness during pregnancy. These "things" are something that are not quite human nor entirely Darkborne. They are known as The Corrupted or The Vile. They often take on Darkborne features and appear as monstrous humanoids as a result. The visage is also subject to change depending on the amount of stress placed on the corrupted.

These beings are incapable of learning conventional magic and are restricted to "dark arts" or their inborn abilities as the corrupted. Their physical capabilities also vary widely from individual to individual. A common trait of The Vile is to be able to "sense". A keen awareness to other creatures which seems to be a trait shared by the Darkborne. Whether that be other Darkborne or humanoids from the Light.

Due to the fact that Dark Energy doesn't truly "age", The Vile age slower than normal people do and keep a youngish appearance well into their 30s and 40s. They also do not require to eat physical food and can survive off of absorbing dark energy from other Darkborne. Though eating normally is usually much easier to do.” - Shadowz1995


Appearance:

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-Height 5’5”
-Weight 120lbs

Personality:
- Docile and nonthreatening
- Curious and with a tendency to be childlike
- Unused to social interaction, especially when it's positive.
- Animalistically cautious and mostly instinctive
- Will choose flight before fight

- Prefers the dark, and the company of her shadows by default.



Equipment:
Nothing, is literally naked.


Ability/Powers:


Shadow puppets- animated shadows that can physically interact and materialize as a dark, opaque smokey figure. Can appear in any shadow and can temporarily pull objects into shadows. Shadows seem to have mind of their own, while single in protecting her. Could just be a schizophrenic manifestation of her sense of self preservation and desire for comfort in others.
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Shadow Transit- can use shadows as conduits to other shadows. Hard to control and accurately make the jumps between shadows having her sometimes miss her mark. The shadows must also be within visible range, otherwise she'd be traveling blind.


Lights out- can become essentially spectral and discarnate in darkness. But is incarnated upon having light cast on her.



Weaknesses:

Totally neutral

No combat skill

Emotionally and physically affect by attacks on her shadows. (Feels pain through them and mourns them)

Relies entirely shadow and on low light conditions.

Can be easily repelled and negated with bright light

Socially deaf, blind and dumb

Illiterate in reading and speech

Weak to light energy and most other magic

Cripplingly afraid of signals that relate to the Empire, especially it's military. (Torches, gilded armor, war drums, etc)


Bio: The variety and approach of Darkborne cults are as wide and varied as the people who make them up. One thing that can be said about these darkness cultists, is that they come closer than the general public to reaching equality among its membership. Three years shy of a score ago, a group, gathering under the moniker The Dark Brotherhood. Conducting routine sacrifices, one in particular laid out the perfect scenario for Alma to be brought into the world. A woman, a mage, deep into the third trimester was chosen and abducted as offering to the Darkborne. Her child just so happening to carry the traits of a guardian. Out deep into the dark forest the brotherhood erected an altar and drew in the darkness. The cult, however, misjudged the ferocity of Darkborne and they were soon overrun. The woman gave birth in the midst of battle. None of the party that entered the forest, returned.

However, even having just been with child, her mother showed remarkable willpower using the last bit of strength she had left to magically transport Alma to another, incidentally much more remote part of the forest.
There she was watched and just as she was on the verge of succumbing to exposure her observer took pity. Who or what this person was, why they were there or why they helped is entirely unknown to Alma. This being watched over her for about 8 years of her life, their presence gradually getting more and more slight until eventually vanishing. Alma still holds a broken memories of their countenance from when they must have been more hands on but vividly remembers the intangible her keeper leaving food next to her when she rested or looked away and coaxing her into using shadows for escape and safety. It was from this person she received her name and it's the only civil thing about her.

Alone in the dark forest, arguably one of the most hostile places to be, Alma had to learn to run, hide or fight well. She took to running and hiding, her powers becoming fine tuned to that.
For years and years, she's survived by hiding and running from threats be them Darkborne or Lightborne, sustaining on what little she could scavenge and gather as she roamed. She'd been in the area during the Darkborne attack on Frontierville, taking what she could manage while the townspeople slept. Upon the fight breaking out Alma had panicked and hid in the shadow of a bakery near the center of town. She's stayed there, the townspeople repairing through the night and the presence of light wielders keeping her petrified.



Others/Extra: Automatically appears like one of her puppets in the dark but looks normal once light is cast on her.

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[div class=fyuriwrapper][div class=fyuribox1][div class=fyuriimagebox]
QJGNk6k.jpg
[/div][div class=fyuriheader] Identification[/div]
Name: Min Ya
"The Drunken Fist"

Occupation: Wandering Martial Artist
Ya Sect Heir (Former)
White Guard (Former)
[div class=fyuriheader] Attributes[/div]
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

[div class=fyuriheader] Skills[/div]
Attack:
Defense:
Speed:
Speech:
Morale:

[/div][div class=fyuribox2]
[div class=fyuriheader2] Min Ya
[/div][div class=fyuriheader] General[/div]
Age: 76

Gender: Male

Race: Human

Sexual Orientation: Heterosexual

[div class=fyuriheader] Appearance[/div]
Height: 6 ft. 2 in. (188 cm)

Weight: 220 lbs. (100 kg)

Build: Though he is old, the cultivation of martial arts has extended his life span as well as maintain his muscular - flexible build.

Clothing: Common, tattered, sky grey robe. Plain white shirt underneath. Has a white White Guard cloak stripped of its symbol.


[div class=fyuriheader] Persona[/div]
Alignment: True Neutral

Ethics/Morals: “War does not determine who is right — only who is left.”
Raised and educated in the code of ethics of a martial artist, Min was formerly a manful and ethical man. However, being kicked out of the sect and disowned by his family Min has experienced many hardships which have degraded his ethics and morals to that of a man who has no regard for others, except himself.

Personality: “Maintain a sense of peacefulness and calming like an undisturbed pond in the mountains."
- Individualist / Self Reliance
- Calm & Collected
- Void of Life / Emotionless
- Merciless
- Persistent

[div class=fyuriheader] Backstory

Born and raised in the far west, Min was raised and trained in the martial arts. He spent his years prior to his exile cultivating his martial arts. He was seen as a once every century prodigy to the martial arts, and upon competing in the competition for the title of "Heir to the Ya Sect" he defeated his twenty family disciples. After winning the competition, a scandal arose accusing Min of cheating and he was exiled. Lost and determined to gain more knowledge and experience, Min began his journey across the sea and landed on the continent of Empire of Light!

Jobless, clueless, Min explored the continent as he picked up jobs as a mercenary for hire. Combating Darkborne and gaining much combat experience. After decades of becoming a well-known mercenary for hire and martial artist, he took residence in Sarmania. After years of seclusive training and cultivation, Min decided to enlist in Tsar Nikolai II's White Guard. Serving the Tsar and fighting when needed, Min lived a peaceful up until the civil war in which there was not trace left of him. Vanishing off the grid with no home left, Min roamed the continent with no true aim besides visiting as many taverns possible and drink!


[div class=fyuriheader] Equipment & Abilities[/div]
Equipment:
- Red Wood Staff
- Drake Scale Gloves

Abilities:
Raging Bear's Fist - A powerful punch that not only attacks the physical body, but is able to penetrate one's organs if not careful.
Phoenix Strike - A versatile and flexible kick that is able change targets during the kick (Aiming for right leg, switches to left leg).
Sun's Reach - A grappling technique specialized in getting a hold of the combatant.
Wind's Passing - A movement skill; enhanced agility and mobility.

Weaknesses:
- Ranged Weapons / Attack
- Independent / Solo
- Alcoholic
[/div][div class=fyuricredit]code/design by Fable Fable [/div][/div][/div]
 
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[This is NPC character]

Name: Fey la Graff
Gender: Female
Age: 152
Race: Human
Occupation: Archmage of Red Ribbon; Honorary Judge in the Court of Ratthe
Appearance:
Fey 5.jpg

Red dress 1.jpg


- Height: 213 cm (7’)

- Weight: 106 kg (233 pounds)

Fey is very tall woman, easily towering over most other humans. The feeling of overall giganticness is only magnified by her favoured Victorian-style dresses.

While her clothes usually hide that, she is very muscular, as she keeps her body in a good shape.

Her hair are blood-red, eyes in a unnatural shade of bright-green. As all old mages, she had altered her body with magic, to retain youth. She however does not put too much effort into making herself beautiful and focuses on more practical aspects like muscle strength and illness-resistance.

Personality:
1) Nihilist – Fey is acutely aware of impending doom, that will come to everything and everybody, and this strongly influences her philosophy:

- Fey sees all sentient beings through the lens of their mortality. As she acknowledges that in cosmic scale all lives are equally irrelevant, she is completely indifferent to superficial qualities of unit, such as race, gender, age and looks. Thus, la Graff is quick to appreciate one’s talents, and even quicker to shut down incompetence.

- Ethical and moral limitations concern Fey very little. She is likely to choose most practical solutions to problems, even if they may hurt others in process.

- Fey’s nihilism poorly reflects on her overall mental state. She finds it hard to motivate herself to act on her own accord and has a serious depression.

- While she loathes the conclusions of her philosophy, she takes weird pleasure in seeing others failing in their ambitious tasks, and subsequently being proven that they have little control over their lives.

2) Not very ambitious – Fey doesn’t have goal in her life.

Powers:
Fey is a master mage, wielding both Alteration and Manipulation magic with a high degree of proficiency. She cannot match Lazareth when it comes to spellcasting, but in terms of raw power, she is the strongest mage in Red Ribbon.

Weaknesses:
- Depression

- Fickle loyalty

- Dangerous fascination with Darkness

- Teamwork

- Social interactions

- Reckless fighting style

Bio:
Forsaken in the Darkwoods of North by her parents at the age of six, Fey was found by Guardians after spending nearly a year on Dark territory, where she survived thanks to only raw power of her magic. Nearly starved, uncapable of reading and writing and with ability of speech almost forgotten, she practically required being raised once again.

When Guardians realised they were dealing with an untrained mage, they sent her to the city of Ratthe, under the care of Red Ribbon guild. She was both too young and mentally uncapable of taking normal courses (that required reading and attending lectures), but she was also able on unleashing magical hell whenever she felt endangered. Hence, Fey was put under the care of previous Grand Arcanist - Anastasia, who raised and trained her in the arcane.

Fey came back to the front at the age of 21, and for couple decades assisted Guardians. Her troubled childhood and witnessing deaths of many of her comrades at the hand of Darkborne had cumulated into Fey developing her nihilistic worldview, that she carried back to Ratthe, when she returned to city after Anastasia’s death.

At the age of 97 she was convinced by Lazareth to assume the title of Archmage and join the higher echelon of Red Ribbon. For couple decades now, Fey cooperates with Grand Arcanist in remaking Ratthe into the city of magic and working towards turning Empire into magocracy.


Others/Extra:
- While Fey does not agree with Lazareth’s philosophy of mages’ superiority, she follows Grand Arcanist, as Lazareth’s overly controlling attitude gives Fey a purpose in life, for which she is nearly unconsciously grateful.

- If Fey were to organise country, she would aim at meritocracy.

- She is known for such excesses as forcing her Incruscan maid into the human-only university in Pyphorus after discovering her academic talents, and transmutating willing non-humans into humans (to prove superficiality of racism)

- Despite having zero interest in politics or spreading her beliefs, Fey’s philosophy of total equality of all people slowly permeate into the Red Ribbon mages and citizens of Ratthe, undermining Lazareth’s ideology.

- La Graff’s objectivity in judgement garnered her a very strong authority in the city. Her sparsely shared opinions echo strongly among citizens and she was often asked to arbitrate controversial cases in courts, what ultimately earned her a title of Honorary Judge. At this point, she holds enough respect to be a serious rival for leadership of guild, if she ever wished for it.

- She had strongly influenced Margot’s development and was strongly against Lagarde being expelled from the city. It’s currently the biggest bone of contention between La Graff and at’Zethra, and it may result in exiled sorceress’s return to guild in the near future.

Quotes:
“[while ruling a country] Ignoring a potential of citizen only because they happened to be born with pair of cat ears borders on sabotage.”

“Being alive is not an achievement in itself. You did nothing to deserve being born.”
 
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NPC

Name Arcturus Claymont

Gender: Male

Age: 34

Race: Human

Occupation: commander and founder of the reaper company

Appearance:
Tom-hardy-image.jpg

ab1099137ebf1932db53b4372db80af0.jpg

Weapon: The Eternal Reward
SP_Sword_MDL302.jpg

Height: 6'2

Weight: 205 lbs

Personality: Arcturus is a very dangerous man to be around, his demeanor does not betray his feelings or workings in his mind, he could be as friendly as any towards someone, then not even a half a second later cut their throats. His unpredictability has made him a survivor and apex predator inside and outside the battlefield. Although he is still very much a scoundrel compared to others out in the mercenary field he is by far one of the best. All his years of scratchin and clawing his way out of the underbelly of society has made him pragmatic and opportunistic. He alawys has a plan and will undoubtedly attempt to exploit any advantages he may have whether it be blackmail, intimidation, or combat.

Powers: Suprisingly, Arcturus has magical abilities albeit not to the degree of a master mage, instead of hurling fireballs or lightning bolts, he focuses more on buffing himslef and others as well as canceling the magic of others with his capabilities. His supportive abilities include improving strength, agility, and perception. While his offensive abilities range from sapping the stamina away from enemies to leaving them in a stupor in their own mind. Aside from being magically gifted Arcturus is an extremely skilled duelist and can render most opponents helpless in a few quick strokes.

Weaknesses:

Aggressive

Overly confident

Untrustworthy

Hoards money

Deceptive

Goes with the highest bidder


Bio: Arcturus came from a well off family that had roots in Regalian nobility, his dream was to join the Regalian military and become an officer leading men into the thick of battle and becoming a hero. After going to the Regalian military academy, for the first year of his service all he battled was boredom sitting at a desk filing requisition forms. His day finally came when it was time to become the hero he alawys wanted to be, that day changed him. The Regalians won the battle, but had sustained heavy losses, Arcturus's being almost anihliated during the battle. After 10 years of fighting for the Regalians Arcturus finally mustered out becoming disillusioned with the empires military, finally realizing that they were all just resources to some general who was living a lavish, comfortable life in castle while he sent boys barley the age of 18 to die. Arcturus began to form a group of people who were veterans of the Regalian military and started doing small mercenary jobs like guarding warehouses and valuables for merchants. Eventually Arcturus decided to take it a step further and create a fairly large company of seasoned fighters.

Fast forward another 4 years and he had created one of the most feared and respected mercenary organizations in the empire. Mostly he contracts out to military and small garrison forces who need a more "direct" approach to winning a battle. Although he is loyal to the highest bidder, once he has taken a contract he doesn't stop until it's terms have been met. Arcturus was rolling in money after all the jobs he had done and his investments were paying dividens. He bought a manor and had lived there when he wasn't actively in a job site as he likes to call it.

Extra's: He insists on being called monsieur Claymont inside of his manor.
 
Name: Skyler

Gender: female

Age: 25

Race: elf

Race Description:

Appearance (Pic is preferred, but not required.)
girl archer   Google Search.png

Personality:
- hard working
- caring to people she trust
- helpful
- controlling; will take the lead if needed to

Equipment: bow and arrows

Ability/Powers:
-Shape shifting~can only turn into "human known" animals (wolves, tigers, lions, etc.)
-Shooting~when shooting her arrows from her bow, she hits the target mostly every time


Weaknesses:
-Gets mad easily when someone offends her or someone she knows

Bio: Her family lived in the forest for a long time, 10 generations to be exact, and have never left since then. Being skilled in archery, she has trained with her father, being the best in the family. When she turned 15, she went to live on her own in the forest. She move into an area that seemed fit for her and made her "home" their. Ever since, she has learned to live on her own, care for herself, and make a living in the woods.

Others/Extra:If pets are allowed, she has a pet dragon. She found it abandoned in the woods and took it in. It is a dwarf dragon so it can't grow big.
cool-baby-dragons-pictures-discovering-a-new-world-by-cat-meff-on-deviantart.png
 
Character Sheet:
Name: Desmond Mirith

Gender: Male

Age: 24

Race: Human

Race Description: N/A

Appearance: Desmond constantly looks sleep deprived
Desmon.jpg
-Height 6,1
-Weight 195lbs

Personality:
-Cautious
-Calculated
-Timid
-Uninspired

Equipment: Light's Disguise
Desmond's weapon is a very clean rapier. It's blade almost comes across as white, and is adorned with a gold hilt and pommel. The sheath for this weapon, is a tarnished leather that seems a bit to big to be holding a rapier. Inside the hilt lies another blade, that of a rather large rusty long sword just small enough for one-handed use. Desmond can attach the larger blade to his rapier by putting it back into the sheath.

Ability/Powers:
Positively Negative- A mix between positive and negative energy.

Cloud Step- Desmond's body becomes light allowing him increased mobility, however this also reduces the strength of his physical attacks. For a short moment when using this skill, Desmond's body becomes gas like allowing him to negate a single physical attack.

(*) Sever- Negative energy lashes out from Desmond's hand in a straight line. The energy acts as a blade, but will only pierce as far as a small kitchen knife. Though it is small, it can pierce through things such as plate armor with ease. Desmond can use this skill with precision to an extent.

(*)Unity- Desmond's body shimmers as dark smoke pours out of his left side, and fog out of his right side. As the smoke and fog form it looks as if Desmond is wearing a long cloak of black and white. This skill allows Desmond the ability to shift rapidly into the space of the cloak, as well as send attacks through them. The smoke and fog move based on Desmond's thoughts, and can move freely up to 30ft away.

Weaknesses:

1: When positive and negative energies are not balanced, it brings Desmond pain. He almost always has a migrane that leaves him unable to make quick decision. The stronger the positive or negative is in a specific area the worse the pain.

2: (*)Skills can not be used while in pos/neg areas. He can only use these skills when the mix between positive and negative energies are near pefect.

Bio: The Academy had high hopes for Desmond. He was ranked high in his classes, and had an excellent grasp on magic. His (former) ability allowed him to combine spells. His quick and out of the box thinking led him to be able to accomplish many things, but he did not seem satisfied. For in his mind, Desmond knew the light was losing. He did not want to become a guardian just to die. He wanted to save everyone.

Maybe it was arrogance, but Desmond believed that he could use his ability to combine positive and negative. After obtaining his weapon, he had everything he needed. He made his way to the edge of the civilization were negative thrived, and started. Using his weapon as positive and the negative that lingered all around, he combined the two.

Desmond's body became a warzone for the two energies, constantly clashing. At first the pain was minor, but it grew as Desmond wandered closer to positive areas. He quickly learned that he could not cast spells, or use his ability. Things spiraled from there. Desmond still has the passion to save people deep in his heart, but finds it hard to muster the energy to do such a thing.
Others/Extra:
 
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Cris Deluna
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  • Name: Cris Deluna

    Tribe Name: Dmytro Vyshnevetsky (Russian: Дмитрий Вишневе́цкий)

    Gender: Male

    Age: 22

    Race: Incruscans

    Incruscan Physical Traits:

    Bird Eye: Grants night vision, binocular vision (Can zoom in), color detectors (Detects certain objects/colors better), and membrane (Blocks against sand/dust/particles, but limits vision).

    Flexible Neck Structure: Can turn his neck 180 degrees horizontally.

    Owl Diet: Can consume everything whole, provided it fits and is edible. He later regurgitates the material into a pellet.

    -Height: 5' 5" or 168 cm.
    -Weight: 127 Pounds or 57.6 kg.
    -Details: No scarf. Replace gun for Blowgun. Tattoo of owl feathers on his arms and legs, which he covers with equipment.

    Equipment: Blowgun, Small bags near upper thighs, Darts (Steel, Paralysis, and Poisonous), two dirks, Leather and Cloth attire, Throwing Knives, flask, Owl brooch tribal artifact (An artifact used to communicate with his tribe), small tribal snow stick (Helps to detect weather and direction; a compass and thermometer in one), and rations.

 
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Bxz4OLQ.jpg
Name: Aymeline

Gender: Female

Age: 32

Race: Giant

Appearance:
-Height: 9'10" (about 300 cm)
-Weight: 1,000 lbs (about 454 kg)

Personality:
- Gently serene.
- Despite a lifetime of prejudice and poor treatment, Aymeline's connection to the Light has made her sympathetic and understanding of those around her.
- She's calm, strong and stable.
- Shy and generally expects the worst from people.

Equipment:
Brilliant Jade Panoply: The immaculately wrought suit of chainmail was a gift from the Guardians, in large part because it was the armor of Jynia Thunder who fell in battle half a century ago and it literally fits no one else in their ranks. Even for giant-sized chainmail, it's remarkably resistant to damage and it tends to shrug off mud, dirt, dust, leaving it perpetually shiny and flawless due to a decade of enchantment.​
The White Warcry: This mighty weapon is rumored to be wrought of an alloy of purified steel and white jade quarried from Mount Raskall. It's virtue has been further enhanced by Aymeline's considerable Light abilities amplifying it for more than a decade. As a legacy weapon of the Guardians, it has the unique ability to switch configurations between several shapes:​
Default Shape: A war-hammer designed to batter through armor.​
Utility Shape: A broader, flatter hammer shape ideal for smashing through fortifications, doors and other obstacles. Includes an extension mode where the head can widen, allowing her to smash the head into a solid wall of stone and then extend, resulting in the hammer head's lengthening creating additional cracks and shattering the structure it's buried in. Loud steam erupts from the weapon when used this way.​
Pickaxe: The heads of the hammer can reconfigure into a pickaxe, ideal for digging through soil, uprooting trees, tipping over houses, pulling over sailing ships, etc.​

Ability/Powers:
Bringer of Light: Aymeline enjoys a special connection with the Light, akin to the Giants she descends from but somehow amplified by her distant human genes. She's a natural well of Light energy, storing it, distilling it and focusing it to a variety of useful applications for those she works with, as seen in the abilities below. As a result of this naturally close connection to the Light, she's also sensitive to its presence in others and unconsciously enjoys the company of those filled with Light while unaccountably uncomfortable around those who allow fear, hate and division to draw them towards the Dark.​
Channel of Power: Through concentration, Aymeline can direct Light into a source.​
For Guardians, this can restore and renew their reserves if depleted from battling the Darkborne.​
For ordinary people, this can ward off any hold of the Dark, banish fatigue and bolster the individual to withstand hardship.​
For objects, see her Enchantment! ability.​
Soul Tie: If she can touch a person, she can link them to herself through the Light. These Soul Ties bind her and them together, giving both a sense of where the other is as well as a general feeling of the other's health and mental state. Thoughts can occasionally be shared, if in physical contact and in a heightened emotional state. Among Guardians, these Soul Ties allow them to not only sense her but each other, even over the distance of some miles.​
Light Network Proxy: With an act of tremendous concentration, Aymeline can temporarily bridge her present location with the edges of the Empire's Light Network. Maintaining the connection requires her to be stationary and focused on nothing but the Network. While serving as a proxy for the Network, Aymeline can enable other Guardians and nearby people to utilize the Network's abilities including communication, travel, defense or simply refreshment. Establishing the bridge is exhausting and she typically requires a full night's rest before she's able to do it again.​
Enchantment!: Over considerable time, Aymeline can imbue objects with the Light, making them stronger, lighter and far deadlier to the forces of the Darkborne. She can also empower mundane objects (clothes, necklaces, keepsakes) and those who keep them in their possession can use these talismans much as they would an object of great, personal emotional value to ward off the Dark. Her own armor and hammer have been greatly amplified through enchantment, over a decade of continual use.​

Weaknesses:
  • Giant: Though she presumably has some human ancestry in her family line, Aymeline is nearly twice the size of the average human she serves alongside. This poses enormous difficulty in terms of social stigma, as giants are universally looked down upon.
  • Giant!: Almost ten feet tall, the use of horses is out. Smaller homes are impossible to fit into. Caves and tunnels are a nightmare. If her packed rations run out, watch out! If she loses her weapon or armor, there's absolutely no replacement possible on a field of battle that'll fit her size. To say nothing of what happens if she's near a china shop.
  • Good-Natured: Despite (or perhaps because of) her upbringing, Aymeline is indifferent to scorn and insults. Though she's a genius by giant standards, and smarter than the average human, a lifetime of being put in her place has led to her just meekly following orders. Doing what's right instead of what's asked puts her in an incredibly difficult position.

Bio:
Aymline was born in the City of Wave's Keep, to a family of giants who served as dockworkers and builders. From birth, it was obvious there was something different about her. Physically, she seemed a throwback to humanity, with smoother, straighter limbs and lacking the furrowed brow, small eyes, and fur common to most giants. Her parents and her tribe were kind to her, though, for giants take care of their own. She grew up along side her parents, working as a shipwright with them. Her natural intelligence led to her assisting a foundry, then to her apprenticing under an architect before her ability with the Light made her placement in the Guardians a possibility. Overjoyed, Aymeline took to her training with vigor and enthusiasm.

In her decade of service to the Guardians, Aymeline's made a name for herself as a dedicated warrior whose relentless kindness to the civilians she's protected is matched only by equally relentless ferocity in fighting the Darkborne. Her size, strength and natural Light amplification abilities have put her in the front lines for most of the major battles in the past decade. While she's come out of each conflict physically unscarred, Aymeline has seen team mates and allies perish despite her best effort to save them. She's still haunted by all those she failed to protect. Aymeline's last sizable engagement was the Meriward Campaign serving under the One Eyed Lion Varosmus. An unprecedented flood of Darkborne overran their lines and slaughtered half the army. Aymeline and her team under the legendary Guardian Desia Penwright held the line, buying the remaining army's lives with their own. Using Aymeline's Light Network Proxy power, Desia invoked a final spell that shattered the invading Darkborne and left Aymeline the only survivor of the team.

She enjoyed a brief bout of fame, an utterly unique experience for a guilt-wracked Giant, before she left to return to the City of Wave's Keep to heal among her own kind. Some months later, Aymeline reemerged, took up her now-famed warhammer and white steel-jade armor, and left to return to the fight alongside new allies.

Others/Extra: She will do anything for cake.

Theme Song:
 
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Name: Raethe Malethkith

Gender: Male

Age: 36

Race: Human

Appearance
crimsonmage.PNG

Raethe's appearance under the cloak doesn't matter, as his features can easily shift and change according to how he sees himself fit to be. Usually however, he remains a somewhat average build, his facial features neutral in almost every way, until he deems fit to change, and his skin reminiscent of a lighter caucasian, which he too can change with a bit of concentration. He is a fleshcrafter after all, he has all control over his own flesh, and chooses to keep himself hidden under his cloak as to not confuse or startle anybody with seeing his shifting features too much.

-Height: Grows and shrinks between 5'8"and 6'2"
-Weight: Hovers from 135 to 190

Personality:
- Quiet, and lets others do the talking for him.
- Cold and unfeeling. However, he forces himself to feel compassion for others out of the sheer fact that he needs his services to be accepted.
- Blunt. He doesn't like sugar coating things, or letting people down lightly. To him, he feels it only lets ignorance reign, and while he does see the value in letting the ignorant remain blissfully unaware of some things, other things he knows he must spoil.
- He would rather act than speak, and he always chooses to act quickly to get his point across.

Equipment:

Dragon's Teeth
A serrated straight sword he keeps hidden in his staff, the hilt of the blade hidden in the very top of his staff, the rest of the cane acting as a sheathe. Of course, it isn't so long that the blade would reach down to the bottom of the staff, but is a reasonable long sword. If he were to snap his wrist, the individual pieces of the blade would come apart into a whip, a bladed whip he could wrap back up mid-battle.​
He has kept it for some time, it's existence dating all the way back to when the first guardians came to be. Dragons were more prevalent at the time, and when this blade was used to slay one, it's whip feature able to rake the dragon again and again, it was known to slay those foes who were greater than the wielder might ever be. That same radiance still lies within the blade, each time it's unsheathed, it's steel stained red as a reminder for the blood of those who had fallen for the sake of the people it's wielders have sworn to protect.​

Cloak of Crimson
A special robe magically enchanted for the user to sense their own physical condition, and those that he is in direct contact with. Somewhat pointless in the wrong hands, but for Raethe, this is a blessing. He can tell what he is under, whether it be a poison of sorts, or what wounds his companions might have, and how exactly he can help them. This was found in a hidden cave, where the body of the fabled Jorstax Belgollow had laid to rest in eternal slumber. Raethe did have respect for him, great respect, but any and all magical items would have to be used for the greater good against the foul creatures of the Dark.​

Ability/Powers:
Fleshcrafting
Raethe's strange light-fueled magics allow him to strangely manipulate the flesh of living beings nearby him, whether it be for the better or worse. This sort of power has led to a few different paths of usage that he has mastered, as explained below. All of Raethe's abilities have a certain range to them. His abilities are most powerful when at arm's length of him. His abilities grow half as powerful at double his arms length, and so on, growing half as powerful each time. Attacks at long range for him using his abilities isn't very worthwhile, but within striking distance, that's a very different story.​
Fleshshaping
This guardian's unique abilities allow him to manipulate where certain parts of an individual's body should be, and what they should be doing. He uses this to his and his ally's advantage, carefully sealing and patching wounds with their own extra pounds of fat that they wouldn't be using otherwise, or in some more serious cases, patching with muscle to ensure that a vitally important organ, like the heart or parts of the knee, still function properly. He can also alter the shape of some bodies with focus, like a birthmark. He himself can focus on his own body parts and completely change some parts of his appearance, like his face.​

Fleshwringing
With healing, comes hurting. Those within his range may also have their flesh turned against them, their skin writhing and twisting away from their body's skeleton. If within close enough distance, Raethe can manipulate layers and layers of his opponent's body against them. The farthest, and most stretch level of his power is 4 arm's lengths away from him, where he can twist your very skin painfully, like a very intense purple-nurple. Each time his target gets closer, is how much more powerful he becomes, going to muscles, to inner organs, to the very vital organs, like the heart and brain.​
Fleshsharing
In extreme situations, Raethe can exert himself physically and mentally to 'share' some of himself with somebody else by physical contact. He can transfer his own flesh, and he can take in their flesh. This is incredibly exhausting for him to do, so he doesn't do it outside of life or death situations.​

Weaknesses:
  • Need Flesh: Raethe, if he doesn't have any of that "extra fat" to work with, can't really do his magic without making compromises he doesn't really want to make. Usually, this too means that he eats a lot. Like, way too much than a normal guy should be having. Without such an overcharge of fat in his system, he wouldn't be able to readily heal himself the way he does normally, since his powers actually drain him of his bodily form.
  • Antisocial: Despite the fact that he's a Guardian, and his frequent bouts of working with other guardians, he has trouble communicating with them, whether it be during battle, or off the field, he can't find anything but silence to give his companions. If a darkwolf were to be lunging at one of his companions, he wouldn't say anything at all. If he saw that one of his allies had recently lost a friend of theirs in battle, he would struggle to say anything to soothe them. Because of this, he prefers to work alone, where he can simply worry about himself rather than wasting extra time on caring about others.
Bio:
As a human, Raethe had once lived among his fellows in the Greendowns, a little hamlet in the woods. As one gifted with the light, most of his early life was spent living under the care of his parents, both hunters. You see, the Greendowns was a hunting hamlet, most of their profit came from the wild game that lived there, as many of the creatures that stalked the wooded foothills were considered delicacies, or were rare to come by elsewhere. Young Raethe was tolerated within his own community, who found that his strange powers gave him some use, allowing him to quickly open and sort between the muscle and meat, and the fat and other sinewy stuff that is interlaced with the marketable meat. This had meant that he was able to see over and over what the insides of animals of varying size and shape looked like, and after enough gutting, skinning, and cooking of them, he understood what some of the functions of the organs were, and how exactly they worked.

During his first tour of duty, Raethe had worked with a small team of guardians who spent most of their time providing reconnaissance and information on Darkborne activity and physiology, whatever substantial information they could gather from it. The young hunter quickly became of use when his abilities to move the fabric of muscle and skin around however he wanted would soothe and heal the wounded, and twist and break the servants of the dark. After a brief disagreement within the circle over tactics, the group splintered off into pairs, or in Raethe's case, alone. He had always been the pessimestic, quiet one of the group, and now that he had nobody to snark to, he could focus on his mission. Understand as best he could the darkborne. Study them, and use that knowledge against them, for the betterment of the empire. He logs his discoveries in a little handbook wherein he pencils in or keeps samples of the varying species of darkborne he has combated against, or other hostile creatures in general.

He's been around for some time now, undertaking his singular mission for the good of the watchful minds of the empire, and lending a helping hand whenever he can. However, he feels that it's time for him to stop wandering, and start truly fighting back.

Others/Extra: Often falls unconscious during long walks due to lack of sleep due to his personal belief that "Sleep is time wasted doing nothing, when I could be doing something else."

 
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Character Sheet:
Name: Sir Arthur Dolvenion, of the Knightly Order of the Lake

Gender: Male

Age: 24

Race: Human

Race Description:

Appearance:
image.jpg
Underneath the helmet is a close cropped beard and slightly unkempt black hair.
-Height: 6'6
-Weight: 184lbs

Personality:
-Virtuous
-Reckless
-Quiet
-Melancholy

Equipment:
A skillfully made hand-and-a-half sword, forged from a falling star's metal, perfectly balanced and made for war. It is named Darkbane, an Artifact of his Order earned after a difficult trial, to see him through his quest. It is able to be used two handed, one handed, or one handed with a shield, should the situation call for it.
Plate and mail set of armor, made to be light and more flexible than normal armor of its kind
A shield bearing the crest of the Order; Black and blue chequy with a sword of gold in the center.
A lance of black ashwood with a steel tip
A dagger, kept on his belt, for very close quarters combat.
The helm of a Legendary Knight of the Order; a Barbute helm with closed mouth and pinholes for breathing, painted blue upon the cheeks, with the mark of the Lady's Blessing; a star of gold with tips of silver on each side of the helm.
Reference used:
download (3).jpg
His horse, a black destrier, called Midnight, with barding befitting a knight's horse.
The Lady's scroll, given to him at the start of his quest. Unlike the rest of his equipment, the scroll is well worn and dirty.
A lighter packhorse, also his squire Cleon's ride.

Ability/Powers:
-(One general ability, and 3 skills. Please provide detailed description! Organize them how you see fit.)
Darkbane's Light: Arthur can call upon Darkbane to flare up like a beacon in the dark, which will blind his enemies and deal damage to them if they are Darkborne.

Lady's Blessing: Half the damage arthur takes in a single physical blow is converted into power by Darkbane, increasing its damage

Holy Hands: Can heal light wounds or remove minor poisons from a person's system with ease, but more difficult wounds and poisons are much more difficult and tiring.

Wroth of the Lady: Once per fight, Arthur calls forth vines and tendrils of earth, entrapping enemies in a fifteen foot radius around him, until they can successfully hack their way out. If Arthur concentrates, the vines are hardier and more difficult to cut through. if he doesn't, its far easier to hack through them.

Weaknesses:
Incredibly Reckless: Will do whatever it takes to ensure the quest succeeds, even if it means dying.
Stubborn: Once Arthur has made up his mind about something, it takes great lengths to convince him otherwise.

Bio:
Arthur Dolvenion was born near the Bless'd Lake, under the dominion of the Wise Lady. As was the custom of the folk around the Bless'd Lake, he was presented to the Wise Lady. She looked deep into his future, and fortold that he would be a Knight of the Order. And so, Arthur was raised by the Lady's Handmaidens until he was old enough to be a page. then, Arthur served under Sir Golthweade the Gallant, serving and learning under the man, and he learned to be virtuous, and good, and brave. But he also learned that to serve the Lady, to serve the people of the Empire, even if it meant he should die, was a worthy death indeed.
Arthur served Golthweade as page, and later squire for ten years. Along the way he saw the misery of the Empire at the hands of the Darkborne, and only compounded his hatred for the darkness. But time passed, and he grew to be a legendary swordsman; thus, Arthur was knighted at the age of sixteen, and went on many quests with other Knights of the Order to serve the Empire's denizens as a Knight Errant, as all knights must for at least five years before they can take on a squire. Eventually, Arthur felt the lady calling and returned to the Bless'd Lake, where he received a quest; to seek out Darkborne from within the depths of the woods with only his faith to help him. After much effort, having to escape the foul creatures that called the forest home, Arthur claimed Darkbane, drove off the creatures, and headed for home. When Arthur returned, wielding Darkbane, the Lady, pleased with his success, then issued him his current quest; to help find the Artifact and purify the lands. But quietly, the Lady took him to a side chamber, and foretold that he would not return whole from this quest, should he return at all. That he must sacrifice much to succeed. And so Arthur set out, with his newly-made squire Cleon, a loyal lad, if a bit dull.

Others/Extra:
 
Last edited:
Character Sheet:
Name: Sir Arthur Dolvenion, of the Knightly Order of the Lake

Gender: Male

Age: 24

Race: Human

Race Description:

Appearance:
View attachment 471183
Underneath the helmet is a close cropped beard and slightly unkempt black hair.
-Height: 6'6
-Weight: 184lbs

Personality:
-Virtuous
-Reckless
-Quiet
-Melancholy

Equipment:
A skillfully made hand-and-a-half sword, forged from a falling star's metal, perfectly balanced and made for war. It is named Darkbane, an Artifact of his Order earned after a difficult trial, to see him through his quest. It is able to be used two handed, one handed, or one handed with a shield, should the situation call for it.
Plate and mail set of armor, made to be light and more flexible than normal armor of its kind
A shield bearing the crest of the Order; Black and blue chequy with a sword of gold in the center.
A lance of black ashwood with a steel tip
A dagger, kept on his belt, for very close quarters combat.
The helm of a Legendary Knight of the Order; a Barbute helm with closed mouth and pinholes for breathing, painted blue upon the cheeks, with the mark of the Lady's Blessing; a star of gold with tips of silver on each side of the helm.
Reference used:
View attachment 471230
His horse, a black destrier, called Midnight, with barding befitting a knight's horse.
The Lady's scroll, given to him at the start of his quest. Unlike the rest of his equipment, the scroll is well worn and dirty.
A lighter packhorse, also his squire Cleon's ride.

Ability/Powers:
-(One general ability, and 3 skills. Please provide detailed description! Organize them how you see fit.)
Darkbane's Light: Arthur can call upon Darkbane to flare up like a beacon in the dark, which will blind his enemies and deal damage to them if they are Darkborne.

Lady's Blessing: Reflects half the damage Arthur takes back to the attacking enemy when active.

Holy Hands: Can heal light wounds or remove minor poisons from a person's system with ease, but more difficult wounds and poisons are much more difficult and tiring.

Wroth of the Lady: Once per fight, Arthur calls forth vines and tendrils of earth, entrapping enemies in a fifteen foot radius around him, until they can successfully hack their way out. If Arthur concentrates, the vines are hardier and more difficult to cut through. if he doesn't, its far easier to hack through the..
Weaknesses:
Incredibly Reckless: Will do whatever it takes to ensure the quest succeeds, even if it means dying.
Stubborn: Once Arthur has made up his mind about something, it takes great lengths to convince him otherwise.

Bio:
Arthur Dolvenion was born near the Bless'd Lake, under the dominion of the Wise Lady. As was the custom of the folk around the Bless'd Lake, he was presented to the Wise Lady. She looked deep into his future, and fortold that he would be a Knight of the Order. And so, Arthur was raised by the Lady's Handmaidens until he was old enough to be a page. then, Arthur served under Sir Golthweade the Gallant, serving and learning under the man, and he learned to be virtuous, and good, and brave. But he also learned that to serve the Lady, to serve the people of the Empire, even if it meant he should die, was a worthy death indeed.
Arthur served Golthweade as page, and later squire for ten years. Along the way he saw the misery of the Empire at the hands of the Darkborne, and only compounded his hatred for the darkness. But time passed, and he grew to be a legendary swordsman; thus, Arthur was knighted at the age of sixteen, and went on many quests with other Knights of the Order to serve the Empire's denizens as a Knight Errant, as all knights must for at least five years before they can take on a squire. Eventually, Arthur felt the lady calling and returned to the Bless'd Lake, where he received a quest; to seek out Darkborne from within the depths of the woods with only his faith to help him. After much effort, having to escape the foul creatures that called the forest home, Arthur claimed Darkbane, drove off the creatures, and headed for home. When Arthur returned, wielding Darkbane, the Lady, pleased with his success, then issued him his current quest; to help find the Artifact and purify the lands. But quietly, the Lady took him to a side chamber, and foretold that he would not return whole from this quest, should he return at all. That he must sacrifice much to succeed. And so Arthur set out, with his newly-made squire Cleon, a loyal lad, if a bit dull.

Others/Extra:

nice, accepted
 
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[div class=fyuriwrapper][div class=fyuribox1][div class=fyuriimagebox]steampunk lich.jpg[/div][div class=fyuriheader] Identification[/div]
Name: Ezra
Alias(es): The First Scholar, The Mad Scholar
[div class=fyuriheader] Stats[/div]
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

[div class=fyuriheader] Skills[/div]
Physical Attack:
Physical Defense:
Movement Speed:
Magical Attack:
Magical Defense:
Reflex:

[/div][div class=fyuribox2]
[div class=fyuriheader2] Ezra, the Mad Scholar
[/div][div class=fyuriheader] General[/div]
Age: 420

Gender: Male

Race: Seraph

Sexual Orientation: Bisexual

[div class=fyuriheader] Appearance[/div]
Height: 8'1" (246 cm)

Weight: 121 lbs. (55 kg) naked, 249 lbs. (113 kg) with exo-suit

Build: A literal pile of bones and a brain encased within an exo-suit

Clothing: An esoterically elegant steampunk-styled piece that somewhat resembles a suit; a fashion statement that reflects upon Ezra's subtle eccentricity rather accurately.

[div class=fyuriheader] Personal[/div]
Alignment: Chaotic Neutral

Ethics/Morals: Practically nonexistent. Morality and ethics to Ezra are nothing more than hypocritical social constructs that serve as lubricants for the ever-turning gears of society.

Personality:
- Curious
- Introverted
- Unempathic/Blunt
- Nihilistic
- Analytical
- Discretely Snobbish
- Flamboyant at Times

Others: Terribly fond of collecting artefacts, rarities and novelties alike.

[div class=fyuriheader] Equipments[/div]
Equipment:
- One-of-a-kind magically-engineered exo-suit that sustains Ezra's well-being and maneuverability
- Flawlessly-crafted ivory walking cane ornamented with streaks of gold-titanium alloy and rare magic-enhancing stones, allowing it to serve as a relatively powerful arcane focus of sorts. It also doubles as a sturdy bludgeoning weapon
- Heavily-enchanted robe crafted primarily out of dyed Seraphic skin with strands of sunworm fur carefully inserted in each of its individual pores that by default provides average resistance to non-magical slashing, piercing, bludgeoning and elemental damage. Upon sustained activation (which is only possible via Ezra's command), it provides relative immunity to non-magical slashing, piercing and bludgeoning damage. Although limited, the intensity of its resistance is proportional to how much energy is invested in sustaining it (being able to resist entirely drake-fire and a mighty swing from a large ogre at maximum input)
- Provisional light-cells (four on normal circumstances, two of which are stored in the chassis compartments and the other two in the leg compartments)

[div class=fyuriheader] Skills & Abilities[/div]
Abilities:
- Combat Tactician: Despite not possessing impressive hand-to-hand combat skills, Ezra accounts for this with his hasty mental (and physical) reflexes. This is especially useful when paired with his extensive book-smart about pretty much most things and endless list of destructive spells.
- Smart Boi: Ezra's mind is arguably his greatest weapon, boasting a brilliant mind and access to a mental compendium of sorts, Ezra can recall most of the lore regarding almost everything.
- Walking Royal Archive of Magic: Despite not being able to cast all of them instantaneously under ordinary circumstances, Ezra's mind is home to an unfathomable amount of spells; so much so that there's probably one for every situation conceivable thanks to his ludicrously long lifespan.

[div class=fyuriheader] Flaws & Weaknesses[/div]
Weaknesses:
- Only A Demigod: Ezra is practically ageless although destroying or shutting down his human brain is theorised to result in a permanent death.
- Batteries When the morning cries and you don't know why: Ezra's exo-suit's functionality (and as a result, his own livelihood) is almost-entirely dependent on the availability of light-cells.
- Not a Combatant: Ezra's exo-suit wasn't built with combat-functionality in mind. As a result, his movements are often rigid and stoic, which generally impairs both movement and combat effectiveness.

[div class=fyuriheader] Biography[/div]
The First Scholar’s biography is in short a folklore; an old wives’ tale of sorts amongst the Seraphs. Everything but the cause of his exile, that is. Prior to his fall, Ezra’s driving force was curiosity. Why else did he try to understand what everything was and why anything was? Much to his misfortune however, before coming anywhere near his end-goal of achieving nigh-omniscience, the divine scholar was faced with an obstacle in his path to ultimate knowledge – the Darkness. Even to Ezra himself, why the Darkness was of all things that which had snatched his attention and piqued his curiosity is in itself a mystery. Was it perhaps sheer chance? Or was it fate? Could it be that something more sinister was at play? No known individual can quite say for certain. Regardless, one undisputable matter of fact that one cannot argue against is that years after continuously hitting dead-ends, the scholar had decided to commit a Seraphic crime more heretical and profane than any other ever recorded at the time (and until now) out of utter desperation; he infused the holy essence of a fellow brethren with that of a Darkborne in attempt to observe first-hand one’s transformation into a Darkborne and analyse it for no other than scholarly purposes, predictably resulting in the commencement of his descent into the abysmal depths of madness.

As one might expect, it hardly took long for his father to discover Ezra’s crime, and have him banished from Oasis in a furious outrage, and have his heretical son’s name swept clean from every and all record, and document that suggested his existence. Conveniently enough, Ezra‘s name was never heard of outside of the council and ‘royal circle’ as he mostly stayed indoors; having given no proper credit for his work or discoveries publicly. In fact, one may even say that the Royal Scholars at the time were basically leeching off of the talented scholar – having taken all of the credit that would have otherwise gone to their rightful owner. In short, despite pretty much everyone in Oasis knowing about the story of the ‘mad scholar was casted down from the heaven’, no one really knew who that scholar was, and why he was exiled to begin with and whether or not he is still alive. Many in fact choose not to believe in his existence. With all the enigma and lack of credible evidences supporting his existence, one might even argue that Ezra is a sort of mythological being.

As would anyone who had been inflicted with the Curse of Curiosity, the scholar slowly and excrutiatingly continued to lose his mind and relative sanity – something that doesn’t go too well with being a psychopath. The sin that serves as the relative core of Ezra’s madness was gluttony; though not in the traditional sense. The Curse had basically mutated what was initially his sense of curiosity into an unquenchable thirst for knowledge. In other words, he turned into a mad scientist of sorts. His uncontrollable urge to experiment on practically everything and figure out the results of every “what if’s” has never failed to overpower what iffy excuse of a moral compass he had – so much so that hardly anything remains from what was once his cognitive sense of morality. Over the hundreds of years after his exile, Ezra had abused his physical body well beyond its limits in the process of experimenting with and crafting new spells and utilisations of magic – most of which were kept strictly to himself. Eventually, as foreseen by the then mad scholar, the constant abuse his body had to endure lead to its uneventful deterioration and soon after; destruction.

Having prepared for the day in which his body ceases to function, Erza turned himself into a semi-undead of sorts with the aid of technology and magic – which lead to him being in the state he is in right now; a literal pile of ancient bones within the confinement of a magically-engineered exo-suit with his brain being the only organ he has left. Of course, said suit requires the constant supply of a specific type of fuel in order to function – light essence. Reasonably, Ezra’s decided to opt for ‘Light Cells’ – very compact and portable tubes of his design that house highly-compressed light essences; visually though not technically resembling something one calls batteries. Mind you, Ezra’s life is although heavily dependent, not entirely so on the exo-suit. Under normal circumstances, he would be able to sustain himself as a walking skeleton with a brain for a fairly long period of time via magic without said suit, although he would be rendered extremely vulnerable and most likely unable to perform any hardly-strenuous tasks without collapsing entirely and dying consequentially.

Very conveniently, this all happened right before the Empire of Light’s mages decided to investigate the source of an overwhelming and nigh-incomprehensible amount of raw magical aura they’ve continuously picked up from a while back; which was at the time in uncharted territories. At the time, Ezra was no longer capable of abusing his body with the excessive use of magic, and he was stuck with carrying out more mundane experiments and taking a more theoretical approach in his studies – giving birth to his newfound passion for arteficing. Of course, the Empire discovered of his existence soon after during their investigation. They were initially highly-cautious of him, treating him as though he was a global threat of sorts, observing and monitoring him from a distance, but they quickly learnt of his apparent weakness and how manageable of a threat he poses under circumstances as well as his identity. Naturally, they decided to take him in and treated him like a national treasure of sorts – keeping him under extreme supervision and security (though not restrained) – funding and supporting his research and experiments very carefully for their own benefits. Ever since, he has been within the confinement of one of the Empire’s secluded research facilities. Note that the Empire is fully aware of the Seraph’s potentially destructive capabilities, and how colossal of a threat he can pose if not properly and regularly monitored – which is exactly why the Empire doesn’t just have their way with him anyway they want and limits the resources he has access to; all in attempt to prevent him from hosting a ragnarok.

With enough time, Ezra can make just about any spell or artefact and solve just about any problem that comes his way (within reason and the limiting factor of what resources are available to him) – be it theoretical or practical, which is exactly why the Empire is so cautious about what experiments they fund and keep a very close eye on him. Keep in mind, that although somewhat treated like one, Ezra is not legally a prisoner of the Empire – he is free to visit most of wherever he wishes to visit and do almost whatever he wishes to so long as appropriate preparations and measures are taken beforehand and that he stays under constant supervision, which why the public isn’t yet aware of his existence.

Although many of Ezra’s inventions and creations are entirely impractical in combat with some of them being downright novelties (comical, too), as many are deadly weapons and artefacts that are being safeguarded by the Empire. Though not exclusive to, the following is a list of Ezra’s contribution to modern magic and science:

Work on Light Essence-Compression (LEC) Technology – with the most popular utilization of it being Light Cells; very compact and portable tubes of Ezra’s own design that house highly-compressed Light essences as a form of fuel – though initially exclusive to the Empire for its own personal use, the public has only recently been allowed to purchase it. Its general use varies from powering factories and modes of transports to home generators. Moreover, not one manufacturer other than the Empire itself has been successful in producing these, given the secret behind their technology is highly-confidential. These can be found in a considerable variety of sizes, with the smallest ones being the size of a pinky and able to power contraptions like Ezra’s exo-suit for around a month under regular usage and the largest boasting the size of a king-sized bed and the ability to power Imperial factories when multiple are used together. The time it takes to carefully hand-craft one of these powerhouses ranges anywhere from a day to an entire week at the combined hands of an experienced Imperial Engineer and Arcanist. In addition, Ezra has actually made the complete schematics for the prototype of a Light-Fueled Weapon of Mass Destruction – the equivalent of a nuclear bomb, in short. However, its construction has yet to commence due to its exorbitant cost of production and opportunity cost and consequentially utter impracticality.

“Compressing something as dense and volatile as raw Light essence isn’t as simple as you might think.”

Sensory Replication: How else would the snobby Seraph indulge himself in the finer things without the required organs and skin to do so? The following technology was integrated into his suit as a mean for him to taste, smell and feel things.

Anti-Gravity Technology: Shortly and simply enough, another one of Ezra's potentially world-changing contribution to modern technology is his work on anti-gravity. Despite being one of his most impressive invention, it is ironically enough his least popular one as well. Initially coveted by the Empire as a technological revolution, they came to realise how inefficient and resource-consuming said technology was at the time; which was made apparent by the floating island Ezra made. The Empire then stopped funding the project as a result, only to have their own researchers tinker with the technology in attempt to compress it and make it more compact for practicality-purposes. Additionally, said island is actually still being maintained at Ezra's own resources, although regularly inspected by the Empire's men for security reasons. It as of now houses a secondary workshop, an observatory, a library, a museum for Ezra's own trinkets and those he had obtained throughout his life, and a massive collection of exotic floras that ornaments his private Eden.

Unfortunately, working on his most popular and practical work was only able to suppress Ezra's Curse for so long. He grew bored of it rather quickly, and handed over his progress on it thus far to the Royal Research and Development team of Mages and Scientists, letting them further its development at their own pace. Left with no other self-proposed question that was of sufficient gravity to him, Ezra made the hasty though unhesitant decision to solve the Darkborne problem, "going full-circle", as he had said himself. Of course, this would mean that leaving the comfort and relative luxury of his lair to study the Darkborne first-hand. And so he did.

[/div][/div][div class=fyuricredit]code by Fable Fable [/div]
 
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