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Fantasy Seiunita Characters

shadowz1995

Amoeba of Wisdom
Roleplay Type(s)
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Name: Deshwitat L. Rubdich


Age: 513


Gender: Male


Species/Race: Demon


Kingdom of Origin: Dark Kingdom


Abilities:


Rule: Deshwitat has full control of shadows and over all darkness. He is capable of forming dark energy, weapons made of shadow, and otherwise full manipulation of the dark.


Abyssal Fire: Being of demonic descent, Desh is capable of controlling a unique, black flame type known as Abyssal fire. It is known to be uncontrollable, even to the king himself and he only uses it when he wishes to completely wipe someone (or something) out. Light powers or very pure elemental energies are capable of warding the demonic flames away


Blood harvesting: Using dark magicks, can use the blood of others (or his own) as a sacrifice to bolster his own abilities. This is how he was able to lead at the front of every battle. In doing so, Desh suffers the draw back of the most painful memory of the victim. They also live on, in part, within him and if they are strong enough, can constantly torment his deepest thoughts. By extension, this can include memories if the victim is will to share them.


Demon Lord's Will: Desh is capable of exerting his will over others, forcing them obey or at the very least stop what they are doing. One must be very strong of will to resist his influence. (players or royals)



War Hero- Desh led his own armies into battle countless times and survived, therefore making him a formidable combatant in swordplay and warfare.


Demon Physiology- The lord of darkness has superhuman physical capabilities. He is not so much faster or stronger than someone who specializes in their category but is still capable of matching them, even if he will eventually lose out. ( Beings like Vampires or Lycans that are fully trained for physical combat)


Will of a ruler- Deshwitat's will is like the fires of hell itself, unyielding. He refuses to bow to anyone and it was his will alone, not his power, that won him the war for his people's independence.


Personality: The demon lord is actually a rather kind man. He can be seen strolling the streets of the kingdom he built and socializing with his citizens, participating in drinking games, and helping with repairs or even playing with the children in the streets. He's a man who has realized his dreams and now fights to keep it alive for as long as he breathes. As kind as he is, he can be equally ruthless and merciless if approached the wrong way. He has no tolerance for injustice and is quick to stamp out any problems that may appear in his domain. He simultaneously rules with an iron fist and a gentle touch.


Desh is a natural intellect and did not win a war against the world with force alone. He is cunning and will always plan ahead before making a decision. Though when it comes to personal matters, he is quicker to act than strategize.


Desh always puts his people and his loved ones before himself and will often go out of his way to make sure of this. The man is not above using his power and making fatal threats if it is for the good of his kingdom. He is not above waging a war once again.


History: Most is told in the kingdom lore but Desh was personally like most other demons. Ridiculed, hated, and attacked on sight. He lost his family at an early age and the few friends he was able to make throughout his life met bitter ends because of what he was. He endured this for centuries and at some point decided that enough was enough. He gathered power in secret and trained himself for decades before finally unleashing his global initiative. The rest is history.


Job: Overlord of The Dark Realm


Alignment: Chaotic Good


Appearance:
67937393db044a59734b56cfaf89c1dd.jpg
Casual

a6030fd1d973a4ac5d02a96371b95e34.jpg
His formal wear when attending parties or his subjects.

(His physical appearance is a mixture between the two.)

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Full Demon Awakening

Weapons/Armor:


33265ee7842a67a5002ebef1473ee680_249_1453399227.jpg


The Dark Lord wears armor as black as night and wields a demonic long sword into battle. All forged from the incredibly rare materials found in the Dark Kingdom.




Other: Desh keeps several dangerous pets in his castle. Things ranging from Dark Pegasi to Shadow Dragons. The latter is one that recently hatched and he likes to keep the jet black drakeling upon his shoulder while he traverses the castle. He also has a fondness for Elementals and will often watch them for hours when he has the time. Contrary to his character, he has a surprising love for pure things
 
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Name:
Mimikku


Age:
Cannot age

Gender:
Male

Species/Race:
Artificial


Kingdom of Origin:
Darkness


Abilities:
DUPLICATE-
Transforms into any opponent, taking on their appearance and any moves/weapons they may have. This also copies their personality, however, it will not affect Mimikku’s original personality and will still have control over obedience.

Personality:
Mimikku bears no active personality, usually copying his opponents' quips and uttering "target" and "complete".

History/Bio:

Mimikku is the ultimate result of the "G-Project”. “G-Project” is an operation using sorcery and science to create the perfect soldiers for darkness, which was headed by the late Dr. Woo, whom Mimikku considered to be his father before he went missing,
presumably killed. A mimetic sorcery-based creation, Mimikku is able to assume the forms of other people to fit the task at hand. He is also extremely resistant to damage and slavishly obedient, making him the perfect assassin.

Job:
Assassin of the Dark Kingdom

Alignment: (e.g. Chaotic good)
Chaotic Good (serves the king, thus will be the same as said king)


Appearance:
While he can theoretically take on virtually any form, Mimikku's default appearance is a milky-white semisolid male humanoid. His body is generally smooth and featureless. His head is equally smooth and sloped like a helmet with a pair of thin, red eyes, covered by black veils, set above an expressionless, narrow mouth. Though he can alter his shape, the transformation is not perfect: he will maintain his coloring even on details such as clothing.

Weapons/Armor:
Steals weapons and armor using DUPLICATE
Other:





19AD9A8B-9310-4715-A0AC-D96443793881-12479-000016701E37F6C5_tmp.jpg
Name:
Reijingu
Age:
35
Gender:
Male
Species/Race:
Demon-Powered Human
Kingdom of Origin:
Not Affiliated
Abilities:
Hinotama:
Ki-Based energy, concentrated in to a ball shaped projectile

Rancha: Uppercut, propelled by Ki Energy

Kaen:
Reijingu would charge up fire based ball of energy and send it at the opponent as a projectile, causing possible 3rd degree burns and can set things aflame.

SUPER TECHNIQUES:
Tengoku no ikari:
Glides towards his opponent, grabbing them on contact. The opponent would be striked 30 times instantly before Reijingu knocks him/her down. However this takes a lot of energy away from him and forces him to rest for a short period before resuming the battle, unless it doesn't hit. Reijingu has to recharge this ability between battles. Opponents black out while they are being striked. (instantly kills NPCs)

Koroshimasu:
After the battle with the demon god Khaoul, Reijingu perfected this ability. Reijingu jumps high in the air almost instantly. At the peak of his jump, Reijingu engulfs his fist in Killing Intent energy and comes crashing down and incredible speeds, striking the opponent and knocking them down. If not protected, has the possibility to break bones. Can break apart armor if it’s not highly durable.
Personality:

Previously disregarded everyone's lives and emotions and would destroy anyone who gets in his way. He likes a good challenge during a fight. If they are weak, he would kill them instantly for they were not a true challenge. Reijingu was fueled on rage and can not be sated.

Ever since the reunion with his mentor, Gouki, he had learned to partially suppress it so he wouldn't lose himself in his lust for murder. This way, he could be easier to be spoken to passively and be less reckless.

History/Bio:
Offspring of a Demon and Human couple. His life as an infant was surprisingly very dull. His parents never payed much attention to their child and only came to feed him and give him a nap at the very most.

His parents were brutally murdered by a man covering his face, in his mid-50s. Albeit the child was too young to know what was going on, so it didn't shock him or scar him for life. The man took the child and from then on he blacked out. He would later learn that this man’s name is Gouki.

He raised the child until he was 9 years old and then taught him martial arts. It started small at first with only basic punches and kicks. Then teaching him things like uppercuts and ki energy. They continued this for 5 years.

Once he reached the age of 14 they would begin to train in channeling Killing Intent energy. He would get more powerful the more he channeled it, turning his eyes red. Eventually the former half demon child would have only some of his humanity left in him and would now have the desire of utter destruction.

After 6 full years of channeling the evil energy. The man was ready to teach him his final lesson. They both stood in a fighting stance, eyes staring in to the other's. They began basic punches, kicks, and grabs. Then they proceeded to move to more intense moves, uppercuts, fireballs, and others.

At last, when the battle was over, the man was on his knees. The man looked up at Reijingu, purple flame erupting from his right eye. The boy raised his fist and sent it through the man's chest, killing him instantly.

Afterwards, he would walk the demon’s path of chaos. He would fight many others who would stand in his way. Humans, monsters, anything that would halt his progress. He had even fought a demon god called Khaoul ( Kloudy Kloudy ), receiving scars on his abdomen and back. So far, he hasn't received the chance to make him pay for said scars.

After traveling for so long, fighting so many enemies, he found him. The man he “killed” named Gouki was alive. He was enraged at first but then learned to accept him. Gouki told Reijingu that he was being too consumed with the path of chaos, he needed to learn some suppression before he could learn of power.

He would learn many techniques as he trained to suppress the Killing Intent Energy. Before long, he had come to his senses and managed to suppress the urge to kill everything. He would become more reasonable and would make less reckless choices as a result.

After Gouki had taught Reijingu how to suppress his energy, he left. He now meditates in a cave, atop a mountain. People only go up there to challenge him, they end up getting killed and the bodies are thrown off of the mountain, landing wherever gravity takes them. That’s why dead bodies are commonly seen on the mountain.

As for Reijingu, he still wonders. He looks for challengers to fight him. He does not kill innocents randomly anymore. He only kills those who thoroughly annoy him. He’s now gained self control, but still walks the demon’s path, abandoning humanity with it.
Job:
Demonic Martial Artist
Alignment: (e.g. Chaotic good)
Chaotic Neutral
Appearance:
Reijingu has black and long hair, flowing down his head. He wears a karate gi, partially torn apart. There’s a massive gaping hole in his chest, that glows. There are also Kanjis scarred in to his abdomen and back.
Weapons/Armor:
Martial Arts
Other:
 
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Name: Emilia Sven

Age: 25

Gender: Female

Species/Race: Human

Kingdom of Origin: Elysium

Abilities:
Aegis of light: Emilia can create a small glowing barrier to protect herself, the barrier can take a strong amount of force before breaking and protects anything behind it from non magical fire. The barrier can be made from the size of a buckler to a 5 by 5 foot wall and can be grabbed by the caster to move it at will, hanging in that air when released. She uses this ability in lieu of a shield in order to allow herself to use her longsword with both hands.

Flash!: A quick casting spell that suddenly, but briefly flashes a blinding light in front of her hand, temporarily blinding anyone who sees it.

Honor the pure: A passive effect, Emilia's wounds heal twice as fast when she is in direct sunlight.

Personality:
Strong and determined, Emilia doesn't back down from a challenge! She loves to test her limits and try new things. Though she may be mute, she makes up for it with her rather boisterous and overtly friendly personality. She tends to make friends easily despite her disability as she has a strong instinct on how to act in social situations, always quick with a joke through the clever use of her chalkboard, she finds great joy in making people happy. In her free time Emilia loves to spar, the thrill of a good duel is just something she can't get enough of and as such she's always looking for more competent partners. Though sparing is her main way of relaxing she does enjoy some "lighter hobbies" she greatly enjoys listening to music and finds herself drawn to those with the ability to play, though she's never been able to properly learn an instrument herself. She also loves to draw and often spends time doodling on her little chalkboard when she's bored.

In combat, her normally pleasant and casual demeanor gives way to a more stoic and serious one. Emilia is always the first one in and last to leave a battle, always willing to risk life and limb for another. She's known to be protective of her teammates almost to a fault, taking great personal risks to ensure their safety.

History/Bio:
Emilia's birth was a moment of some celebration, a healthy, bouncing baby girl born Ricard and Alice Sven, to two knights of the dragon guard! An order of knights dedicated to protecting the kingdom of Elysium and it's nearby territories from monsters that would threaten the human populace. The two of them were ecstatic and for a while life went relatively well for the two, Emilia had a great childhood as the two knights made enough money to afford themselves quite a few luxuries. But there was always the pervasive air that something just wasn't right... It would be a few more years before the two knight came to realize that Emilia just.. wasn't speaking. By now she was well past the age where a child would at least say their first words, but despite their efforts the two couldn't coax a single peep from the young child. Worried now, the two took Emilia to a physician where their fears were confirmed, Emilia was simply yet incurably mute. There was a lot of sadness, a lot of uncertainty, after all the Dragon Guard would never be able to accept a new recruit who couldn't speak! Communication was key in their order, they heavily emphasized on group tactics and teamwork to tackle greater foes, how could they take a mute into their ranks? Even if she was a child of two high ranking officers.

The two knights though were not deterred, they were determined to see their daughter among the ranks of the dragon guard, and so the two of them did everything in their power to have her accepted to the guard. They spent money on expensive writing courses to teach the girl how to write as a form of communication, purchasing the girl a small, hand held chalkboard that she could carry with her and use as a form of communication. Though Emilia took slowly to the lessons she slowly came to use the small board to express herself more and more, eventually finding herself able to hold full conversations with the board, though there were some obvious limitations. While this solved the issue partially the dragon guard was still tentative to accept her, she still would have difficulties communicating in the heat of battle. While her peers were apprehensive, she was still accepted into training thanks to no small amount of pleading of her own.

It was then that opinions started to change, the girl worked hard, very hard in order to secure a place within the knights ranks. She fought and trained vigorously true to her family name she was a born natural with a sword. In time she would end up going three to one in the training yard. The guard admired her dedication, and so they finally decided to grant her the honor of working under their order. Today Emilia is a fully fledged knight and a valuable asset to the guard, she works with a small team of knights to tackle any beast that dares harass human kind.

Job: Knight of the Dragon Guard!

Alignment: Lawful Good

Appearance:

In armor +proper face:
Female_fe527d_6226947.jpg

Casual clothing:
Female_c12190_6226947.jpg

Weapons/Armor:

Emilia's longsword:
4019808_orig.jpg

When preparing for a fight, Emilia wears a full suit of plate armor pictured above plus a small range of weapons consisting of a longsword, a silvered shortsword, and a crossbow.
No matter what though she will always be found carrying her trusty longsword, no matter the situation she always keeps her steel by her side!

 
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Name: Grimgutz Ironrot, The Fireslayer, Great King of the Fire Kingdom

Age: 43

Gender: In all technicality, all Orks do not have a gender, but since they are so masculine, Grimgutz is a male.

Species/Race: Ork! Da bestest race!

Kingdom of Origin: The Great Fire Kingdom

Abilities:

Burna's Gift- Being one of the lucky few Orks to ever be spawned as a Burna, Grimgutz is able to summon a bright flame that floats just above the palm of his hand. Additionally, because he is a burna, he is able to create devices easily, such as choppas, or varying contraptions of increasingly ludicrous use. Each of these contraptions can be created from nothing more than scrap, and is sustained because he believes it works.

Mob Mentality- A part of the Ork race, a Warboss no less, he is aided by the power of belief. As long as he has followers, or he believes in himself, all of his gidgets and contraptions work. As long as he keeps kicking ass in battle and winning duels against usurpers, he has the will of his people behind him. All of his people.

Da Skorched One- Even with the great power of being a Burna, he has the power of being immune to fire, something unheard of in Ork society. Something even more unheard of, is that he is able to light himself on fire at will, a burning champion among the Ork's warrior society.

King ov da Burnas- Grimgutz not only can summon flame, but can control all manner of flames native to his element. Not unheard of are the firestorms that blaze across the desert from his own will, torrents of flame that exist only to entertain him. Additionally, asides from coating his body in flame, he is able to superheat that flame to incredible temperatures, enough for him to simply turn armor into a slurry mess of iron and leather. You don't want to know what happens when he approaches flesh.

Swirling Magma- Grimgutz, truly an amazing King of his time, is able to control all manner of magma ALONG with fire. So much so that in a pinch, he can summon magma from the core of the planet and bring it to the surface in an explosive display. He doesn't do that often though, he isn't doing any work that way.

A Lifetime of Brawling- Due to the competitive nature of the Orkish race, he has spent all of his days fighting, dueling, beating up people and having his face pressed to the ground by the boot of another. He has learned plenty, and he learns more every time he goes out to fight.

Warboss- The Warboss of the Orks in The Great Fire Kingdom, he is a giant. 10 feet tall, and immensely strong. Don't be fooled, his size doesn't betray his speed, his speed and strength are the peak of Ork performance, stronger than most any human.

Personality:

Grimgutz isn't one to brag about much. He isn't one to argue about much. In fact, considering his race, he doesn't fight all to much in comparison to the Boyz that are training to become him, and one day usurp him. Grimgutz is well aware of his race's appearance in the eyes of others, and plays upon that. He knows people thinks he is stupid, and a brute, so he entertains that thought, he allows others to underestimate him, and when the siege engines come blowing down their gates and walls, his stupid grin becomes one of pure malevolence. He isn't one to trifle with.

With his brethren, he enjoys drinking, fighting, sparring, and training with younger Orks to train them. He recognizes the system his society runs on and seeks to improve it, hiring non-Orks to advise him when his senses are clouded, and to aid him in completing his agenda.

History/Bio:

"Yoo'z wants a stohree fram da Grimgutz? Gluuuuurrrk." He patted his stomach after belching so loudly. "Awight, lemme puddown mah drank an' you sit on me ginormous lap, an' let ol' Grimgutz tell ya a stohree. A stohree ov time past." He cleared his throat, and put on a fine set of reading glasses on the bridge of his nose. He pulled a book out from a drawer on the side of his chair. It was somewhat dusty. He swiped it away with his huge hand, the cover reading 'Our Great King, By Grimgutz Ironrot.' He opened it, and turned it to the first page, adjusting the glasses that sat in place on his misshapen nose. He cleared his throat once more, and began to read.
"Wuns ahpawn ah toime, dere wuz a wee little grot dat wuz called 'Spilledgutz.' Spilledgutz wuzz'nt strong, 'e wuzz'nt fast, 'e wuzz'nt smaht, an' 'e shertainly wuzz'nt brave at all. But, wot 'e did 'ave goin' for 'im, the little buggah, 'e 'ad da powah ov da burna. 'E wuz a Burna Boy! Shertainly, dis garrnerd da attenshun ov othas, 'o envied 'im for his great powah. But, da Ork dat held ontah him, wuz none ovva than annuva burna boy! 'Cept 'e wuzzant a burna, 'e wuz onna dem panzees wif da pointy ears dat knew da wayz ov da flame. 'E showed da little runt 'ow ta be roight proppa orky, havin' lived in dere mess longah than da finguz on me two handz.
Ye, da panzee showed da little runt Spilledgutz 'ow ta be an Ork. How ta build 'imself a kuntrapshun, ta make da flame, an' 'ow ta defen' 'imself agains' da ovva boyz. Though da panzee neva wuz able ta make devizez, or eva dueled an Ork, Spilledgutz took every word ov da panzee, an' put it ta good use. Buildin' kuntrapshuns da worl' 'as nevah seen! 'E grew, 'e blossumed in da little hovel dat he lived in wif da panzee. Dey were happy. Da elf an' da ork, workin' on a masheen on a saturday mornin', smiliin', 'appy jus' ta be in each ovva's company. But dat all changed.
'It changed when da King'z men came 'round. Da little runt wuz no runt anymor', now 'e wuz a full fledged boy, an' da men needed boyz fer a raid. So, dey came knokkin around da hovel, but da panzee wouldn' let dem take 'er boy. Da panzee said dat dey would 'ave ta get through 'er first. So dey did. Da boy wuz scared. 'E hid unda 'is bed 'til 'e wuz dragged out by 'is feet outta 'is own home. All 'e saw of da panzee wuz 'er broken form on da ground. Dat day, da boy shed a tear. 'E nevah saw 'er again.
'Da boy wuz put inta a unit wif a few ovva boyz jus' loike 'im. Dey were boyz dat were pulled from dere own loives ta go onna raid fer da king. Dey became da kings men too. Dey were gonna go on a raid fer da king, and pillage some grainz an' wheat from dem. "Dey were a threat" 'e said, "An' dey needed ta be dealt wif, so get to it!" wuz their orders. Dey got to it, chargin' across a field wif torchez in dere hands. Dey burned everyfin. Da village wuz burned to da ground. Spilledgutz wuz burnin' summa villagas when 'e wuz stopped by sum men in arrmah. Wif 'is choppa an' da support ov 'is Lukky Stikk, he slized roight through dem, makin' quikk work ov dem, sumfink dat Orkz weren't known fer. A few ov 'is buddies afta da battle said dat maybe, 'e should go afta da king, coz 'e wuz so gud.
'So, 'e did. 'E went ta da fortruss and screamed at da top of 'is lungs dat 'e wanted ta foight da king. Lukkily fer 'im, da king was out strollin', and decided ta bring 'im ta da throne room. And dats where it started. Da boy, big afta the quik battle and the raid on da village, 'ad only 'is choppa an' 'is Lukky Stikk. Da Warboss, Skarbrand, 'ad 'is two axes. Carnage, and Slaughter. And dere, dey dueled. Spilledgutz parryed attak afta attak wif 'is choppa, gettin' in a few hits 'ere an' dere, and retreatin' wif his Stikk. Skar 'ad enuf of dis upstaht, so 'e ripped 'is stikk away, and knokked Gutz to da ground. Da biggah Ork 'ad da little one undah his foot, at 'is mercy, an' mercy wuzz'nt in 'is diktshunaree. 'E said, "Burna, yoo'z da tuffest ah've eva fought. Ah'll give ya da honor of choosing yer last words. How bow dah?" Gutz wuz angry. Reel angry. Angry dat 'e wuz kicked about 'is 'hole life, angry dat 'is only friend wuz killed at the king's word, angry dat 'is life was reduced ta nuffin jus' because da king wanted sumfink. 'E wuz so angry, he spat bakk in retaliashun,
"Ah'll neva, eva bow down to da loikes of you, YA MANGY GROT!" An' den, 'e got real red, and started ta burn through da bosses' axes on 'is neck. Den he burned through da bosses's 'ands. Den, da boss 'imself. All dat wuz left ov da boss wuz a puddle ov Ork. 'E named 'imself Grimgutz afta dat, coz 'e would neva be da same afta wot 'e'd done.
Sinz den, he ruled ova da Great Kingdom, makin' sure dat things loike dat would neva 'appen again, not undah 'is wotch.
The end."


Job:
Great King of The Fire Kingdom

Alignment: Chaotic Neutral (He isn't 'good', and he certainly isn't 'evil'. He has his own agenda, and he does what he can, whether it be good or evil, to reach his own goals.)

Appearance:

Grimgutz is a large Ork of the green variety, standing 10 feet tall. His shoulders are very broad, and his form is rippling with muscle. He has plentiful scars across his arms, chest, face, and legs, all of them cuts or stabs. His nose has been broken countless times, and two of his fingers have also been snapped. They're fine now, due to his belief. He has a scar over his right eye, but is not blinded by it, and has two faded scars across his neck.

Weapons/Armor:

Armah ov da Burn'n King- A set of crude platemail armor forged after his battle with Skarbrand himself. It is a modified set of platemail he created when he was younger, constantly burning. Even if one would be able to get close enough to Skarbrand, they have the worry of not being set on fire just from fighting him. (Just the Armor, ignore the axe and shield.

blackorkREALskargrim.jpg

Da Lukky Stikk- A makeshift magma sprayer he carries around on his waist. Ever since his fight with Skarbrand, he has added a blade that runs down the side of the 'Stikk' part so he may use it as a sword if he were to run out of ammo.

The Blade of Nemesis- A finely crafted Elven blade of the highest quality. Fitted so it would be appropriate in Grimgutz's massive grip. The sister blade to the one used by the Elf who had adopted him as a surrogate mother, something that many Orks don't get.
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Name:
Scotty Barton

Age:
28

Gender:
Male

Species/Race:
Human

Kingdom of Origin:
Not Affiliated

Abilities:
Scotty's fighing style makes good use of a good amount of professional wrestling maneuvers and throws, and also uses a powerhouse variation of street brawling and kickboxing. Many of his techniques revolving around maneuvering and positioning about the arena, all the while using his bulk, strength and speed to his advantage.

Power Bomb-
This standard-issue grapple move sees Scotty grab the opponent and slam them into the ground in a fashion that’d make any wrestling superstar proud.

Slash -
Scotty performs a deadly-looking forwards chop. Stuns the opponent for a brief amount of time and also turns them around. Can be followed up with a power bomb on hit.

Slash Elbow -
Dashes towards the opponent and ends in a hefty elbow charge

Air Stampede -
Scotty hops up into the air in a tiny jump and, if spaced correctly, slams down onto the opponent’s head, knocking them down.

SUPER TECHNIQUES:
Stun Gun Assault-
Grabs the opponent and pummels them with multiple head butts. This stuns the opponent and allows for a follow up attack.

Hyper Bomb-
Grabs the opponent and puts them in a Power Bomb position. Scotty then jumps high in the air and comes crashing down with the opponent landing back-first in to the ground.

Personality:
Often crass and abrasive, Scotty's boldness tends to land him in deep trouble; he is also prone to violent outbursts of extreme aggression, especially if the people he loves are threatened. He is also very straightforward and refuses to mince words, especially when it comes to his confidence in his abilities. At times, this desire to prove himself can overwhelm his common sense, leading to very dangerous situations that test the very limits of his fighting capabilities.

History/Bio:
Alex is a kickboxer, who hasn't been with his parents since they died when he was a young boy. His current family consists of his father's friend, Tom, who lives under the same roof with him.
Job:

Alignment: (e.g. Chaotic good)
Lawful Good
Appearance:
is a very tall, heavily-built individual with long blonde hair, camouflage green overalls with the straps down, open-fingered gloves of the same color, combat boots, and a wide red bandana. He also has red marks (most likely painted on) on both of his shoulders, and red marks under his eyes (possibly face paint).

Weapons/Armor:
Kickboxing

Other:


shadowz1995 shadowz1995 Juju Juju
 
Name: "I am Sir Lancelot of the Lake."

Fucking liar, he's just Walter.

Age: "Nearing the prime of my manhood, a solid 32 years of age."

Gender: "I'm not just a man, I'm superman."

Male.

Species: "I'm a little mermaid."

Haha, I love this guy already. Walter's human if you were wondering.

Kingdom of Origin: "I'm from the Kingdom where everybody believes the sunshine will make things better, Elysium."

Abilities:

"As you know, I'm an expert swordsman and I'm pretty decent when it comes to other weapons. I'm a good unarmed combatant but I'm not that great since that's not my forte. I'm surprisingly good at throwing stones and I'm super accurate in my throws. I can lead about a 1000 men with little to no problems at all, but when the number starts to get higher my competence decreases dramatically."

Personality:

"I joke a lot most of the time, it helps keeps the stress away. I deal with a lot of shitty people in my time, angry knights, jealous siblings, obnoxious pagans, by-the-book priests, corrupt clergy, to name a few assholes I bump into regularly. I spent days fantasizing about killing them right on the spot, but I'm not allowed to just kill them off like that, so I've got to be creative. That's why I delight in torturing them by mocking them and watching their reactions as I slowly tear them apart with my words alone.

"On the job, I like to kill people, it's my passion. Well, I don't do it all the time, but I do it when I'm excited. I've got to get riled up before I get into a really violent bloodbath, but once I'm in the thick of it I become some sort of a party animal. Few people can match the level of pain I dish out when I'm in the field. This eagerness towards bloodshed has earned me little friends and a whole lot of enemies, but at the end of the day most people would rather have a war freak like me on their side.


"Am I religious? No. I don't believe that the sunshine will make everything better. I keep these beliefs of mine to myself since I'd probably get persecuted the moment I make these statements public. Heretics like me are reviled throughout the Kingdom of Light. Personally, I think they can't just stand other people having a different opinion. Instead of trying to understand who I am and why I believe these things, they'd rather spend their time hunting these heretics down. What a letdown. Kingdom of Light my ass! Everybody's so blindly faithful to the Light that they forget our own humanity sometimes. I don't believe that the Light truly exists. There is no Light, there is only us.

"Do I regret killing so many people? No, I never have and never will regret it. Every man I faced died with dignity. Some fought for themselves. Some fought for their families. Some fought for their kingdoms. But each man that dared face the violent champion of the Elysian army fought with courage. They gave their lives willingly, and I shall treasure the lives I took. If I ever regret taking their lives, I believe I will do them an injustice. Because I will shame their sacrifice when they gave everything they had just to fight me.

"I've always had a passion for war, and I've solved most of my problems with the tip of my sword.
People are often shocked that a holy warrior of the Light could be so dependent on violence when they relied on the message of peace. I say that peace does not exist, at least not in this world. Some men fight with swords, some men fight with words, but it's all the same to me. Peace is an illusion and there will always be war. And when evil gets on my doorstep, I'll be ready to kill whatever devilry is in store for me with my sword in hand.

"I'm Lord Walter and I'm gonna kick your ass."

History:


"You want to know who the fuck I am? Go mind your own business, fool."

Well, that was an impolite brush off.

All that's known of Walter is that he is the bastard son of Lord Adamar Falco and that Walter had started the War of Inheritance with his half brother and sisters after they framed him for killing their father. Hundreds of soldiers and innocent civilians were killed before the conflict was resolved when the ruler of the land called for the war to stop. A grand trial was held before all the greatest lords and ladies of the land with Walter as the accused.

What was strange during the trial was that even though the evidence against Walter was overwhelming, the followers of the light believed that Walter was not lying when he said that he did not kill Lord Adamar Falco. The priests of the court had a special magic that allowed them to discern whether the person before them was telling the truth or not. And so, Walter called for a trial of combat, where he would fight the best champion his brothers and sisters could send for his innocence.

If he won the duel, he would be free of all charges and his brothers and sisters would be executed for murder. If he lost the duel, he would have already died in combat. Naturally, his brothers and sisters argued against this but the judge was intrigued and let the duel take place.

When the duel took place, Walter was made to fight an 8-foot tall knight with a giant sword with special magic. Walter's tactic was to charge straight in and go for the legs. It worked, the giant stumbled and fell, and Walter dealt the coup de grace by stabbing the giant in the face.

After the duel, his brother and his sisters were executed for murder and Walter lived to grab his dead father's estates.

The Falco family is notorious for siring famous war heroes such as Lord Aaron Falco, the hero of the Battle of Ochtus, or Lord Zachary Falco, a former leader of the Solari Guard. Nowadays, the Falco family is torn apart with Walter being

Job: "I'd say I have three jobs overall. I'm a busy man, mate. I'm a Lord, which means I'm a fancy ass noble so I've got to run the estates of Paxters, Hamleigh, Castell, Fabor, Knoxford, Danex and Roches. In the Elysian army, I serve as a Captain with my own battalion of foot soldiers, crossbowmen and cavalry; no mages, I hate those bastards. Occasionally, Elysium calls me to act as a Diplomat with the Great Kingdom of Fire since I'm pretty tight with those guys."

Alignment: "Ah, I'd say I'm Chaotic Neutral since I'm a free spirit and all."

That's pretty spot on.

Appearance:

"Beauty is in the eye of the beholder. No, wait, I've got a better one. I'm sexy and that's true!"

ARMORED

"I've got looks that can kill in bed."

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UNARMORED

"Just who is that handsome devil over there? Oh wait, that's me."

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Appearance description/extra details:

"Any significant features? Black hair. Green eyes. A few scars on the side of my face after being sliced by a sword. There's nothing much besides that except if you count a tattoo in the shape of a cross on my chest."

Equipment:

"A full suit of knight's armor. Complete with plate armor, mail armor over most parts of my body and I've got a leather padded jacket underneath all that. Aside from all that, I've got a large dueling shield and a bastard sword as my weapons. I've got more in my armory, but this is my standard set of equipment."

Other:

In Elysium, he is known as Walter the Bastard and his enemies call him Lord of the Wankers to poke fun at him.

*Quote & Theme Song:

"When life sucks, stab life in the face with a bastard sword while laughing like a madman."

-Lord Walter, the best Elysian ever

Medieval Music - Draig Llofrudd (Metal Version)
 
View attachment 302583

Name:
Mimikku


Age:
Cannot age

Gender:
Male

Species/Race:
Artificial


Kingdom of Origin:
Darkness


Abilities:
DUPLICATE-
Transforms into any opponent, taking on their appearance and any moves/weapons they may have. This also copies their personality, however, it will not affect Mimikku’s original personality and will still have control over obedience.

Personality:
Twelve bears no active personality, usually copying his opponents' quips and uttering "target" and "complete".

History/Bio:

Mimikku is the ultimate result of the "G-Project”. “G-Project” is an operation using sorcery and science to create the perfect soldiers for darkness, which was headed by the late Dr. Woo, whom Mimikku considered to be his father before he went missing,
presumably killed. A mimetic sorcery-based creation, Mimikku is able to assume the forms of other people to fit the task at hand. He is also extremely resistant to damage and slavishly obedient, making him the perfect assassin.

Job:
Assassin of the Dark Kingdom

Alignment: (e.g. Chaotic good)
Chaotic Good (serves the king, thus will be the same as said king)


Appearance:
While he can theoretically take on virtually any form, Mimikku's default appearance is a milky-white semisolid male humanoid. His body is generally smooth and featureless. His head is equally smooth and sloped like a helmet with a pair of thin, red eyes, covered by black veils, set above an expressionless, narrow mouth. Though he can alter his shape, the transformation is not perfect: he will maintain his coloring even on details such as clothing.

Weapons/Armor:
Steals weapons and armor using DUPLICATE
Other:





View attachment 302584
Name:
Reijingu
Age:
35
Gender:
Male
Species/Race:
Demon-Powered Human
Kingdom of Origin:
Not Affiliated
Abilities:
Hinotama:
Ki-Based energy, concentrated in to a ball shaped projectile

Rancha: Uppercut, propelled by Ki Energy

Kaen:
Reijingu would charge up fire based ball of energy and send it at the opponent as a projectile, causing possible 3rd degree burns and can set things aflame.

SUPER TECHNIQUES:
Tengoku no ikari:
Glides towards his opponent, grabbing them on contact. The opponent would be striked 30 times instantly before Reijingu knocks him/her down. However this takes a lot of energy away from him and forces him to rest for a short period before resuming the battle, unless it doesn't hit. Reijingu has to recharge this ability between battles. Opponents black out while they are being striked. (instantly kills NPCs)

Koroshimasu:
After the battle with the demon god Khaoul, Reijingu perfected this ability. Reijingu jumps high in the air almost instantly. At the peak of his jump, Reijingu engulfs his fist in Killing Intent energy and comes crashing down and incredible speeds, striking the opponent and knocking them down. If not protected, has the possibility to break bones. Can break apart armor if it’s not highly durable.
Personality:

Previously disregarded everyone's lives and emotions and would destroy anyone who gets in his way. He likes a good challenge during a fight. If they are weak, he would kill them instantly for they were not a true challenge. Reijingu was fueled on rage and can not be sated.

Ever since the reunion with his mentor, Gouki, he had learned to partially suppress it so he wouldn't lose himself in his lust for murder. This way, he could be easier to be spoken to passively and be less reckless.

History/Bio:
Offspring of a Demon and Human couple. His life as an infant was surprisingly very dull. His parents never payed much attention to their child and only came to feed him and give him a nap at the very most.

His parents were brutally murdered by a man covering his face, in his mid-50s. Albeit the child was too young to know what was going on, so it didn't shock him or scar him for life. The man took the child and from then on he blacked out. He would later learn that this man’s name is Gouki.

He raised the child until he was 9 years old and then taught him martial arts. It started small at first with only basic punches and kicks. Then teaching him things like uppercuts and ki energy. They continued this for 5 years.

Once he reached the age of 14 they would begin to train in channeling Killing Intent energy. He would get more powerful the more he channeled it, turning his eyes red. Eventually the former half demon child would have only some of his humanity left in him and would now have the desire of utter destruction.

After 6 full years of channeling the evil energy. The man was ready to teach him his final lesson. They both stood in a fighting stance, eyes staring in to the other's. They began basic punches, kicks, and grabs. Then they proceeded to move to more intense moves, uppercuts, fireballs, and others.

At last, when the battle was over, the man was on his knees. The man looked up at Reijingu, purple flame erupting from his right eye. The boy raised his fist and sent it through the man's chest, killing him instantly.

Afterwards, he would walk the demon’s path of chaos. He would fight many others who would stand in his way. Humans, monsters, anything that would halt his progress. He had even fought a demon god called Khaoul ( Kloudy Kloudy ), receiving scars on his abdomen and back. So far, he hasn't received the chance to make him pay for said scars.

After traveling for so long, fighting so many enemies, he found him. The man he “killed” named Gouki was alive. He was enraged at first but then learned to accept him. Gouki told Reijingu that he was being too consumed with the path of chaos, he needed to learn some suppression before he could learn of power.

He would learn many techniques as he trained to suppress the Killing Intent Energy. Before long, he had come to his senses and managed to suppress the urge to kill everything. He would become more reasonable and would make less reckless choices as a result.

After Gouki had taught Reijingu how to suppress his energy, he left. He now meditates in a cave, atop a mountain. People only go up there to challenge him, they end up getting killed and the bodies are thrown off of the mountain, landing wherever gravity takes them. That’s why dead bodies are commonly seen on the mountain.

As for Reijingu, he still wonders. He looks for challengers to fight him. He does not kill innocents randomly anymore. He only kills those who thoroughly annoy him. He’s now gained self control, but still walks the demon’s path, abandoning humanity with it.
Job:
Demonic Martial Artist
Alignment: (e.g. Chaotic good)
Chaotic Neutral
Appearance:
Reijingu has black and long hair, flowing down his head. He wears a karate gi, partially torn apart. There’s a massive gaping hole in his chest, that glows. There are also Kanjis scarred in to his abdomen and back.
Weapons/Armor:
Martial Arts
Other:

1st is accepted. Really cool.
2nd is accepted but realize most his abilities will only work on people under Elite. Everyone above will be able resist most of your moves.

ROYAL ASSISTANCE

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THE LIGHT

Name: Nolan Kapier Adagio (Rarely he's called 'No', which he absolutely hates because it doesn't make sense, nor is it a proper nickname)
Age: 37
Gender: Male
Species/Race: Human
Kingdom of Origin: Elysium (Light)
Position:
Royal Hand
Alignment: Lawful Good
Relationships: (TBA)
  • PROFESSIONAL/LOYAL CONNECTION - The Ruler/Avatar of Elysium
  • PROFESSIONAL/LOYAL CONNECTION - The Princess of Elysium @Blue Jay
  • PROFESSIONAL/LIGHT ACQUAINTANCESHIP - Emilia Sven Nogoodname Nogoodname
  • STAND OFFISH CONNECTION - Walter (The Bastard) Historical Storyteller Historical Storyteller
PM if interested for development
Appearance: Everything that's visible of Nolan seems to display a degree of brightness, literally. He often adorns scarves, no matter how warm it is, and they're always the same colour as his eyes unless it's for a special occasion; e.g a funeral, the colour fades to a darker shade. He prefers to wear the robes that the majesty handed to him, as soon as he had achieved his position, than anything else out in public -- until when it needs to be washed. Underneath the robes are a crisp white tunic and soft-sand coloured velvet trousers. Nolan wears black thin spectacles, the lenses are hardly visible but they're there.

WILL GUIDE

General Skills:
  • Photographic Memory
  • Ambidextrous
  • Night Owl - Able to stay awake without rest for approx. 4 days.
  • Negotiator - Will almost always attempt to negotiate than shed blood
  • (TBA)
Abilities:
  • Holo-Me - A perfect light projection of himself and is sentient to an extent. Basically a clone that knows its a clone, and performs the task that Nolan bestows it and nothing more. Can only be destroyed by a spell; if Nolan is too tired or injured to think; if it's completed its assigned task.
  • Lumos - Harry Potter reference A ball(s) of harmless light is sparked with a snap of his finger, and is used for lighting the way in dark places. Or for night-time reading.
  • Lumos Echo - Similar to Lumos but takes on a tinge of crimson than just pure white. Purges the target's flesh, hide or armour with holy light and pure sunlight when hit, and dissipates on contact. If it doesn't hit any organic matter, it returns to his palm.
  • Light Touch - A healing ability that seals up minor flesh wounds, such as scars or gashes. Though it would feel as if the injury has been poured on by alcohol -- painful but it heals.
  • Blinding Explosion - Self-explanatory, and it's mainly used for escapes or diversions. A bigger version of Lumos which attacks the peripheral visions of everyone in Nolan's radius unless they're wearing a form of sunglasses or have a particular spell.
  • Lumos Block - The ball of light transforms into a body-length shield, and only deflects/defends from physical and basic magic attacks. Doesn't help keep the wielder in place, if they block a bullrush.
  • Lumos Diamante - Conjures up 4 balls of hardened light and smashes down on a location in a row. Can be used like a hammer-ability, but disappears if he can't exert anymore magic or is exhausted mind and body. (TO BE LEARNED DURING RP)
  • Lumos Lasso - First forms a ball, before turning into a rope made of pure light. He can extend it from the palm of his hand but has limited range. Does not harm the target but binds/immobilises them if lasso'd -- unless the target has demonic strength, they can break free.
  • (TBA)
Weapons/Armor:
  • A fighting staff with two small openings where the wielder's hands are supposed to be. The openings are powered by magic and triggers both of the ends of the staff to form a blade shape with the magic's affinity. In this case, Light.
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  • Prefers to wear light armour than heavy, but doesn't adorn it during his stay in Elysium.

US

Personality: Uptight and strict, however kind, to those who chance to meet him firsthand. He places his duty, the ruler, and the kingdom, before his own life, and will do what's morally just and right for the people. But because of his own moral code, he's greatly restricted himself to the basics of the law governing Elysium, making him quite a freedom-less and religious man (but not enough to acquire Summer Fae features) -- and it'll take good coaxing for someone to get him to bend the rules.

Nolan's faith towards the ruler is pure and solid, hard to shake and/or taint, unless the ruler does it themselves. Yet that doesn't mean he follows their orders blindly; he balances and adjusts them with his own code and will be deeply disorientated if the ruler makes an odd choice -- and won't be afraid to voice his reason for it. Since the King's illness and eventual death, his attitude has dampened to a darker tone, more tired than he should be, hidden depression and impatient with the war; often feeling the toll of his work sometimes overwhelm him, which is odd for he was deeply in love with it. But he feigns such negativity when counselling the new Heir to the throne.

His attitude concerning towards the other Kingdoms: he tries his best to be stoic and not let the obvious grudges seep into his words and/or actions. The most he can do is just be passive-aggressive and extremely cautious and wary. However with the accusation on the Dark Kingdom with the Light King's illness, his resentments towards them is heightened and is more likely to be slightly more aggressive. He favours the folk of the Fire Kingdom and harbours some respect for the Lightning.

HOME

Youth
Nolan was born during the 3 decades of "peace", and long after the World Scar had made itself a grave landmark for the world. In an aristocratic lineage of the Adagio's: His father Ricardo was wedded into the high-class to his mother Florence, however Ricardo never made it to his birth for he had perished during the clash that caused the World Scar. He remembers being complimented on how he had his father's hair and smile.

Florence wedded another man by the name of Gunter, a nobleman that was a poor excuse of a magic knight in comparison to what Nolan heard about of his father. Nolan tolerated Gunter's presence, but was often forced into doing physical activities that the knight did for training.

Nolan was more inspired by his mother, learning about politics, extensive reading and writing, rather than actually being on the field.

Adolescence
He had breezed through his education, but refrained from boasting about it. He enjoyed the learning process and mental challenges than exerting sweat and blood for knighthood. It was clear to him then, that a few noble-folk sought him as something as a disappointment -- sure, he could be a scholar or something so, but his father proved himself more useful as a combatant. Because of this, Nolan's studies slowly trickled to a stop and he was re-evaluating what he wanted to be and do.

Nearing his adulthood, there had been rumours of another war between all the kingdoms, and though Nolan didn't take it to heart, he was worrying more and more of how he could make a remarkable contribution if it ever did occur. Florence, in the end, persuaded him to "follow his heart and not his ears", funnily worded but he understood. A few weeks after his mother's death, he took up his studies once more and tried to figure out what to do. During that time, he decided to sharpen and improve his magic-use of Light that his father had passed down to him, after abandoning it when he was 12.

Adulthood > Current
The position for the King's Hand had opened up, as the previous never returned after leading a party towards the Water kingdom.
Nolan achieved his position as King's Hand by age 29, after competing with many others for the seat. Though his happiness was short-lived, finding out that the King has been ill ever since the World Scar and been informed that it was possible work of the Dark Kingdom. Wrought with grief and bottled up frustration, Nolan doubled his efforts on keeping the Kingdom's faith to the current Ruler, despite the public worrying about what was happening and them only nitpicking at rumours on the King's health.

...

THEME:


CODING BY CYCHOTIC



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Accepted
 
Name: Grimgutz Ironrot, The Fireslayer, Great King of the Fire Kingdom

Age: 43

Gender: In all technicality, all Orks do not have a gender, but since they are so masculine, Grimgutz is a male.

Species/Race: Ork! Da bestest race!

Kingdom of Origin: The Great Fire Kingdom

Abilities:

Burna's Gift- Being one of the lucky few Orks to ever be spawned as a Burna, Grimgutz is able to summon a bright flame that floats just above the palm of his hand. Additionally, because he is a burna, he is able to create devices easily, such as choppas, or varying contraptions of increasingly ludicrous use. Each of these contraptions can be created from nothing more than scrap, and is sustained because he believes it works.

Mob Mentality- A part of the Ork race, a Warboss no less, he is aided by the power of belief. As long as he has followers, or he believes in himself, all of his gidgets and contraptions work. As long as he keeps kicking ass in battle and winning duels against usurpers, he has the will of his people behind him. All of his people.

Da Skorched One- Even with the great power of being a Burna, he has the power of being immune to fire, something unheard of in Ork society. Something even more unheard of, is that he is able to light himself on fire at will, a burning champion among the Ork's warrior society.

King ov da Burnas- Grimgutz not only can summon flame, but can control all manner of flames native to his element. Not unheard of are the firestorms that blaze across the desert from his own will, torrents of flame that exist only to entertain him. Additionally, asides from coating his body in flame, he is able to superheat that flame to incredible temperatures, enough for him to simply turn armor into a slurry mess of iron and leather. You don't want to know what happens when he approaches flesh.

Swirling Magma- Grimgutz, truly an amazing King of his time, is able to control all manner of magma ALONG with fire. So much so that in a pinch, he can summon magma from the core of the planet and bring it to the surface in an explosive display. He doesn't do that often though, he isn't doing any work that way.

A Lifetime of Brawling- Due to the competitive nature of the Orkish race, he has spent all of his days fighting, dueling, beating up people and having his face pressed to the ground by the boot of another. He has learned plenty, and he learns more every time he goes out to fight.

Warboss- The Warboss of the Orks in The Great Fire Kingdom, he is a giant. 10 feet tall, and immensely strong. Don't be fooled, his size doesn't betray his speed, his swing speed is unimpeded by armor.

Personality:

Grimgutz isn't one to brag about much. He isn't one to argue about much. In fact, considering his race, he doesn't fight all to much in comparison to the Boyz that are training to become him, and one day usurp him. Grimgutz is well aware of his race's appearance in the eyes of others, and plays upon that. He knows people thinks he is stupid, and a brute, so he entertains that thought, he allows others to underestimate him, and when the siege engines come blowing down their gates and walls, his stupid grin becomes one of pure malevolence. He isn't one to trifle with.

With his brethren, he enjoys drinking, fighting, sparring, and training with younger Orks to train them. He recognizes the system his society runs on and seeks to improve it, hiring non-Orks to advise him when his senses are clouded, and to aid him in completing his agenda.

History/Bio:

"Yoo'z wants a stohree fram da Grimgutz? Gluuuuurrrk." He patted his stomach after belching so loudly. "Awight, lemme puddown mah drank an' you sit on me ginormous lap, an' let ol' Grimgutz tell ya a stohree. A stohree ov time past." He cleared his throat, and put on a fine set of reading glasses on the bridge of his nose. He pulled a book out from a drawer on the side of his chair. It was somewhat dusty. He swiped it away with his huge hand, the cover reading 'Our Great King, By Grimgutz Ironrot.' He opened it, and turned it to the first page, adjusting the glasses that sat in place on his misshapen nose. He cleared his throat once more, and began to read.
"Wuns ahpawn ah toime, dere wuz a wee little grot dat wuz called 'Spilledgutz.' Spilledgutz wuzz'nt strong, 'e wuzz'nt fast, 'e wuzz'nt smaht, an' 'e shertainly wuzz'nt brave at all. But, wot 'e did 'ave goin' for 'im, the little buggah, 'e 'ad da powah ov da burna. 'E wuz a Burna Boy! Shertainly, dis garrnerd da attenshun ov othas, 'o envied 'im for his great powah. But, da Ork dat held ontah him, wuz none ovva than annuva burna boy! 'Cept 'e wuzzant a burna, 'e wuz onna dem panzees wif da pointy ears dat knew da wayz ov da flame. 'E showed da little runt 'ow ta be roight proppa orky, havin' lived in dere mess longah than da finguz on me two handz.
Ye, da panzee showed da little runt Spilledgutz 'ow ta be an Ork. How ta build 'imself a kuntrapshun, ta make da flame, an' 'ow ta defen' 'imself agains' da ovva boyz. Though da panzee neva wuz able ta make devizez, or eva dueled an Ork, Spilledgutz took every word ov da panzee, an' put it ta good use. Buildin' kuntrapshuns da worl' 'as nevah seen! 'E grew, 'e blossumed in da little hovel dat he lived in wif da panzee. Dey were happy. Da elf an' da ork, workin' on a masheen on a saturday mornin', smiliin', 'appy jus' ta be in each ovva's company. But dat all changed.
'It changed when da King'z men came 'round. Da little runt wuz no runt anymor', now 'e wuz a full fledged boy, an' da men needed boyz fer a raid. So, dey came knokkin around da hovel, but da panzee wouldn' let dem take 'er boy. Da panzee said dat dey would 'ave ta get through 'er first. So dey did. Da boy wuz scared. 'E hid unda 'is bed 'til 'e wuz dragged out by 'is feet outta 'is own home. All 'e saw of da panzee wuz 'er broken form on da ground. Dat day, da boy shed a tear. 'E nevah saw 'er again.
'Da boy wuz put inta a unit wif a few ovva boyz jus' loike 'im. Dey were boyz dat were pulled from dere own loives ta go onna raid fer da king. Dey became da kings men too. Dey were gonna go on a raid fer da king, and pillage some grainz an' wheat from dem. "Dey were a threat" 'e said, "An' dey needed ta be dealt wif, so get to it!" wuz their orders. Dey got to it, chargin' across a field wif torchez in dere hands. Dey burned everyfin. Da village wuz burned to da ground. Spilledgutz wuz burnin' summa villagas when 'e wuz stopped by sum men in arrmah. Wif 'is choppa an' da support ov 'is Lukky Stikk, he slized roight through dem, makin' quikk work ov dem, sumfink dat Orkz weren't known fer. A few ov 'is buddies afta da battle said dat maybe, 'e should go afta da king, coz 'e wuz so gud.
'So, 'e did. 'E went ta da fortruss and screamed at da top of 'is lungs dat 'e wanted ta foight da king. Lukkily fer 'im, da king was out strollin', and decided ta bring 'im ta da throne room. And dats where it started. Da boy, big afta the quik battle and the raid on da village, 'ad only 'is choppa an' 'is Lukky Stikk. Da Warboss, Skarbrand, 'ad 'is two axes. Carnage, and Slaughter. And dere, dey dueled. Spilledgutz parryed attak afta attak wif 'is choppa, gettin' in a few hits 'ere an' dere, and retreatin' wif his Stikk. Skar 'ad enuf of dis upstaht, so 'e ripped 'is stikk away, and knokked Gutz to da ground. Da biggah Ork 'ad da little one undah his foot, at 'is mercy, an' mercy wuzz'nt in 'is diktshunaree. 'E said, "Burna, yoo'z da tuffest ah've eva fought. Ah'll give ya da honor of choosing yer last words. How bow dah?" Gutz wuz angry. Reel angry. Angry dat 'e wuz kicked about 'is 'hole life, angry dat 'is only friend wuz killed at the king's word, angry dat 'is life was reduced ta nuffin jus' because da king wanted sumfink. 'E wuz so angry, he spat bakk in retaliashun,
"Ah'll neva, eva bow down to da loikes of you, YA MANGY GROT!" An' den, 'e got real red, and started ta burn through da bosses' axes on 'is neck. Den he burned through da bosses's 'ands. Den, da boss 'imself. All dat wuz left ov da boss wuz a puddle ov Ork. 'E named 'imself Grimgutz afta dat, coz 'e would neva be da same afta wot 'e'd done.
Sinz den, he ruled ova da Great Kingdom, makin' sure dat things loike dat would neva 'appen again, not undah 'is wotch.
The end."


Job:
Great King of The Fire Kingdom

Alignment: Chaotic Neutral (He isn't 'good', and he certainly isn't 'evil'. He has his own agenda, and he does what he can, whether it be good or evil, to reach his own goals.)

Appearance:

Grimgutz is a large Ork of the green variety, standing 10 feet tall. His shoulders are very broad, and his form is rippling with muscle. He has plentiful scars across his arms, chest, face, and legs, all of them cuts or stabs. His nose has been broken countless times, and two of his fingers have also been snapped. They're fine now, due to his belief. He has a scar over his right eye, but is not blinded by it, and has two faded scars across his neck.

Weapons/Armor:

Armah ov da Burn'n King- A set of crude platemail armor forged after his battle with Skarbrand himself. It is a modified set of platemail he created when he was younger, constantly burning. Even if one would be able to get close enough to Skarbrand, they have the worry of not being set on fire just from fighting him. (Just the Armor, ignore the axe and shield.


Da Lukky Stikk- A makeshift magma sprayer he carries around on his waist. Ever since his fight with Skarbrand, he has added a blade that runs down the side of the 'Stikk' part so he may use it as a sword if he were to run out of ammo.

The Blade of Nemesis- A finely crafted Elven blade of the highest quality. Fitted so it would be appropriate in Grimgutz's massive grip. The sister blade to the one used by the Elf who had adopted him as a surrogate mother, something that many Orks don't get.
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Accepted

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Name:
Scotty Barton

Age:
28

Gender:
Male

Species/Race:
Human

Kingdom of Origin:
Not Affiliated

Abilities:
Scotty's fighing style makes good use of a good amount of professional wrestling maneuvers and throws, and also uses a powerhouse variation of street brawling and kickboxing. Many of his techniques revolving around maneuvering and positioning about the arena, all the while using his bulk, strength and speed to his advantage.

Power Bomb-
This standard-issue grapple move sees Scotty grab the opponent and slam them into the ground in a fashion that’d make any wrestling superstar proud.

Slash -
Scotty performs a deadly-looking forwards chop. Stuns the opponent for a brief amount of time and also turns them around. Can be followed up with a power bomb on hit.

Slash Elbow -
Dashes towards the opponent and ends in a hefty elbow charge

Air Stampede -
Scotty hops up into the air in a tiny jump and, if spaced correctly, slams down onto the opponent’s head, knocking them down.

SUPER TECHNIQUES:
Stun Gun Assault-
Grabs the opponent and pummels them with multiple head butts. This stuns the opponent and allows for a follow up attack.

Hyper Bomb-
Grabs the opponent and puts them in a Power Bomb position. Scotty then jumps high in the air and comes crashing down with the opponent landing back-first in to the ground.

Personality:
Often crass and abrasive, Scotty's boldness tends to land him in deep trouble; he is also prone to violent outbursts of extreme aggression, especially if the people he loves are threatened. He is also very straightforward and refuses to mince words, especially when it comes to his confidence in his abilities. At times, this desire to prove himself can overwhelm his common sense, leading to very dangerous situations that test the very limits of his fighting capabilities.

History/Bio:
Alex is a kickboxer, who hasn't been with his parents since they died when he was a young boy. His current family consists of his father's friend, Tom, who lives under the same roof with him.
Job:

Alignment: (e.g. Chaotic good)
Lawful Good
Appearance:
is a very tall, heavily-built individual with long blonde hair, camouflage green overalls with the straps down, open-fingered gloves of the same color, combat boots, and a wide red bandana. He also has red marks (most likely painted on) on both of his shoulders, and red marks under his eyes (possibly face paint).

Weapons/Armor:
Kickboxing

Other:


shadowz1995 shadowz1995 Juju Juju

Accepted and same deal with reijungu.

Name: "I am Sir Lancelot of the Lake."

Fucking liar, he's just Walter.

Age: "Nearing the prime of my manhood, a solid 32 years of age."

Gender: "I'm not just a man, I'm superman."

Male.

Species: "I'm a little mermaid."

Haha, I love this guy already. Walter's human if you were wondering.

Kingdom of Origin: "I'm from the Kingdom where everybody believes the sunshine will make things better, Elysium."

Abilities:

"As you know, I'm an expert swordsman and I'm pretty decent when it comes to other weapons. I'm a good unarmed combatant but I'm not that great since that's not my forte. I'm surprisingly good at throwing stones and I'm super accurate in my throws. I can lead about a 1000 men with little to no problems at all, but when the number starts to get higher my competence decreases dramatically."

Personality:

"I joke a lot most of the time, it helps keeps the stress away. I deal with a lot of shitty people in my time, angry knights, jealous siblings, obnoxious pagans, by-the-book priests, corrupt clergy, to name a few assholes I bump into regularly. I spent days fantasizing about killing them right on the spot, but I'm not allowed to just kill them off like that, so I've got to be creative. That's why I delight in torturing them by mocking them and watching their reactions as I slowly tear them apart with my words alone.

"On the job, I like to kill people, it's my passion. Well, I don't do it all the time, but I do it when I'm excited. I've got to get riled up before I get into a really violent bloodbath, but once I'm in the thick of it I become some sort of a party animal. Few people can match the level of pain I dish out when I'm in the field. This eagerness towards bloodshed has earned me little friends and a whole lot of enemies, but at the end of the day most people would rather have a war freak like me on their side.


"Am I religious? No. I don't believe that the sunshine will make everything better. I keep these beliefs of mine to myself since I'd probably get persecuted the moment I make these statements public. Heretics like me are reviled throughout the Kingdom of Light. Personally, I think they can't just stand other people having a different opinion. Instead of trying to understand who I am and why I believe these things, they'd rather spend their time hunting these heretics down. What a letdown. Kingdom of Light my ass! Everybody's so blindly faithful to the Light that they forget our own humanity sometimes. I don't believe that the Light truly exists. There is no Light, there is only us.

"Do I regret killing so many people? No, I never have and never will regret it. Every man I faced died with dignity. Some fought for themselves. Some fought for their families. Some fought for their kingdoms. But each man that dared face the violent champion of the Elysian army fought with courage. They gave their lives willingly, and I shall treasure the lives I took. If I ever regret taking their lives, I believe I will do them an injustice. Because I will shame their sacrifice when they gave everything they had just to fight me.

"I've always had a passion for war, and I've solved most of my problems with the tip of my sword.
People are often shocked that a holy warrior of the Light could be so dependent on violence when they relied on the message of peace. I say that peace does not exist, at least not in this world. Some men fight with swords, some men fight with words, but it's all the same to me. Peace is an illusion and there will always be war. And when evil gets on my doorstep, I'll be ready to kill whatever devilry is in store for me with my sword in hand.

"I'm Lord Walter and I'm gonna kick your ass."

History:


"You want to know who the fuck I am? Go mind your own business, fool."

Well, that was an impolite brush off.

All that's known of Walter is that he is the bastard son of Lord Adamar Falco and that Walter had started the War of Inheritance with his half brother and sisters after they framed him for killing their father. Hundreds of soldiers and innocent civilians were killed before the conflict was resolved when the ruler of the land called for the war to stop. A grand trial was held before all the greatest lords and ladies of the land with Walter as the accused.

What was strange during the trial was that even though the evidence against Walter was overwhelming, the followers of the light believed that Walter was not lying when he said that he did not kill Lord Adamar Falco. The priests of the court had a special magic that allowed them to discern whether the person before them was telling the truth or not. And so, Walter called for a trial of combat, where he would fight the best champion his brothers and sisters could send for his innocence.

If he won the duel, he would be free of all charges and his brothers and sisters would be executed for murder. If he lost the duel, he would have already died in combat. Naturally, his brothers and sisters argued against this but the judge was intrigued and let the duel take place.

When the duel took place, Walter was made to fight an 8-foot tall knight with a giant sword with special magic. Walter's tactic was to charge straight in and go for the legs. It worked, the giant stumbled and fell, and Walter dealt the coup de grace by stabbing the giant in the face.

After the duel, his brother and his sisters were executed for murder and Walter lived to grab his dead father's estates.

The Falco family is notorious for siring famous war heroes such as Lord Aaron Falco, the hero of the Battle of Ochtus, or Lord Zachary Falco, a former leader of the Solari Guard. Nowadays, the Falco family is torn apart with Walter being

Job: "I'd say I have three jobs overall. I'm a busy man, mate. I'm a Lord, which means I'm a fancy ass noble so I've got to run the estates of Paxters, Hamleigh, Castell, Fabor, Knoxford, Danex and Roches. In the Elysian army, I serve as a Captain with my own battalion of foot soldiers, crossbowmen and cavalry; no mages, I hate those bastards. Occasionally, Elysium calls me to act as a Diplomat with the Great Kingdom of Fire since I'm pretty tight with those guys."

Alignment: "Ah, I'd say I'm Chaotic Neutral since I'm a free spirit and all."

That's pretty spot on.

Appearance:

"Beauty is in the eye of the beholder. No, wait, I've got a better one. I'm sexy and that's true!"

ARMORED

"I've got looks that can kill in bed."

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UNARMORED

"Just who is that handsome devil over there? Oh wait, that's me."

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Appearance description/extra details:

"Any significant features? Black hair. Green eyes. A few scars on the side of my face after being sliced by a sword. There's nothing much besides that except if you count a tattoo in the shape of a cross on my chest."

Equipment:

"A full suit of knight's armor. Complete with plate armor, mail armor over most parts of my body and I've got a leather padded jacket underneath all that. Aside from all that, I've got a large dueling shield and a bastard sword as my weapons. I've got more in my armory, but this is my standard set of equipment."

Other:

In Elysium, he is known as Walter the Bastard and his enemies call him Lord of the Wankers to poke fun at him.

*Quote & Theme Song:

"When life sucks, stab life in the face with a bastard sword while laughing like a madman."

-Lord Walter, the best Elysian ever

Medieval Music - Draig Llofrudd (Metal Version)

Accepted my friend
 
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Personal Information



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Name: Aurelie Genova von Astor
Age: 20
Gender: Female
Race: Half human, half summer fae
Role: The New Dawn, Princess of Elysium
Alignment: Lawful Good


Due to her hybrid parentage, Aurelie stands at a modest 5'4" just a few inches short of average height. Her body is slender but toned making her agile and fast. She has pointed ears and long red hair, both traits gained from her mother while like her father her eyes are a bright blue, almost sapphire in shade. Also like her father and royals before them, there is a sort of brightness about her that sets them apart visually from other humans. They just seem to radiate light no matter what they do.
She wears dresses or her Lumin Ward uniform as she is an honorary member of the specialized military unit.



Personality & History


The Reluctant Heir

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Aurelie is incredibly loyal, protective and honest with those she cares about, which pretty much extends to the loyal subjects of Elysium. She loves her people and is fiercely proud of her nation and all it's achieved since it's creation. She desires greatly to further the good work her father and previous rulers have done and wants so desperately to be a good ruler despite her lack of experience and preparation. Though she has the will and conviction, she lacks the wit and tact to truly be an effective ruler. Her heart is soft and she's far too kind for her own good.

She's still a bit of an immature brat though losing her mother and possibly her father too has certainly helped to clean up her act. Normally talkative she's a motormouth when nervous or stressed and has no shame in whining and complaining about things to her advisers or guards. She does understand there is a time and place for everything and is able to compose herself for more serious situations for the most part. She's quite loud and doesn't have a problem making her feelings known, especially when something upsets her. She is naive, indecisive and in constant need of direction and validation when it comes to making important decisions. She looks to people she trusts and can be influenced by them until she no longer likes what they're saying.

Like most Elysium's she feels they are superior to all other kingdoms and believes they are only beholden to the Sun itself. She has a difficult time holding her tongue when it comes to people she despises but usually gets away with it because of her status as a princess. She hates it when things don't go as planned especially if she had been assured they would and has been known to throw a tantrum, though not in public.

Aurelie is deeply religious and as such her morals and actions are very much determined by the teachings of Luminosity. She closely follows the Guiding Light principles and believes in the self empowerment it teaches. She is an avid vegetarian and zealous worshiper of the Sun and it's benevolent light. Though she believes all life has a value she is not totally above killing her enemies if it's the only solution. Of course it will always be a last resort for her but she is capable of it. Her morality system is rather strict according to the teachings of Luminosity: you're either right or your wrong, there is no in-between for her. Because of this and her strong will, it can be fairly easy to cross her and she is not quick to forgive or forget.

The New Dawn

As the only child of the von Astor's there was hardly any doubt as to who they would name their heir. Aurelie was raised as any other royal child would be with the world at her fingertips. She learned how to use a sword, to ride a griffon, to use her light magic and how to deal with the day to day tasks of ruling a kingdom. The harsher things were kept from her when she was younger as she would likely not sit on the throne for many years to come. Of course that all changed after the events of the final battle where the dreaded World Scar was created.
Her mother and father had fallen deathly ill and all of Elysium's healers agreed that it was the result of dark magic. There had been an attempt to assassinate them. Regardless of how tirelessly their healers worked the sickness could not be purged. Her mother died shortly after as being a summer fae meant she was more susceptible to the diseases effects. Her father continues to cling for life but the situation looks very grim. Aurelie now prepares to ascend to the throne at a time where the threat of a devastating war looms like an ugly black shadow, threatening to forever extinguish the light of Elysium.
Aurelie is determined not to let that happen, no matter the cost.​




Abilities & Weaponry


Aurelie is a skilled swordsman, often regarded for her mastery and creativity in combat. She was also born with powerful magic thanks to her heritage and has a host of abilities she may use.

Sun Ray - Aurelie fires multiple rays of Light Magic towards a target. On impact they temporarily root the target to the spot.

Solar Flare - Aurelie can manipulate sun light and light magic into waves that can be used to manipulate others by pushing, binding or paralyzing them depending on her needs. These light waves can move through any form of matter and pulse on impact. The pulse can rupture to cause damage or be harmless at Aurelie's discretion.

Divine Light - Aurelie goes into a temporary stasis, quickly healing herself. She can not be attacked in this state but she also can't move.

Peace - Aurelie is able to induce peace and calm in others, causing them to no longer be enraged or violent. It's a good way to stop fights.

Light Warp - Aurelie can teleport short distances using the light of the sun. It makes her more unpredictable in battle.

As the next in line for the throne, Aurelie is subject to gain the powers her father once had once she becomes the Avatar of the Sun. These include:

Avatar Form - They become the embodiment of the Sun itself, gaining greatly increased speed, regeneration and physical strength.

Absolute Light - Aurelie can create a blanket of light over a large area that no darkness can penetrate. Those not accustomed to dealing with light magic or not very strong in general can be blinded while Aurelie's magic abilities gets stronger under it's effects.

Pacifism - An improved version of Peace, Aurelie can spread her peaceful influence over a vast range of individuals. It has the potential to end battles.




Weapon
Aurelie wields the magic infused blade Mirror. It causes her slashes to flash with light on impact, dealing bonus magic damage.
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Mirror's true power lies in it's capability to reflect physical and magical attacks. But the reflection must be timed properly or it'll leave her vulnerable. It does not stop physical effects such as staggering, knock ups/backs.


Relationships & Other


I'll add her relationships with other characters here


Theme:



*I will probably add more details to this as the roleplay goes on so if you're interested in seeing how Aurelie evolves and grows just check back here~

Uh
...accepted but one problem. They cant have been assassinated in the final battle....it was literally open war. You cant be assassinated during open war. Jistm...killed yiu know? So the priests figuring that doesmt make any sense
 
ROYAL ASSISTANCE

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THE LIGHT

Name: Nolan Kapier Adagio (Rarely he's called 'No', which he absolutely hates because it doesn't make sense, nor is it a proper nickname)
Age: 37
Gender: Male
Species/Race: Human
Kingdom of Origin: Elysium (Light)
Position:
Royal Hand
Alignment: Lawful Good
Relationships: (TBA)
  • PROFESSIONAL/LOYAL CONNECTION - The Ruler/Avatar of Elysium
  • PROFESSIONAL/LOYAL CONNECTION - The Princess of Elysium || Aurelie Genova von Astor @Blue Jay
  • PROFESSIONAL/LIGHT ACQUAINTANCESHIP - Emilia Sven Nogoodname Nogoodname
  • STAND OFFISH CONNECTION - Walter (The Bastard) Historical Storyteller Historical Storyteller
  • HISTORICAL KNOWLEDGE - Jean Mornyth Gavinsworth III Elephantom Elephantom
PM if interested for development
Appearance: Everything that's visible of Nolan seems to display a degree of brightness, literally. He often adorns scarves, no matter how warm it is, and they're always the same colour as his eyes unless it's for a special occasion; e.g a funeral, the colour fades to a darker shade. He prefers to wear the robes that the majesty handed to him, as soon as he had achieved his position, than anything else out in public -- until when it needs to be washed. Underneath the robes are a crisp white tunic and soft-sand coloured velvet trousers. Nolan wears black thin spectacles, the lenses are hardly visible but they're there.

WILL GUIDE


General Skills:
  • Photographic Memory
  • Ambidextrous
  • Night Owl - Able to stay awake without rest for approx. 4 days.
  • Negotiator - Will almost always attempt to negotiate than shed blood
  • (TBA)
Abilities:
  • Holo-Me - A perfect light projection of himself and is sentient to an extent. Basically a clone that knows its a clone, and performs the task that Nolan bestows it and nothing more. Can only be destroyed by a spell; if Nolan is too tired or injured to think; if it's completed its assigned task.
  • Lumos - Harry Potter reference A ball(s) of harmless light is sparked with a snap of his finger, and is used for lighting the way in dark places. Or for night-time reading.
  • Lumos Echo - Similar to Lumos but takes on a tinge of crimson than just pure white. Purges the target's flesh, hide or armour with holy light and pure sunlight when hit, and dissipates on contact. If it doesn't hit any organic matter, it returns to his palm.
  • Light Touch - A healing ability that seals up minor flesh wounds, such as scars or gashes. Though it would feel as if the injury has been poured on by alcohol -- painful but it heals.
  • Blinding Explosion - Self-explanatory, and it's mainly used for escapes or diversions. A bigger version of Lumos which attacks the peripheral visions of everyone in Nolan's radius unless they're wearing a form of sunglasses or have a particular spell.
  • Lumos Block - The ball of light transforms into a body-length shield, and only deflects/defends from physical and basic magic attacks. Doesn't help keep the wielder in place, if they block a bullrush.
  • Lumos Diamante - Conjures up 4 balls of hardened light and smashes down on a location in a row. Can be used like a hammer-ability, but disappears if he can't exert anymore magic or is exhausted mind and body. (TO BE LEARNED DURING RP)
  • Lumos Elfe - A teleportation ability but isn't as great as Light Warp; can only teleport to an area in his general vicinity/if he can see the spot he wants to warp to. Usable even if it he isn't thinking straight.
  • Lumos Lasso - First forms a ball, before turning into a rope made of pure light. He can extend it from the palm of his hand but has limited range. Does not harm the target but binds/immobilises them if lasso'd -- unless the target has demonic strength, they can break free.
  • (TBA)

Weapons/Armor:
  • A quarterstaff with small openings throughout the length of the staff. The openings are powered by magic and triggers both of the ends of the staff to form a blade shape with the magic's affinity. In this case, Light.
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QUARTERSTAFF MAGIC:
  • Lumin Wave - Incorporating some magic through the openings, both ends can send a wave of light towards a direction. The light acts as a slashing force and will cut what it comes into contact with and will dissipate upon impact.​
  • (TBA)​

  • Basic Stance - One firm downward hand-grip and one upward hang-grip on the length of the staff. The dominant stance for parrying and diagonal lunges.
  • Forward Block - A firm downwards hand-grip on the middle of the staff's length and raised slightly above chin-level; the staff is jutted forward.
  • Forward Lunge - One hand that's of an upward hand-grip firmly grips near the middle of the staff's length, while the downward hand-grip is at one end of the staff; the tip of the staff is jutted forward, powered by the hand holding the end.
  • Backward Lunge - Similar hand-grip format as forward lunge, though the positioning of the hands move further up the length of the staff and the direction changes.
  • Switching - (TBA)
  • (TBA)
  • Prefers to wear light armour than heavy, but doesn't adorn it during his stay in Elysium.
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US

Personality: Uptight and strict, however kind, to those who chance to meet him firsthand. He places his duty, the ruler, and the kingdom, before his own life, and will do what's morally just and right for the people. But because of his own moral code, he's greatly restricted himself to the basics of the law governing Elysium, making him quite a freedom-less and religious man (but not enough to acquire Summer Fae features) -- and it'll take good coaxing for someone to get him to bend the rules.

Nolan's faith towards the ruler is pure and solid, hard to shake and/or taint, unless the ruler does it themselves. Yet that doesn't mean he follows their orders blindly; he balances and adjusts them with his own code and will be deeply disorientated if the ruler makes an odd choice -- and won't be afraid to voice his reason for it. Since the King's illness and eventual death, his attitude has dampened to a darker tone, more tired than he should be, hidden depression and impatient with the war; often feeling the toll of his work sometimes overwhelm him, which is odd for he is deeply in love with it. But he shuns such negativity when counselling the new Heir to the throne.

His attitude concerning the other Kingdoms: he tries his best to be stoic and not let the obvious grudges seep into his words and/or actions. The most he can do is just be passive-aggressive and extremely cautious and wary. However with the accusation on the Dark Kingdom with the Light King's illness, his resentments towards them is heightened and is more likely to be slightly more aggressive. He favours the folk of the Fire Kingdom and harbours some respect for the Lightning.

HOME

Youth
Nolan was born during the 3 decades of "peace", and long after the World Scar had made itself a grave landmark for the world. In an aristocratic lineage of the Adagio's: His father Ricardo was wedded into the high-class to his mother Florence, however Ricardo never made it to his birth for he had perished during the clash that caused the World Scar. He remembers being complimented on how he had his father's hair and smile.

Florence wedded another man by the name of Gunter, a nobleman that was a poor excuse of a magic knight in comparison to what Nolan heard about of his father. Nolan tolerated Gunter's presence, but was often forced into doing physical activities that the knight did for training.

Nolan was more inspired by his mother, learning about politics, extensive reading and writing, rather than actually being on the field.

Adolescence
He had breezed through his education, but refrained from boasting about it. He enjoyed the learning process and mental challenges than exerting sweat and blood for knighthood. It was clear to him then, that a few noble-folk sought him as something as a disappointment -- sure, he could be a scholar or something so, but his father proved himself more useful as a combatant. Because of this, Nolan's studies slowly trickled to a stop and he was re-evaluating what he wanted to be and do.

Nearing his adulthood, there had been rumours of another war between all the kingdoms, and though Nolan didn't take it to heart, he was worrying more and more of how he could make a remarkable contribution if it ever did occur. Florence, in the end, persuaded him to "follow his heart and not his ears", funnily worded but he understood. A few weeks after his mother's death, he took up his studies once more and tried to figure out what to do. During that time, he decided to sharpen and improve his magic-use of Light that his father had passed down to him, after abandoning it when he was 12.

Adulthood > Current
The position for the King's Hand had opened up, as the previous never returned after leading a party towards the Water kingdom.
Nolan achieved his position as King's Hand by age 29, after competing with many others for the seat. Though his happiness was short-lived, finding out that the King has been ill ever since the World Scar and been informed that it was possible work of the Dark Kingdom. Wrought with grief and bottled up frustration, Nolan doubled his efforts on keeping the Kingdom's faith to the current Ruler, despite the public worrying about what was happening and them only nitpicking at rumours on the King's health.

...

THEME:


CODING BY CYCHOTIC


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T H E - P L A G U E - D O C T O R

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I

Name: Wade West

Age: Around 320

Gender: Male

Species/Race: Demon(Aerico)

Kingdom of Origin: Dark Kingdom



AM

Abilities:
General skills:
Skilled doctor

Wade is skilled in medication and curing ailments.
Entomologist
Wade has wide knowledge regarding insects.
Toxicologist
Allows him to easily derive antidote for almost any toxin.
Eyes of a collector
Wade is observant and has decent knowledge about antique and magical items.

Offensive skills:
Miasma

Creates an ominous gust of air that suffocates and weakens the target while slowly draining their life.
Night Air
Emits a strange aura which cures demon but damages non-demon.
Vector
Allows Wade to control insects and tiny creatures to his will. This also, allows him to control zombified creatures.
Fatal stinger
An aimed stab of a needle could cause immense damage and aftermath, or, instant death.
Endemic dread
Infect someone with diseases through contact or a vector.
Infestation
Spawns a huge amount of agitated bugs to be utilized offensively.
Black Death
Emits pulses of concentrated dreadful aura.


THE

Personality:
Wade is what many people may consider a weirdo. To many people, Wade can act or talk a little odd and comical at times, which in many cases, is purely him being himself.

Wade appears to be laid-back and carefree, he could be seen as lazy and would often slack off when there's nothing in particular that catches his interest, or else, he would just seek for something else that he finds interesting to entertain himself instead. Wade always has a nonchalant attitude and pays little attention to his obligations, Wade was never, and will never be too serious about his tasks, but would nonetheless, follows the king's order strictly.

Wade is a passionate collector which have an eye on exotic and peculiar collectibles ranging from human remains to rare venomous arthropods, it wouldn't be surprising to find where he calls home looking like an exhibit of some of the most rare and peculiar items and creatures around the world.
Wade is also specifically fascinated by venomous insects and poisonous plants, which he spent most of his lifetime to collect and study intensively.

Wade also has extensive knowledge about anatomy and medication that's applicable to all species.


History/Bio:
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Wade is a rather mysterious figure which talks little about himself, as it seems to be too boring for him, quoting from the demon himself.
Rumour has it that behind his mask, Wade is actually a human in disguise.
Wade won the king's trust before and during the war slowly, and gained his position of being the king's advisor.

The demon Aerico was responsible for the devastating suffering and death of the whole population of a small village in Elysium's history. Aerico used his abilities to spread diseases and contaminated the village out of pure curiosity.

Wade West, a local doctor was the only one who was willing to fully commit to find a cure for the villagers, including his family, as it appears that Wade has natural immunity to the disease.

Through his experiment, Aerico was able to let the villagers being subjected to discrimination and extream boycott while many of the contaminated patients were either being forcefully executed or being left alone to their death. All of the villagers were being labeled as outcasts and have nowhere to go.
Through that, Wade learnt about the true and cruel nature of society and was starting to be empathetic for both races in the conflict between the Light and the Dark kingdom, envisioning how the world would be without said conflict and rift.
At the end, Wade could not come up with a cure and failed to save even a single soul despite dedicating his whole life to find the cure. Wade West eventually died alone in the one-man village, still trying to find a cure even at the moment he lost his last ounce of strength and life.

Aerico, perhaps finally felt sympathy on the man, kept and fused with his soul while carrying a fragment of his will within him.



Job: Royal Advisor

Alignment: Chaotic neutral



CURE

Reference:
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Weapons:

Wade mainly utilizes insects or his long needle offensively.

Other:
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Name: Nidaria, Queen of the Dark Kingdom

Age: 497

Gender: Female

Species/Race: Demon

Kingdom of Origin: Dark Kingdom

Powers:
  • Wildfyre: Nidaria wields a variant of demonic flames, known as wildfyre. The flame burns green and has earned its name from the alarming rate at which it spreads. It's voracious, but drawn mostly to living or magical things. Has been known to leap from combustible material to instead burn on flesh. It's useful for its corrosive quality against magical barriers. [*can be used with hellspawn. E.g. detonation.]

  • Hellspawn I: creates a minion composed mostly of demonic magic, and sometimes a core*. They are not living, nor are they sentient past Nidaria’s will. They are best described as either an ‘elemental’ of demonic magic or an advanced form of illusion. They can be used as anything from meat-shields to living bombs.

  • Hellspawn II: Nidaria is able to use a similar magic to {Hellspawn I} and apply it to herself by becoming a living ‘core’. This is commonly used to conceal her wings or other features if she needs it. Its true function, however, is far more powerful than petty disguises. Although Nidaria has used this power to transform in her past, she hasn’t altered her form significantly in a long time…

  • Summon weapon: Summons Nidaria’s signature weapon, Requiem, a whip made entirely of wildfyre. An odd choice for someone with her past, but it makes for an eerie display. It’s presumed function would be for flaying, but she often prefers to go straight to beheading/dismemberment through cauterization. The combination of range and lightning-fast attacks makes for a nasty duo.
*Core. A core can range from a multitude of objects, which all serve as a host for the demonic energy to manifest in. Using the core as a base, the demonic magic can sprout and take physical form. If a core is destroyed, the hellspawn will deteriorate. Examples of what Nidaria keeps with her as cores include; the hilt of a shattered sword, a tarnished locket, and a carved bone. The bigger the core, or the sentimentality attached to it alters the amount of energy which can be manifested. Cores with potent memories attached to them are extremely powerful.

Though demonic spawn can occur without the use of a core, the strongest constructs are created using one. 'Coreless' hellspawn can reach the power of a ‘cored’ spawn but they become volatile and often need some source of energy to sustain their form. This is usually in the form of fear (in the case of battle) or the lifeforce of living things around the hellspawn. These sources can also empower a ‘cored’ spawn.

If a 'cored' hellspawn is dispelled or sustains fatal damage from an attack, it will deteriorate with the core remaining intact.

Abilities:
  • Demon Physiology- The queen has unnatural physical capabilities. She is resistant to most forms of magic, immune to poison, and has increased stamina and agility.

  • Broken chains: This is a negative ability, despite springing from a triumphant event. Though Nidaria was freed from a past binding, due to her prolonged slavery it’s easier for her to be bound again. Still, the binder has to be strong enough to survive her attacks and weaken her enough for the magic to take hold.
  • Hush-Hush: Nidaria’s primary currency is secrets and information. As queen, she uses both of these to eliminate threats before they happen and to exploit the weaknesses of other kingdoms. She has informants in almost every kingdom, with hellspawn observing the rest. If something important is happening, she will know of it. [Note: obviously this does not mean that she will know absolutely everything. So long as plans are kept between rulers and their advisers, there is no way for her to know.]

Personality:

Significantly less sociable than the king, Nidaria often keeps to herself when she is outside of the castle. However, do not let her aloofness fool you. Despite this unapproachable demeanor, Nidaria actually cares a great deal about the well-being of her subjects. Though it may come as a surprise to most, she will help any of her citizens should they ask, but this seldom happens due to her intimidating presence. When it comes to her family or kingdom, she will defend both with the wrath only a vengeful mother could posses.

She takes her role as queen very seriously, and does everything in her power to maintain order within her kingdom. Like a hawk, she watches the coming and goings of the kingdom and there is little that goes on without her notice.

Citizens are either fearful of the Queen’s watchful eye, or admire her power. Either way, Nidaria is content so long as the kingdom is flourishing and her people are free from the ignorant creatures of the light. Though the Dark Kingdom welcomes children of the light with open arms, Nidaria nurses a permanent grudge against them. She treats them with all the rights of citizens, but nothing more. When it comes to dealing with their troubles, she leaves it to the king. There have been attempts of reconciliation, but there has been little change.

Nidaria has always loved puzzles, mysteries and secrets, and this extends to people or kingdoms who pique her interest. Additionally, it is said that the Queen harbors a soft spot in her heart for cripples, outcasts and broken things.


History:

To any who are familiar with the scars of binding it is unnecessary to ask about the Queen’s origins. She won’t talk about much of her past either, if prodded, other than vague details about her early freedom.

Many demons or other magical creatures who bear such scars often try to rid themselves of the markings or keep them from view. Nidaria is different. Though she is proficient in illusions and transmutation, she has made no effort to remove the scars. Instead she wears them with great pride as a symbol of her freedom.

Other than that, she keeps her own secrets under lock and key. There is only one demon who can truly say he knows her, but even then it is debatable as to whether she was told him the entire truth.


Job: Queen of The Dark Realm


Alignment: Neutral Good

Appearance:
(her 'normal' appearance. Featuring her slave-markings and lovely horns.)
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(When in combat)

Armor (left) Everyday wear (right)
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Prerequisites

Name: Jean Morynth Gavinsworth III

Age: 52

Gender: Male

Race: Human

Kingdom of Origin: Elysium

Occupation: Former King

Appearance:


Persona

Abilities:

Lithe: Jean is extremely quick and extremely limber; so able is he in his usual ventures, that many fail to notice his presence. The old man can move around with elaborate quietness and decisive speed — not to mention, he's also devilishly good at parkour, and is known to be quicksilver fighter.

Fighter: He's not a joke, faux swordsman — he's the opposite of a joke, faux swordsman. He's a masterful, artsy swordsman. Few have truly opposed him, or downright challenged him to a duel, and those who did have met the pointy end of his blade — usually their very last meeting in the entirety of their life, really. His genius regarding a sword is extreme, thoroughly extreme.

Wily: While not natural at historical categorizing, or pure strategizing, Jean was gifted with a sharp mind since the day of his birth, able to quickly organize dashing, devious plans with great, reckless ease. Additionally, the man is also gifted with an accountant's wisdom, able to talk in many languages, adopt accents, and calculate large figures.

Knife Enthusiast: He has a great many pairs of knives, a few standing out deliberately, that he can, and does, use with great efficiency; he's extremely good at throwing them, changing them to and fro, or more unusually, torturing people with them.

Thief: Setting aside his daily schemes of grand larceny, Jean's particularly skilled at the finer points of thievery, and of course, disguises — so much, that he's amassed a fair bit of coin, aside from the ones earned through his regular 'games'. He can put on riveting disguises, realistic personas, but those usually fail to his boldness.

Magick skills:

Empyrean Vindication: Calls forth a bolt from the azure skies, of pure and almighty scale, to smite the evildoers and pretenders with, and if possible, render them into many smithereens. By adverse probability, it professedly only works amongst open fields without any form of tough roofing. Additionally, it demands a hellish amount of stamina — which the old geezer rarely provides, or cares to provide.

Celestial Manus: Conjures from the astral body a controlled shoot of lambent radiance, which shrouds an arm of his choice in a thick veil of light, priming for a single strike of any desirable effect — at its best, it's capable of tearing apart the innards of any armoured beast, and at its least, it nullifies the senses and stuns a poor soul to unconsciousness. It takes its share of toll depending on the power used, and this fact alone tends to annoy the oft readily annoyed Jean.

Fulmination: A blast of bane fire to keep away the condemned, and curse them to death. Lights the air around him sweltering with burning light — disintegrates men dumb enough not to duck, and more dumber enough to advance upon him. Generally undetectable upon activation, and only identifiable by the glimmering air towards the end of the spell.

Carte Blanche: Frees anyone, or even a whole group, from the demonic effects of mind control — affects himself as well, making him immune to mind control, or any sort of passive, steady enchantment.

Exodus: Summons a psychic slit of light, bringing outward the assistance of the angels from above, which beams him directly to a location of his wish — within a set boundary of median span, of course — phasing through any obstacle. Each stretch takes about a fair amount of stamina, but can be used consecutively.

Fulgor: A runic lode that, a subtle glyph visible only to his fair eyes, can be planted in the ground. Its sole mission is to create an explosion — and in any parameter, power or type that Jean wishes — that can either break apart static obstruction or organic obstruction. It is rather subtle to the eyes, and therefore, quite less visible.

Personality:

Jean is, admittedly, a very smarmy man — drenched in various sorts of oil, overconfident in his wickedly stalwart acts. Acts which can better be identified as stunts of tremendous audacity, leaning boundlessly towards ornery bedazzlement rather than actual utility. The former king's infamy — or not, seeing that nobody really knows him — additionally lies in his near-obsessive nature of boasting about his indomitable wits, and which are, doubtlessly, an exaggerated feature of his own creation. Consumed by his own shell of dumb self-serious density, Jean likes to believe that he's of the dashing sort, and while he does possess a few gentlemanly traits, he's far from being a smooth operator.

His various, laughable yet grandiose capers scarcely work — but when they do, they work brilliantly, a fine courtesy that belongs solely to his wily smarts. Credit could often be given to the king for that, but unfortunately, he ruins that virtue simply with his sore losing; even at the brink of loss, Jean tries to muster up enough sweet lies to believe that his antics are — instead of lackluster — brilliant and genius, gravitational works. This fulsome propriety is only surpassed by his brutal ruthlessness, and they aren't afraid to inter-mix every now and then. His anger intermittently remains hidden, though by means of deliberation, only seeping out in the form of an acerbic tongue and a bitter affinity for violence. A queer result it is, his fruitless attempts at concealing his various grudges with deathly stunts soon finalized with the denouement that his grudges were to be borne with relative ease — and still are given birth with superior, miasmatic quality. Jean is bothered by that, but not in a moralistic sense, no.

The old man possesses a pernicious, gross and bearably self-centered demeanour. This bearish cadre of traits ofttimes swerve into an overconfidence which hardly ever fails to play into his various petty oversights. Jean's liberal usage of his own personality, and his subsequent narcissism, is tinged subtly with a compulsive need to see all muddy situations through and through and carefully 'equalize' them — more often than not, these are just overtly justified attempts to fix his personal issues and to secure his own well-being. Although he does fall victim to his gracious honour code every now and then.

All these traits, and a few other vices of gruesome nature, compile to make him one very spiteful man, who regards each execution with recklessness and without a second thought — in the process, ruining the capacity and potential of his cunning intellect.

Still, in spite of his wild nature, he has a modest litany of virtues; he admires the concept of camaraderie, and while he's an uncontrollable liar, he's always a reliable friend; he's determinate and industrious, his productivity never ceasing to vanish until the time of his objective's completion; his bold audacity, that while a flaw in some parts, can also serve to be a rather good trait; he's, also, flashy, extremely flashy. When he cares to brood during his more quieter moments, he tends to express a rare moment of solemnity — a morose glimpse at his past self — and it certainly isn't unsurprising to see him acting like this, which mostly happen during less-quicksilver events — during slow-burning quagmires, usually.

But, all in all, he's a great fighter and a crude con.

History:

Morynth was born in the monarchical regime of Elysium, during the petty wars that took place during the world scar, to one really ranked person: the king, and his wife too, the queen. Amidst tense straits, one filled with harsh pettiness and boorish dealings, he was only merely lucky to find himself in the hands of the shielded royal family, under protection of the stalwart royal guardsmen and the utterly loyal men. Back during those weird days, a child might find the prospect of being born to a noble family, the most noble family, a very delightful idea — perhaps, even embellish the theory with a garden of sorts, abundant with decorous flowers and gaudy fencing.

Jean would've very much liked to disagree.

The royal family maintained a level-headed disposition in front of their subjects — it was a casual, unspoken tradition that ran in all kingdoms and clans, supposedly to assert one's leadership and maintain it rigorously — but behind the thick curtains, the stoic facade, there were affairs of even more taxing status. The king was dying, afflicted with a disease unknown to the lightern physicians. Even the pacxians, bold nomads skilled in the art of organic repairs, failed to identify the withering attacks this strange disease was unleashing upon him.

Thus, there were great strains and bothersome worries planted upon the arms of Jean, who took it with little question — but, still, it would've been a bold-faced lie if it was to be said that he enjoyed the riveting coming of the great responsibilities a king had to bear. There were only few who could enjoy a childhood torn asunder by the growing face of danger, of sheer responsibilities. The people knew Jean's unease, the fact that he loathed his duties — his many regulations. But, whoever would dare to speak up to the crazy, hasty king? Nobody, nobody at all.

Even the queen scorned her eldest son, favouring her younger ones, fiddling with them till they spoiled and turned into mud: pure, glorified mud. His sister, usually dolled up, always taunted him, with no end or anything. His brother did the same too, except many times worse. Jean shrugged off all these problems, and tackled all his own concurring issues with all the efficiency he could muster, a kid could muster. Jean was a good kid, well mannered, and he learned things quickly. He fought off every hurdles his trainer had lain before him, and every finicky details his mother had shoved to him; and he did them well, very well. But his father neither cared, nor did he even aspire to care — each one of their meetings were brutally pragmatic, each act weighed with practicality rather than emotions. His mother was far more worse, and while his father liked to stray on the neutral lines, his mother liked to 'discipline' him on a regular basis — a flaw in his finesse usually meant a flaw in his mentality.

His mother liked her younger kids, never Jean. Each task she gave him were accompanied with harsh verbal abuses — it was a way for her to release her own grief, her bugging stress, that the light kingdom, all of Elysium, had to bear during this phyrric war..

Thus, Jean progressed, his disdain for his father and his mother growing ever so slightly and so on. His brother, the muddled mouche, grew up a brat of viciously dumb standing — nothing better to add oil to Jean's steadily increasing fury. His sister, ever the salty bitch, started to downright ignore him, her haughty attitude growing and growing. Jean anger grew, but he had to bottle it all up, in the name of the people, of Elysium, of this godforsaken religion.

As time went on, Jean's studies gradually shifting from physical machinations to magic; for the first time, his younger brother too was subjected to training, and that gave Jean a semblance of pleasure. But all was not well for Jean, for his self-made pride was only short-lived. A month of amelioration, and a dashing comparison between him and his brother, and the trainers soon discovered, and the people too because it was rather obvious, that Jean was lagging behind in terms of magic. Although, magic is most certainly a difficult thing to master, even for naturally-gifted royalty, things were going extremely slow for Jean, it seemed. Shit cascaded, and thing went through more things, and all Jean earned was a fistful of spittle from his father.

His father, in a desperate attempt to save face and to compensate for his weak magic, worked him hard on his physical conduct, forcing him to develop his physique at an even quicker rate. His sister progressed to more serious affairs, Jean likely only a distant memory in her minds, as she got to amble about the more serious courts. His brother dawdled about, only teetering near the edges of death by Jean's own hand. And his mother discontinued even seeing him, much less talk to him.

Jean became bitter, and still as dumb as he could be. As anyone could be. As any royal could be.

Jean studied though, as much as he could, piece after piece enough to fake perfect composure even when things weren't pretty. His father's health started to decreased rapidly, and then on, then on, till he was dying and only barely struggling to write — he assigned his mother to the regent council, one of his more 'trusted' man to act as the new hand, and booted Jean towards the throne. You could certainly imagine the man's dull surprise, but it was to be expected, though unfortunately. It wasn't an easy start, rather, it was more a rude awakening than anything. Jean was put to task, forced to answer the wavering problems his subjects had to bear, and the many conundrums which regularly smote the army.

His hand, his advisor, Matthias, wasn't of either sound mind or was he skilfully chosen — the king, in the single most dumbest mistake in his entire life, had chosen one of his war buddy for a hand. An old friend, but an old friend that wasn't to be trusted. Unbeknownst to the King, who was now perfectly drained of life, the hand was supremely warped and greatly evil.

Matthias taught Jean all the wrong tactics, wrong moves, that he didn't know himself. Jean, being dumb, messed up and slipped off. Wars were lost, men were killed; the common people started to doubt their king. Matthias, in a final coup de grace, advised Jean to follow his men to battle, a monumental battle, to regain the favour of the people. It was a mimicry of the days of the old, when the braver, able kings would heroically lead their men into battle — there are few who could doubt the amount of fame one could receive from such an act.

Thus, Jean was sent, packed up and wearing ten different kinds of cloaks, towards the edges of the Biverne riverine, a strategic point for the LK during the world scar, set on the fringes of LK. More clumsy leadership, and he had sent his best men to flank the enemies, leaving himself and the worst to weakly guard the front. Meek and pathetic, the arriving forces had their own ideas — they went around the edges, piercing through the flank, in a delusional interception. The flanker flanked, Jean was defeated but not before he recklessly challenged one of Desh's champions to a duel — a duel to determine his fate.

The tides of the battle started out strong, Jean practically seeping out vigour as he followed strike with strike, but unfortunately, the force of his attacks soon shrunk away; the dread knight slowly began to achieve his victory, landing kingly blows and fluid grapples before finally shoving Jean to his loss with a tremendous slice. In one fateful move, Jean was wounded and fell to the ground, hesitantly yielding.

Having won, the benevolent Desh had other plans for him. He wasn't any killer, no, he wanted to show the world his faux brilliance; he forced Jean to throw away his throne, letting him live and without restraining him to thralldom, leaving him with a tarnished, exiled status.

He moved away, soon assimilating into the common people after his incidents were largely forgotten, his utterly charismatic brother having take his place. What happened afterwards were unrecorded.

But he's largely thought to be dead.


Misc.

Alignment: Lawful Evil

Weapons/Armor:

Totem: A curved, single-edged sword that reaches up to a length of two metres, bending ever so slightly as it stretches. The blade itself, the primary component of the sword, is a glistening silvery white — the metal reaches down and ends with a tang, oddly classifying it more as a knife then a sword. The tang is sandwiched between two wooden slabs of thin stature, fixed with rivets and bolts that were smoothed to fit the hilt's linings. The two-handed hilt extends to a visible crossguard, with a small appendage jutting out from the right side (the edged side) which is intended to safeguard the wielder's hands. A hat-shaped pommel, that leans forwards towards the striking edge, rests at the bottom of hilt. A markedly noticeable feature of his blade is the vibrant burgundy shade of the wooden parts, clashing against the brass-like flourish of the tang, pommel and the crossguard.

Tempus: A lithe, dusky stiletto meant directly for stabbing. The weapon bears no significant edge except for its pointy end; in terms of design, the knife is given a slender, triangular design accentuated on the flat sides with small protrusions — it resembles, loosely, a pyramid or a ziggurat. The blade's narrow cross-section and acimunated tip is designed for maximum lethality — with enough force, it can rightly pierce through full plate. The weapon itself is of a black colour, glossy and apparently meant to show off a bit, given a midnight tinge to it.

Vernum: Four needle-like knives, of size that could be easily concealed and thrown — they're attached to thick yet limber chains for proper re-usability. The blades are recognizable by their bronze finish, with small crescent crossguards and pommels — facing each other, not in reverse.

Other:


 
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Ira Calfacio

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General Information
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Name: Ira Calfacio

Age: 507

Gender: Helicopter (Male)

Species/Race: Demon

Height: 9’8”

Place of Origin: Dark Kingdom

Job: Servant

Alignment: Chaotic Good

Abilities
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Ether Connection : Ira uses the Ether(Mana) in the area to power his abilities, this way he doesn't have to use his own.

Spirit Composition : Ira can use his own Ether(Mana) To power his abilities or make them stronger then they already are.

Spirit Rush : Uses the Ether in the area to power himself up and then charge at a target. Damage varies depending on the amount of Ether in the area.

Spirit Projection : Uses the Ether in the area to create a projection of parts of his body. The size of the ability depends on the amount of Ether in the area.

Spirit Enchant : Uses the Ether in the area to enchant his club with mana, this amount of Ether it takes to use this is significantly less from his other abilities. Effectiveness of this ability varies depending on the amount of Ether in the area.

Spirit Recovery : Uses the Ether in the area to heal his wounds at an incredibly fast rate. Uses large amount of Ether. Effectiveness of this ability varies depending on the amount of Ether in the area.

Spirit Mode : Uses the Ether in the area to enhance his body increasing his strength, speed, and defense by a colossal amount. This requires the most amount of Ether to use, and after its effect wears off it will take away the users life. Effectiveness of this ability varies depending on the amount of Ether in the area.
Personality

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Ira has a very strict personality, and doesn't joke at all. He is incredibly serious and takes his job even more seriously. Although this might make it seem he is stone cold, that statement couldn't be farther away from the truth. Even Ira has a soft side but for the most part, will only show it when he is alone. Depending on his mood Ira can either be extremely patient or have a very short fuse. In addition, Ira can also be very clumsy and dull at times. The only friend anyone would ever consider him to have is the Overlord himself, Deshwitat L. Rubdich
History/Biography
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Ira never knew what it was to have a family. His mother died during birth because of the sheer amount of mana he had. His father died by humans soon later when Ira was only 23. He had been on his own ever since then. He was able to survive by himself by learning how to use the powerful and large amount of Ether in the area to fight (along with his innate talents) against humans and other demons.

This was all he knew until (centuries after) someone began to rally all of the demons. Someone who was sick of the way demons were treated. His name was Deshwitat L. Rubdich. He led an expedition to free the demons from centuries of prejudice. Ira was among the first to jump on the bandwagon and fight along side Deshwitat in hundreds of thousands of fights.

Ira eventually earned his trust and when the war was over and the dark kingdom was established. Ira then became one of Deshwitat's most trusted allies and even better, a close friend.
Appearance
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Ira is a Ape demon. He has dark red skin and black fur, with red glowing eyes. He can often be seen smoking from his pipe.(Picture above)
When in spirit mode he turns purple and his hair white.
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(Ira in Spirit Mode)
Weapons & Armor
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Ira uses a Huge Metal kanabō
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Ira Carries Gauntlets that goes up to under his elbow.
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Ira also carries a kimono that is enchanted to increase defenses, though he only wears half of the kimono and ties it with an obi.
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Lastly, he has boots that goes up to his knees.
Relationships

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Deshwitat L. Rubdich
Will listen and follow whatever order he gives him and will not tolerate anyone who disrespects him in anyway.

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Cassiopeia of House Magnares
Ira was well acquainted with Cassiopeia's parents and fought with her father during Deshwitat's Campaign. Her mother died before the campaign ended but Ira respected her despite being apart of the Light Kingdom. Ira is also well acquainted with Cassiopeia but they definitely aren't friends. In fact, most of the time when they encounter each other... Well lets just say disaster befalls anyone around them.​

Relations to other player characters will go here.
Other
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For those who dont know, Ether is the energy in the world. It can also be considered as mana. All of Seiunita has Ether around it. The points that have the most amount of Ether in the world are the 6 kingdoms. There are 6 types of Ether (Dark, Light, Water, Fire, Lighting, and Earth) and some areas dont have any Ether at all. The only area in the world with a negative amount of Ether is the World Scar. ​
 
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B'eshkur "Red Eye"

Name:

B'eshkur is his birth name. It means fierce eyes in lizard tongue. Though, those who don't speak the Lizardfolk dialect tend to call him either B'esh or Red Eye, because of the red scales around his eyes.
Age:
22 summers old.
Gender:
Though most other races have a hard time telling the differences between male and female Lizardfolk, B'eshkur is a male.
Species/Race:
Lizardfolk of the Durvak tribe.
Kingdom of Origin:
Water Kingdom (?)
Abilities:
Though B'eshkur has no magical abilities, he is skilled in many things.

Racial Abilities:
  • Amphibious: Lizardfolk are naturally great swimmers. Using their prehensile tails, they can propel themselves through the water at surprising speeds. They can also hold their breath for quite some time, which is something B'eshkur is especially good at, a point he often likes to bring up.
  • Sharp Claws and Teeth: With their dagger like claws and teeth, improvised weaponry is only ever a swipe away for Lizardfolk.
  • Adapt: While it isn't common amongst most Lizardfolk, the Duvark tribe are trained in the ability to change the color of their scales. Unlike octopuses and squid, the Duvark don't rely on accumulating or dispersing pigments into their skin cells, instead they have iridophore cells, which contain nanocrystals of different sizes, shapes and organization. The Duvarks can then change the structural arrangement of the upper cellular level by relaxing or exciting the skin, which then leads to a change of color. When a Duvark is relaxed, their true colors show.
  • Skilled Hunter: Like most reptiles, Lizardfolk use their tongues to smell. However, this makes their smell significantly more sensitive than most other humanoids. This allows Lizardfolk to track down their prey with ease.
  • Natural Armor: Most Lizardfolk wear light armor, as heavy armor is mostly unnecessary and if anything a nuisance to don. Underneath that light armor however, are scales as tough as stone which provides a nice layer of protection.
Skills:
  • Reach Weapons: B'eshkur is quite adept in the use of polearms and various reach weapons. He favors glaives but is also partial to spears and halberds.
  • Shortbows: Training for many years with his tribes hunters, B'eshkure has used his fair share of shortbows.
  • Nimble: Although B'eshkur is not the burliest of Lizardfolk, he is quite fast and surprisingly light on his feet. As his father always said, "B'eshkur might not be da biggest of 'is brood, but 'e's small enough to fit between da explosions!"
Personality:
B'eshkur is many things, but to few is he anything outside of a soldier. One might look at him and see that savage look in his eyes and simply assume he is nothing more than a primitive death machine. "A soldier through and through," they would say, "no more useful than any other".

Yes, it's true most would look at B'eshkur and simply see a devout Lizardfolk, ready to throwaway his life for the good of his kingdom. However, behind that proud and savage exterior, there is heart. Simple infantry soldier as he may be, Red Eye is still a semi-intelligent being. He has aspirations and dreams, desires and fears, strengths and weaknesses. For instance, Red Eye enjoys music. He likes his people's music, but he also loves the music the softskins make too. He enjoys food, cooked and spiced, or raw and sloppy. But most of all, Red Eye loves family. In B'eshkur's mind, there is nothing in the world more important than ones family, and to disgrace ones ancestors is simply criminal.

So yes, B'eshkur is a fighter, but he fights for what he loves and will stop at nothing to protect that. Sure he might not be the most intelligent of creatures, but his devotion and strong-will certainly make up for that.
History/Bio:
The story of B'eshkur starts with the story of his tribe, the Durvak tribe.

The Durvak tribe has existed for ages, though not without it's own struggles. On the island which the Water Kingdom now resides - somewhat northward - lays B'eshkur's home. It was here that centuries and centuries ago a young group of nomadic Lizardfolk founded Durvak, establishing it as their new homeland. Lizardfolk worked humbly as simple hunter-gatherers, while their Chieftains worked politically with other nearby tribes in hopes to establish peace with their neighbors. Though things were nice for the most part, Chieftains did die, leaving the tribe without a figurehead for short periods of time. It was during times like these that battle royals would be held to see who the next Chieftain would be. These tournaments were excellent shows of raw strength and tactical prowess, but sometimes the results could be disastrous.

It wasn't unheard of for a particularly cruel Lizardfolk to champion himself the next Chieftan, and when this happened, dark days were sure to follow. I won't go into too much detail, but to name some of the worst there was, Bulka the Chameleon Cannibal, Tiamalk the Inscrutable Impaler and Pelthrax the Egregious Eviscerater. Truly dark times for the Lizardfolk when they were in charge.

Eventually when the Water Kingdom formed all those centuries ago and invited the Lizardfolk into their glorious empire, many things changed very quickly. First of all, Durvak was forced to expand, forming more of a small township as opposed to a village or tribe. The process of selecting a Chieftan had also changed significantly, becoming more of a democratic affair - though, the battle royal is still part of the process as it has much cultural significance.

All in all, the Water Kingdom's presence has had a largely positive effect on the Duvark tribe, and if it weren't for them, B'eshkur would probably not be where he is today.

B'eshkur, like many others was born to a brood of about six separate children, his brothers and sisters. When he was born, he was given the name B'eshkur, meaning fierce eye in lizard tongue. However, as he grew and made more softskin friends, he was given the name Red Eye because of the red scales around his eyes.

For the most part, Red Eye's childhood was humble. He grew up as a member of his tribe, finding himself enriched in his people's culture, whilst simultaneously growing up as a part of the Water Kingdom, becoming enthralled by the culture of the softskins. It seemed he was trapped in both worlds, confused and yet amazed by their differences and similarities. Early on this confusion and wonder caused B'eshkur's curious and young mind trouble. One such case of trouble was on Red Eye's twelfth summer.

B'eshkur and a younger hatchling had been wandering the jungles in search of a rumored witch's hut. the two planned to find the witch and challenge her to a battle to prove to their tribe that they were just as strong as the adult soldiers and fighters. However, this was all purely fantasy for B'eshkur and his younger hatchling friend. Though they liked to believe in the rumored witch, deep down they knew she couldn't possibly be real, right? Wrong. As it turned out, this rumored witch's hut was very real, as was the witch in the hut. But that didn't change anything for the two rapscallions. Instead of backing down, the two infiltrated the hut and planned to knock the witch out and take something of her's to prove that they had defeated her. But, to their surprise, the witch was already asleep on a couch, and even more so, she was quite beautiful for a softskin. Not having the heart to fight an already unconscious foe, B'eshkur and his friend decided to take something that looked important and tell the tribe that they had indeed defeated the witch.

Moving quietly through the hut, the two found the top half of a draconic looking skull and decided that this would surely be enough, however, as they began to leave, one misplaced step from B'eshkur's younger friend sent a loud creaking noise echoing throughout the cabin. Shooting from her sleep, the witch pointed her wand at the source of the sound and sent a green bolt of arcana at Red Eye's friend, and where there once was a young Lizardfolk, there was not. Red Eye remembers the look of confusion on the witch's face, fallowed by realization and horror.

She remained silent and her gaze shifted to B'eshkur, sadness painted plainly on her face. Quickly the young hatchling fled the hut. He blames himself to this day for what happened back in that witches hut, and it is because of that moment that Red Eye is so protective of his tribe and will stop at nothing to become the best soldier he can be.

Even so, later that same day, B'eshkur braved the jungle yet again, returning to where the witch's hut was, only to find it gone. Defeated, he fell to his knees where for several minutes he wept for his friend until he felt something on his hand. Opening his eyes, B'eshkur was surprised to find a small green gecko on his hand. The same scale pigment as his friend, Arix.

Convinced that the witch turned Arix into a gecko, Red Eye vowed to keep the small creature safe from all harm until he could find and afford someone to undo the witch's curse. From then on, B'eshkur and that gecko became inseparable, and from then on Red Eye wears the skull he found in the hut as a symbol of his pride and devotion. From then on B'eshkur committed himself to his training, eventually joining the Lizardfolk Hoplite battalion. He dreams to eventually join the Raptor Riders and even become chieftain one day.
Job:
Infantry Soldier - Hoplite to be more specific.
Alignment: (e.g. Chaotic good)
Chaotic Good
Appearance:
The picture above is pretty spot on. Beshkur's scale pigment usually is a pale grey-blue, with red scales circling his eyes. He stands at roughly seven feet tall, with lean muscles. Down his pack are spines which are mostly for balance and swimming. B'eshkur's tail is four feet in length and is prehensile like all Lizardfolk. On his head he adorns a skull that appears draconic in nature, with large horns that curve backwards and up towards the end.
Weapons/Armor:
Like most Lizardfolk, B'eshkur tends to keep armor to a minimum and weaponry to a maximum.
As a hoplite, B'eshkur is required to arm himself with an ash wood spear, a weapon he has become quite efficient with in use. Hoplite spears are roughly eight feet in length and are fitted with an iron or bronze blade and a four sided end spike called a sauroter. This causes them to be quite heavy for most people, but the average Lizardman has no problem wielding this weapon.

latest

Although B'eshkur is not armed with it often, the Lizardman has found he is quite useful with a glaive and will use it anytime he is permitted.

24555d0e15bb2d71c0ea8fb67d3d4487.jpg

A simple short bow, used for long range combat.

Hoplite's are permitted to carry a Falcata or Great Club on them when marching into combat. B'eshkur finds himself rotating between the two, depending on his mood. It's a weird ritual the Lizardman has found himself in.
falcata-sword-1.gif

Armoury%2B-%2BBanded%2BClub.png

Please excuse my poor ass sketch.
upload_2017-4-26_21-33-42.png
The skull B'eshkur stole all those years ago has rarely been seen off of his head. The witch who it had belonged to seemed to enchant it with some sort of magic, causing the skull to become increasingly durable. Even so, the Durvak tribe shamans still have trouble detecting it's purpose.
When on active duty, B'eshkur wears the uniform every other Lizardfolk soldier wears. A helmet (his skull) a splint chest piece, bronze bracers and greaves. Hoplite's are also required to carry shields called an aspis or hoplon. They are circular and slightly concave, measuring roughly 3 feet in diameter and constructed from wood and bronze, weighing in at a about 30 lbs.
Other:
 
Last edited:
Name: Hanako

Age: 22

Gender: Female

Species/Race: Human

Kingdom of Origin: Arashi

Abilities:
Electrical Discharge - A very simple magical attack where Hanako either shoots lightning from her fingers or simply grabs an opponant before unleashing a point blank attack.

Crane's Flight - By using lightning to stimulate her leg muscles, Hanako is able to leap heights of up to 5 meters. Rarely used due to causing cramps and landing can be painful.

Tree Splitting Strike - Originally a naginatajutsu technique, Hanako now uses her tanto to perform the technique. She first focuses lightning magic into her tanto before slicing upwards, releasing all the stored electricity in the form of a blade of pure lightning that lasts for a split second. The technique was named as such after it seemingly failed before the tree truck she struck split perfectly in half.

Crescent Moon Slash - An iajutsu technique. Hanako would focus lightning magic into her sheathed katana, aiming at a target before drawing out the sword with blinding speed. As the sword cuts in an arc, an crescent shaped blade of electrical energy would shoot out, slicing through any target directly in-front of her. Has a range of half a meter.

Samurai Training - Hanako is highly disciplined despite the fact that she is a ronin and would usually meditate (nap) to pass the time. She is also proficient in the usage of swords and polearms while showing some skill with a bow. Her senses and reflexes are also honed to its best but it wavers when she's tired or hungry.

Personality:
Hanako is your standard samurai. Honors the code of Bushido, stoic, and is almost always in control of her emotions. Her training to be a samurai since childhood has instilled a sense of honor and steeled her resolve for facing any challenge she might face in the future. She was once rather idealistic and a little more on the carefree side until the murder of her instructor.

However, beneath that stoic exterior, she is very much a young woman with a curious outlook on the strange ways of the people outside of Arashi and would once in awhile offer a glimpse into her old idealistic self. But that occasion is as rare as finding a butterfly fluttering in winter and the fact that she is looking for the person or thing responsible for killing her beloved 'Shisho'.

History/Bio:
Hanako's tale is one of hard work and struggle. Born as the only daughter of a prominent Samurai and a former Geisha famed for her skill with a shamisen, Hanako only had two options in her life really, one as a performer and the other as a samurai. The choice was obvious, she decided to be a samurai. So at a young age, she was sent to the castle and like many children, trained from the crack of dawn till the dark of night. Learning the ways of the Samurai, to honor the Bushido Code, to protect the innocent, and to serve the Royal Family as a loyal retainer.


Time passed and by the age of 20, she had become a proper Samurai to the joy and pride of her Parents and Brothers. During her days in training, she, along with most of the other female trainees, had become particularly fond of her instructor, Hijikata or Shisho, as he was referred to by his students. She had rather childish hopes that he, a man who was married to his work and never took interest in marrying any girl, would notice her affections for him but came to accept that the most he would ever do is praise her for her expert footwork. It would take about a year but she finally worked up the courage and decided to confess her feelings for him. Hijikata simply rejected it and told Hanako to focus on serving the King. His abrupt rejection broke her heart but she understood what he meant. She simply decided that admiring him from afar to be the best solution and that if she was able to fight by his side, it would be perfect.

Unfortunately, Hijikata was apparently assassinated during a patrol of the Arashian border along the rest of his unit. Hanako was present when their bodies were dragged back by the rescue team sent after they failed to return after a week. She remembered how badly mangled the bodies were and the miasma that stuck onto their cracked armour. Knowing that she would never be tasked to find the killers, she abandoned her position as a Samurai and struck out on her own with only her weapons, the clothes on her back, and some money that she had. She swore to never return to Arashi until she had found her Shisho's killer and avenged his death with their blood.


Job: Ronin

Alignment: Lawful Neutral

Appearance:

189Carried_by_the_Wind__Tsukikage_Ran.jpg


Weapons/Armor:
Due to her status as a ronin, Hanako doesn't wear armour with her only possessions being the clothes, a simple white on her back and her daisho. (Along with an almost empty money pouch)

Mikazuki - Hanako's personal katana. Other than the name, its just a standard katana with little to no distinguishing features.

Biriyari-bou - Hanako's personal tanto. Made from the blade of her broken naginata, Biriyari, after a rather hectic clash with a group of bandits. The metal used has excellent electical conductivity, enhancing electical attacks.

Other: Has a bit of a sweet tooth and is surprisingly good at ikebana.
 
Name: Hanako

Age: 22

Gender: Female

Species/Race: Human

Kingdom of Origin: Arashi

Abilities:
Electrical Discharge - A very simple magical attack where Hanako either shoots lightning from her fingers or simply grabs an opponant before unleashing a point blank attack.

Crane's Flight - By using lightning to stimulate her leg muscles, Hanako is able to leap heights of up to 5 meters. Rarely used due to causing cramps and landing can be painful.

Tree Splitting Strike - Originally a naginatajutsu technique, Hanako now uses her tanto to perform the technique. She first focuses lightning magic into her tanto before slicing upwards, releasing all the stored electricity in the form of a blade of pure lightning that lasts for a split second. The technique was named as such after it seemingly failed before the tree truck she struck split perfectly in half.

Crescent Moon Slash - An iajutsu technique. Hanako would focus lightning magic into her sheathed katana, aiming at a target before drawing out the sword with blinding speed. As the sword cuts in an arc, an crescent shaped blade of electrical energy would shoot out, slicing through any target directly in-front of her. Has a range of half a meter.

Samurai Training - Hanako is highly disciplined despite the fact that she is a ronin and would usually meditate (nap) to pass the time. She is also proficient in the usage of swords and polearms while showing some skill with a bow. Her senses and reflexes are also honed to its best but it wavers when she's tired or hungry.

Personality:
Hanako is your standard samurai. Honors the code of Bushido, stoic, and is almost always in control of her emotions. Her training to be a samurai since childhood has instilled a sense of honor and steeled her resolve for facing any challenge she might face in the future. She was once rather idealistic and a little more on the carefree side until the murder of her instructor.

However, beneath that stoic exterior, she is very much a young woman with a curious outlook on the strange ways of the people outside of Arashi and would once in awhile offer a glimpse into her old idealistic self. But that occasion is as rare as finding a butterfly fluttering in winter and the fact that she is looking for the person or thing responsible for killing her beloved 'Shisho'.

History/Bio:
Hanako's tale is one of hard work and struggle. Born as the only daughter of a prominent Samurai and a former Geisha famed for her skill with a shamisen, Hanako only had two options in her life really, one as a performer and the other as a samurai. The choice was obvious, she decided to be a samurai. So at a young age, she was sent to the castle and like many children, trained from the crack of dawn till the dark of night. Learning the ways of the Samurai, to honor the Bushido Code, to protect the innocent, and to serve the Royal Family as a loyal retainer.


Time passed and by the age of 20, she had become a proper Samurai to the joy and pride of her Parents and Brothers. During her days in training, she, along with most of the other female trainees, had become particularly fond of her instructor, Hijikata or Shisho, as he was referred to by his students. She had rather childish hopes that he, a man who was married to his work and never took interest in marrying any girl, would notice her affections for him but came to accept that the most he would ever do is praise her for her expert footwork. It would take about a year but she finally worked up the courage and decided to confess her feelings for him. Hijikata simply rejected it and told Hanako to focus on serving the King. His abrupt rejection broke her heart but she understood what he meant. She simply decided that admiring him from afar to be the best solution and that if she was able to fight by his side, it would be perfect.

Unfortunately, Hijikata was apparently assassinated during a patrol of the Arashian border along the rest of his unit. Hanako was present when their bodies were dragged back by the rescue team sent after they failed to return after a week. She remembered how badly mangled the bodies were and the miasma that stuck onto their cracked armour. Knowing that she would never be tasked to find the killers, she abandoned her position as a Samurai and struck out on her own with only her weapons, the clothes on her back, and some money that she had. She swore to never return to Arashi until she had found her Shisho's killer and avenged his death with their blood.


Job: Ronin

Alignment: Lawful Neutral

Appearance:

189Carried_by_the_Wind__Tsukikage_Ran.jpg


Weapons/Armor:
Due to her status as a ronin, Hanako doesn't wear armour with her only possessions being the clothes, a simple white on her back and her daisho. (Along with an almost empty money pouch)

Mikazuki - Hanako's personal katana. Other than the name, its just a standard katana with little to no distinguishing features.

Biriyari-bou - Hanako's personal tanto. Made from the blade of her broken naginata, Biriyari, after a rather hectic clash with a group of bandits. The metal used has excellent electical conductivity, enhancing electical attacks.

Other: Has a bit of a sweet tooth and is surprisingly good at ikebana.
Uh...this good. But one problem. She isnt a ronin. She serves the king....so shes a samurai. Not a ronin.

Edit: ah wait nvm. There it is at the veerrrry end. Ok nvm lol. It was kinda hidden there. Accepted
 
Knowing that she would never be tasked to find the killers, she abandoned her position as a Samurai and struck out on her own with only her weapons, the clothes on her back, and some money that she had. She swore to never return to Arashi until she had found her Shisho's killer and avenged his death with their blood.

shadowz1995 shadowz1995 *Ehem* The last few lines of her bio.
 
W.I.P fer now.


View attachment 303835

Prerequisites

Name: Jean Morynth Gavinsworth III

Age: 52

Gender: Male

Race: Human

Kingdom of Origin: Elysium

Occupation: Former King

Appearance:


Persona

Abilities:

Lithe: Jean is extremely quick and extremely limber; so able is he in his usual ventures, that many fail to notice his presence. He can move around with elaborate quietness and decisive speed — not to mention, the old man is also devilishly good at parkour, and fencing.

Fighter: He's not a joke, faux swordsman — he's the opposite of a joke, faux swordsman. He's a masterful, artsy swordsman. Few have truly opposed him, or downright challenged him to a duel, and those who did have met the pointy end of his blade — usually their very last meeting in the entirety of their life, really.

Wily: While not natural at historical categorizing, or pure strategizing, Jean was gifted with a sharp mind since the day of his birth, able to quickly organize dashing, devious plans with great, reckless ease. Additionally, the man is also gifted with accountant's wisdom, able to talk in many languages, adopt accents, and calculate large figures.

Knife Enthusiast: He has a great many pairs of knives, a few standing out deliberately, that he can, and does, use with great efficiency; he's extremely good at throwing them, changing them to and fro, or more unusually, torturing people with them.

Thief: Setting aside his daily schemes of grand larceny, Jean's particularly skilled at the finer points of thievery, and of course, disguises — so much, that he's amassed a fair bit of coin, aside from the ones earned through his regular 'games'.

Magick skills:

Empyrean Vindication: Calls forth a bolt from the azure skies, of pure and almighty scale, to smite the evildoers and pretenders with, and if possible, render them into many smithereens. By adverse probability, it professedly only works amongst open fields without any form of tough roofing. Additionally, it demands a hellish amount of stamina — which the old geezer rarely provides, or cares to provide.

Celestial Manus: Conjures from the astral body a controlled shoot of lambent radiance, which shrouds an arm of his choice in a thick veil of light, priming for a single strike of any desirable effect — at its best, it's capable of tearing apart the innards of any armoured beast, and at its least, it nullifies the senses and stuns a poor soul to unconsciousness. It takes its share of toll depending on the power used, and this fact alone tends to annoy the oft readily annoyed Jean.

Exodus: Summons a psychic slit of light, bringing outward the assistance of the angels from above, which beams him directly to a location of his wish — within a set boundary of median span, of course — phasing through any obstacle. Each stretch takes about a fair amount of stamina, and cannot be used consecutively, much to Jean's dismay.

Ataraxia: Summons from the ethereal realm a small glyph that, when implanted on any surface, wipes out all forms sound and lightning-based attack within a fifty meter adaptive parameter — it lasts for about twenty to thirty minutes.

Fulgor: A runic lode that, like Ataraxia, can be planted in the ground. Its sole mission is to create an explosion — and in any parameter, power or type that Jean wishes — that can either break apart static obstruction or organic obstruction. In spite of its similarity to Ataraxia, it is more subtle to the eyes, and therefore, less visible.

Personality:

Jean is, admittedly, a very smarmy man — drenched in various sorts of oil, overconfident in his wickedly stalwart acts. Acts which can better be identified as stunts of tremendous audacity, leaning boundlessly towards ornery bedazzlement rather than actual utility. The former king's infamy — or not, seeing that nobody really knows him — additionally lies in his near-obsessive nature of boasting about his indomitable wits, and which are, doubtlessly, an exaggerated feature of his own creation. Consumed by his own shell of dumb self-serious density, Jean likes to believe that he's of the dashing sort, and while he does possess a few gentlemanly behaviour traits, he's far from being a smooth operator.

His various, laughable yet grandiose capers scarcely work — but when they do, they work brilliantly, a fine courtesy that belongs to his wily smarts. Credit could be given to the King for that, but he ruins that trait with sore losing; even at the brink of loss, Jean tries to muster up enough sweet lies to believe that his antics are — instead of lackluster — brilliant and genius, gravitational works. This fulsome propriety is only surpassed by his brutal ruthlessness, and they aren't afraid to inter-mix every now and then. His anger intermittently remains hidden, though by means of deliberation, only seeping out in the form of an acerbic tongue and a bitter affinity for violence. A queer result it is, his fruitless attempts at concealing his various grudges with deathly stunts soon finalized with the denouement that his grudges were to be borne with relative ease — and still are given birth with superior, miasmatic quality. Jean is bothered by that, but not in a moralistic sense, no.

The old man possesses a pernicious, gross and bearably self-centered demeanour. This bearish cadre of traits ofttimes swerve into an overconfidence which hardly ever fails to play into his various petty oversights. Jean's liberal usage of his own personality, and his subsequent narcissism, is tinged subtly with a compulsive need to see all muddy situations through and through and carefully 'equalize' them — more often than not, these are just overtly justified attempts to fix his personal issues and to secure his own well-being. Although he does fall victim to his gracious honour code every now and then.

All these traits, and a few other vices of gruesome nature, compile to make him one very spiteful man, who regards each execution with recklessness and without a second thought — in the process, ruining the capacity and potential of his cunning intellect.

Still, in spite of his wild nature, he has a modest litany of virtues; he admires the concept of camaraderie, and while he's an uncontrollable liar, he's always a reliable friend; he's determinate and industrious, his productivity never ceasing to vanish until the time of his objective's completion; his bold audacity, that while a flaw in some parts, can also serve to be a rather good trait; and he's flashy, extremely flashy. When he cares to brood during his more quieter moments, he tends to express a rare moment of solemnity — a morose glimpse at his past self — and it certainly isn't unsurprising to see him acting like this, which mostly happen during less-quicksilver events — during slow-burning quagmires, usually.

But, all in all, he's a crude fighter and a great con.

History:


Misc.

Alignment: Lawful Evil

Weapons/Armor:

Totem: A curved, single-edged sword that reaches up to a length of two metres, bending ever so slightly as it stretches. The blade itself, the primary component of the sword, is a glistening silvery white — the metal reaches down and ends with a tang, oddly classifying it more as a knife then a sword. The tang is sandwiched between two wooden slabs of thin stature, fixed with rivets and bolts that were smoothed to fit the hilt's linings. The two-handed hilt extends to a visible crossguard, with a small appendage jutting out from the right side (the edged side) which is intended to safeguard the wielder's hands. A hat-shaped pommel, that leans forwards towards the striking edge, rests at the bottom of hilt. A markedly noticeable feature of his blade is the vibrant burgundy shade of the wooden parts, clashing against the brass-like flourish of the tang, pommel and the crossguard.

Tempus: A lithe, dusky stiletto meant directly for stabbing. The weapon bears no significant edge except for its pointy end; in terms of design, the knife is given a slender, triangular design accentuated on the flat sides with small protrusions — it resembles, loosely, a pyramid or a ziggurat. The blade's narrow cross-section and acimunated tip is designed for maximum lethality — with enough force, it can rightly pierce through full plate. The weapon itself is of a black colour, glossy and apparently meant to show off a bit, given a midnight tinge to it.

Vernum: Four needle-like knives, of size that could be easily concealed and thrown — they're attached to thick yet limber chains for proper re-usability. The blades are recognizable by their bronze finish, with small crescent crossguards and pommels — facing each other, not in reverse.

Other:



The ability Atraxia is a no go but everything else seems fine.



  • Name: Mizaki

    Age: 24

    Gender: Male

    Species/Race: Human

    Kingdom of Origin: Arashi

    Abilities: Mizaki's abilities have always seemed to excel over others. Ever since he was a young boy his natural talents have been something to not miss.

    Electrical Shocks: Mizaki is able to create a blue electrical current over his hands and forearms. When he touches someone he can send high voltages through them, enough to knock out or even kill a man.

    Electrical Transfer: Like most of the people in Arashi, Mizaki can transfer his own personal electricity into his weapons. Causing them to turn blue and electrify those that come in contact with the metal. This also includes if their armor is made out of metal. He can use the metal armor as a conductor for his electricity.

    Metal Manipulation: This is far from new to Mizaki. Being able to control just about any and all forms of metal. He can bring a man in full metal armor to a dead stop, or even control his enemies swords or weapons. Pausing them in action or making them move in slow motion.

    Electrical Shield: This is fairly new to Mizaki. Mizaki was always striving for the offence while training, so his defense is a bit off. He can create small magnetic shields around himself. He is still trying to get the hang of this as his main focus is still on the offensive side.

    Quick as Lightning: Rarely is this even possible. But every so often if one is well connected to their electrical side, can this even be achieved. Mizaki knows that the king of Arashi can do this, and only a few of his masters. None of the other Ninja's around him seem to be able to figure out how this ability works. Mizaki on the other hand picked this up with such an ease that he makes it look so simple. When wanting to make his strike on an enemy Mizaki can shift his body into electricity and then shift back right before he strikes. While the king Hitoshi's light is a yellow and white, Mizaki's electrical shift is blue. He has even been shown signs of honor towards his ability to do this. This is something that sometimes can not be achieved in a life time, or takes one to do so.

    Personality: There are two sides to Mizaki, one might even call this a split personality to some extent.

    On one side he is full of energy and loves to have fun. Play games, pull pranks and just seems to find the better side of everything.

    For example:
    Person~ "Mizaki! We are surrounded!"

    Mizaki~ "Excellent... Now we can attack in any direction we want."

    His sarcasm is mostly for his amusement. He likes riddles and loves it when others join in with his playfulness. He loves all kinds of food and loves to try new things. He is known to take things a bit overboard and if someone mentions this he sees it as a challenge. In either his playful mode or his serious mode, Mizaki loves a challenge and will never back down from one.

    One the other hand, he cane become very serious and yet also very quiet. It around this time that one must be cautious around the skilled Ninja. If he is talkative or loud those who know him know that that is a good sign. But when the silence around him becomes too much, it means a shit storm is forming in the young Ninja's mind. Decisions are being made and Mizaki will stick to them. Once his mind is made up, one would have to almost force him to change it.

    History/Bio: Mizaki's history is very much simple. He grew up normally in Arashi with his single mother. His father was a Ninja and passed away during a mission. So naturally Mizaki wanted to follow in his father's foot steps. His mother was a Monk and taught him to always look on the bright side of things. She said that his father did the same. Mizaki looked up to his mother and father... Even if his father could not be there. He took her words and his to heart and kept them there.

    When he was ten Mizaki choose his path. The day he left, he never thought that he could even last the two winters out in the wild.... But somehow he found a way. While out in the cold, he traveled all over and found all four Ninja posts.

    He watched the posts from a distance.... Plotting which one he would choose. It wasn't until the day before he had to show up to a post did he decide. He choose the post farthest away from the kingdom. He had heard about how only the most talented Ninja's trained there.

    After joining that post he found out that he could travel to other posts if his masters permitted him to. Mizaki was even more determined to train at all four posts. It took him some years before he could leave the fourth post and head to another. When he left he decided to try the first post closest to the kingdom... He was greatly disappointed. Their training was not as rough or as tough as the fourth post. He passed their teachings with flying colors.... Leaving him to move onto the next post. The other two were slightly the same. Disappointing.

    So in the end Mizaki had returned to the fourth post and from there went to higher training. Training that only a few were chosen for.

    Like all the Ninja's, Mizaki chose the fourth post as his home. He can only return to the kingdom if he is called by the king, or if his masters permit him to join in on the festivals.

    Job: King's Personal Mission Squad.

    Alignment: Neutral Good

    Appearance:
    View attachment 303538
    Weapons/Armor: Mizaki does not wear armor. His clothing is mostly made for holding his weapons and other such things he needs. They are also meant to keep him warm in the winter and cool in the summer.

    His weapons range from many simple little items, to all kinds of swords.

    Weapons of choice:
    Throwing Needles
    Kusarigama (like a Kama and chain)
    Bow and Arrow
    Wakizashi (his favorite)

    Other: Mizaki's hair use to be black like the other people of Arashi, but because of his extent training with electricity, his hair has changed to a yellow with black roots.

Goin full weeb on Nova? Lmao jk. Accepted to both


Ira Calfacio

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General Information

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Name: Ira Calfacio

Age: 507

Gender: Helicopter (Male)

Species/Race: Demon

Place of Origin: Dark Kingdom

Job: Kings Personal Assistant

Alignment: Chaotic Good

Abilities
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Ether Connection : Ira uses the Ether(Mana) in the area to power his abilities, this way he doesn't have to use his own. Unlike most demons, Ira isn't limited to using only Dark Ether and can use all other types of Ether as well.

Spirit Composition : Ira can use his own Ether(Mana) To power his abilities or make them stronger then they already are.

Spirit Rush : Uses the Ether in the area to power himself up and then charge at a target. Damage varies depending on the amount of Ether in the area.

Spirit Palm : Uses the Ether in the area to create a projection of his palm, the size depends on the amount of Ether in the area.

Spirit Enchant : Uses the Ether in the area to enchant any object with mana, the amount of Ether it takes to use is significantly less then his other abilities. Effectiveness of this ability varies depending on the amount of Ether in the area.

Spirit Recovery : Uses the Ether in the area to heal his wounds at an incredibly fast rate. Uses large amount of Ether. Effectiveness of this ability varies depending on the amount of Ether in the area.

Spirit Mode : Uses the Ether in the area to enhance his body increasing his strength, speed, and defense by a colossal amount. This requires the most amount of Ether to use, and after its effect wears off it will take away the users life. Effectiveness of this ability varies depending on the amount of Ether in the area.
Personality
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Ira has a very strict personality, and doesn't joke at all. He is incredibly serious and takes his job even more seriously. The only friend anyone would ever consider him to have is the Overlord himself, Deshwitat L. Rubdich.
History/Biography
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Ira never knew what it was to have a family. His mother died during birth because of the sheer amount of mana he had. His father died by humans soon later when Ira was only 23. He had been on his own ever since then. He was able to survive by himself by learning how to use the powerful and large amount of Ether in the area to fight (along with his innate talents) against humans and other demons. This was all he knew until (centuries after) someone began to rally all of the demons. Someone who was sick of the way demons were treated. His name was Deshwitat L. Rubdich. He led an expedition to free the demons from centuries of prejudice. Ira was among the first to jump on the bandwagon and fight along side Deshwitat in hundreds of thousands of fights. Ira eventually earned his trust and when the war was over and the dark kingdom was established. Ira then became one of Deshwitat's most trusted allies and even better, a close friend.
Appearance
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Ira is a Ape demon. He has dark red skin and fur, with red glowing eyes. (Picture above)
When in spirit mode his skin turns purple and his hair white.
latest

(Ira in Spirit Mode)
Weapons & Armor
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Ira uses a Huge Metal kanabō
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Ira Carries Gauntlets that goes up to under his elbow.
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AS
Ira also carries a kimono that is enchanted to increase defenses, though he only wears half of the kimono and ties it with an obi.
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Lastly, he wears greaves.
Relationships
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Deshwitat L. Rubdich
Will listen and follow whatever order he gives him and will not tolerate anyone who disrespects him in anyway.

Relations to other player characters will go here.
Other
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For those who dont know, Ether is the energy in the world. It can also be considered as mana. All of Seiunita has Ether around it. The points that have the most amount of Ether in the world are the 6 kingdoms. There are 6 types of Ether (Dark, Light, Water, Fire, Lighting, and Earth) and some areas dont have any Ether at all. The only place with a negative amount of Ether is the World Scar.

Theme Song :

Acceptrd
 
shadowz1995 shadowz1995 *Ehem* The last few lines of her bio.
Boy look at the post again lmao. I edited it before you replied.

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B'eshkur "Red Eye"

Name:

B'eshkur is his birth name. It means fierce eyes in lizard tongue. Though, those who don't speak the Lizardfolk dialect tend to call him either B'esh or Red Eye, because of the red scales around his eyes.
Age:
22 summers old.
Gender:
Though most other races have a hard time telling the differences between male and female Lizardfolk, B'eshkur is a male.
Species/Race:
Lizardfolk of the Durvak tribe.
Kingdom of Origin:
Water Kingdom (?)
Abilities:
Though B'eshkur has no magical abilities, he is skilled in many things.

Racial Abilities:
  • Amphibious: Lizardfolk are naturally great swimmers. Using their prehensile tails, they can propel themselves through the water at surprising speeds. They can also hold their breath for quite some time, which is something B'eshkur is especially good at, a point he often likes to bring up.
  • Sharp Claws and Teeth: With their dagger like claws and teeth, improvised weaponry is only ever a swipe away for Lizardfolk.
  • Adapt: While it isn't common amongst most Lizardfolk, the Duvark tribe are trained in the ability to change the color of their scales. Unlike octopuses and squid, the Duvark don't rely on accumulating or dispersing pigments into their skin cells, instead they have iridophore cells, which contain nanocrystals of different sizes, shapes and organization. The Duvarks can then change the structural arrangement of the upper cellular level by relaxing or exciting the skin, which then leads to a change of color. When a Duvark is relaxed, their true colors show.
  • Skilled Hunter: Like most reptiles, Lizardfolk use their tongues to smell. However, this makes their smell significantly more sensitive than most other humanoids. This allows Lizardfolk to track down their prey with ease.
  • Natural Armor: Most Lizardfolk wear light armor, as heavy armor is mostly unnecessary and if anything a nuisance to don. Underneath that light armor however, are scales as tough as stone which provides a nice lair of protection.
Skills:
  • Reach Weapons: B'eshkur is quite adept in the use of polearms and various reach weapons. He favors glaives but is also partial to spears and halberds.
  • Shortbows: Training for many years with his tribes hunters, B'eshkure has used his fair share of shortbows.
  • Nimble: Although B'eshkur is not the burliest of Lizardfolk, he is quite fast and surprisingly light on his feet. As his father always said, "B'eshkur might not be da biggest of 'is brood, but 'e's small enough to fit between da explosions!"
Personality:
B'eshkur is many things, but to few is he anything outside of a soldier. One might look at him and see that savage look in his eyes and simply assume he is nothing more than a primitive death machine. "A soldier through and through," they would say, "no more useful than any other".

Yes, it's true most would look at B'eshkur and simply see a devout Lizardfolk, ready to throwaway his life for the good of his kingdom. However, behind that proud and savage exterior, there is heart. Simple infantry soldier as he may be, Red Eye is still a semi-intelligent being. He has aspirations and dreams, desires and fears, strengths and weaknesses. For instance, Red Eye enjoys music. He likes his people's music, but he also loves the music the softskins make too. He enjoys food, cooked and spiced, or raw and sloppy. But most of all, Red Eye loves family. In B'eshkur's mind, there is nothing in the world more important than ones family, and to disgrace ones ancestors is simply criminal.

So yes, B'eshkur is a fighter, but he fights for what he loves and will stop at nothing to protect that. Sure he might not be the most intelligent of creatures, but his devotion and strong-will certainly make up for that.

History/Bio:

The story of B'eshkur starts with the story of his tribe, the Durvak tribe.

The Durvak tribe has existed for ages, though not without it's own struggles. On the island which the Water Kingdom now resides - somewhat northward - lays B'eshkur's home. It was here that centuries and centuries ago a young group of nomadic Lizardfolk founded Durvak, establishing it as their new homeland. Lizardfolk worked humbly as simple hunter-gatherers, while their Chieftains worked politically with other nearby tribes in hopes to establish peace with their neighbors. Though things were nice for the most part, Chieftains did die, leaving the tribe without a figurehead for short periods of time. It was during times like these that battle royals would be held to see who the next Chieftain would be. These tournaments were excellent shows of raw strength and tactical prowess, but sometimes the results could be disastrous.

It wasn't unheard of for a particularly cruel Lizardfolk to champion himself the next Chieftan, and when this happened, dark days were sure to follow. I won't go into too much detail, but to name some of the worst there was, Bulka the Chameleon Cannibal, Tiamalk the Inscrutable Impaler and Pelthrax the Egregious Eviscerater. Truly dark times for the Lizardfolk when they were in charge.

Eventually when the Water Kingdom formed all those centuries ago and invited the Lizardfolk into their glorious empire, many things changed very quickly. First of all, Durvak was forced to expand, forming more of a small township as opposed to a village or tribe. The process of selecting a Chieftan had also changed significantly, becoming more of a democratic affair - though, the battle royal is still part of the process as it has much cultural significance.

All in all, the Water Kingdom's presence has had a largely positive effect on the Duvark tribe, and if it weren't for them, B'eshkur would probably not be where he is today.

B'eshkur, like many others was born to a brood of about six separate children, his brothers and sisters. When he was born, he was given the name B'eshkur, meaning fierce eye in lizard tongue. However, as he grew and made more softskin friends, he was given the name Red Eye because of the red scales around his eyes.

For the most part, Red Eye's childhood was humble. He grew up as a member of his tribe, finding himself enriched in his people's culture, whilst simultaneously growing up as a part of the Water Kingdom, becoming enthralled by the culture of the softskins. It seemed he was trapped in both worlds, confused and yet amazed by their differences and similarities. Early on this confusion and wonder caused B'eshkur's curious and young mind trouble. One such case of trouble was on Red Eye's twelfth summer.

B'eshkur and a younger hatchling had been wandering the jungles in search of a rumored witch's hut. the two planned to find the witch and challenge her to a battle to prove to their tribe that they were just as strong as the adult soldiers and fighters. However, this was all purely fantasy for B'eshkur and his younger hatchling friend. Though they liked to believe in the rumored witch, deep down they knew she couldn't possibly be real, right? Wrong. As it turned out, this rumored witch's hut was very real, as was the witch in the hut. But that didn't change anything for the two rapscallions. Instead of backing down, the two infiltrated the hut and planned to knock the witch out and take something of her's to prove that they had defeated her. But, to their surprise, the witch was already asleep on a couch, and even more so, she was quite beautiful for a softskin. Not having the heart to fight an already unconscious foe, B'eshkur and his friend decided to take something that looked important and tell the tribe that they had indeed defeated the witch.

Moving quietly through the hut, the two found the top half of a draconic looking skull and decided that this would surely be enough, however, as they began to leave, one misplaced step from B'eshkur's younger friend sent a loud creaking noise echoing throughout the cabin. Shooting from her sleep, the witch pointed her wand at the source of the sound and sent a green bolt of arcana at Red Eye's friend, and where there once was a young Lizardfolk, there was not. Red Eye remembers the look of confusion on the witch's face, fallowed by realization and horror.

She remained silent and her gaze shifted to B'eshkur, sadness painted plainly on her face. Quickly the young hatchling fled the hut. He blames himself to this day for what happened back in that witches hut, and it is because of that moment that Red Eye is so protective of his tribe and will stop at nothing to become the best soldier he can be.

Even so, later that same day, B'eshkur braved the jungle yet again, returning to where the witch's hut was, only to find it gone. Defeated, he fell to his knees where for several minutes he wept for his friend until he felt something on his hand. Opening his eyes, B'eshkur was surprised to find a small green gecko on his hand. The same scale pigment as his friend, Arix.

Convinced that the witch turned Arix into a gecko, Red Eye vowed to keep the small creature safe from all harm until he could find and afford someone to undo the witch's curse. From then on, B'eshkur and that gecko became inseparable, and from then on Red Eye wears the skull he found in the hut as a symbol of his pride and devotion. From then on B'eshkur committed himself to his training, eventually joining the Lizardfolk Hoplite battalion. He dreams to eventually join the Raptor Riders and even become chieftain one day.
Job:
Infantry Soldier - Hoplite to be more specific.
Alignment: (e.g. Chaotic good)
Chaotic Good
Appearance:
The picture above is pretty spot on. Beshkur's scale pigment usually is a pale grey-blue, with red scales circling his eyes. He stands at roughly seven feet tall, with lean muscles. Down his pack are spines which are mostly for balance and swimming. B'eshkur's tail is four feet in length and is prehensile like all Lizardfolk. On his head he adorns a skull that appears draconic in nature, with large horns that curve backwards and up towards the end.
Weapons/Armor:

WIP

Other:

WIP
Once you are done, accepted. Since he only needs weapons and armor
 

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