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Fantasy The Arx Vault (CS)

Melon Bomb

hi i make bad decisions
RP Links
[OOC]
[World]
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[Power Level]
The general power level of this RP is quite high due to its nature, but you can choose to create a weaker character if you wish.

[Magic Items]
Magic items in this world are called 'curios' and come in four classes of effectiveness:

Curio: The weakest and most common class. Items like swords that return to the user's hand, or a quiver that regenerates arrows would exist in this class.
Stele: A substantial increase in power. Gauntlets that generate potent shockwaves and bulletproof capes exist in this class. Stele are uncommon and considered very valuable.
Regalia: Extremely powerful curios are in the regalia class. Impervious armor suits, or spears that transform into destructive bolts of lightning exist in this class. Getting your hands on one of these is incredibly difficult.
Divus: There are only 13 of these in existence, and their whereabouts are presently unknown.
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Basic Information


Name:

Age:

Gender:

Race: (Human, Athanos, Ivida, Fae)

Appearance: (This line is optional if a picture is used, otherwise a text description is sufficient.)

Personality:

Magic: (If applicable. List what type of magic the character is capable of and their basic mastery level: Shift (you can cast simple spells) -> Arcane (you can cast complex spells) -> Runic (you can create runes, along with being able to cast complex spells).)

Skills: (Any skills unrelated to the actual casting of spells.)

Equipment: (If your character begins with one or more magic item, list its class: Curio -> Stele -> Regalia)

Bio:
 
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Basic Information

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Name: Jorez Travehn

Age: 74

Gender: Male

Race: Human

Appearance: While in good health for a man of his age, time has taken its toll on Jorez. He was never very tall to begin with, but over the past few years his posture has deteriorated, and he now walks with a small but noticeable stoop. A well-trimmed mustache and beard adorn his face, not quite as white yet as his short-cut hair.

When journeying for extended periods of time, Jorez makes sure to bring his walking stick with him. Not that he actually needs it, he'll tell you - it's just a safety precaution. In reality, however, all but the shortest of distances are a trial for him, and he is incapable of walking without assistance for prolonged periods of time (any kind of running is also out of the question).

His clothes are heavy and warm, most of the time, as he feels the cold more easily than others nowadays. A wealthy man, he has arranged for all of his clothes to be perfectly tailored to him, an elegant wardrobe of fine silks and dapper looks. While not ostentatious, his clothing clearly marks him as a person of means to those with an eye for sartorial refinement.

Note: the portrait to the side depicts a slightly younger version of him from about a decade ago. His hair has since further thinned and whitened, while his face is more wizened.

Personality: A reserved man embittered by years of cutthroat business practices, he longs to rediscover the camaraderie and bonhomie of his youth, back when he was still actively adventuring. When in a public space, he is cold and unyielding, never letting his guard down. Among friends, however, he is warmer, more honest and even jovial, provided he trusts them. Even total strangers can be privy to this aspect of him, provided he doesn't see them as competitors or otherwise has a reason to distrust them.

Magic: Jorez was never particularly talented at magic, and as such he has come to rely on a few simple cantrips centered around the element of gravity:
  • Gravity Well (Shift): quintuples the gravity in a small spherical area. Targets within the area find it harder to make any kind of movement. Area can be moved to follow a target.
  • Singularity (Shift): projects a small, invisible sphere which exerts an attractive force on all nearby targets and drags them in towards it.
  • Suspension Curtain (Shift): creates a 10cm thick curtain of arbitrary length in front of the caster. Any object caught in that field (a hand, gas particles, etc.) becomes suspended in mid-air, provided they were not traveling fast enough to make it through (a bullet will not be stopped, for instance). Does not affect most spells.

Skills:
  • Negotiation: a combination of natural charisma and wiliness allows Jorez to negotiate anything, anywhere, anytime. Most of the time.
  • Knowledge: Jorez possesses extensive knowledge of the land, particularly as it relates to trade and magical equipment.
  • Connections: decades of travel and negotiations have helped Jorez make contacts in all parts of the world, many of whom might still owe him some favors... and some of whom may be less than friendly.
  • Firearms: though rusty from years of neglected practice and old age, Jorez is still a reasonable shot. His reflexes have dulled, however, so it would be unwise to count on him in the heat of battle.

Equipment:
  • The Visor of Eversight (Regalia): a helmet which grants the wearer a view of the surrounding area (as defined by a sphere centered on them) from every conceivable perspective at once (an infinity which the visor somehow translates into something interpretable to the viewer). Poorly attuned viewers like Jorez need to focus on any specific part to see it in detail, while a practiced magician could see everything simultaneously with little effort.
  • The Cloak of Endurance (Stele): a cloak which hardens on impact, providing some protection against direct sword blows and the like. Does not offer protection from projectiles or spells.
  • Bag of Preposterous Dimensions (Curio): a small backpack containing enough space to store a large person while barely weighing anything. Currently filled with history books, climbing equipment, torches, any many other standard pieces of equipment for the mission.
  • Rifle: an ordinary, well-worn rifle with which Jorez is very familiar. Only holds one shot and takes quite some time to reload.
  • Walking Stick (Curio): rarely travels anywhere without it. When thrown, the tip becomes pointed and it quickly accelerates, allowing it to pierce flesh at a distance. Since it needs to be retrieved, however, Jorez prefers to use it in desperate situation, as its loss greatly reduces his mobility.

Bio: Born to a family of unsuccessful traveling merchants from Brigrok and Erylon, Jorez acquired a taste for commerce early on in his life as he participated in the daily struggle to keep the family business going. Without the resources to pay for any kind of formal education, he had to learn mathematics and economics the hard way, spending many fruitless days scouring the land for potential deals. Once his brother left them, never to return, he was left alone with his parents and an infant sister. Without the additional manpower to keep the business afloat, it quickly collapsed, forcing his parents into alternative lines of work.

Frustrated by what he perceived as a combination of bad fortune, treason from his brother and a lack of financial acumen on his father's part, he resolved to right these wrongs through whatever means at his disposal. It was well-known that the trade in magical artifacts was a very lucrative one, especially when the artifacts were old, regardless of their actual power. At the age of seventeen, Jorez set out into the world and began to follow up on leads about uncovered magical treasures. Through a combination of research into ancient civilizations and careful cartography of magical hot spots, he began to travel all over the land, from dig sites to backwater villages, looking for curios and stele that might have gone unappreciated for their true value by the locals.

Slowly at first, but with increasing reliability and speed as he became used to it, he was able to buy or uncover small artifacts at low cost and ship them back to distant places for a marginal profit, half of which he sent back to his family. During one such journey, he was accosted by one of the locals he had befriended, who beseeched him to send for help in defeating a local gang of thieves. Jorez had little interest in the affair until a regalia that had been stolen by the group was mentioned. While he had never considered doing such work before, months of traveling alone on the road had taught him a thing or two about combat, and his interest was piqued. He promptly left the town, promising to return with help, and a few weeks later he indeed came back, having assembled a party to recover the treasure. The affair did not go as smoothly as he had hoped for, but neither did it go terribly, and soon he was the proud owner of a weak but ancient regalia, which he promptly sold for considerable profit.

And so did his business model adapt. While continuing to make small profits from the continued sale of various minor trinkets (for which he hired other people to assist him), he also developed his taste for adventure, hunting down more valuable artifacts for profit and fun. As his skill grew, he began to take on more dangerous but more rewarding missions, eventually deciding to learn magic when he began to deal with some more advanced opponents. Meanwhile, his trading business continued to expand, now spanning multiple nations and providing a steady source of income. After a few years, it had become large enough that it dwarfed what profit he did make from recovering some of the more powerful artifacts, but he continued nonetheless, enjoying the thrill of adventure.

As the trading company grew, however, it became more and more difficult for him to juggle both the lifestyle of an adventurer and the head of a large corporation. Over time, he began to spend more time at its headquarters in Erylon and less time on the road. By the time he was thirty five, he rarely if ever went on any quest by himself, preferring instead to hire mercenaries in his stead. By then, the Travehn Arcane Acquisitions Company spanned the quasi-entirety of the continent, an immense network of researchers, scouts, mercenaries and merchants. Through deals with various wizards and workshops, it also began to directly distribute new artifacts, providing the company with a virtual monopoly on the global sale and distribution of all kinds of magical items, using local guilds and schools as middlemen.

All this contributed to make Jorez quite the wealthy man indeed. And yet, despite it all, Jorez began to miss the simple thrill of combat and discovery from his early days. While he is not as spritely as he used to be, his mind remains as sharp as ever, and he has been secretly taking on some small quests on the side under false identities. When he heard of the opportunity to look for the Divus, he decided this was it: the last great adventure of his life. He would make it count.
 
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Adam Veeranz

Age: 22

Male

Human
Adam is the one who you see rocket up after school. He's well-read and educated, but clever at the same time, knowing not to abuse his talents. He's usually very intellectual, but swift on his making of decisions, and will always Consider the consequences of them.

Adam was not particularly able in most magical circumstances, so after his brother began learning about magical artifacts, he retrieved some for his travels:

  • Quill of Steel: A feathery quill that never runs out of ink but can turn into a small dagger (see above; Regalia)
  • The Compendium: A large purple bound book which can contain an unlimited number of entries and knowledge (Regalia)

Adam and his brother were born into a family that wasn't anything special. They were mildly wealthy, but had done nothing of note for many generations. As children, Adam and his brother, Samuel, vowed to each other they would change that, and make their family name noticeable. When they grew up, they continued that passion. Samuel became interested in the field of magic and puzzles, becoming a popular toy and puzzle maker in their area, whilst pursuing some old leads on magical artifacts. Adam on the other hand, followed the passive path to this. He researched and studied incredibly about magic and his subjects, getting top marks in his classes and excelling in many things. His current occupation is scholar-for-hire, meaning he can be payed to uncover some info on something, or study and find an artifact for someone.

He currently lives in a simple house on the border of Erylon and Brigrok

Melon Bomb Melon Bomb

 
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Name: Chanter Yeweb

Age: 26

Gender: Female

Race: Fae

Appearance: The fae has blond hair, which she braid to avoid having them in her way. Her sharped-eyes are as green as the grass. She sometimes wear her old clothes, generally dresses, but she prefers leather gear.

Personality: Chanter is a ferocious bounty hunter without mercy for her enemies but kind to others. She is passionate about the human world and always wants to know more about it. Her hobbies are to create runes and strange meals. Her more recent creation is made of melted cheese spread on a really thin and large bread, with the addition of tomato sauce and tasty herbs. Chanter has no idea how to name it.

Magic: Chanter has spent her childhood studying magic. She is capable of using runic magic and is specialised in spells related to life and death.

Mark of Ruin (Runic): This rune, used on a living being, will speed up the aging process, making years pass in seconds. After a few minutes, the strenght and the speed of the victim is weakened. One hour is sufficient to kill. Only the spellcaster or a more powerful form of magic can interrupt the process. Used on a nonliving, the decay makes the substance turn into dust (or something else) after a moment.
Sight of Life (Runic): This spell, cast on the spellcaster or an allie, allows him/her/them to see the aura of the beings and things created by the livings. It can be used to detect curses or traps, to see if someone is good or evil or to evaluate the magic potential of a foe. Most undead and summoned creatures don't have aura. This does not allow a deep analysis (a trap is seen as a trap, but the way to desactivate it is not revealed) and can make default, depending on the strenght of the aura and the ability of the being to dissimulate it.
Siphon of the Vulture (Runic): This spell requires at least two living beings: a receiver and a donor or more (willing or not). The living energy and the mana of the donor(s) is absorbed by the receiver until the spellcaster stops the spell. It mades the wounds heals and refill the magic energy.
Track of the Hunter (Runic): This spell allows the spellcaster to find the trace of a living being. The spellcaster must know at least some information about the target (to track their odor or to find which footprint is theirs) and this spell is less efficient the more the time pass and in urban area (too much false clues). Having an item which was possessed by the target helps, especially if it was precious for the target.


Skills:
Archery: She is capable of shooting pretty well, especially with her crossbow. Shooting with a human-sized weapon is difficult but not impossible.​
Intimidation: Nobody knows how a tiny fae can easily intimidate anyone. Maybe it’s the aura of elegance and majesty. Maybe it’s the rune glued to the intimate parts of the interlocutor. Nobody knows. Anyway, Chanter can use this skill to obtain what she wants most of the time.​
Acrobatic fly: Gifted by her natural attributes, which she knows how to use efficiently, she can use them to impress the audience, to dodge attacks and to travel faster.​


Equipment:
Herald of Pixies (Curio): A tiny crossbow that produces its own ammunition. Chanter usually uses it to propel a rune on a foe.

Haven of the Hunter (Regalia): When you are always on the road, it is recommended to always have a shelter prepared for the night. This is a backpack that can be carried by a human-sized or by a fae-size creature. It’s basically a portable house for faes. It actually uniquely contains a bed and a wood oven (a magic one, of course), but human-size fournitures can be changed to fae proportions by the bag and vice-versa.

Bio: After a long childhood and adolescence spent in a rich family, receiving the best education and the most strict discipline, she rebelled and quit the family home to join the human world, which she was isolated from until then. It was particularly tough and she had to face poverty for the first time, but it was better than frustration and boredom. Even though she is always on the road, she managed to keep in touch with her younger brother, Axel, who is trying to bring her back on the way her parents chose. She is determined to never come back to this golden cage and will do anything to avoid being caught by her parents. After her escape, she lived on the streets. Many men were ready to pay the high price to obtain her favors. After a year, she changed her life for the better by becoming a bounty hunter.
 
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RECORDS:
Aespirian Knight

RORIC BEAUMONT



Standard

Age: 24
Gender: Male
Sexuality: Heterosexual
Class: Knight
Profession: Cavalryman of the Aespirian Army

Appearance


Hair Color: Black
Eye Color: Green
Height: 70in
Weight: ~163lbs

Nature


Personality: Roric's attitude in public is one that any would expect of a knight from the books, kind and just, with a stoic demeanor. An advocate for justice, and the bane of the unworthy. However, his attitude is not one to be mistaken as one that is a dog to royalty. While his loyalty lies to the rulers of Aespire, his inner consciousness follows the path of the righteous.
Roric has very few friends, due to his recent entry into the city. But his casual lifestyle is much more calm and uneventful in comparison to his duties. The knight maintains his morals in his everyday life off-duty, yet holds an air of serenity to him makes him almost boring. He loves a good laugh, and is quite the tease once he becomes comfortable.

Likes:
- Has a taste for baked goods, typically just loaves of bread
- A controlled, but almost annoying habit of being clean
- Adores cats and dogs alike, but with a preference for the felines
Dislikes:
- Compulsive liars. Small lies to get out of unwanted situations is understandable
- Spicy foods
- Hotter environments

Background


Family:
- Father: A former knight of Aespire. He held no title luxurious enough to make himself famous, but it was his knighthood that inspired Roric to follow his footsteps. He is currently deceased, falling prey to an illness during Roric's childhood.
- Mother: A peasant woman with no title of her own, she raised Roric in the image of his father, with his best interests at heart. She is still quite the woman, age doing nothing to diminish the hardworking spirit that Roric inherited. Currently, she is overseas and out of the country borders. After her late husband's death, she and Roric moved away from the continent. It was an action not of ill will, rather, a dream of both her and Roric's father after his retirement from the military.

History:
Roric was born outside the borders of the city, making most of his history unknown to the country and its people. He was raised outside of the country, living on a small farm with his mother as a farmhand. His father, who is deceased, had been his inspiration since childhood, driving him to be a knight. It was this inspiration that sprouted his training, learning from other swordsman and independent training. When he had turned 15, the typical age to be squired. However, the journey back to Aespire was expectedly difficult, and his delay to knighthood only grew from then.
At 19, it was then that the opportunity rose for Roric to venture back to the city. Leaving with the blessings of his mother, he set out and returned with hopes that his dream held the chances of becoming a reality.
His arrival to Aespire was uneventful and tedious. An excessive amount of effort and time dueling knights to prove his worth was taken to assure that he was even prepared for the knighting process. But it was then that his promise as a knight was shown.
His skill was repeatedly shown to the masses, again and again taking down skilled opponents in feats of swordplay and archery. Even to the public, he was considered a prodigy, and surpassed the levels that those of his age were expected to maintain. Aside from one large factor, he could not wield magic. Not even the simplest wisp.
He had gathered and grown enough reputation to be knighted at the age of 20, surpassing his equals in age by a year, despite his inability to cast magic. What he lacked in magic, he made up for with skill in the blade. His inability proved to be even less of a problem, as he was later outfitted with the enchanted gear to counteract rival knights.
At the age of 21, Roric serves as a cavalryman of the army. Younger than his peers of the same class, but far from being their equal in skill. In a few months, he is even predicted to have his own title. However, he was patient, and has yet to let the commodities of his feats get the better of him.
Currently, with him recently becoming 25, strife between the army’s higher powers grew larger with their decisions on what to do with Roric. For the last four years he had maintained his high standards as a knight and even begun taking on higher responsibilities. However, having a young prodigy in the service was nothing more than a bad omen to them, a sign of the older generation losing power, and the loss of faith from the people. Their solution? To send him with an adventuring party, and hope he gives his life to the service, to maintain structure and order within their ranks.

Weaponry & Abilities


Heavy: Zweihander (140cm : ~8lbs) Stele
- Description: Roric's use of the heavy two-handed blade brought surprise during his fights. He makes efficient use of the blade's weight, using it and the length that it brings to keep his foes at bay. It is the weapon he is most comfortable wielding and would wield out of choice, however its efficiency brings it to questions, and is what leads to its minor use. Typically remains on his back when on duty, unsheathed.
- Enchantment: The blade was imbued with multiple qualities, making it quite the treasure for those who face heavy combat.
- Magic Reflection: Cast spells are reflected off the blade's surface, redirecting them at a weaker strength towards the initial caster.
- Light Metal: A blade of heavy qualities, Roric thought it would be to his benefit to have the blade feel lighter in his grasp. The blade's gives little hindrance to Roric's agility, however it's length can still possibly pose a problem.

Standard: Standard Issue Arming Sword (78cm : ~2.5lbs) Curio
- Description: Roric's typical sword when horseback, or used out of efficiency. Remains clasped to his waist in a leather scabbard.
- Enchantments: Standard enchantments against magic-wielders, hopefully preventing their advantage
- Magic Sealing: The blade completely nullifies weak and standard level magic at the touch, even draining the magic-user of their capabilities temporarily based on the length of physical contact with the blade. However, the blade's efficiency comes at a cost. As more magic is absorbed, the blade begins to gain weight, as if the magic was storing itself within the blade. The side-effect means the blade is only as powerful as the user's lifting capability, and will become useless without the siphoning of the stored magic.

Armor: Full-body Mithril Plate Regalia
- Description: Forged in the country of his childhood, the metal of the armor is rare and sought after heavily by knights and blacksmiths alike. It was a pricey purchase, but was a farewell gift from his mother and close friends back home. The metal is light, yet powerful in durability, making it of much higher grade than standard issue.
- Enchantments: Knowing full well his weakness to magic, it was enchanted prevent it from being a severe handicap.
- Magic Resiliance: While similar to Magic Sealing, the armor does not get heavier throughout its use. Instead, it does not completely cease magic, but it weakens the strength of the magic. Conjuration spells like flames and ice would only heat or cool the user respectively, and only build up if continuous streams of magic make contact.
- The Unjustified Consequence CURSE : Unknownst to Roric, the armor was only affordable because of an undeclared clause by the seller. The armor collects the negative emotions of those slain by the user in combat, and begins to alter the user's decision on what is right, and what is wrong. The buildup is minor, and is only noticed years after constant use. Roric currently has minuscule amounts invested into the armor, as he hardly ever takes lives, and even then it is the lives of the rebellious or unjust.

Skills:
- Sword Proficiency: Roric has excellent mastery of swordplay with two-handed, and heavy one-handed blades. He is easily able to counter standard sword-users in hand-to-hand combat.
- Bow Proficiency: Roric has standard mastery of the bow and arrow. He can outmaneuver the typical knight, but cannot best a trained bowman.
- Farmer: Knows a moderate amount of farming techniques. Nothing compared to the everyday farmer, but can grow crops independently if required.
 
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Name: Saoirse ('ser-sha') Lorique

Age: 19

Gender: Female

Race: Athanos

Personality: Despite her latent talents, Saoirse is often self-defeating and humbled by the power and authority of her seniors. While she has very little confidence, she is determined not to let her setbacks control her life and will give it her best shot when it really matters. She is quite anxious and apologetic around others and is constantly worried about what kind of impression she is making - she aims to be sociable, but frequent slip ups and awkward interactions make it a harder task than fighting off monsters.

Magic: Saoirse is an arcane caster who specializes in the Lightshape ability.
  • Lightforce (Shift): Creates a blast of light energy that can repel attackers.
  • Lightshield (Shift): Grants defensive properties to a person or an object.
  • Lightshape Object (Shift): Generates an object like a spear or a wall that disperses after a short period of time or after being struck with something powerful. She can spawn multiple at a time and launch them at high velocities, and when creating barriers she can layer them for support.
  • Lightshape Automaton (Arcane): Summons an autonomous entity like a knight or a steed. Several can be controlled at once.
  • Lightshape Guardian (Arcane): An advanced automaton that can cast all of Saoirse's shift spells. Can control only a few at once.
Skills: Outside of her natural talents as a spell caster - talent undoubtedly granted by her Athanos status - she doesn't really have any practical skills. She gives up very easily and feels like everything has too difficult a learning curve, the closest thing she has to a skill is spatial intelligence as a secondary effect of her mage training.

Equipment:
  • Glimmer (Curio): A short sword that can generate an intense flash of light, blinding anyone in front of the weapon for a short period of time.
  • Prismatic Bauble (Regalia): This trinket can alter the element of any spell that has been cast by the user.
Bio: Athanos are a rare sight in the world of Sheol, and a trustworthy one is even rarer. For this reason, Saoirse was called to be an Arx Vault guardian despite her lack of practical skills outside of magic. While she holds herself largely accountable for the vault breach, she had played a critical role in buying enough time for its secondary defense measure to activate - as such, she has been called to duty once more as a mission supervisor.

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Name: Marian Elingall

Age: 37

Gender: Female

Race: Human

Personality: Marian is a rowdy and light-hearted woman who doesn't take herself too seriously. While she is generally quite kind, she can also be very judgmental towards people who display questionable behavior, even if she makes no mention of it outright. She is quick to admit her faults but doesn't let it get to her, she enjoys being ambitious and pursuing leadership roles given the opportunity.

Magic: Marian has little magic training but can cast a few simple spells.
  • Acceleration (Shift): Decently boosts Marian's movement or swing speed.
  • Razor Wind (Shift): Marian can extend the reach of her weapon by exerting a nigh invisible force from her weapon slashes and thrusts.
Skills:
  • Weapon mastery
  • Being decisive
  • Strategy
  • Observation
  • Fast swimmer
  • Bluffing
  • Cooking
Equipment:
  • Heartseeker Blade (Stele): A pulsating longsword that guides itself towards the enemy’s weak spot. When it makes a cut, blood will steadily flow outwards and gravitate toward the blade. The Heartseeker absorbs the life essence and uses it to heal the wielder.
  • Brimstone Cape (Stele): The Brimstone Cape can transform into a pack of hellhounds on command that can act autonomously or with orders - when they are destroyed or dismissed, they billow into smoke and return to the user in cape form to recharge.
  • Maw of Elan (Stele): The Maw of Elan is an incense burner, its smoke always drifts in the direction of the closest Divus.
  • Plate armor
  • Long knife
Bio: Marian has an adventurer's background, taking on odd-jobs, saving villages here and there, and plundering ancient ruins for artifacts and treasures. When a bad venture left most of her friends dead or disabled, she decided it was a good time to call it quits and used her talents to climb military ranks in her home country of Albrandt instead. Her rapid ascent earned her renown internationally, and for a good while she spent her days leading large military operations under her banner. After the vault breach occurred, she received an invite proposing that she serve as a member of the taskforce being assembled to collect the Divus. She readily accepted the offer, excited to take part in something much larger than herself again - just as it was easy to forget the pains of losing those close to her, it was easy to remember the glory days of exploring the wondrous things in this world.
 

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