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Fantasy The Lost Book Character Sheets

Cefrey Windrivver
Name: Cefrey Windrivver

Race: Human

Age: 24

Gender: Female

Appearance: (animated pic or written description)

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Personality: Cefrey on the surface seems to be an innocent kindhearted person. And the average outsider would be right. She only fights if need be. Usually if she will die if she doesn't. And even then she takes the Nonlethal route. Unless you attempt to kill her, all bets are off if you, take her instrument, or attempt to break her instrument. She quickly becomes hostile when you do either of those things.

Physical Abilities: (Strengths and Weaknesses)
Is rather athletic
Not exactly the heaviest hitter
Is not exactly skilled with a blade, but she carries one to act as a dissuasion to Bandits.
Talented musician
Has great balance and is tough to knock down.


Magic Abilities: (Strengths and limitations)
Cefrey with the help of her Lute is capable of drawing magic out just by playing Music.
Unlike the average wizard Cefrey is incapable of summoning bolts of lightning. General downside of being a bard is you can't do anything like a wizard or sorcerer could.

Vicious Mockery: One of the few non musical spells in Cefrey's arsenal. In short it is a spell that enchants the very words Cefrey speaks and causes a negative reaction for her targets emotions.

Dancing lights: A simple spell to provide Cefrey with light. Usually comes in the form of three orbs of light

Healing Word: A weak, yet long range healing spell.

Thunderwave: An offensive spell that releases a sonic wave in a 15 ft cube around Cefrey. This spell is not silent as following it is a deafening boom not too different from thunder.

Heat Armor: Possibly the most deadly spell should one love wearing metal armor for defense. While this spell can be used on weapons it's far more effective on armor when one can't remove it right away.

Shatter: A more compact spell this spell manifests as a loud ringing noise. However anything in the immediate vicinity can take a nasty hit, along with weapons shattering.


Bio: Cefrey has been a nomad for most of her life. Hopping from town to town hardly staying around a town. The people who ever got to speak with her for long periods of times were those looking for her, either wishing to hear a story or hear her play her lute. However a good amount of her past is a blank slate. With the only one knowing her story is herself. Yet she chooses not to reveal it her purpose for doing so unknown. Though some theories among those interested in her says the stories she tells could be her own stories of her life, yet it is only a theory and the Bard still remains a total mystery.
 
Arachnos, The Great Apocalypse
"Chaos... Destruction... Wanton Murder... HAHAHAHAHAHAHAHAHA!!!!!!"

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Arachnos, The Great Apocalypse

Species Type
God

Alignment
Chaotic Evil

Age
Incalculable

Physical Abilities

Divine Strength
For all that is strength and power, Arachnos is one of the gods of destruction and chaos. As such, he obscenely powerful in his physical strength.

Unholy Stamina
Arachnos has no need of sleep, or rest. He is a god, he lacks the need ever to replenish his body from physical tiring.

Dark Regeneration
Chaos itself is his fuel, it is that which gives him his might, and fuels him, allowing him to rebuild his body from the darkness itself.

Divine Aura of Chaos
Being a sibling to the god of chaos, and the literal manifestation of destruction, Arachnos' mere presence bends the will of weaker minded individuals into following his commands, acting violently, and simply falling into insanity. While this won't effect most "Player" controlled characters directly, they would feel great deal of anger constantly. Arachnos becomes the focal point of any lesser beings, and is able to all but hypnotically control those within his area of influence.

Magic Powers

Blood Gate
Arachnos has direct control over dimension travel, he can pick and choose which dimensions to send someone, and he can also use their blood to send them to their own dimension depending on the power used.

Dark Fury
Arachnos is capable of unleashing literal hell upon any world he so chooses. With the might of a god, he is capable of bringing worlds to their knees, enslaving entire species, and destroying universes should he so choose.


Null Touch
Being as he is a god, he knows not of pain, in the sense that he does not feel it, rather than a sense where he might not know it would exist. He simply views it as unnecessary, and therefore, he does not feel it unless he so chooses.

Limitations
Arachnos cannot use his powers in this dimension without help, and a great deal of it. However, as he is fueled by chaos and destruction, the more that occurs around him, the stronger he gets and the more rapidly he regenerates.

Bio
Arachnos is the god of chaos from another dimension. A being of intense power that lacks any compassion, but acts logically, and with a great deal of violent precision. He's vicious, and filled with fury, Arachnos tends, however, to use logic prior to blatant destruction. He finds that it fuels his ability to incite chaos in a far superior way than to simply mill about foolishly slaughtering mortals. He's also quite insane.​
 
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Alaric Warran
Name: Alaric Warran

Race: Human?

Age: 23

Gender: Male

Appearance: Standing at around 5’10” Alaric, while not exactly tall, is taller than most of his peers. He keeps his blonde hair long, coming down to about his mid-back, with a decently thick beard. Of odd note are his bangs and mustache both of which are a bright blue, the color of the central part of a flame, as well as his piercing orange eyes. His left hand is blackened and burned, although despite not having an inch of unscarred flesh, it does not seem to bother Alaric at all, although the refusal to cover his arm with cloth may betray a certain degree of discomfort regarding it. Alaric wears a red cloth top and red skirt, secured with an orange wrap kept in place by a brass pin gifted to him by his patron. He wears a light yellow cloak about his neck, and fur boots on his feet.
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Personality: Alaric is driven, when he has a goal in mind he will head for it, almost to the exclusion of all other things; especially when that goal is nearing completion. He firmly believes that “A mage’s word is a law unto himself.” By which he interprets that any agreement he makes, he must adhere to in letter if not spirit. Of course the laws of magic in his world dictate that a mage’s power change them into something other, and how much of this is his own morality and how much is magic reshaping him into something bound by its own words is debatable, even and especially in his own mind. This has led to him being a bit more cautious about making promises than he has in the past.


Physical Abilities: Alaric is of average strength and endurance, he won’t be outrunning any apex predators, but he won’t be so tired after a hard day’s work that he can’t move a muscle the next morning. However it is also of note that fire, magical or natural, will not burn him, and smoke seems not to bother his breathing in the least bit. However, extended magical usage leaves him drained, see below.

Magic Abilities: In Alaric’s world magic has three sources: Within, without, and binding, and three ways of channeling it: benevolent, malefic, and by pact; with benevolent simply meaning to use the power with consent, malefic meaning without consent, and by pact meaning that the mage makes an agreement with a creature from another plane to draw magic from that plane, however doing so will cause the mage to be changed into a denizen of that plane as they use more magic. In this new world he has found himself, Alaric has found/will find his powers significantly diminished from his home world. By focusing through the pin granted to him by his patron he can approximate some of his spells:

+Necrotic Healing: By simultaneously stimulating and draining the life energy of bacteria and parasites around a wound Alaric can redirect this power into a person to heal them from an injury, unlike traditional healing this causes immense pain to the subject and causes drastic scarring of the healed flesh, while it can be used on internal wounds and diseases, the chance of the spell getting out of hand and rapidly killing the subject is far greater.

+Flames of Faebound: By focusing on the power of his patron, and the memories of the Realm of Eternal Flames Alaric can conjure fire which may be shaped and used, however unlike in his homeland once loosed he cannot control these fires and they will burn and react as normal flames would.

+/-Malefic Magic: Taking more time than the previous two abilities Alaraic can instead focus on the drawing from either within a weak willed person or creature (Magic Within), the magic of the world around him (Magic that Surrounds) or the connections between individuals (The Magic that Binds) to heal in a more careful and controlled environment, or to cast and control flames; however unlike Benevolent magic, which will return the utilized energy in time possibly stronger than ever, Malefic magic consumes the power leaving a void that must be filled. When taken from a person or creature that void is filled by the subconscious consumption of surrounding life, often called a wasting curse a victim will either slowly drain the life force of surrounding plants, animals, and weaker willed people (who in turn suffer the same effects) if their desire to live is strong enough, or will simply die. When taken from the connection the void is filled depending on what was taken, for example if a spell were powered by breaking the bonds of love or friendship, the victims will be filled with an intense hatred or jealousy towards each other depending on the depth of the feelings. Breaking a bond of hatred, however, will result in a feeling of apathy for most, but occasionally devotion or obsession may develop on the part of one or both subjects. In either case, a recovering victim will tend to develop an intense hatred towards Alaric as there is an underlying understanding that he is responsible for what has happened, this is true even if the victim knowingly and willingly sought his aid as there are no words in any mortal tongue to accurately describe the feelings. Tapping into the magic that surrounds leaves a stagnant void of magic and harmony, generating a feeling of unease in the area, and making it harder for Alaric to use further magic in the area.

-Magical Withdrawal: Alaric’s magic comes at a price, the longer he uses magic the more it wares on him. As part of his pact with the Fae Lord of Fire in his homeworld his soul is slowly being siphoned into the Realm of the Eternal Fires and replaced with magic, this deepens his magical reserves but also means that with extended use, or a long period of time without engaging in an action known as a “Fetish” or “Draw” he undergoes withdrawal symptoms where he begins to shake and twitch, becoming neurotic and irritable.

-Draw: Alaric must engage in some strange quirks in order to keep his magic in check, the more often he enters Magical Withdrawal the more pronounced the Draw he must engage in, as it stands now he has three draws: Minor-As part of his daily meals and routines Alaric eats charcoal, he often keeps a small bag of charcoal on hand which he will either eat as part of his daily routine, or to help keep his focus while casting spells or performing intense tasks. Intermediate-After extended usages of magic, or a small period of time, Alaric may be compelled to sit in a fire to recharge. This is not a problem for him, as the immunity to fire protects him, but while sitting in the fire he is oblivious to the world around him until his need is filled. As with his minor draw he has adapted to the tranquility of the situation and occasionally uses it for meditative purposes in preparation for an intensive spell or situation. Major-If Alaric is ever completely drained of magical power (by not engaging in lesser Draws) he will be compelled to attach red-hot brass armor to himself, so far this has not happened.

-Break: If Alaric uses too much magic in too little time he runs the risk of “breaking” when he completely loses control of his magic and it erupts in an unpredictable manner striking randomly and blindly at everything around him. Doing so transfers a large portion of his soul to his patron, and causes the burn on his left arm to spread further up his body.

-Bound by words: Alaric cannot defy a promise freely given to another, attempting to defy it or breaking a promise accidentally drains his magical power causing him to engage in a draw (with more serious violations causing greater strain.) His magic physically stops him from engaging in any actions that will immediately break his word (or those that he knows will eventually lead to his word being broken.) For example: if he promised that he would never hurt someone, he would be physically unable to say or do anything that might hurt them (physically or emotionally), even to defend himself.

Bio: Alaric’s mother was a poor woman, his father having been killed in one of the many and periodic wars that plagued the land of his birth whenever a lord took it into their heads that someone in another kingdom had better land, or posed a threat to them or their ambitions, or looked at the cross-eyed, or in one culture it is customary to bring cheese from your goat as a sign of respect and what do you mean your people believe that goats are unclean animals and all that comes from them is forbidden under divine mandate? As such she took a job in the kitchens of the Acadamia Arcana, with young Alaric learning to read the lines and glyphs of magic before he learned to read the words explaining what they meant, by sneaking about the servants’ passages and eavesdropping on the courses of the mages. Once the Arcmagisters learned of Alaric’s stolen knowledge they decided to adopt him as a formal pupil, although basic lessons of scribes and loremasters would have been provided to him as a benefit of his mother’s employment, but that is irrelevant. Alaric quickly delved himself into his magical studies, but soon found himself stuck at an impasse, it was found that he was quite skilled at malefic magic, but not skilled at all with its benevolent counterpart. Thus he was entered into the rosters as a battle-mage and sent to the front lines where he developed a talent of healing with malefic magic, something that was thought only possible by taking the life of another, but Alaric discovered and instructed many of his peers in the so-called “necrotic healing” fascinating and horrifying his superiors quickly banned the usage of his new technique except in cases of emergency or to torture information out of enemy soldiers. Disgusted at the way his attempts to create a way for those such as himself to live peaceful and “good” lives was being turned into another weapon, Alaric deserted. Hunted by his former compatriots and in a land that demonized magic Alaric eventually found a coven of mages in hiding. In exchange for the knowledge of Necrotic Healing he was offered passage to speak with the nine rulers of the Fae on the Grey Court in order to secure a patron and develop magic away from the malefic magic he had used. Before the council Alaric pled his case and offered to make pact. One-by-one, each of the rulers denied him. Death for cheating her out of those owed her through the destruction of carrion-feeders, Life and Light for the way his creation was used by others, Darkness as he claimed that his power was too similar to the shackles Alaric sought to escape, Earth and Air for his use of malefic magic and inability to use benevolent, and Water to avoid offending her ally in Life. The Lord of Fire initially denied him, for his desertion, but changed his mind on the condition that Alaric swore not to break an oath again. Alaric agreed and he was gifted a brass pin depicting the Flame of his Patron. He was taken to the Realm of Eternal Flames and a black mark was burned around his left wrist to mark him as a servant of the Fire Fae. He was then returned to his homeland where he lived, loved, and fought to protect himself. Over the years since then he journeyed far and wide, learning the limits of his powers and developing them further, until one day while deep within the ruins of a tower he came across a book.
 
Balfnaught
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Name: Balfnaught

Race: Superior Dragon (World)

Age: As old as his planet (most of it spent in hibernation, however)

Gender: Male

Appearance: Balfnaught spends most of his time in human form, as it is simply easier to move around than his enormous dragon form. His dragon form is also still healing from a battle long ago, so it allows it to recover more easily He is tall, and beautiful. Many would call him "perfect". He wears loose black and red clothes under a grey robe. He considers armour and weapons to be beneath him, and so simply chose his clothes based on comfort. His eyes remain draconic, however, and a glare from him can cause the primal "fight or flight" instinct to awaken in lesser beings. His eyes glow orange.

Personality: Confident and proud, Balfnaught is a true dragon king. He has never met a superior in his entire life. He has one unshakable belief: that he is the absolute strongest.He firmly believes in relying on one's own power, rather than on items or knowledge. He places more weight on innate talent than on hard work, although he has trained extensively to master his innate abilities. He looks down upon humans, but not with malice. He does not wish to rule or enslave them, and indeed likes them. He simply believes himself inherently better than them. He views humans as we view dogs. However, if a mortal earns his respect, he will immediately view them as an equal, regardless of their actual power. However, earning his respect is hard to do. As mentioned before, he is very proud, and if he believes himself insulted, he will repay it instantly. However, he will not always use violence, and will normally exercise restraint as long as the insult was not grievous.

Physical Abilities: Monstrously strong, even in his human form. In human form, he has enough power to shatter mountains and move at supersonic speeds. In his dragon form, he can destroy continents with just his physical power. He can use his full dragon-form strength in human form for very brief periods of time, but the duration of this is under a second. He is practically invincible, but heals very slowly if damaged. His dragon form is still healing from a battle with an equally powerful dragon in his home world. This limits his healing ability, and shortens the time he can fight for.

Magic Abilities:
King of the World
Has a Right of Command over whatever world he happens to be on. However, this control is weaker if he is away from his home world. On an alien and unfamiliar world, his power is limited to what is described below, while on his home world he is invincible. This allows him to command the primordial powers of the Earth to do his bidding. He can draw magma up from the mantle, break the Earth's crust and seal beings within it, as well as having a limited control over gravity. He cannot use any spells or other magic, however, as he was born with the power to command the Earth. He can retreat into the mantle and hibernate there in order to heal faster, but this takes a long time and he is vulnerable while he sleeps. he can also travel quickly under the earth, far faster than he can on land. If he really gets serious, he can unleash the heat from the Earth's core, destroying all in his path.

Will of the Sovereign
Balfnaught is capable of subconscious manipulations of fundamental laws in accordance with his desires.. For example, when he flies he manipulates the laws of physics around him in order to make it possible, as well as being able to shrink the distance between him and a destination if he has a strong desire to reach it. These manipulations cannot be used to directly attack, and he cannot control them. They simply happen in accordance with his Will. If he is traveling leisurely he will not be able to shrink the distance, limiting the effectiveness of this ability. Due to his unshakable belief that no other being can command him, his Will has the unique effect of making him immune to compulsion. He cannot be sent anywhere or be made to do anything against his own will.
However, this ability will be severely weakened after shifting dimension. He subconsciously experienced and understood the physical laws in his universe. After shifting, some have changed, some have been added, and some have been removed. Some have stayed the same, but are still difficult to comprehend. It is like translating a sentence into a different language. You know what the meaning of the sentence is, but you don't know what each individual word is, or the context of each one. This weakens Will of the Sovereign severely. It renders him unable to fly at all, reduces the amount of distance he can shrink, and overall lowers its effectiveness.
Tyrannosaurus Rex (King Tyrant Lizard): Any weak-willed reptile who he encounters will naturally follow his orders. This list goes from geckos to lesser dragons.
Fire From Within: He can summon the heat of the planet's core within his own body, and can expel it outwards through his mouth. This is very dangerous and damaging to him, but far more focused and controlled than simply summoning the core's heat normally.
Wrath of the Dragon King: A very "last resort" type power that will almost certainly lead to his death and his opponent's defeat. He abandons all other abilities and uses all of his magic to boost his physical strength. He casts aside all rational thought and fights with pure instinct. The sheer physical rebound from this power would crush his bones to dust and pulp his organs. He has never used this power and has only theorized about this ability. He must be in dragon form for maximum effectiveness.
Dragon Transformation: Can quickly change from his human form to his dragon form. This transformation lasts several seconds, and uses up a large amount of oxygen in the immediate area. Damage taken by one form does not carry over to the other. If the human form loses an arm, the dragon form does not. However, if one form dies, so does the other. The form not being used is essentially in stasis.


Bio: Born in the Earth's core during the primordial era of his home world, Balfnaught was not aware other beings even existed until he ventured outwards several millennia after his birth. It was there that he met humans, and learnt of other life. He lived quite easily, with no challenges to his strength until he met another dragon, the Flame Queen, who had been born in the Sun. Her purpose was to burn the world, and so he attacked her to preserve the source of his strength. The battle was fierce, and he is still recovering from it hundreds of thousands of years later. However, he was victorious, and sealed the Flame Queen beneath his world. After this, he began training to master his power, to prepare for the possibility that he may meet an equal once more.
 
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Xero Fornolai
"This name represents a number in my native language... I am one of a great many, and they have us believe we are one, but I believe that I am one. Wouldn't you agree with this?"

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Race: Driechthey (dry-ek-they)
"My people are an ancient race. They have followed the stars, and they have led them to where they are today."

Age: 247 (Approximately 23 in Human years)
"Time goes much faster on our planet, in our universe, than it does anywhere else. Some beings will know my age and think of me as old, but I assure you, I am quite young."

Gender: Male
"My species call Males 'Tulthey'. The Females are known as 'Scaya'."

Personality: Xero was taught to remain silent. Only speaking if spoken to, just like all young Driech's were to learn, but he was different. Xero has always played by his own rules, never listening to his superiors, and always rushing into action when it seemed necessary, though he struggles to maintain this wobbly state of courage when faced with impossible odds, or someone who clearly know what they are doing.

Along with discipline, Xero, as well as his peers, was risen to understand loyalty, and where his should lie. If someone should successfully take control over a group of individuals, it is best to side with the best chances of survival, lest he die. Even if that person is dishonest, or treats him with little respect. Until another comes to claim the throne, lend loyalty to survive.

Xero is adventurous. He has strayed further from the City of Silofithey than any other of his kind. He has discovered a great many artifacts, including a neon blade which allows him to cut open a rift, which lets living organisms travel through solid matter. He enjoys discovering new areas, and will often spend weeks exploring them.
"'Without proper assimilation, they shall only find annihilation'. That is what our armies would say. They often used it as a war chant of sorts. I refuse to believe that proper assimilation is necessary. We must all discover our own best way to grow.... L dp qrw olnh wkh rwkhuv..."

Physical Abilities:
Enhanced Speed- Xero's bone and muscle structure is far different from a Human's, allowing for greatly increased running speed. He can outrun the average man by nearly twice his speed.

Enhanced Sight- He has perfect 20/20 vision, which provides fantastic near, and long distance sight. When combined with his greater hearing, he is perfect for spying on people.

Enhanced Hearing- Xero's cochlea is nonexistent, and is rather replaced by what is known as the; "Jistené". The jistené is nearly one hundred times stronger than a human cochlea, and makes it so that Xero can hear through up to 12 layers of thin walls.

Armored Skin- Xero's skin is made of a powerful substance named; "Ether", which is far more durable than titanium. Bullets will not effect him, and he is heavily resistant to intense cold, heat, and most known acids.
"The skin of the Driechthey is a tough one. We take pride in it's ability to withstand almost any blow. The only known occasion in which ithas been shattered was during the great Hilothen War, during which the enemy captain used his crystallized war hammer, to break openone of our greatest warrior's body, sending the fragments soaring across space."

Magic Abilities:
Molecular Fluctuation- The shrinking, and growing of Xero's molecules. By shrinking them, he can become almost completely invisible, becoming nothing but a faint glow. By increasing their size, he can increase the durability of his very being by just a little bit more. Doing this depletes his energy at a substantial rate.

Molecular Shifting- Xero can move his molecules about. Morphing them could turn his hand into a blade, or a tool of sorts. He is not capable of turning into another living being. He cannot detach his molecules. (i.e. He could create a throwable object, but he is not able to throw it) He cannot multiply his molecules, and therefore, can only craft them using the available molecules creating his body. (i.e. He is limited to only using molecules that he is made of, so he cannot increase in size, nor shrink.) Doing this can increase the rate at which he loses energy.

Molecular Phasing- By shrinking and increasing the size of his molecules, Xero is also able to phase through thin walls with little durability. Although he has a knife to do this, he does not always carry the knife with him, as he has no place to store it. Therefore this ability can come greatly in handy. This can greatly deplete his energy, and if he is to mess up while inside a wall, he will get stuck inside the wall,and have to find a way out of it.
"The Driechthey have many interesting abilities, though none of the others can do as I do. I have discovered books, and ancient times from species long past, which allow me to warp my very being, and shift the essence of reality."

Bio: Long ago, an ancient spark known as The Driec, created all life in the universe. There were planets full of a variety of different species, whether some be mixed together, or some a long ways away from any other. But there was one species in particular, that ruled over all others; the Driechthey.

The Driechthey were a powerful, intelligent being with extraordinary capabilities, making them far superior to all other races. In their eyes, they were better than all, and without them, the other species' lives would crumble, and fall to ash. They kept watch with honesty, discipline, courage... and they kept the Driec safe, deep within their kingdom, if ever they need to create.

One millennia, a certain Driechthey was born. One that was different from the others in many different ways. His name was Xero, and he was very unlike the normal Driech.

Xero never truly listened to anybody else, at least, not when he didn't want to. He felt perfectly safe as one of the highest type of beings inthe known universe. He felt himself different however, unique. All other Driech learned, breathed, and lived as they were meant to, keeping peace flowing throughout the galaxies. Xero on the other hand, spent his time outside of their galaxy, exploring and discovering everything that he could set his eyes upon.

He located and extracted long lost artifacts from tombs, libraries, everything, until one day he did something that wrought far greater consequences than he could have foreseen...
"I was brave, young, excited, yet I was also incredibly foolish. I disrupted the order of my universe, and now, I am serving my penance."

Biology: The Driechthey share many things with a Human, including their humanoid appearance, methods of reproduction, and can even speak Human language if properly taught.
However, the number of differences between the two species far outweigh the similarities. The natural muscle mass of Driech's is a good deal more prominent than that of the average Human's. They also sport a powerful layer of skin, which is capable of taking blows of immense proportions. They do not wear any clothing, and what appears to be torn cloth flowing down from the base of their spine, is actually thin layers of discarded membrane. This skin naturally sheds over time, and while doing so, leaves vulnerable muscle showing. Also, Driech vocal cords struggle to work as a Human's do. While a healthy Human's voice is often clear, while perhaps varying in pitch, a Driech's sounds close to a broken pipe shooting off steam. An obvious hissing sound can be heard as they talk.


Ancestry:
The name; Driechthey, came from the species belief in the artifact known as the Driec. Some believe it is a star, while others believe it may be an ancient Driech, who has lived for eons, holding the peace, and creating life anew whenever it may be needed.
The only ones who know what it looks like, are the Kria, (kree-ah) a high council made up of four Magic wielding Driechthey, which have been around as long as the Driec has. They are said to guard it with absolute care, on the Driech's home planet, Grithay. The few Driech's born with the ability to harness Magic over eternity, have been wiped clean, to keep from endangering the Driec.

 
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Name: "Lord Magos" Samuelson

Race: Human

Age: unknown, Estimated to be in mid 50's

Gender: Male

Appearance:

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Personality: Samuelson relies heavily on charisma and deceit to achieve his goals; if you hate him it's because he want's you to, if you laugh at him it's because he feels like being funny (which is normally the case). Generally Samuelson attempts to behave in such a manner that most potential foes that he encounters think that he's too profoundly mad to pose any real threat. However behind the facade of well told lies, and tomfoolery, Samuelson is calculating and focused, always carefully planning his next move, though no one know what his ultimate goal is.


Physical Abilities:
Samuelson is not much for fisticuffs due to his age and possesses little physical prowess, if in a situation where he would need to engage in physical combat Samuelson will employ a soft method of subduing an assailant (Read: Aikido) and is unable to level any kind of offensive attack

Magic Abilities: Samuelson practices the widely misunderstood and outlawed craft of warlock magic, and were one to be familiar with such a practice they'd soon realize that the title of "Magos" is not something made up to seem authoritative. Warlock magic itself is simple in concept, as it is little more than a trinity of base magical aspects. The "Trinity of Asmodeus" as it is known are three pillars, those being Steel, Hellfire, and Entropy.

known spells:
iron skin; The casters biology is sublimated by metal, can kill the caster if maintained too long (steel)
mend/graft; able to magically repair objects by replacing missing or damaged parts with enchanted metals, can be used to treat wounds (steel)
scribe rune; can create a focusing object, allowing the caster to store a spell within, takes time (steel/hellfire)
other-worldy whispers; able to sense danger/determine motive (hellfire)
hellish aspect; take on demonic strength and endurance, taxing, can kill the caster (hellfire)
perdition infernum; able to manipulate hellfire, can kill the caster (hellfire)
razor wire; can summon and control spools of concertina wire, this is actually Samuelson's personal spin on a more tame method of metal manipulation. (steel/entropy)
soul siphon; drain thermal energy from enemy/object (entropy)
nightmare shroud; incites fear and hallucinations in those who see the caster (hellfire/entropy)
damnation: bestows really bad luck (entropy)
suspend: places target in suspended animation, preventing any outside event from affecting them (entropy)
Infernal communion; able to speak to demons as though one of their own (Hellfire/Entropy)


Bio: Almost nothing is known about Samuelson. He live his life as a traveling priest, handing strange tome out to passerby and preaching of a strange and unheard of faith to anyone who'll listen. Details are unclear as to where he came from or if Samuelson is even native to this world. In truth his priest act is the means he's chosen to dissuade others from suspecting him to be a warlock, by appearing to just simply be a travelling madman. One thing worthy of note is that his right hand is replaced by a functioning solid gold prosthetic.
 
Sludgemouth Sludgemouth Sorry it took me so long. Overall it looks good I just want to get some feedback on the hellfire. Given that we are looking at this as not so much an element but it's near that line so depending on how it works and how I see fit this may be restricted given the laws of the land.

Kazanna Kazanna Petroshka Petroshka
Would/should we consider hellfire to be the same use as an elementalist of fire?
 
Sludgemouth Sludgemouth Sorry it took me so long. Overall it looks good I just want to get some feedback on the hellfire. Given that we are looking at this as not so much an element but it's near that line so depending on how it works and how I see fit this may be restricted given the laws of the land.

Kazanna Kazanna Petroshka Petroshka
Would/should we consider hellfire to be the same use as an elementalist of fire?
No. Hellfire is a demonic incarnation of flame. The Elementals of Fire have no control over it. It's unnatural. However, it WOULD have the potential to draw the attention of Ariael's demons and Hell Lords.
 
No. Hellfire is a demonic incarnation of flame. The Elementals of Fire have no control over it. It's unnatural. However, it WOULD have the potential to draw the attention of Ariael's demons and Hell Lords.
then how different should it be versus normal fire
 
Sludgemouth Sludgemouth Sorry it took me so long. Overall it looks good I just want to get some feedback on the hellfire. Given that we are looking at this as not so much an element but it's near that line so depending on how it works and how I see fit this may be restricted given the laws of the land.

Kazanna Kazanna Petroshka Petroshka
Would/should we consider hellfire to be the same use as an elementalist of fire?
Hellfire would be fairly restricted as its a composite of natural elementalist fire and chaos magic, also its use is super dangerous to the caster. Furthermore anything remotely demonic is going to notice it and fire elementalists would have some influence over samuelson's magic depending on their skill
 
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I want to know how the world ticks. I have quite literally all of the time in the world and with time like that, well, all you can even think to do is learn everything.
Ailill

  • Name:
    Ailill Rowan Daly (often just called Ai- pronounced 'I'- by those close to him)

    Race:
    Fae (more specifically Elf)

    Age:
    367 (appears to be early twenties)

    Gender:
    Male
 
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I want to know how the world ticks. I have quite literally all of the time in the world and with time like that, well, all you can even think to do is learn everything.
Ailill

  • Name:
    Ailill Rowan Daly (often just called Ai- pronounced 'I'- by those close to him)

    Race:
    Fae (more specifically Elf)

    Age:
    367 (appears to be early twenties)

    Gender:
    Male

The Telepathy, Oh I was hoping we'd get a telepath with Arachnos around. As sadistic as it sounds, I REALLY want your character in the play simply so I can work towards putting him into a position where he'd get a glimpse of the madness within either of my characters, Arachnos' mind would probably be an odd mixture of madness and infinity, where's Zeke's mind would be kind of like looking at several centuries of death, torture, suffering, and madness, for a few moments, before the godborne eye would kick in and the gods linked to it would send him a healthy dose of imposed insanity.

Desert Rose Desert Rose This profile is good to me.
 
Desert Rose Desert Rose Edited~!





Lux Arabella Rivers



"You can't do epic shit with basic people."








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History


Lux had a pretty normal childhood, relatively speaking. She grew up near the side of a snow-capped mountain somewhere in Colorado and often played in the forest there. As soon as she was ready, she was able to manifest her Kitsune Ball into a physical form, she began to wear on her neck as a necklace much like her mother did. Being able to hide her ears and tails after 100 years, she went to public school for a while (looking fairly young still) until people started questioning the marks on her face and the weird necklace that would pulse and glow blue. Many of her peers and classmates teased her for it, but Lux kept her cool composure. It wasn't until late high school that she really showed any signs of anger or aggression. After several taunts and teasings, Lux had become so angry that she attempted to choke the boys with their own shadows. Her parents pulled her out of school that day. With both her parents being pure blooded Kitsunes, it was only natural that Lux would be, too. However, one of her parents was a spirit Kitsune and the other was a void (or shadow) Kitsune. It would appear that Lux is a void Kitsune, but there were was other indications that the two types mixed with the void being more dominant.After 200 years of homeschooling and training, Lux left home a couple years later and continued with human college where she studied to be a mortician. Death never really bothered her she became indifferent towards it. She passed college with flying colors and works in her hometown.

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Personality


Lux is rather hard to get to know. Lux portrays herself as independent and strong, often taking charge of any situation as it comes. She always tries to do the right thing as perceived in her mind and isn't scared of the risks that may come with it. Sure, she's a bit of risk-taker, and she has the mouth to go with it. She will happily give someone the blunt truth of a situation and is downright feisty. She tends to speak with more attitude, giving her the image of not caring when she actually does. She doesn't waste her time with people who aren't worthy of it and generally grabs every opportunity by the horns. Lux is graceful and lithe in just about everything but often keeps a cool composure. She lives by her own code and refuses to bend to the will of anyone else. On the inside, however, she is probably the sweetest and kind person alive, but it takes awhile to crack open that hard shell of hers. She keeps any promise someone makes with her and strive to repay favors, but if someone was to break a promise, they better watch out.

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Likes and Dislikes

Likes

  • Stars and constellations

  • Daring adventures

  • Flowers

  • Has a knack for bloodstones

  • Swimming from time to time

  • Practicing

  • Archery

  • Moonlight

  • Playing tricks on others

  • Obsession with knives
Dislikes

  • Annoying and basic people

  • Too much sun

  • HATES DOGS

  • Thunder

  • Dragons

  • Oni






code by Han JiHyo









Lux Arabella Rivers



Gender: Female

Species: Void/Spirit Kitsune

Tails: 2

Age: physically 21, mentally 295 years old









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Powers/Abilities


Shadow Manipulations
  • Ability to control any shadow at will.
    • Ex: If Lux wants to strangle a target, the target's throat will start to close and will feel the pressure of an unknown force grabbing his neck, but if you look at his shadow you will see he is doing it to himself so to speak without realizing it. The shadow will look like the victim is choking himself but the physical victim will just be standing there.

    • Lux can use part of her victim’s own strength against them.

    • This requires some focus and mental endurance from Lux. After a while of using it, it can cause severe headaches.
  • Can use shadows as a teleportation tool or can simply stay in the void to heal or rest.
  • Can use shadows to create tangible weapons. Typically a bow or twin daggers.
    • Able to do this without much strain. Just requires focus to keep them intact.

Foxfire

  • Ability to generate fire from tails and mouth.

  • Breath fire to an extent

  • Can also make small 'fox lanterns', by producing small balls of fire to float around them, and guide their way.

Shadow-Flame

  • Rather than the standard dragon or demon shadow-flame, this fire instead is entirely ethereal, it is a combination of the voidborne energies within Lux, merged with her natural Foxfire ability. The resulting power is a flame that is nearly unseen, yet burns to the very core of a target. Lux is able to, at great cost to her energy reserves, send this flame through the shadows, similar to her ability to transport herself through the shadows. She is able to ignite targets with the living controlled pyronic energy of her Shadow-Flame, and even those immune to natural fire would be burned by this overwhelming force.
    • Due to the overwhelming amount of energy used, Lux would be severely weakened afterward, if not rendered unconscious or barely able to move. She would also be vulnerable to this power as well if she allowed it to overwhelm her, as it would be the direct line between her own Yin/Yang.
Cleansing Flame

  • As with nearly all kitsune, Lux is able to use her Foxfire not only for combat but also for mending. While this ability is typically reserved for the high priestess' of most Kitsune Clans, Lux is able to tap into greater powers due to her affinity for the void. As the darkness itself is a mending power for Lux, it is what fuels her ability to heal others.
    • Requires energy, depending on the wound. Physical wounds, such as cuts or minor stab wounds, don’t take near as long as internal wounds (i.e. hematomas, bruised organs, etc).
Voidborne Will

  • As a child born of the benevolent darkness known as The Void, Lux is protected by the void itself, it is her sanctuary and her greatest protector. In times of great need it will even lash out against her foes to protect her, and to preserve her, it will even draw her into the void without her will should she reach a point of near death. Within the void, she would be able to regenerate slowly and replenish her energies.
    • The benevolent void tends to drive those who are a part of it slowly into insanity. However, it is not purposefully. Just an effect of the chaos within the void itself.
Dark Light

  • Multiple part power.

  • Firstly, anyone with this power is able to see in the darkness, regardless of how severe the darkness is.

  • Secondly, it allows the user to send a field of shadows in all directions around themselves. It is limited only to their strength and stamina to maintain the spell.

  • Thirdly, Dark Light can create a solid mass, allowing the creation of a wall or other such objects to protect the user or allow a group to cross a gap for example.
    • Requires deep concentration for the advanced forms. First one is passive, the second form moves with her, which can make her vulnerable, third requires can be taxing on mental and physical aspects.

Shape-shifting
  • ability to shift from a normal (ish) fox with two tails to a human-esque form, and then to her Kitsune form.

  • She often looks like a human. However, she has several lines across both cheeks that give the appearance of whiskers and slit pupils. She can easily hide her whisker markings with her mask. She would often wear colored contacts when mingling with humans.

Possession

  • Ability to possess a target for a period of time.

  • After the possession, the target will have no recollection of what happened.

  • Unwilling targets will normally have their wills' drained and therefore become insane.
    • However, this can be blocked by individuals with certain mental capabilities.

    • It can cause an intense amount of strain mentally depending on her target, and she is highly effected by her victim’s personality. They are short-lived personalities lasting anywhere from an hour to a day at most.

Kitsune Seduction

  • A form of mind control, the kitsune ability of 'seduction' is one of the most commonly-mentioned skills in legends. By using their tail or tails in a swaying manner, or by meeting the gaze of a target, the kitsune is capable of taking over their mind. While under the control of the kitsune, the victim sees, thinks, and lives in a world designed by the kitsune, all inside the target's mind. The target is controlled until someone breaks the magic the kitsune's using.
    • This mind control is purely by magic, mind you, and can be broken by certain magics, or wards.

    • It can also be broken by the victim’s ability to shake free of her control or when Lux becomes too mentally strained to keep it up so the dream world falls apart.

    • Can be rather taxing on Lux depending on how much time and complexity of the dream world.

Spirit Manipulation

  • This is the manipulation of the spirit world, demons, and other creatures. Magic of this nature does not work on mortals well since mortals have SOULS, not spirits. As such, kitsune have to wait for someone to die, before this sort of magic will affect someone well. With this, a kitsune can bind, summon, banish, ward or trap a spirit.

  • Lux can only control this to an extent. She is currently learning how to control this side of her.

Immortality

  • With her necklace, she is immortal, but only in a certain sense of the word.

  • If Lux was to be killed, she would become a Spirit Beast, needing to find a new host and reincarnate herself.

  • Because her necklace is essentially her life force, if she is be found without it and die, there is no chance of her reviving herself.


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Strengths and Weaknesses

Strengths

  • Increased speed, agility, and strength

  • Intelligence

  • Gets stronger the more the sun goes down

  • Especially strong on new moons and eclipses

  • Hard to hit

  • Keen sense of sight and sound

  • Quite lithe and flexible due to many years of gymnastics.

  • Quick learner
  • Rather good at archery
Weaknesses

  • Doesn’t have the greatest punches in the world
  • Not great at sword play but is learning
  • Can’t be separated from her Kitsune Ball which is her main magic source

  • Limited use of her Spirit Manipulation due to her little knowledge of it

  • Must feed of either spirit energy or shadow energy to remain at full strength. Meaning: Lux must feed off the energy around her, whether that be water energy, light energy, sound, plant... even life energies of people. That is her food source. However, to be at her full strength she must either devour spirits or remain in a shadow until she is “full”. She normally picks the latter.
  • Voidbourne insanity
- the more she uses her voidborne powers, she sinks slowly into insanity. It causes her to have abrupt personality changes, lapses in judgment, and random bouts of violence. It is beyond Lux's control, and as much as she tries to control it, it's near impossible to tell when these incidents will occur.
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Kitsune Necklace

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Weapons:

Bow and Arrow
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Dagger (usually wields two at a time)
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Sword (hardly uses)
ShadowSlasher.png



Armor:
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code by Han JiHyo


 
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Name:
Garmt Meinders

Race:
Human

Age:
20

Gender:
Male

Appearance:
Garmt has thin and short blonde hair. His eyes are dark blue. His skin is pretty white because he doesn't go a lot in the sun. he isn't very tall and pretty light. He isn't that muscular but not skinny either. He wears normal clothes like jeans and a t-shirt. Also normal shoes.

Personality:
Garmt is pretty quiet and doesn't really care what a lot of people think of him. He tries to be funny but doesn't always succeed. He cares a lot about family and friends. He would do a lot of things for them. He has never fought before and isn't an angry and mean person.

Physical Abilities:
+ He is pretty strong.
+ Stealthy.
+ Quick Reflexes.
+ Acrobatic.
+ She's a quick runner.

- He has never fought.
- He isn't good with weapons. (He will need to learn a lot of things)
- He doesn't have a body that can resist any kind of magic.

Magic Abilities:
He can use his personal object (which he will need to find first) to control fire. Which makes him dangerous. He can also absorb other people's pain.

Limitations:
The longer he uses his magic, he gets tired. So basically his magic wears him down. He will need to learn to control and do more things with his magic and when he absorbs people's pain he feels their pain.

Bio:
Garmt grew up with normal people and in a normal house. He got bullied a lot in school but he didn't care a lot about it. That's because he had a lot of friends who he cared for. He's pretty much a normal person. The only thing different about him is that a lot of his family members die or something terrible happens to them. Usually it's in December.
 
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