slim
destroyer
i do nowGirl, u dont accept ppl da fuq
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i do nowGirl, u dont accept ppl da fuq
Bitch...if u donti do now
Pikachu, you mind explaining this ability in a way that makes sense that it is earth magic?Name:
Sasco Yosei
Age:
18
Gender:
Female
Species/Race:
Elven/Fae (Elf and Fairy Hybrid)
Kingdom of Origin:
Earth
Abilities:
-Shown in the picture below, a double pair of almost spiritual arms coming from an symbolic looking ancient symbol that appears on her back, they can be formed out of stone form her surroundings to add an extra impact to her punches along with not quite what you'd call super but more greatly enhanced strength, it requires great focus an the ability to channel your energy clearly, a clean mind and being one with the nature in your surroundings, when using it she goes into an almost meditational state if trying to use it in battle but when using casually she simply prefers to stay relaxed and much around with it.
-Had gone out and completed her three months in the wild though only recently returned and hasn't mastered the ability by any means.
Personality:
-Mischievous
-Kind hearted
-Strong-Willed
-Kind-Hearted
-Caring
-Playful
-Childish
-Fun loving
-Confident
-Adventurous
-Energetic
-Hard Worker
-Laid Back
-Free Spirited
-Optimistic
-Cheerful
History/Bio:
//TBR, To Be Revealed For The Time Being//
Elven farther and Fae mother. Raised to be a kind and caring girl yet free spirited, her own mischievous fairy ike traits shining through alone with her training at her powers.
Job:
//None// Potentially a lookout or warrior?
Alignment:
Good
Appearance:
View attachment 343915
Weapons/Armour:
-Armour, her own gauntlets and her side/hip plates. (her head pieces aren't actually armour but rather to keep her hair in place and for appearance.)
-Weapons, Her powers and on occasion a sleeping poison in a few flasks.
Other:
-Despite how she may act she does train hard to gain control over her abilities.
-She's sneaked off on more than one occasion to explore areas she possibly shouldn't.
-She's rather well known as a trouble maker within the kingdom.
-She's extremely in tune with nature and been in love with it even as a baby, so says her mother.
-She resembles her parents both rather equally but admittedly holds far more Fae trans appearance wise and personality wise than that of elven.
-Despite being of the Earth kingdom she has very few markings upon her body telling of her past as many others do.
AcceptedAge: 23
Gender: Female
Species/Race: Mountain fae/human
Kingdom of Origin: Principality of Oceanius
Abilities:
-Water manipulation: Like a true citizen of the Principality, Jace knows how to manipulate the water around her, bending and shaping it to her will.
-Ice simulacrum: Jace blinks a very brief distance (up to 3 feet) and in her place appears an ice figurine mimicking her posture just before the ability was used, the simulacrum is too simplistic to actually trick anyone but it will definitely take an attack that would otherwise hit her. The ice shatters from any amount of direct force or melts very quickly if not destroyed (10 seconds).
-Mistscreen: With enough water present Jace can use it to create a dense mist that acts like a smokescreen, obscuring a small area.
-Water whip: Jace manipulates any small amount of water to lash out at an opponent with tendril of water that strikes with a force strong enough to break bones.
-Ice shards: With only a small amount of water needed Jace can freeze it into multiple small shards of ice which she throws at enemies.
-Resourceful: Jace can use water particles in the air around her as well as water stored in plants for use in her spells.
-Fast learner: Always the studious type, Jace is quick to pick up on new skills and techniques, and retains key information for much longer.
Personality: Curious and creative, Jace has a strong love of learning new things. She can constantly be found reading up on things that pique her interest, she has a special love for history such as the formation of the Principality and old wars. Her studious nature is what fuels her burning love of exploration, and she travels the countryside a great deal, enjoying the local scenery and searching for her next mark. She greatly enjoys camping out in the forest and stargazing, both of which were things she and her father did together when he was still around.
Towards her family Jace still holds a strong love towards her brother, who helped keep her in her time of need. Towards her mother though Jace tends to be a bit more distant, keeping their interactions brief. She still blames Patricia for abandoning her children when they needed her most.
History/Bio: Born to Alva Patricia Une of the Principality, Jace started off with a great lot in life! She had an elder brother who she loved to shadow, much to his dismay, as well as a caring family that provided everything she could ever need!
Times were comfortable and pleasant, and Jace thrived socially as well as in her schooling. But, all good things come to an end at some point.. Losing her father had been incredibly rough on the girl, there was no one she had been closer to, and when he was gone the girl shut down hard. She stopped talking to people, quit her lessons, and kept mostly to her room, not wanting to do anything else.
It was the work of her brother that finally finally coaxed a smile out of her once again, and slowly but surely she began to overcome her grief. With her mother distraught and uncaring, and her brother busy with his training, Jace found that she had little direction in her life, and aimed to change that. And so she joined an old friend of Patricia's, Captain Flinte, one of the captains of the Bloodfrost Maiden's fleet. The older elf took her in to help aboard his ship, where she quickly found a love for travel and exploration. While the younger girl wasn't allowed to go far from the kingdom, she still had her fair share of adventures with Captain Flinte as he taught her how to run a ship, including everything from washing the deck, to commanding the crew! He even taught her some more, special skills, like picking a locks and pockets, or fixing decks of cards, though.. mother never needed to know about that..
When Jace came of age she found herself looking for something to do with her life, and so she used her love of history and aimed herself at finding, preserving, and even making a profit off of older historical artifacts. Though her work is difficult and often times she she comes across a find after months of planning that's already been picked clean, she managed to make a decent enough living with the few things she did manage to find and sell. The tricks Captain Flinte taught her helped avoid the old, still active traps and get past the rustic locks in order to make her ventures more successful. Today she still enjoys her work, and aims to help preserve as much of the Principalities history as she can/
Job: Treasure hunter!
Alignment: Chaotic good.
Weapons/Armor:
View attachment 344069
Jace's sword: Short, simple and reliable, Jace carries a steel shortsword wherever she goes.
View attachment 344068
Jace's hand crossbow: Extremely versatile, in and out of combat, Jace likes to use a small, single shot hand crossbow in her off hand.
RP started fam. Where you at?Name
Zevon Von Novez
Age
945
Gender
Yes
Zevon has no actual gender, only whatever gender it chooses to be at the time
Species/Race
Doppelganger
Kingdom of Origin
Dark Kingdom
Abilities
Shapeshifting
Being a Doppelganger, Zevon can assume the appearance of any humanoid it has seen, copying their size, features, and even their clothing and voice
Master Bladesman/woman/thing
With 945 years under your belt, what excuse is there to not perfect your craft?
Regeneration
Kind of self explanatory, isn't it? Unless it is dead, Zevon can regenerate cuts and scrapes almost instantly, larger wounds and gashes could take anywhere to half an hour to multiple hours, depending on the size. Limbs would require a few days.
Minor Telepathy
How else is a creature with no mouth supposed to communicate? Zevon can transfer it's thoughts into other's minds. It can't read their minds though, so the receiver would have to verbally or visually reply. Of course this can also be used to transmit distracting images or noises into a victim's mind.
Chameleon Skin
Zevon is capable of changing the color and texture of it's skin in order to blend in with it's surroundings. Not quite invisibility, but it comes pretty damn close.
Personality
Zevon is what one would call a "problem child". While certainly not a child, Zevon definitely has some problems. It's a kleptomaniac, a bit of an alcoholic, and occasionally a jackass. It loves having fun, even if fun to it is killing. And drinking. And stealing. And drinking. And making jokes at others' expense. An all around great guy...thing. So great that, while money is a preferred payment, it will also accept alcohol, fine art, and romantic dinners in return for it's services. It is a big fan of goofing around. It considers the concept of "goofing around" to be one of it's greatest discoveries. Despite it's normally goofy attitude, it is dead serious when on the job. Usually. It views each job profesionally and refuses to be "bought off" or fail at a job. All in all, Zevon lives in the moment. After all, even if aging isn't really a factor, Zevon truly believes that you only live once and should make the most of your life.
History/Bio
Most of Zevon's life is unknown and secret, what is known is what it deems worthy of sharing. It grew up a lonely grey frog man thing, as most Doppelgangers do, with no knowledge of the parents that spawned it. They were most likely dead anyways. It was a very common occurrence, after all. Growing up, it lived however it wanted to, quickly learning the art of killing, which it used on whomever it wanted, before becoming them and living their life, until it got bored. Eventually, instead of using the name of whomever it was pretending to be at the time, it decided to name itself Zevon Von Novez, a play on the name of Baron Von Ez, whom it was impersonating when it came up with the clever idea. This went on for many years, before it discovered alcohol, something it could only experience when taking the form of a creature with a mouth. Quickly thereafter it discovered the joy of wealth. With a lust for money and alcohol on which to spend the money, it became an assassin for hire, to use it's joy of killing to fulfill it's lust for money, to sate it's thirst for alcohol. Eventually, Zevon was discovered to be the rare and hated creature that it was and was hunted down. Years were spent avoiding persecution. And then there was the rise of the Dark Kingdom. A "safe haven" for monsters like it. Who was Zevon to look a gift horse in the mouth? It fucking took the opportunity! Now living in the Dark Kingdom, it has not killed for years. But it is almost out of money, fine art, and romantic dinner dates. Which is not good. Not good at all.
Job
Assassin
Alignment
Chaotic Neutral
AKA Chaotic Greedy
Appearance
Actual Appearance
In Zevon's true form, it stands at 7 feet tall
Preferred Appearance
Zevon's current favorite appearance is that of an assassin that was hired to assassinate them, whom it counter assassinated 50 years ago. It's all very complicated.
Stands at 6 feet tall
Weapons/Armor
Zevon has 2 of these daggers
And 2 of these slicey short swords
Zevon wears this armor when in it's preferred form (Because apparently naked humans are socially unacceptable), a mixture of plate and cloth armor, which is actually just an extension of it's own body, but still offers the same protection as the real thing.
Other
Zevon really does accept payment in the form of money, fine art, alcohol, romantic dinner dates, and other bizarre things.
Get your post out ruler boy.Name: Xerxes Greenblood
Age: 250 (Appears 30)
Gender: Male
Species/Race: Forest Elf
Kingdom of Origin: Earth Kingdom
Abilities:
Commune: As is custom for Earth Kingdom subjects, and especially ruler alike he can commune with beasts. Xerxes control over the beasts is so potent that almost none of them can resist his control even able to turn the trained beasts from another kingdom against their masters with a few simple commands.
Cadence: Xerxes can restore life to people, plants and beasts alike. By whistling or playing a strange tune he can mend the wounds of any organic creature. Things made from stone or metal do not get restored, but living creatures do. The spell can treat nearly any wound, but cannot bypass spells or weapons that negate healing.
Conjure Disaster: With a mastery over nature magic Xerxes can create Earthquakes.
Eldritch Magic: Along with his abilities to conjure disasters he can also use smaller scale abilities such as using vines for ensnarement, creating trees for cover or making a whirlwind of viciously sharp petals that cut like a tornado of steel.
Elven Dexterity: As both a two century old elf, and a master combatant Xerxes has incredible dexterity and agility. Even if he does not out strength the opponent he can usually out maneuver them to land attacks quickly, and dodge anything they may throw at him.
Elven Biology: Xerxes requires very little food or sleep, and is usually fully fed and rested with only a slice of bread and an hour rest. Because of this he can go on long expeditions with very little drawback.
Personality: Xerces is a very caring ruler. someone that hasn't let his position get to him. To him each member of his kingdom is like family to him, and while he will still uphold the law, he gives all who deserve it a chance. The safety of his Kingdom is incredibly important to him, as is upholding the rights that he has implemented into their way of life. Xerxes cares for living creatures of all kind, but if that creature of person proves that they would kill or destroy for profit he loses all respect and care for it.
On the battlefield Xerxes is a stout defender for his people, and always takes the helm of battle. Xerxes is the kind of person that likes to end a conflict before it starts, and usually leads with his most powerful abilities. Being the confident leader of the Earth Kingdom he had fought with and developed a respect of the other kingdoms, even though he doesn't agree with their methods. Xerxes would prefer not to fight, but he knows he can't be a pacifist in his situation.
History/Bio: Xerxes lived in a time before the Kingdoms had risen to power, when there was chaos widespread and fighting around every corner. He was just a young elf from an insignificant village that kept to itself. He cared deeply for his home, but he knew the fighting would continue on if there was no one to make a difference. He joined a small resistance to fight against the larger scale armies, and what he saw made him sick to his stomach. He saw the land being destroyed, both belonging to the creatures of the wild, and the sentient people. He saw fire spread across the lands, and dead bodies piled in the thousands across each battlefield.
Xerxes fought and bled, but he was not making the difference he wanted. So he decided to start a kingdom, a community devoted to protecting not only their people, but the land itself since Xerxes always had a deep connection with the earth. He recruited the resistance members, and his family and friends, and everyone he could from his village. However there were not enough people fighting for him to make a difference so he used his commune magic to talk with the beasts. With beast and man fighting together they had an army that rivaled the current power play players, and he fought them. A battle to end them all. With victory in hand he solidified his place as king of the now official Earth Kingdom.
Since his ascent into power he changed the way that things were run. He implement laws and rights, he built a strong kingdom with the help of his people. With his status he was able to make a safe place for his friends and family and subjects. Soon other people wanted to join the kingdom, others that were sickened by the imperialistic way other cities and dwellings were run. Numbers were growing, and his territory was expanding naturally. Now he lives in a day and age were other kingdoms have their own rule and vie for power.
Job: King
Alignment: Lawful Good
Appearance:
Weapons/Armor:
Eldritch Green Blade:
This magically imbued weapon has the ability to grow life wherever it cuts. It can restored destroyed forests to full life, grow new plant life and food. However when it is used on a living creature it infects them with poisonous wounds. Soon after the cut is made, fungal growths will start to eat away at them. If left untreated it can kill. Immediate effects include fatigue, nausea, dizziness, vomiting, and sores.
Other equipment includes what is in the appearance. The armor and katanas are not magical, but of incredibly high elven grade.
Other: One of the Kingdom Rulers
Looks good famName: Buras
Age: 36
Gender: Male
Species/Race: Beastman
Kingdom of Origin: Igninuim.
Abilities: Beasmen are, on average, physically stronger than humans. They can lift more, run faster and for longer, and their reaction times are often better.
A blessing and a curse, Buras cannot feel pain. This allows him to keep fighting even through the worst of injuries. However, until the battle is done, he will not know the severity of the wound. The amount of blood might give it away, but he won't know for certain.
Being a member of an elite fighting unit, it only makes sense that he has been trained. He, like most of the Emir Guard, are efficient in blunt weapons such as the mace and occasionally maul.
The title of Emir Guard naturally garners respect from those that don't have it, as well as fear. With an in depth knowledge of the laws of the land, he will be the judge, jury, and executioner of he so chooses to be. Though in the city, that is often not the case.
Personality: Buras does not show his emotions easily. He sees them as a sign of weakness. If people know what he feeling, they can use it against him. It's simply easier to do his job this way, even if people think he's cold hearted. Of course, he does have a soft spot. It just has to be found, is all.
All of his actions are made without hesitation, for he acts in the name of the Sultana. Not only because she is his ruler, but the training he has gone through has drilled it into his head to treat her as nearly divinity, and the rest of the nobility as less important divinity. Orders given by them are to be completed no matter the cost.
History/Bio: Buras was born on the commoner side of the great river that brought life to the kingdom. He was not blessed to be born a Jinn or into one of the few non-Jinn families that held power. But he was lucky enough to be born strong and healthy, into a family that was capable of raising a child. And though money had to be stretched every which way to make it happen, Buras grew bigger and stronger.
Out on the streets, playing with his friends, his size made him the guardian of the group. If a bunch of older kids wanted to mess with them, they had to make sure Buras couldn't do anything. Or they outnumbered him. Usually the latter was the case, but he put up the good fight anyways. And usually after that the older kids didn't think it was worth the effort of getting past Buras, moving on to an easier group to extort.
As he got older, Buras didn't stop growing. His size, like always, is what got him in trouble. Though this was trouble of a different kind. An Emir Lieutenant found him, and decided that the beastman needed to join. And so Buras was drafted, trained, and put in the ranks of the Emir Guard.
Job: Emir Guard
Alignment: Lawful neutral.
Appearance:
Buras stands at around 6'7", average for an Emir Guardsman though tall almost anywhere else. Scars across his body show that he is no stranger to fighting. Aside from the horns sprouting from his head and his cat like eyes, his arms and legs are covered in hair, have claws, and his legs are much like a dogs.
Weapons/Armor:
A considerable oddity in Igninuim, considering the heat, Buras and the rest of the Emir guard wear heavy armor that turns aside most blows with ease. A large steel shield, almost as tall as he, is strapped to his off arm and serves to further protect himself. To actually fight, he wields a heavy mace that does not pierce or cut, but instead crushes it's way through armor.
He has a more decorative set of armor for more formal occasions, such as parades.
Other:
AcceptadoName: Nui En
Age: 18
Gender: Female
Species/Race: Human
Kingdom of Origin: Kingdom of Earth
Abilities:
Personality: Listless, apathetic, gets bored easily and tends to take things for granted. Doesn't take her job as seriously as she should, and slacks off often, preferring to rest on a sufficiently high canopy and daydream about life outside of the kingdom. She used to try harder.
- Transformation: At will, Nui shifts into the form of a blackbird. Nui usually uses this for aerial travel, dodging attacks and scouting.
- While in bird-form, Nui becomes smaller, quicker and far more evasive. However, she becomes much more vulnerable, any damage she takes in bird-form will carry over.
- Becoming a bird for too long can have adverse, short-term effects on her psyche.
- Acrobat: Traversing around the treacherous Earth Kingdom woods has taught Nui how to move quickly and efficiently. In combat, she uses her agility, along with her powers to disorient and outflank her opponents, opening them up for devastating strikes.
- Earth Kingdom Guide: Nui has vast knowledge of the more dangerous Earth Kingdom denizens, and knows which roads are best for avoiding them.
Beneath that, she's still filled with the curiosity and wanderlust of her youth.
History/Bio: As a child, Nui was captivated by the majesty and mystery of the Earth Kingdom, she explored all that she could, marveling for days on end at the wonders that surrounded her, holding conversations with the strange beasts she met, and bringing home anything from the outside that caught her fancy.
Once she became of age, she passed her rite of passage and joined the ranks of the Earth Kingdom scouts, enthralled with the prospect of turning her passion of exploring the forest into a way to serve the kingdom.
Over time, Nui began to find less and less new things. Mystery became mundane, things that were extraordinary became ordinary, the vibrant shades of greens, browns, indigoes and violets that once overwhelmed her senses were glanced over without a second thought, or at the very least, sicken her.
Her enthusiasm dwindled, the only thing that she could find interesting were the stories the merchants and travelers she escorted would tell her, and even then, their faces and tales began to blend together into a muted nothingness, leaving her to yearn for some stories of her own to tell, to break free from the wooden cage around her, and fly free in the world lurking beyond the wood.
Job: Earth Kingdom Lookout/Guide
Alignment: Chaotic Neutral
Appearance:
Weapons/Armor:
Other: Her hobbies include collecting interesting things she finds in the woods, bird-watching, daydreaming and being filled with existential angst.
- Short sword: Razor-sharp, single-edged blade made for quick, high-maneuver attacks. Given to her by her father.
- Ranger Armor: Standard for Earth Kingdom sentries. Favors mobility and practicality over protection.
So first pff. Wow lmao.Name
Zahir Mudawar
Age
29
Gender
Male
Species/Race
Human
Kingdom of Origin
Igniuim
AbilitiesLarge Pyromancy Potential [However, due to mental trauma, Zahir cannot make use of it]Mastery of Horsemanship
Mastery of the Polearm
Expert Swordsmen
Proven Commander
Personality
Blunt || Insecure || Dedicated || Demanding
Zahir is an extremely blunt man, he speaks his mind and makes no attempt to hide his feelings on a matter and makes no apologies for hurt feelings or damaged pride he leaves in his wake. The world is bloody and dark enough without more lies and false promises from spoiled lips making it worse. To make matters worse, Zahir has no sense or skill in proper socially acceptable phrases or manners, and tends to be very crude and base and is always willing to yell, smack, or insult as that is what he was taught to do in the army to bring order and discipline in the ranks and as that is all Zahir really is, it is something that carries over to what little life he has outside of his duties.. which is to say none. His poor manners and mouth is what has kept him from getting promotions and it is often said that he only has his current position due to extreme luck and his commander's desire to see him die so that he can be replaced by someone more worthy. Despite his 'strong' and almost.. barbarically simple manners, Zahir is a very insecure soul due to the damage to his face. He hates being seen and will go as far as possible to avoid that such as wearing his helm no matter the situation or cost to his physical comfort as it is far preferable then revealing such a vulnerability. Even his adherence to his duty and obsession with his work is due to this same insecurity, familiarity is safe, he knows he is a good soldier, a good captain, he doesn't have to worry about trying something else, and failing, or being exposed and left vulnerable to the world to be burned and damaged even further then he already is.
Despite this... weakness in his character, Zahir's dedication knows no bounds. He has dedicated his life, mind and soul to Igniuim, its people and his Sultana, to an extent that is impossible to really fathom. It is not just loyalty that prompts that, it is the fact that his service is his life. It is all he truly has and being a soldier of Igniuim is not just 'what' he is, it is 'who' he is. It is how he identifies and validates his existence and purpose in life. Without that, he is nothing, nothing but a burned shell of a man moving through the motions of life, and that is a fate worse then death. He is unable to bring himself to make deep personal connections or even dream of having a wife and kids, as such, this is all he will ever have in life, and a deep part of him knows and understands this. He is nothing if not a soldier and he is content with that. This dedication does have its uses as it drives him to be the best soldier he can possibly be and while his men and women are drinking and living out a fulfilling life, Zahir trains, reads or takes on extra duties to further his goals. He is a perfectionist and few men or women of the kingdom push themselves to his limits and despite having no magical abilities, he is incredibly potent. This dedication does have a darker side then just restricting his personal life, it restricts the personal life of the soldiers working for him. Zahir would never ask anyone to do something he would be unwilling to, however, he demands they do what he does which, for many, is simply not possible. While his men and women are some of the best Wardens in Igniuim, his company also has an extremely high attrition rate even by Warden standards as most simply cannot keep up the pace and request transfers.. assuming they do not die in the field of battle before then. While he is deeply respected by his soldiers, he is also feared and hated in equal measure for being such a taskmaster and none in the company can claim him as a 'friend' due to his own distant nature as, outside of his position, he has no real personal life to speak of. He is... a controversial figure in the Igniuim military if not an unimportant one.
History/Bio
Zahir has no great epic or sorrowful tale. His mother was a soldier and his father a common baker. As a child, he was loved and well cared for and his burn was nothing more then bullying that had gone far too extreme, the burn did forever mar what magical potential he had and left him forever mentally traumatized as, to this day, Zahir has a crippling fear of fire and has trouble even being near simple camp fires, it is not truly as 'sorrowful' as any tale that can be heard from any random beggar on the street. His mother died in battle when he was a teenager, and his father swiftly after from an illness, and lacking any other options, he joined the military having been trained by his mother.
Zahir servied with distinction, even if he was not the most beloved of soldiers, and raised through the ranks at a steady rate, disliked by his commanders, but respected for his efficiency. He has not risen high enough to be someone of note or importance, he has never even been in the Sultana's presence and what experience he has with 'nobility' tends to be escorting them or listening to the lesser sons and daughters of nobles posture and explain why they, through superior birth and breeding, deserve to have this and that, and it is fair to say, his opinion on most nobles is fairly low. To be as blunt as Zahir is a soldier, nothing more, nothing less.
Job
Captain of the 'Emerald Spears' Igniuim Warden Company
Alignment
Neutral Good
Appearance
Zahir is neither a tall man or a short man, he is neither a broad man nor a skinny man, he is neither a weak nor a strong man, he is simply a man. Normally, the only distinguishable feature on the man is his dead left eye that can be seen under the chain veil that always obscures his face for the man will, simply, not remove his helm in the presence of others not even after a long battle under the searing Igniuim heat, the white iris and pupil just a slight 'hint' lighter then the rest of his eyes giving it a certain 'ghostly' appearance, but it still focuses as if it could see making most people uncomfortable under its dead gaze, and normally, that is all he is. A captain of no real physical note with a dead eye that never seems to remove his armor. Under it.. is a different story. His body is littered with scars, new and old, from all manner of weaponry and tools, the worst of all being the left side of his face which is covered in a large burn scar that has mangled his face, starting at his forehead, stretching down to his jaw, through to his through and out past his ear, it is a hideous, deforming, scar that mars the appearance of what could have been called a ruggedly handsome face. Due to the scaring, facial hair only grows upon the right side of his face, and Zahir will keep it cut down to a stubble, not out of vanity, but need for having facial hair getting caught in a chain veil is a painful and distracting experience.
Weapons/Armor
His armor consist of finely crafted steel lamellar chest armor, pair of steel lamellar spaulders, steel lamellar skirt and a thin chainmail shirt that runs underneath it to protect the gaps on his torso. The chain mail sits above a loose fitted shirt that protects his skin from being rubbed raw and 'pinched' by the links in the chain. His legs have no real protection outside of the loose cloth that his pants are constructed of, he does wear leather boots with steel shin guards. He has a standard Igniuim helm, equipped with two emerald cloth strips coming out of the top for 'flair' and a chain veil that extends down from the bottom of the helm to protect his face and neck. He has a high quality Shamshir sword that came with his rank as a 'badge' of office that rarely sees use because, as Zahir says, 'Swords are for princes and spoiled nobles to play at war with, real soldiers use a polearm,' and Zahir's polearm of choice is the humble spear. His spear is well worn, its shaft rubbed raw from use and nicked in numerous places from blows deflected and the top of the spear's wooden shaft is slightly crimson, forever dyed with the blood it has spilled over the years. He also has a round steel shield and a Jambiya dagger at the small of his back, just out far enough for his left hand to grab and pull out. His last, and greatest, owned war equipment, is his warhose Dashir, his best, and really only, friend. The horse is getting older in years, but is just as stubborn and tough as he was in his younger years.
Other
The 'Emerald Spears' are a Warden company, meaning, they protect the long roads and caravans that connect the few cities and forts of Igniuim together. It is a thankless job and the single most dangerous position in the army for the roads of Igniuim are plagued by foes, both in the form of bandits seeking to plunder the caravans during their long journeys or by the various beast that lurl among the sands. It is easy to understand, after all, for Igniuim is an exotic land and thanks to its few cities and large land, caravans must travel very far and with an astonishingly large amount of goods, it is said a single raid upon a wealthy group can set a man and his fellows up for several lifetimes, but those caravans are the life blood of Igniuim and her cities, as such, some poor slum has to keep them safe, and forces like the Emerald Spears are one such unit. Due to spending most of their time out in the deserts, unsupported and often going a long time without reinforcements, Warden Companies tend to be a 'mix-match' of troop types as these companies have to be able to face down all enemy forces that cross their paths.
There are 250 soldiers in their company when at full strength which consist of a unit of 30 Light Lancers, 50 Igniuim Archers, 150 Igniuim Spears and 20 'auxiliary' this makes up the cooks, medical attendants, quartermaster and other such positions. These last 20 can be called upon to fight but it is rare and a sign of desperation when they do. They tend to be armored the same with chain under steel and bronze plates, due to needing to walk and fight in the hot deserts, their armor isn't as thick or protective as troops of other nations.
Standard Warden Spearman
Shes good m8View attachment 344815
Name: Freyalise Whiterose
Age: 87 (Appears to be in her mid 20's)
Gender: Female
Species/Race: Elf
Kingdom of Origin: Earth
Abilities:
Golem Artificer- As one of the few who have truly understood the art of creating sturdy, durable golems. These golems can only process a few simple commands at a time, such as "Move here and fight him until he does not fight back." They are easily outsmarted, but if one doesn't hear the orders, it can quickly become a losing battle against these stony defenders.
Bend Stone- As a denizen of the Earth Kingdom, Freyalise is able to control the earth with relative ease. She has had decades of experience under her belt with bending the earth to her will. Usually, she uses these abilities usually to quickly create fortifications, and to make golems much more quickly than if she didn't have this very useful power.
Elven Biology- Freya doesn't need much food or sleep, allowing her to work long nights and stay up all days without much of a bit of food, or an hour of rest. This means that she is able to research even further with her construct creations.
Commune- As with all denizens of the Earth Kingdom, Freya knows how to communicate with animals, and they are able to communicate with her. This does mean that she is able to communicate with the varying rodents that help her design her creations.
Ancient Understanding- Having been enchanted by a non-voluntary device, she is able to read magical tomes of knowledge at incredible speeds. During this time, she is entirely unconscious. With practice, she has been able to read normal books like this with some practice, but she prefers to actually enjoy the books she reads.
Personality:
A calm and level-headed individual, where many might find something to be disturbing, disgusting, useless, or even dangerous, Freyalise may find purpose where there previously was none. On the surface, she is just like any other denizen of the Earth Kingdom, loves animals, cultures a small garden, gives back to the earth what she takes, does her assigned job every day to support king and country, and the list goes on.
However, in private or with company she knows somewhat well, the line blurs between asset and person, and she can become very businesslike when appropriate (Creating golems, speaking with nobility, etc.). She drops her facade of being friendly in exchange for being efficient, but not to the point of becoming unfriendly and cold. She likes logic, and the knowledge of how things work. When she studies the trees and wildlife, she finds pleasure from knowing why the tree creates formations the way it does, or why the bone structure of an animal aids it's purpose, whatever it might be. This usually means that she is the resident 'problem solver', whatever that may pertain to.
History/Bio:
Freyalise was raised by her father, Tygus Whiterose in their humble abode in the trees. Tygus had his role in society as an explorer, one who researched ruins lost where nature had overtaken and reclaimed what was once taken from it. However, ancient tomes of knowledge from the past still linger in these crypts. Gathering the ancient forbidden tomes was a tough task, having to part the roots that had buried it in the first place was no easy task, and then knowing what type of traps might be guarding these requires and strong and experienced treasure hunter, which is exactly what he did. He was the perfect fit for the job, which he took very seriously.
In one particular event, he took his sole daughter with her. A sort of 'take your kid to work day' experience for the child. However, it was all fun and games until she was caught in a trap that bound and scarred her with ancient magical energies. No immediate effects were noticed besides from her eyes suddenly becoming awash with green glowing light, but they soon after left the dungeon with the loot they had accumulated. Since then, Tygus had kept his daughter from harm's way the best he could. Of course, children will be children, and poke fun at her green glowing eyes.
This stopped soon enough, and for her it became a fact of life. It wasn't until that she started actually interacting with the works stored in the library that her father had a part of that things had started happening. She instantly began learning everything in the tomes with a simple touch of her finger. It wasn't until she was pulled away from them however that she began to come to. Naturally, she was completely unconscious during the brief few moments she spent with her sudden extended comprehension.
Soon, she was preforming magical feats of power, scribing runes of ancient command into childhood dolls. Soon, she had them all milling about her room, placing one object somewhere else before it needed new commands. Her father realizing the potential this has, she was quickly introduced to the king of the earth kingdom. With practice, she was producing massive monsters of stone and earth, soldiers created for the protection of the earth kingdom and all of it's inhabitants. With that, she was employed by Xerxes as a military researcher. So far, it has been a quiet job of endlessly designing and creating golems, but it gets to be fun sometimes. Especially on the field.
Job: Golem Artificer
Alignment: Neutral Good
Weapons/Armor:
This is her most iconic weapon, never sheathed, but always with her. She creates this blade each time she is in need of a weapon, with their edges always ever sharp.
View attachment 344861Simple leather armor worn under her clothes. Good enough to block a few blows without having a arrow or sword slash through her.
View attachment 344863
I really like him. AcceptedName
Zahir Mudawar
Age
29
Gender
Male
Species/Race
Human
Kingdom of Origin
Igniuim
AbilitiesLarge Pyromancy Potential [However, due to mental trauma, Zahir cannot make use of it]Mastery of Horsemanship
Mastery of the Polearm
Expert Swordsmen
Proven Commander
Personality
Blunt || Insecure || Dedicated || Demanding
Zahir is an extremely blunt man, he speaks his mind and makes no attempt to hide his feelings on a matter and makes no apologies for hurt feelings or damaged pride he leaves in his wake. The world is bloody and dark enough without more lies and false promises from spoiled lips making it worse. To make matters worse, Zahir has no sense or skill in proper socially acceptable phrases or manners, and tends to be very crude and base and is always willing to yell, smack, or insult as that is what he was taught to do in the army to bring order and discipline in the ranks and as that is all Zahir really is, it is something that carries over to what little life he has outside of his duties.. which is to say none. His poor manners and mouth is what has kept him from getting promotions and it is often said that he only has his current position due to extreme luck and his commander's desire to see him die so that he can be replaced by someone more worthy. Despite his 'strong' and almost.. barbarically simple manners, Zahir is a very insecure soul due to the damage to his face. He hates being seen and will go as far as possible to avoid that such as wearing his helm no matter the situation or cost to his physical comfort as it is far preferable then revealing such a vulnerability. Even his adherence to his duty and obsession with his work is due to this same insecurity, familiarity is safe, he knows he is a good soldier, a good captain, he doesn't have to worry about trying something else, and failing, or being exposed and left vulnerable to the world to be burned and damaged even further then he already is.
Despite this... weakness in his character, Zahir's dedication knows no bounds. He has dedicated his life, mind and soul to Igniuim, its people and his Sultana, to an extent that is impossible to really fathom. It is not just loyalty that prompts that, it is the fact that his service is his life. It is all he truly has and being a soldier of Igniuim is not just 'what' he is, it is 'who' he is. It is how he identifies and validates his existence and purpose in life. Without that, he is nothing, nothing but a burned shell of a man moving through the motions of life, and that is a fate worse then death. He is unable to bring himself to make deep personal connections or even dream of having a wife and kids, as such, this is all he will ever have in life, and a deep part of him knows and understands this. He is nothing if not a soldier and he is content with that. This dedication does have its uses as it drives him to be the best soldier he can possibly be and while his men and women are drinking and living out a fulfilling life, Zahir trains, reads or takes on extra duties to further his goals. He is a perfectionist and few men or women of the kingdom push themselves to his limits and despite having no magical abilities, he is incredibly potent. This dedication does have a darker side then just restricting his personal life, it restricts the personal life of the soldiers working for him. Zahir would never ask anyone to do something he would be unwilling to, however, he demands they do what he does which, for many, is simply not possible. While his men and women are some of the best Wardens in Igniuim, his company also has an extremely high attrition rate even by Warden standards as most simply cannot keep up the pace and request transfers.. assuming they do not die in the field of battle before then. While he is deeply respected by his soldiers, he is also feared and hated in equal measure for being such a taskmaster and none in the company can claim him as a 'friend' due to his own distant nature as, outside of his position, he has no real personal life to speak of. He is... a controversial figure in the Igniuim military if not an unimportant one.
History/Bio
Zahir has no great epic or sorrowful tale. His mother was a soldier and his father a common baker. As a child, he was loved and well cared for and his burn was nothing more then bullying that had gone far too extreme, the burn did forever mar what magical potential he had and left him forever mentally traumatized as, to this day, Zahir has a crippling fear of fire and has trouble even being near simple camp fires, it is not truly as 'sorrowful' as any tale that can be heard from any random beggar on the street. His mother died in battle when he was a teenager, and his father swiftly after from an illness, and lacking any other options, he joined the military having been trained by his mother.
Zahir servied with distinction, even if he was not the most beloved of soldiers, and raised through the ranks at a steady rate, disliked by his commanders, but respected for his efficiency. He has not risen high enough to be someone of note or importance, he has never even been in the Sultana's presence and what experience he has with 'nobility' tends to be escorting them or listening to the lesser sons and daughters of nobles posture and explain why they, through superior birth and breeding, deserve to have this and that, and it is fair to say, his opinion on most nobles is fairly low. To be as blunt as Zahir is a soldier, nothing more, nothing less.
Job
Captain of the 'Emerald Spears' Igniuim Warden Company
Alignment
Neutral Good
Appearance
Zahir is neither a tall man or a short man, he is neither a broad man nor a skinny man, he is neither a weak nor a strong man, he is simply a man. Normally, the only distinguishable feature on the man is his dead left eye that can be seen under the chain veil that always obscures his face for the man will, simply, not remove his helm in the presence of others not even after a long battle under the searing Igniuim heat, the white iris and pupil just a slight 'hint' lighter then the rest of his eyes giving it a certain 'ghostly' appearance, but it still focuses as if it could see making most people uncomfortable under its dead gaze, and normally, that is all he is. A captain of no real physical note with a dead eye that never seems to remove his armor. Under it.. is a different story. His body is littered with scars, new and old, from all manner of weaponry and tools, the worst of all being the left side of his face which is covered in a large burn scar that has mangled his face, starting at his forehead, stretching down to his jaw, through to his through and out past his ear, it is a hideous, deforming, scar that mars the appearance of what could have been called a ruggedly handsome face. Due to the scaring, facial hair only grows upon the right side of his face, and Zahir will keep it cut down to a stubble, not out of vanity, but need for having facial hair getting caught in a chain veil is a painful and distracting experience.
Weapons/Armor
His armor consist of finely crafted steel lamellar chest armor, pair of steel lamellar spaulders, steel lamellar skirt and a thin chainmail shirt that runs underneath it to protect the gaps on his torso. The chain mail sits above a loose fitted shirt that protects his skin from being rubbed raw and 'pinched' by the links in the chain. His legs have no real protection outside of the loose cloth that his pants are constructed of, he does wear leather boots with steel shin guards. He has a standard Igniuim helm, equipped with two emerald cloth strips coming out of the top for 'flair' and a chain veil that extends down from the bottom of the helm to protect his face and neck. He has a high quality Shamshir sword that came with his rank as a 'badge' of office that rarely sees use because, as Zahir says, 'Swords are for princes and spoiled nobles to play at war with, real soldiers use a polearm,' and Zahir's polearm of choice is the humble spear. His spear is well worn, its shaft rubbed raw from use and nicked in numerous places from blows deflected and the top of the spear's wooden shaft is slightly crimson, forever dyed with the blood it has spilled over the years. He also has a round steel shield and a Jambiya dagger at the small of his back, just out far enough for his left hand to grab and pull out. His last, and greatest, owned war equipment, is his warhose Dashir, his best, and really only, friend. The horse is getting older in years, but is just as stubborn and tough as he was in his younger years.
Other
The 'Emerald Spears' are a Warden company, meaning, they protect the long roads and caravans that connect the few cities and forts of Igniuim together. It is a thankless job and the single most dangerous position in the army for the roads of Igniuim are plagued by foes, both in the form of bandits seeking to plunder the caravans during their long journeys or by the various beast that lurl among the sands. It is easy to understand, after all, for Igniuim is an exotic land and thanks to its few cities and large land, caravans must travel very far and with an astonishingly large amount of goods, it is said a single raid upon a wealthy group can set a man and his fellows up for several lifetimes, but those caravans are the life blood of Igniuim and her cities, as such, some poor slum has to keep them safe, and forces like the Emerald Spears are one such unit. Due to spending most of their time out in the deserts, unsupported and often going a long time without reinforcements, Warden Companies tend to be a 'mix-match' of troop types as these companies have to be able to face down all enemy forces that cross their paths.
There are 250 soldiers in their company when at full strength which consist of a unit of 30 Light Lancers, 50 Igniuim Archers, 150 Igniuim Spears and 20 'auxiliary' this makes up the cooks, medical attendants, quartermaster and other such positions. These last 20 can be called upon to fight but it is rare and a sign of desperation when they do. They tend to be armored the same with chain under steel and bronze plates, due to needing to walk and fight in the hot deserts, their armor isn't as thick or protective as troops of other nations.
Standard Warden Spearman