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Yu-Gi-Oh! Of Monsters and Myths [OOC/R-16/Started/Accepting]

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IC Thread


Yu-Gi-Oh! Of Monsters and Myths


~A Zai RP~


[spoiler=Rules & Information]First thing's first. All YCM and RP section rules apply. Easy things you should know already. Secondly, my word is law here. What I say goes, and that is final. Again, obvious crap. Now, onto the actually important stuff.

This is something I've kinda wanted to try doing for years, and I figured, why not now.

Of Monsters and Myths is a Yu-Gi-Oh! RP more or less in name only, and is in many ways much more similar to Dungeons and Dragons. What do I mean by that? Well, instead of being based on the Yu-Gi-Oh! anime, OMM is in actuality based on the lore of the card game itself: the story lines that can be gleaned (or are at the very least hinted at) through card arts, card effects, and occasionally actual written lore printed for the game itself in the real world. To put it in the simplest of terms, OMM is in many ways similar to the story line of duel terminal. The key difference, however, is that it is set in a bizarre, anachronistic world inhabited by and composed of nearly every card ever printed (meaning almost any character ever printed on a Yu-Gi-Oh! card could be a player character on an NPC), as opposed to Duel Terminal's slightly less bizarre world of mysticism references.

Plot wise, OMM is be a fairly typical episodic fantasy adventure with a grander, overarching plot. Though it will feature some of the story lines that have been in the card game over the years (i'd be utterly remiss if Gagagigo didn't appear somewhere), the main focus will be on the player characters and the adventures that forge them into a band of heroes. Expect many of the tropes you'd find in Lord of the Rings or a D&D campaign to be present and accounted for here. The cast will be questing, exploring, acquiring loot, and growing more powerful as the story progresses. That being said, I'm not leaving all of the anime influence out of the RP. Instead, I'm trying for an entertaining mix of high fantasy and anime goodness. Despite all the insanity, I do plan on taking the story and characters pretty seriously (hence the R-16 rating). While things can be lighthearted and humorous, the overall RP will attempt to tell a serious epic, and things can and will get pretty dark when the situation arises.

Full disclosure though, I have never run an RP quite like this one, and I'll be doing things somewhat differently from how I normally handle hosting. Posts will be more descriptive, and the story much more open-ended and affected by player choice. This means of course that there will be some bumps along the way, but if it works out I think it will prove to be a very fun, entertaining roleplay. As well, I'm not looking for an overly large number of players. The RP isn't limited Acceptance by any means, but ideally I'd only like to have 6, maybe 7 players maximum.



[spoiler=Setting]OMM takes place in the world of Millenian, a massive, anachronistic world (or worlds, no one is quite sure) that is home to wizards, cyborgs, dragons, sentient plants, cartoons, and everything in-between. Even the size and scope of Millenian is nebulous and ill-defined, and none of its inhabitants are exactly sure how large it is, how it came to be, or even who came up with the name. Biomes, locales, technology, and even the local laws of physics can vary from place to place on Millenian. In many ways, it resembles a strange patchwork quilt, sewn from pieces of an uncountable number of distinct worlds, so much so that such a description might even hold a grain of truth.

Distinct areas of Millenian are often referred to as Zones. Unlike the real world, where regions tend to blend and flow into one another, Zones on Millenian are immediately and obviously distinct from one another, and the borders between them are distinct and immediate. Traveling from one zone to another is almost like stepping across a border on a map: there is a clear dividing line between two clearly different places. What's more, the locations of the Zones relative to one another don't seem to add up to any logical whole (hence the prevailing theory that Millenian is actually pieces of many worlds interconnected with one another). In simple terms, it means that though each Zone seems to physically border any number of other Zones, those Zones in turn may not possess borders with the Zones that they logically should border, based on their arrangement around the previous Zone. For instance, one could hypothetically go west from within Zone A to Zone B, and north from within Zone A to Zone Q. However, there is no way to get from within Zone B to Zone Q, despite the fact that they share a border from the perspective of Zone A. Every Zone has a number of these inconsistencies, meaning that, unless one has some kind of guide or map to help them navigate from zone to zone, one can easily get hopelessly lost navigating Millenian.

As said before, nearly everything about Millenian can vary from zone to zone, but since traveling between zones is easily accomplished (sans the navigational difficulties, of course) its plausible, even likely, that one could encounter any sort of being in any given zone. This of course often breeds conflict, and as such Millenian tends to be a very violent, often dangerous place. Many beings, collectively referred to as adventurers, take advantage of this. They make a living traveling from zone to zone, selling their skills to those in need, or those who can pay handsomely. This isn't to say that Millenian is entirely lawless, however. There are nations, some of which span multiple zones, and one can find safety and civilization nearly anywhere, if they know where to look.

In a phrase, Millenian is anything and everything.



[spoiler=Plot]Our tale begins smack in the middle of a large zone called Orva, which in most ways resembles a traditional medieval fantasy setting. It is home to villages, kingdoms, castles, and monsters of myth such as orcs and dragons. Zones like Orva are quite common on Millenian, and as such many visitors feel right at home when they arrive here. What makes Orva distinct, however, is the theology of the locals, which is based around the worship of reptiles that embody the six prime elemental attributes (EARTH, WIND, WATER, FIRE, LIGHT, and DARK). Exact equals in power, each reptile is said to seek utter dominance, and will unleash its wrath upon any being not in line with its own attribute. The never-ending conflict between the six is said to keep Orva in balance.

Of course, elemental reptiles are the last things on the minds of the residents of Bainhill, a town built in the remains of an ancient fortress, nestled comfortably in the hills not all too far from the local empire's capital city. For the past month, Bainhill has been raided nightly by shambling undead and hordes of goblins, and its lord mayor was just killed in the most recent attack. As a result, the beast man Rhaimundos, captain of Bainhill's guard, has sent out a call for assistance in dealing with the threat.

Enter: your character. For one reason or another, you find yourself in Bainhill, and like it or not, soon you may be called upon to help defend the city from the hordes that threaten it.



[spoiler=Applications]Obviously, characters are to be taken from existing Yu-Gi-Oh! cards. You need not limit yourself to a monster card, however. Any character that has been printed on any card is eligible (with some exceptions, obviously. It wouldn't be fair to have God from the Solemn traps in the party, for instance). All I ask is that you steer clear of cards with overly detailed story lines (like Gagagigo), and monsters that would obviously be too powerful to be adventuring (Anything with over 2700 ATK is generally speaking too strong).

It should also be noted that your app will serve as a character sheet of sorts, and will contain things such as an inventory list, a list of powers and abilities, alignment, and other such information. As such it would be a good idea to keep your app regularly updated with pertinent information as the RP progresses.
[spoiler=template]
Name:
Age: (if applicable)
Gender: (If applicable)
Depicted In: (preferably their own monster card or a card that prominently showcases them)
Race: (Not all monsters are humans, obviously. State what kind of being the character is to the best of your ability)
[spoiler=Alignment] Where your character falls in terms of being good or evil, and lawful or chaotic. Done exactly the same as in Dungeons and Dragons (the blurbs below are taken directly from Wikipedia). A character can be:
Lawful Good (LG)- A lawful good character typically acts with compassion and always with honor and a sense of duty.
Neutral Good (NG)- A neutral good character typically acts altruistically, without regard for or against lawful precepts such as rules or tradition. A neutral good character has no problems with cooperating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a lawful good character would.
Chaotic Good (CG)- A chaotic good character does what is necessary to bring about change for the better, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. Chaotic good characters usually intend to do the right thing, but their methods are generally disorganized and often out of sync with the rest of society.
Lawful Neutral (LN)- A lawful neutral character typically believes strongly in lawful concepts such as honor, order, rules, and tradition, and often follows a personal code. Examples of lawful neutral characters include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, and a disciplined monk.
"True" Neutral (N)- A neutral character (a.k.a. true neutral) is neutral on both axes and tends not to feel strongly towards any alignment, or actively seeks their balance. Most animals, lacking the capacity for moral judgment, are of this alignment, since they are guided by instinct rather than conscious decision.
Chaotic Neutral (CN)- A chaotic neutral character is an individualist who follows their own heart and generally shirks rules and traditions. Although chaotic neutral characters promote the ideals of freedom, it is their own freedom that comes first; good and evil come second to their need to be free.
Lawful Evil (LE)- A lawful evil character sees a well-ordered system as being easier to exploit and shows a combination of desirable and undesirable traits. Examples of this alignment include tyrants, and undiscriminating mercenary types who have a strict code of conduct.
Neutral Evil (NE)- A neutral evil character is typically selfish and has no qualms about turning on allies-of-the-moment, and usually makes allies primarily to further their own goals. A neutral evil character has no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit for themselves. Another valid interpretation of neutral evil holds up evil as an ideal, doing evil for evil's sake and trying to spread its influence. Examples of the first type are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind their superior's back, or a mercenary who switches sides if made a better offer. An example of the second type would be a masked killer who strikes only for the sake of causing fear and distrust in the community.
Chaotic Evil (CE)- A chaotic evil character tends to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel. They set a high value on personal freedom, but do not have much regard for the lives or freedom of other people. Chaotic evil characters do not work well in groups because they resent being given orders and do not usually behave themselves unless there is no alternative.


[spoiler=Description]A picture of their card art will suffice (fan art is cool too!), although if there are any differences between that depiction and how the character looks in-story, note them here. Its also a good idea to include the character's size and any other noteworthy physical characteristics here.


[spoiler=Personality]Alignment covers part of this, but you should also still be able to give me a decent idea of what kind of person the character is here. likes, dislikes, general disposition, etc.


[spoiler=Backstory]Be as brief or as descriptive as you want, but the more detail you include, the more I have to work off of in building story threads and the overall world of OMM.

Good things to include would be things like the character's home zone, how they started adventuring, and other important personal information that they might or might not bring up in conversation.


[spoiler=Inventory]Again, this is free form, but its a good idea to include any particularly important items the character carries with them. You'll also be using this space to keep track of loot the character acquires.


[spoiler=Powers and Abilities]Also free form, but try as best you can to give me a good, clear idea of what your character is capable of, how they fight, and what they are skilled at. This section also might be updated as the RP progesses and the cast grows stronger.


[spoiler=Misc.]Anything you;d like to include that doesn't fit in one of the above categories.


 



[spoiler=The Party]Seith- The Wayward Prodigy
Solomon- The Whimsical Wizard
Rahz- The People's Champion
Medraut- The Pragmatic Knight
Rust- The Inevitable

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I've been roleplaying as Eria and Gagagigo for several years now, so I think it might be fun to mix things up a bit and focus on completely different characters instead. I'm interested.

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[spoiler=A Storm is Coming(WIP)]



Personal Information:



Name: Spurius

Age: 24

Gender: Male

Depicted In: Sky Scout (previously Harpie's Brother)

Race: Human-Harpie Hybrid

Alignment: Chaotic Neutral

[spoiler=Appearance]

My6li10.jpg

Spurius stands just under 5’6”, quite short for his kind, and has very angular features. He weighs about 80lbs and has a wingspan of 13 feet. A hybrid of harpie and human, he has a pair of fully functional wings, coated in crimson feathers, between his shoulder blades. Brown and crimson feathers randomly sprout on Spurius’ body, they are more heavily concentrated around his hairline, shoulders, forearms, and lower legs. Unlike his half-siblings, his hands are not scaly, but are soft, like that of a human. However, his pointer and middle finger are fused together, creating the illusion of only having 4 digits on each hand. Since his hands do not have the trademark talons of the harpies, he usually wears a custom made gauntlet on his right hand that resembles a dramatized bird’s talon. His feet, however, are bird-like and boast the razor sharp talons necessary for hunting. Even though Spurius has the sharp eyesight of the harpies, he doesn’t have the third eyelid that they do, and so he wears a specialized form of aviator goggles so that his eyes don’t dry out when he flies. 


[spoiler=Personality]

Spurius is, and has only ever been, a bastard. Unwanted. A mistake. A freak. He lived the majority of his life trying to prove to people that he was worth something, that he was a person of some value. He never achieved that. Therefore, he is a healthy, or rather incredibly unhealthy, mix of constant self-doubt and trying not to care what others think about him. 


[spoiler=Biography]

The Zone of Strofadía is ruled primarily by beasts and beast-like men, it is a wild terrain with little room for civility. Those that walk the earth in Strofadía always keep a close eye on the skies, as it is home to the Harpie Queen and her brood of sky-born huntresses. For the most part, the Harpies stick to their hunting territories and any fool dumb enough to venture into their territory is fair game. However, the elders of Strofadía remember when the Harpies took more than their fair share, when the skies warred with the earth, painting them both in blood. Such wars lead to the death of monarchs and the rise of new queens.

 

Celaeno Xiriaria, garnered peace between Strofadía and the Harpies, ushering in a new era for the Zone. It was not long after that she became the new reigning queen of the Harpies and she ruled for several decades. However, fearsome they are, Harpies are not immortal. Succumbing to old age, Celaeno was seceded by her sister-daughter, Thuella Vanosus.

 

It was not long after Thuella took the throne that Strofadía received a visitor from another zone, boasting of his grandeur. He claimed he could beat any warrior in the Zone and without fail he did. He bested T'kan, the panther warrior. And Che'cza, the axe-wielding tiger. He even managed to kill the monstrous gorilla that was said to be an omen of destruction. It was inevitable that the Harpie Queen hear of this interloper before long. Thuella prepared to be challenged by him, it would only be respectful of such a figure to challenge the queen of the Harpies in the pursuit of such of an unobtainable goal. However, when they met, Gilford and Thuella did not fight. They fell into lust with one another.

 

Their romance was not one to last. It lasted only a night. And a morning. However, it was to be remembered. Harpies did not lay with the likes of mortal men. It was forbidden. Such an offense had not been heard of in half a century, so when the news hit that the queen was to have a natural birth, to deliver the offspring of herself and a mortal man, it was quite literally the scandal of the century. 

 

When the child was born. It was a freak. Half Harpie, half human. And if that wasn't enough to attract scorn, the child was a boy. Thuella looked at her child, dubbed it Spurius, or bastard, and turned her head in disgust. Spurius was functionally the only male in a completely matriarchal society. Typically born from a 3-day magical ritual, Harpies almost always were women. On the rare occasion they weren't, they often came out little smarter than beasts, gaining the name Birdmen or Birdfaces, and became subject to the whims of the Harpie women.

 

Spurius was an outcast from birth and was lucky to survive infancy, not because of any physical ailments but because of neglect. However, somehow he grew to adolescence, surviving on the scraps that were thrown his way. Despite being the blood of the queen, he was hardly treated as royalty. He was taunted and teased throughout his life for being different. When he reached 16, the Harpie age of adulthood, he was denied the privilege of joining a hunting party. Instead, his mother assigned him the lowly task of being a scout, a job normally reserved for a Birdface. As a scout he was denied the honor of ever killing on his own, he would only be able to watch as his peers drew their first blood. This, Thuella knew, would prevent Spurius from ever having any claim to her throne because before one can be queen a Harpie must be a proven huntress first, gain the trust of her sisters. Spurius would never have the opportunity to do that.

 

He was also denied the privilege to undergo the Taming. After a Harpie has a spent a year in a hunting party, they are permitted to travel to Strofadía's highest mountains and do battle with the fierce creatures that live there. Some return with eggs that they hatch and nurture, others return with subjugated dragonlings, still others do not return at all. To complete the Taming is one of the most prestigious acts amongst the Harpies, and as a child Spurius always believed it was this that would one day gain him the acceptance he so desperately sought. However, as a scout he could not even attempt the Taming. 

 

One day, Spurius was scouting for his hunting party and he was ambushed by a Phantom Gryphon. The only winged creatures that ventured  away from the mountains in Strofadía, the gryphons and the harpies were constantly at odds for control of the skies. Receiving no help from his hunting party, Spurius was forced to combat the larger creature himself. He was undoubtedly faster, but it had gotten the drop on him and was much stronger than the half-harpie. Their fight eventually caused them both to crash to the ground, revealing the Phantom Gryphon's reason for such hostility. She had been protecting a nest. However, it was too late for Spurius to retreat, he had too gravely injured the beast and she could not be saved. 

 

Feeling guilty, he took her remaining eggs back with him, feeling some sense of obligation to them. He tried to care for them in secret, however, when they hatched they became too much of a burden and they quickly drew attention. Thuella ordered them killed. The gryphons were a threat to Harpies' safety. Plus, she enjoyed taking them from Spurius. In an act of defiance, Spurius stole away with the only hatchling he could manage to get his hands on. 

 

The tales of Spurius' father were not a secret. He grew up hearing about Thuella's mistake, because of course he was the living embodiment of Thuella's mistake. However, with these stories came the legend of an amazing warrior said to be on a mission to defeat every reputable fighter in every zone he traveled to. Spurius clung to these stories of grandeur as he fled Strofadía. He could be something great, just like his father. Or, at the very least, he could be more than a mistake.




Combat Information:



[spoiler=Inventory]

Talon Gauntlet: worn on his right arm, the gauntlet resembles a dramatized bird's talon. Extending 12-inches passed his wrist, the gauntlet has three distinct blades that curve at the end. Incredibly sharp, it rips and tears flesh easily. Covering the length of his forearm, the metal gauntlet can also be used to parry sword strikes and as a makeshift shield. 

Leather Studded Armor: Leather armor punctuated with steel studs, it is lightweight and allows for maneuverability, but the patterned studs allow for greater protection. 

Aviation Visor: a modified version of aviator's goggles, these provide protection against the blustery winds that Spurius encounters when flying at great speeds but also does not inhibit his sharp eyesight.



[spoiler=Hemera, the Phantom Gryphon]

Name: Hemera

Age: 14 months

Gender: Female


Hemera is fiercely loyal to Spurius, but is wary of others. She does not trust easily, but her trust is well worth earning. Per the Phantom Gryphon name, when flying, Hemera is silent as a ghost, and yet she is an awful hunter. She'll get right up to the point where she has the prey in her talons, but will inevitably let it go. Except for fish, fish is just too good to pass up. Hemera puts up a pretty good front of not liking people, but will inevitably bond to them over time. She enjoys her time alone and will even take a good snap at Spurius if he wakes her from an afternoon nap. Hemera is not yet fully grown, Phantom Gryphons usually take 24 months to fully mature. At the moment her shoulder is approximately a meter high and she stretches approximately two meters from beak to tail. However, in the next ten months she should double in size. The stories say that if you get enough Phantom Gryphons together they will generate a horrible lightning storm. Phantom Gryphons are able to shoot bolts of lightning from their wings when they are full grown, at the moment, Hemera is still only generating an uncomfortable amount of static with the occasional electrical discharge. 



[spoiler=Powers & Abilities]

Flight: porous bones, strong back muscles, and wings give him the ability of flight. Years of practice have made him an incredibly fast flyer, in fact, had he not been an outcast, he would have been admired among the Harpies for his flying ability. 

Enhanced Reflexes: by human standards, Spurius' reflexes are supernaturally quick. 

Eagle Eyes: due to his Harpie genes, Spurius' eyesight is incredibly sharp, estimated to be nearly 8 times stronger than that of a human.

Storm Warning: Spurius has an uncanny ability to detect when the weather is going to change, specifically when a storm is going to hit. He thought all Harpies could do this, but was informed this was not the case.



FIGHTING STYLE



Spurius prefers to fight from above, gaining an advantage on most of his land-bound opponents. He lashes out with his bladed gauntlet in a flurry of slashes, tearing away at an opponent's defense and quickly retreating before they are able to return fire. It is typical of Harpies to hunt in packs, they are much stronger together than alone. Thus, he fights in tandem with Hemera, the phantom gryphon he rescued from execution at the hands of his mother. However, because Hemera is not full grown yet, Spurius is very fearful that she will get into a situation she is not ready for. 



Miscellaneous Information:




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Sign me the funk up! I've been wanting to do this for years~~

Do I have you on skype? Im making a chat and i don't remember if we've shared info ever.

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Do I have you on skype? Im making a chat and i don't remember if we've shared info ever.

 

I'm not sure. If not should be able to find me with the username marcusscrabbler

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[spoiler=Seith Valent, The Timegazer WIP]
Name: Seith Valent
Age: Physically 25, though he's closer to 30
Gender: Male
Depicted In: Timegazer Magician
Race: Human
[spoiler=Alignment]Chaotic Good


[spoiler=Description]Seith.jpg
Seith is tall and thin, standing at 6 foot 1. Though he's a sorcerer, Seith has long since ditched his wizard's robes for a more modern look that includes a leather coat, a scarf, work boots, and his favorite pair of blue jeans, over which he wears a few modified pieces of armor designed to assist him with his chronomancy. Other than his odd clothing, he looks like a fairly normal (some might even say attractive) human male in his mid-20's, save for his eyes, which are a bit lazy, often have bags underneath them, and are a hellish shade of crimson red.


[spoiler=Personality]Snarky and irreverent, but at the same time incredibly observant, perceptive, and intelligent, Seith is a peculiar combination of a writer's wit and a wizard's genius; weathered and hardened both by fate's cruel whims and the life of a wandering adventurer.


The first things most people notice about Seith are his dry wit and lack of formality. He's always casual, totally irreverent, and ever ready with a sarcastic remark or a witty retort.


[spoiler=Backstory]Seith hails from the shadowy, macabre zone of Sylvania: a gothic land of castles and near-endless night, dominated both by its blood red moon and the vampires that draw their power from it. Like the vast majority of Sylvania's human populace, Seith and his family lived under the dominion of one of its many vampire lords: Drystan Von Musel. Though given villages and farms to call their own, the people of Sylvania lived in constant fear of their undead overlords, for they were allowed to live only as a source of food for the vampires. Those who resisted or attempted to flee often died horribly, while many more still were abducted every moonrise to serve as lavish meals for the blood sucking nobility.

Seith was born during a rare harvest moon to a pair of peasant farmers. Their third child, from an early age it was apparent that Seith was exceptional. His eyes were as red as Sylvania's moon, and almost as soon as the boy could talk be began to speak of the visions he would receive. At first, his parents and siblings dismissed these as nothing more than the overactive imagination of a child, but invariably what Seith saw would come to pass, often in exact detail. Though his family tried their best to keep Seith's divining abilities a secret, word soon spread of the child who could glimpse the future, and it wasn't long before lord Drystan himself caught wind of it.

He arrived at their farmhouse during the half moon, flanked by his thralls. Naturally, the vampire lord coveted the child's powers and as such gave the family an ultimatum: forfeit the boy, or forfeit their lives. And so it was that, at the age of four, Seith was taken from his family. As he was not yet old enough to survive the transformation into a vampire, let alone fully comprehend what was happening, Seith was entrusted to the care of Lord Drystan's mistress: Iseult. Though at first incensed at the thought of looking after a lowly human child, Iseult eventually gave in, and, to the surprise most everyone in the castle, became quite fond of the young boy. Perhaps his eyes, as red as hers were violet, endeared him to her, or maybe he stirred some dormant humanity in the cruel vampress, but whatever the reason, Iseult cared for Seith as would a mother for her son. Her affection kept the young boy grounded, despite the horrors of life in a vampire's castle, and the vile things he was forced to witness as he divined the future for Drystan's wicked schemes.

And so he lived this way for nearly a decade. Soon, Seith entered adolescence, and with it, he knew, came the impending day of his transformation into a vampire: a fate he dreaded. For weeks Seith hesitantly weighed his options. He had tried and failed to escape once before, in a vain attempt to locate his family, and it was only thanks to Iseult's intervention that his life had been spared. If he was caught again, the consequences would be dire. As the date approached, he made up his mind, and on the eve of his fourteenth birthday, he fled the castle, pausing only to leave a note and a bouquet of roses behind for Iseult, both to ensure that Drystan would not implicate her in his disappearance, and as a last goodbye.

Through clever use of his divining powers, Seith managed to flee undetected, and soon escaped Sylvania entirely. From there he wandered aimlessly, living as a homeless, often penniless drifter and learning the hard way to survive on his own. As fate would have it, however, Seith wouldn't be forced to live this way for very long. The turning point would come a few months later. Seith found himself in Evos: a technologically advanced zone dominated by machines and cybernetic creatures. Needless to say, he was hopelessly unprepared for Evos's dangers, and worse still his divining powers had seemingly stopped working, as he was unable to see past a certain point in the future.

That point came on his fourth day in Evos. A resplendent factory, its walls spotless and silver, appeared to Seith in the wastes. Seeking shelter, he ventured toward it, unaware of what lurked within. Not a second after he'd made it inside, he ran afoul of one of the facility's denizens: a ferocious mechanical dragon, its armor every bit as spotless as the factory's exterior. The creature announced its presence with a metallic roar, and moved to eliminate the intruder. It would have been the end for Seith, too, if someone else hadn't been watching. The instant before it fired its breath weapon, everything stopped, as if time itself had been frozen in place, except for Seith. Then, the watcher stepped out of the shadows: a strange, brightly colored hybrid of man and clock. Next to him stood an imposing beast-man, who brandished a curved sword.

The clock expressed his surprise that the young boy was able to resist the spell he had cast. Introductions quickly followed, with the clock revealing himself to be Tik Tohk, a master chronomancer, and the beast-man to be Zhark, his bodyguard. Further inquiry from both parties revealed that Tik had come to the factory seeking reagents for a new spell, as well as the existence of Seith's divining abilities, which Tik quickly deduced were both hereditary (Seith's ancestors must have some point cavorted with a powerful wizard or demon) and the source of Seith's resistance to his time magic. Despite his ragged appearance, Seith was both articulate and perceptively intelligent, and this, combined with his obvious magical abilities, piqued Tik's interest.

So, he made Seith an offer. If he wished, he could accompany him as his apprentice and learn the art of chronomancy. Having nowhere to go, and feeling indebted to Tik for saving him, Seith eagerly agreed.

Seith spent the next four years traveling Millenian with Tik, Zhark, and Chippy: Tik's young dragon familiar. As his new master had suspected, Seith possessed an innate affinity for magic, as well as a powerful intellect and a willingness to learn. He was a natural sorcerer, and quite the fast learner to boot. The surprise, however (other than how attached Chippy grew to Seith), was his talent as a swordsman. Though it didn't come nearly as easily to him as magic, Seith took every opportunity to learn swordplay from Zhark, and over time became quite adept with the kind of curved blades that the lizard-man favored. Eventually though, Tik decided to send his apprentice off on his own, both to teach him independence and to further his studies. He enrolled Seith at Grand Tower of Prophecy: one of the most renowned mage colleges on Millenian.

 

It was here that Seith would meet two of the most important people in his life. The first



[spoiler=Inventory]Again, this is free form, but its a good idea to include any particularly important items the character carries with them. You'll also be using this space to keep track of loot the character acquires.


[spoiler=Powers and Abilities]Also free form, but try as best you can to give me a good, clear idea of what your character is capable of, how they fight, and what they are skilled at. This section also might be updated as the RP progresses and the cast grows stronger.


[spoiler=Misc.]Anything you;d like to include that doesn't fit in one of the above categories.


 

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[spoiler=Solomon, the Cartoon Conjurer]

Name: Solomon

Age: Two-hundred-and-six, but doesn’t look a day over ten.

Gender: Male

Depicted In: Toon Dark Magician

Race: Cartoon

Alignment: Chaotic Good

Description: Solomon is three-feet-and-two-inches of coolly composure, and precisely forty six pounds of knowing winks and astoundingly powerful magic. He most often dresses himself in robes that are mistaken for those of the order of the Skilled Magicians, but as he will tell you, his are royal blue, accented by a rich red reminiscent of a fine wine. His features are soft and smooth as a child’s, though, and his massive eyes are so large they’re almost cartoonish. Another dead give away that he isn’t a human child dressed up as a mage is that his skin is tinted greenish-blue. His approach is usually given away by his scent, as he carries the very strong scent of dusty books and fading ink.

[spoiler=Personality:]Solomon is first and foremost a scholar. He wants to understand anything and everything he possibly can; the magicks, the way of the world, the way people think, all of it. Though it’s probably one of the biggest reasons Solomon is such a powerful magician, as a magician must thoroughly understand each spell he intends to cast, but it lands him in hot water a lot. Natural curiosity overrides common sense, and Solomon will stick his nose into places it doesn’t belong without hesitation. His childish appearance helps a lot when it comes to weaseling out of things though, or it would, if it wasn’t for the fact that Solomon will become very indignant if you call him a child.

 

He isn’t one to resort to unnecessary violence, and more often than not, he’ll select his spells to disable his opponent rather than eliminate them. In truth, he’s never killed another creature, and can’t stand even the idea of it. It makes his skin crawl. He prefers to help, teach, and rehabilitate if at all possible. Solomon has a bit of mean streak at times though, especially when he’s embarrassed by someone, and he doesn’t mind conjuring up a bottomless hole and leaving someone trapped in it to get back at them. Most often, though, he prefers to get back at people through more… learned ways. He often plays pranks and jokes that are a riot to him, but are usually referencing some long forgotten event, legend, or spell that anybody who’s not a two-hundred year old magician won’t be able to recall.

[spoiler=Biography:]

Our story begins several hundred years ago, when the legendary Silent Magician was but a child. She was quiet, young, and was younger than every other magician in her class. She was extremely talented, and it wasn’t hard for her to learn new magics, so she advanced through her studies quickly, but in doing so she left all the children her age behind. She was lonely, and her fellow apprentices resented her, because they couldn’t compete with her, and it was embarrassing to be outdone by a young child.


Despite her talents, they intimidated her, and she was too scared to speak. She was terribly lonely, but as her name suggested, she never said anything. Until one day, while she was studying a rare spellbook, her mind-wandered to fairy tales her mother had told her when she was a baby. Unintentionally, she changed the contents of the spellbook she was reading to reflect those stories. Unintentionally, she brought those stories to life. Unintentionally, she was sucked into the storybook.


It wasn’t hard for her to escape. She was young, but she was talented. She stayed for some time to study the land, and found that it was an amazing kingdom worthy of the stories her mother had told her. . . but it was empty. Lifeless. There was still nobody for her to be friends with, but… if she had created the world, maybe she could create people for it too?


The first companion she created based off a boy from her class, someone she admired. He was very, very wise, but he was intimidating and would never dream of talking to her. In her world, he was going to be a best friend to her. She named him Solomon, and together, they played. She could even practice her magic with Solomon, because strange enough, he was also a magician. Eventually, she and Solomon created the next companion to join them: Blue-Eyes White Dragon. Designed after the infamous dragon, but made to be smaller, less intimidating. He was cunning, and they battled him and his schemes endlessly, but always came out on top.


Together, Solomon and the Silent Magician created an entire world. Castles, cities, citizens. They conjured companions from Silent Magician’s memories, and when she had no other ideas, they turned to books and conjured high-tech robots based off the images they saw when they were reading. The story grew grander, the world more vibrant and full of life. It was great.


Slowly, Silent Magician stopped visiting as much. Slowly, she stopped visiting. Slowly, the act that all of the toons put on didn’t matter anymore. They stopped chasing each other around, stopped pretending to hate each other to give Silent Magician and Solomon people to play the hero against. They were cartoons. They didn’t truly know how to hate. Slowly, they began to move on with their lives. Solomon immersed his every waking moment in conjuring the denizens of Toon World places to live, things they needed.


When that demand dwindled, Solomon buried himself in his laboratory, in the tower attached to the side of the castle Silent Magician had built. He buried himself in his studies as a magician. He would never voice it, but he vainly hoped that becoming a great magician would bring the Silent Magician back. It didn’t.


Blue-Eyes Toon Dragon (or Clarence, as Solomon called him) also moved into Toon Kingdom. He understood Solomon’s struggle. He was not much younger than Solomon. They had been created in the beginning of her world. They missed her more than anything. Gradually, through talking when they saw each other in passing, they helped each other get some closure. Silent Magician wasn’t coming back, she had outgrown them, but it didn’t mean that the world she had created had to come to a standstill.


Clarence returned to the final pages of the Book of Toon, where he usually resided, after that. Solomon went to visit him on occasion. They played their parts in the world admirably. Clarence terrorized the towns, acted as the bad guy, and Solomon played the wise but reclusive magician living in the tower. He even eventually took an apprentice under his wing, Lucy, who was promising. Life went on.


Things were looking up, until Clarence failed to make it a meeting he had arranged with Solomon over a few concerns he had. Apparently, something had been strange near the end of the Book of Toon. Solomon didn’t know what was taking his oldest friend, and waited. And waited. And waited. Eventually, word got to him by the mouth of Toon Summoned Skull (who Solomon often called Avriel). Clarence had been found turned to stone, as had the world around him, as if… as if some plague was sucking the life out of the world.


Solomon mourned, but he had to understand the cause. As he studied, more and more of the world began to turn to stone. It wasn’t just near the end of the book. He learned from the Toon Goblin Attack force that was usually found near the beginning that the twins had met a similar fate. As the curse spread, more and more fled to seek refuge inside Solomon’s abode, the sturdy walls of Toon Kingdom.


He came to the conclusion the magic was fading from the Book of Toon. It was easy for them to not realize, but he discovered after researching it, that over two centuries had passed since Silent Magician’s last visit to Toon World. Her magic was finally fading. Toon Kingdom would be the last to fall, the stronghold that it was, but when the magic faded, so would everyone else.


Solomon, with the help of Lucy, prepared a powerful spell to protect Toon Kingdom for as long as possible. It took a lot out of him and his apprentice, but it would hold for an admirable time. It would protect his beloved Toon Kingdom long enough for him to find a way to fix it, to find their creator and have her fix it.


Solomon would be lying if he said he wasn’t, underneath all the guilt and worry, eager to see Silent Magician again. He wished Clarence could see her too. He set out from The Book of Toon for the very first time with those thoughts in mind.

[spoiler=Inventory:]

Solomon slaved away in his laboratory for weeks, tinkering and enchanting, to prepare for the journey he was about to undertake. His robes are enchanted to automatically clean themselves once every four hours, the gem set atop his staff stored with all the energy he could spare just in case he encountered an enemy that he needed the extra boost, and his briefcase is packed full of maps and books discussing, in depth, the geography of many sectors of Millenial. Still, there are some extraordinary items that need to be taken note of.

 

The first is his briefcase. Solomon personally created his briefcase, combining the idea of two things that he had read about before: mimics and bags of holding. He enchanted the briefcase to have what’s essentially a pocket space inside of it, to give him limitless storage, and with a bit of magic he can just reach in and think of the item he wants and it will appear in his hand. He also gave the item sentience, and the personality of a vicious guard dog, loyal only to him. It will bite and snap at anyone else that dares to try and approach it for access to its’ master’s items.

 

The second is a thick, heavy green tome that, although otherwise unassuming, radiates an extremely strong magical signature that any apprentice worth his salt could detect. This book’s original name has been lost to time, but it’s known as The Book of Toon now, and unbeknownst to anyone but the creator, is the home of many cartoon denizens. Solomon can always be found studying it, and if not, it’s tucked under his arm for safekeeping. Solomon uses it as his spellbook as well, which is what it originally was, before it was The Book of Toon.

 

 

[spoiler=Powers and Abilities:]

Solomon is an exceptionally powerful magician. He is well-versed in many schools of magic; chronomancy, necromancy, elemental magics, even to a certain extent divine magic. He regularly applies this knowledge in the form of unique spells and traps hidden away in his spellbook, ready to be learned when they would be useful to the situation. Because they aren’t his specialty, however, Solomon doesn’t know anything the masters of these schools would be impressed by. He only learned what interested him, and what wouldn’t require him years of study, taking away from his true passion: dark magic.

 

You would be hardpressed to find someone more knowledgeable than Solomon in dark magic. He knows a majority of their spells by heart, has stored the most powerful of them in his spellbook, and on occasion he has even created a few spells (including but not limited to Comic Hand, a unique variant of thousand knives, and a truly handy spell called Mimicat). His most common spells include Magical Hats, the teleportation rune known as Dark Magic Circle, and Illusion Magic.

 

Solomon knows more lethal magic than he can count, enough to fill a dozen books, but he doesn’t ever use them. He hopes he doesn’t ever have to.

 

 

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This looks really interesting! Reminds me a bit of one of my old RPs that I was a bit too inexperienced to run... Quick question though, are Zones distinct in their physics, or are the laws of physics the same/nearly the same in all Zones?

 

Already working on an app...

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[spoiler=Solomon, the Cartoon Conjurer]

Name:[/size] Solomon[/size]

Age: [/size]Two-hundred-and-six, but doesn’t look a day over ten.[/size]

Gender: [/size]Male[/size]

Depicted In: [/size]Toon Dark Magician[/size]

Race: [/size]Cartoon[/size]

Alignment: [/size]Chaotic Good [/size]

Description: [/size]Solomon is three-feet-and-two-inches of coolly composure, and precisely forty six pounds of knowing winks and astoundingly powerful magic. He most often dresses himself in robes that are mistaken for those of the order of the Skilled Magicians, but as he will tell you, his are royal blue, accented by a rich red reminiscent of a fine wine. His features are soft and smooth as a child’s, though, and his massive eyes are so large they’re almost cartoonish. Another dead give away that he isn’t a human child dressed up as a mage is that his skin is tinted greenish-blue. His approach is usually given away by his scent, as he carries the very strong scent of dusty books and fading ink.[/size]

[spoiler=Personality:][/size]Solomon is first and foremost a scholar. He wants to understand anything and everything he possibly can; the magicks, the way of the world, the way people think, all of it. Though it’s probably one of the biggest reasons Solomon is such a powerful magician, as a magician must thoroughly understand each spell he intends to cast, but it lands him in hot water a lot. Natural curiosity overrides common sense, and Solomon will stick his nose into places it doesn’t belong without hesitation. His childish appearance helps a lot when it comes to weaseling out of things though, or it would, if it wasn’t for the fact that Solomon will become very indignant if you call him a child.[/size]

 

He isn’t one to resort to unnecessary violence, and more often than not, he’ll select his spells to disable his opponent rather than eliminate them. In truth, he’s never killed another creature, and can’t stand even the idea of it. It makes his skin crawl. He prefers to help, teach, and rehabilitate if at all possible. Solomon has a bit of mean streak at times though, especially when he’s embarrassed by someone, and he doesn’t mind conjuring up a bottomless hole and leaving someone trapped in it to get back at them. Most often, though, he prefers to get back at people through more… learned ways. He often plays pranks and jokes that are a riot to him, but are usually referencing some long forgotten event, legend, or spell that anybody who’s not a two-hundred year old magician won’t be able to recall.

[/size]

[spoiler=Biography:][/size]

Our story begins several hundred years ago, when the legendary Silent Magician was but a child. She was quiet, young, and was younger than every other magician in her class. She was extremely talented, and it wasn’t hard for her to learn new magics, so she advanced through her studies quickly, but in doing so she left all the children her age behind. She was lonely, and her fellow apprentices resented her, because they couldn’t compete with her, and it was embarrassing to be outdone by a young child. [/size]

Despite her talents, they intimidated her, and she was too scared to speak. She was terribly lonely, but as her name suggested, she never said anything. Until one day, while she was studying a rare spellbook, her mind-wandered to fairy tales her mother had told her when she was a baby. Unintentionally, she changed the contents of the spellbook she was reading to reflect those stories. Unintentionally, she brought those stories to life. Unintentionally, she was sucked into the storybook.[/size]

It wasn’t hard for her to escape. She was young, but she was talented. She stayed for some time to study the land, and found that it was an amazing kingdom worthy of the stories her mother had told her. . . but it was empty. Lifeless. There was still nobody for her to be friends with, but… if she had created the world, maybe she could create people for it too?[/size]

The first companion she created based off a boy from her class, someone she admired. He was very, very wise, but he was intimidating and would never dream of talking to her. In her world, he was going to be a best friend to her. She named him Solomon, and together, they played. She could even practice her magic with Solomon, because strange enough, he was also a magician. Eventually, she and Solomon created the next companion to join them: Blue-Eyes White Dragon. Designed after the infamous dragon, but made to be smaller, less intimidating. He was cunning, and they battled him and his schemes endlessly, but always came out on top.[/size]

Together, Solomon and the Silent Magician created an entire world. Castles, cities, citizens. They conjured companions from Silent Magician’s memories, and when she had no other ideas, they turned to books and conjured high-tech robots based off the images they saw when they were reading. The story grew grander, the world more vibrant and full of life. It was great.[/size]

Slowly, Silent Magician stopped visiting as much. Slowly, she stopped visiting. Slowly, the act that all of the toons put on didn’t matter anymore. They stopped chasing each other around, stopped pretending to hate each other to give Silent Magician and Solomon people to play the hero against. They were cartoons. They didn’t truly know how to hate. Slowly, they began to move on with their lives. Solomon immersed his every waking moment in conjuring the denizens of Toon World places to live, things they needed. [/size]

When that demand dwindled, Solomon buried himself in his laboratory, in the tower attached to the side of the castle Silent Magician had built. He buried himself in his studies as a magician. He would never voice it, but he vainly hoped that becoming a great magician would bring the Silent Magician back. It didn’t. [/size]

Blue-Eyes Toon Dragon (or Clarence, as Solomon called him) also moved into Toon Kingdom. He understood Solomon’s struggle. He was not much younger than Solomon. They had been created in the beginning of her world. They missed her more than anything. Gradually, through talking when they saw each other in passing, they helped each other get some closure. Silent Magician wasn’t coming back, she had outgrown them, but it didn’t mean that the world she had created had to come to a standstill. [/size]

Clarence returned to the final pages of the Book of Toon, where he usually resided, after that. Solomon went to visit him on occasion. They played their parts in the world admirably. Clarence terrorized the towns, acted as the bad guy, and Solomon played the wise but reclusive magician living in the tower. He even eventually took an apprentice under his wing, Lucy, who was promising. Life went on.[/size]

Things were looking up, until Clarence failed to make it a meeting he had arranged with Solomon over a few concerns he had. Apparently, something had been strange near the end of the Book of Toon. Solomon didn’t know what was taking his oldest friend, and waited. And waited. And waited. Eventually, word got to him by the mouth of Toon Summoned Skull (who Solomon often called Avriel). Clarence had been found turned to stone, as had the world around him, as if… as if some plague was sucking the life out of the world.[/size]

Solomon mourned, but he had to understand the cause. As he studied, more and more of the world began to turn to stone. It wasn’t just near the end of the book. He learned from the Toon Goblin Attack force that was usually found near the beginning that the twins had met a similar fate. As the curse spread, more and more fled to seek refuge inside Solomon’s abode, the sturdy walls of Toon Kingdom.[/size]

He came to the conclusion the magic was fading from the Book of Toon. It was easy for them to not realize, but he discovered after researching it, that over two centuries had passed since Silent Magician’s last visit to Toon World. Her magic was finally fading. Toon Kingdom would be the last to fall, the stronghold that it was, but when the magic faded, so would everyone else. [/size]

Solomon, with the help of Lucy, prepared a[/size] [/size]powerful spell[/size] to protect Toon Kingdom for as long as possible. It took a lot out of him and his apprentice, but it would hold for an admirable time. It would protect his beloved Toon Kingdom long enough for him to find a way to fix it, to find their creator and have her fix it.[/size]

Solomon would be lying if he said he wasn’t, underneath all the guilt and worry, eager to see Silent Magician again. He wished Clarence could see her too. He set out from The Book of Toon for the very first time with those thoughts in mind.[/size]

[/size]

[spoiler=Inventory:][/size]

Solomon slaved away in his laboratory for weeks, tinkering and enchanting, to prepare for the journey he was about to undertake. His robes are enchanted to automatically clean themselves once every four hours, the gem set atop his staff stored with all the energy he could spare just in case he encountered an enemy that he needed the extra boost, and his briefcase is packed full of maps and books discussing, in depth, the geography of many sectors of Millenial. Still, there are some extraordinary items that need to be taken note of.[/size]

 

The first is his [/size]briefcase[/size]. Solomon personally created his briefcase, combining the idea of two things that he had read about before: mimics and bags of holding. He enchanted the briefcase to have what’s essentially a pocket space inside of it, to give him limitless storage, and with a bit of magic he can just reach in and think of the item he wants and it will appear in his hand. He also gave the item sentience, and the personality of a vicious guard dog, loyal only to him. It will bite and snap at anyone else that dares to try and approach it for access to its’ master’s items. [/size]

 

The second is a thick, heavy green tome that, although otherwise unassuming, radiates an extremely strong magical signature that any apprentice worth his salt could detect. This book’s original name has been lost to time, but it’s known as The Book of Toon now, and unbeknownst to anyone but the creator, is the home of many cartoon denizens. Solomon can always be found studying it, and if not, it’s tucked under his arm for safekeeping. Solomon uses it as his spellbook as well, which is what it originally was, before it was The Book of Toon.[/size]

 

 

[spoiler=Powers and Abilities:]

Solomon is an exceptionally powerful magician. He is well-versed in many schools of magic; chronomancy, necromancy, elemental magics, even to a certain extent divine magic. He regularly applies this knowledge in the form of unique spells and traps hidden away in his spellbook, ready to be learned when they would be useful to the situation. Because they aren’t his specialty, however, Solomon doesn’t know anything the masters of these schools would be impressed by. He only learned what interested him, and what wouldn’t require him years of study, taking away from his true passion: dark magic.[/size]

 

You would be hardpressed to find someone more knowledgeable than Solomon in dark magic. He knows a majority of their spells by heart, has stored the most powerful of them in his spellbook, and on occasion he has even created a few spells (including but not limited to Comic Hand, a unique variant of thousand knives, and a truly handy spell called Mimicat). His most common spells include Magical Hats, the teleportation rune known as Dark Magic Circle, and Illusion Magic.[/size]

 

Solomon knows more lethal magic than he can count, enough to fill a dozen books, but he doesn’t ever use them. He hopes he doesn’t ever have to.[/size]

 

 

 

 

Solomon is accepted

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[spoiler Super WIP]

Name: Mr. Robert G. Sheff (or, preferably, Chef Sheff)

Age: 46

Gender: Male

Depicted In: <<see: Hamburger Recipe>>

Race: Hobgoblin

Alignment: Chaotic Neutral

[spoiler Description]

 

[spoiler Personality]

 

[spoiler Backstory]

 

[spoiler Inventory] A small cart with all his supplies. Has a flat metal top so that it is usable for cooking. Carries his favorite frying pan, spatula, and cutting knife on his person.

 

[spoiler Powers and Abilities] He has the odd talent of being able to bestow any single quality he wishes on any of the meals he makes. If he wants to make a small serving of salad filling, he can. If he wants to make raw monster hide delicious tasting, he can. However, he can only alter a single quality of food, so if he, say, makes a simple leafy salad filling, it'd still taste bland.

 

[spoiler Misc.]

 

 

 

 

Yes, this is a more lighthearted character, but the choice should suffice both as a necessary role and as a character I'd like to play as.

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So, I now have more interest than I'd like, annnnnd in order to keep the cast down to a manageable level, I think I'm only going to accept six more apps, which will result in a party of 8 characters.

 

 

[spoiler Super WIP]

Name: Mr. Robert Sheff (or, preferably, Chef Sheff)

Age: 46

Gender: Male

Depicted In: <<see: Hamburger Recipe>>

Race: Hobgoblin

[spoiler Alignment]

 

[spoiler Description]

 

[spoiler Personality]

 

[spoiler Backstory]

 

[spoiler Inventory]

 

[spoiler Powers and Abilities]

 

[spoiler Misc.]

 

 

 

Yes, this is a more lighthearted character, but the choice should suffice both as a necessary role and as a character I'd like to play as.

Character concept is probably fine. If you have skype though it would be very helpful if you gave me your contact information so I can add you to the RP chat. It makes communication much simpler.

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Also going with a WIP for now, just to get an early start.

[spoiler=Rahz]Name: Rahz

Age: 35

Gender: Male

Depicted In: Field-Commander Rahz

Race: Human

Alignment: Lawful Good

[spoiler=Description]PY9QJc5.jpg


[spoiler=Personality]Rahz is a man who aims for a balance between upholding the duties of a soldier for his country, as well as his responsibilities to do right by his people. He believes that there is potential for good in the world, but fears that even the greatest kingdoms will only ever be as good as their kings. Though the title of Field-Commander may seem prestigious to the common citizen, his fellow soldiers see him as a man with little ambition to strive for something even greater, such as a general leading even greater armies into neighboring territories. However, Rahz prefers to stay in a "middle" ranking. High enough that he holds some influence within the military, but close enough to his people that he does not see himself as superior to them. Above all else, Rahz is content to be a man for the people.


[spoiler=Backstory]Rahz was born in Dynaklos, a village within the kingdom of Laustmillen. As the son of a butcher, Rahz longed for a more admirable calling, and sought a place within the military. The king of Laustmillen was a tyrant to be certain, taking much of the people to fill up his own treasury without any care for the welfare of the populace, but Rahz hoped to become an ally for the people even under the king's thumb. When the people staged a revolution against the king, Rahz gave a half-hearted attempt to keep the people at bay, as he was more concerned with his fellow guardsmen slaughtering any peasant who such much as looked at them funny. The king caught word of Rahz "slacking off", and after a harsh scolding, Rahz was presented with an opportunity. The revolution was embarrassing, but there were bigger concerns that needed to be dealt with.

 

The black knight known only as the Dark Blade was leading an army into Laustmillen. Rahz was elected to lead a platoon of soldiers to head off the Dark Blade's forces long before they would reach Laustmillen. It was a clear suicide mission, but Rahz understood his options. He was to either die in battle, or be sentenced to execution. Refusing to accept execution, Rahz led his gathered forces - which were admittedly more sizable than he had expected, as the Dark Blade was indeed a serious threat - past the mountains. Rahz anticipated that the Dark Blade would plan for hostiles, and prepared for a surprise attack. When Rahz's forces finally found the Dark Blade with his army, Rahz commanded his platoon to simply trail behind, as they had been vastly outnumbered. When a section of the Dark Blade's army broke away from the larger group, Rahz and his soldiers picked off the smaller section. As more and more sections split off, Rahz would continue to whittle down the army.

 

There were several casualties on each side, but Rahz was confident that his group had an advantage. However, he realized that the splits were too sloppy. For as fearsome as the Dark Blade's reputation was, the fragments that Rahz kept fighting were sent off in fewer numbers, until only they could only find a single soldier standing against them. Before they were finished with the seemingly lone straggler, Rahz realized that all of the other fragments were nothing more than bait to draw out Rahz. Before Rahz and his men could flee, the Dark Blade himself appeared, cutting through several of Rahz's men. Though several of Rahz's men tried to flee in terror, Rahz himself ordered his men to push forward.

 

For a while, the battle actually seemed like it could go either way. Though Rahz lost several men in the battle, so too did the Dark Blade. Eventually, Rahz's men began to outnumber the Dark Blade's, so the Dark Blade went after Rahz directly. Though the Dark Blade seemed nearly victorious, his aggressive tactics suddenly turned defensive. Seeing an opportunity, Rahz nearly delivered a killing blow to the Dark Blade, but the knight fled, amused by Rahz's efforts. Although Rahz tried to pursue the Dark Blade, there were no signs of the knight. For the moment, Rahz considered the day a victory.

 

Mere hours along their journey home, Rahz's platoon found a lake. The first thing they could hear was a woman's laughter. It was playful, yet harmless. A nymph appeared before the soldiers, most of whom suddenly, save for Rahz. The nymph introduced herself as Aqueria, assuring Rahz that men were in no danger. They were all exhausted from battle, and she was letting them rest so they could heal. Aqueria revealed that she had witnessed Rahz's battle against the Dark Blade, and attempted to cast a similar spell on the Dark Blade, but the knight had managed to resist to any extent. Nevertheless, what little she managed gave Rahz the advantage in the battle. The nymph had also heard of the Dark Blade, but suspected that he had been kept at bay for now, though warned that he may return one day. Aqueria praised Rahz for leading the soldiers, and allowed them safe passage past the lake, and invited Rahz to return one day.

 

Rahz considered the offer, and promised to see her again, as payment for her help in fighting back the Dark Blade. Rahz continued on his path, leading the surviving soldiers back to Laustmillen. The king was surprised - even angry - to see Rahz return, believing him to be but a coward who had abandoned his duty. However, several of the king's scouts reported that they had followed Rahz, and could confirm that he indeed drove back the Dark Blade's forces. Begrudging the soldier's success, the tyrant promoted Rahz to the rank of Field-Commander. If the Dark Blade had indeed been driven back, then Rahz was expected to prove himself the next time the knight would return.

 

Following through on his promise, Rahz sought out the lake where he met the nymph. Aqueria was kind, but as an aqua spirit, she was bound to the lake, so she could stray too far into the outside world. She longed to hear stories of Laustmillen, and wanted to hear what Rahz knew. Rahz didn't believe he had many stories to share, but even the most ordinary anecdote was fascinating to Aqueria. Rahz came to enjoy Aqueria's company, and she his. Rahz's life alternated between his obligations to the military and visiting Aqueria, though his duties as a soldier often took precedence, so he would go days, if not weeks without seeing her. In the times when they could meet, Aqueria made a suggestion: To test the limits of her connection to the lake. Each day, Aqueria would walk with Rahz in the direction of Laustmillen until it began to strain on her body. After two years of practice, Aqueria finally reached Laustmillen, and could even spend nights away from the lake.

 

By the time Aqueria had reached Rahz's home, Rahz had made a decision. He proposed to Aqueria, offering that the lake did not have to be her only home, so long as she wished to be together with him. Aqueria happily accepted, and though several raised their eyebrows at the thought of Rahz marrying a woman who was not a human, it was hardly a problem. Soon, Rahz and Aqueria's family grew with the birth of their daughter, Eria. Although the Dark Blade has not appeared again since that fateful day, Rahz continues on as the Field-Commander of Dynaklos Laustmillen, waiting for the day that he can stop the Dark Blade once and for all.

 

 

[spoiler=Inventory]Rahz only carries what he considers to be the bare essentials of travel, brandishing a standard-issue military grade sword, as well as enough food and water to last him for a few days until he needs to restock for supplies.


[spoiler=Powers and Abilities]Although Rahz became Field-Commander over the course of a punishment, Rahz has maintained his rank over the years through a tactical mind and an able body. Rahz often prefers to read his enemies before taking action, so although Rahz may not possess extraordinary talents on the level of even apprentice spellcasters, Rahz makes up for that with military strategy.


[spoiler=Misc.]In Merciful Idiot's Pathway to Origin, Rahz has appeared as the father of Eria the Water Charmer, and I am staying close to that portrayal here.

 

 

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Almost finished. Heat is killing me, will finish when brain starts working again.

[spoiler=Guitaars, the Symphonic Warrior]Name: Guitaars
Age: Who knows?
Gender: Well, he sounds male, at least.
Depicted In: Symphonic Warrior Guitaars
Race: Symphonian: a kind of robotlike aliens coming from a travelling planetlike Zone that is currently unreachable.
Alignment: Neutral Good with slight Chaotic leanings.
[spoiler=Description]koN5hgS.png


[spoiler=Personality]Definitely out of place in the Dark City Zone he and his brothers landed into when they came to Millennian, Guitaars was the heart of the Symphonic Band. Kind and supportive, if quite naive, he loves being the star a bit too much for his own good. Life in the Dark City has left him a little bit more jaded now, he still is rather quick to trust and just wants to get back with his beloved brothers and put their band back together.


[spoiler=Backstory]He and the other Symphonic Warriors come from a travelling planet-like Zone that is normally not easy to access from the rest of Millenian, and are part of a civilization of walking, talking implements.
 
During a voyage, their spaceship malfunctioned and they crash-landed into the Dark City. With no hope of repairing their spaceship, they decided to make the most out of the situation, and try to make a living by playing music. They did gather quite a following of people tired of the only socially acceptable entertainment, but they got just as much hostility from the local police.
 
They quickly became a sort of underground legend in the local clubs, until a rich agent offered them a contract. Initially, they were ecstatic, but something about the agent struck Guitaars the wrong way. He argued with his brothers, and the argument eventually got bad enough that he had to take a trip outside to get some fresh air. When he came back, he found that his brothers had disappeared. Fearing for the worst, he went about trying to call for help, when he saw them being loaded onto a black car. One of the kidnappers spotted him and was about to catch him, when a mysterious figure with his head wrapped in a long scarf appeared and fought him off. The rest of the gang rescued him, revealing their car could fly. The mysterious savior told him to leave the city, giving him a cylindrical object, telling him to keep it with him, and he would contact him when the right time came. Sad and concerned for his brothers, he could still do nothing else but pack up what little he had and leave the Dark City, eventually ending his wanderings in Orva...


[spoiler=Inventory]All Guitaars carries with himself is his guitar, the object the mysterious stranger gave him and what little food and money he still has.


[spoiler=Powers and Abilities]Guitaars's combat skills aren't exceptional, but he is able to weaponize his music to a certain degree, either to induce emotions in those who listen to it, or simply to rock loud enough to cause physical damage.
Still, music is a free-spirited power, and it doesn't always work how he wishes.
He can communicate without sound with other Symphonians and artificial lifeforms, using a sort of high-speed communication.

 

 

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[spoiler=Exotic Weapon Proficiency]

Name: Medraut

Age: 27

Gender: Male

Depicted in: Noble Knight Medraut

Race: Human

Alignment: Neutral Good

[spoiler=Description]CB3EK8o.png

Height: 6'0"

 

[spoiler=Personality]

Perhaps Medraut is not the picture of chivalry that others among the Noble Knights are, but that code of conduct has certainly left its impression upon him. This is most obvious in how seriously he takes oaths, sworn by himself or by any other. If someone gives their word he expects them to carry it out, himself included. Where he differs from other knights in this regard is how careful he is about giving his word. He will either outright refuse to promise someone something, or else will do so in such a way that gives him a way out if it is impossible to uphold his promise. Some might consider this him being untruthful, after all when someone hears a Noble Knight say "I will do what I can" they have certain expectations, but Medraut is quick to remind those who say such things that the very nature of truth is that it is not up for interpretation and that he is therefore not responsible for someone's false expectations. As for valor, Medraut holds that discretion is the better part of it. Yes there is a time to proudly charge headlong into the enemy, loudly announcing your name house and station, but there is a time to allow your enemy to come to you and tire themselves out in the process, and there is a time when it is best to not even allow your foe to know you are there until your sword is buried in their chest. Some might say this makes him lacking in honor, but Medraut himself would say that honorable conduct ought to be reserved for opponents who are deserving of it and situations where one can afford it. Dying nobly on the field of battle is fine for some, but Medraut would much prefer that someone call him a coward while he might live on to earn back whatever honor he might have lost. In spite of all of this, one virtue of chivalry to which Medraut holds stronger than all others is Loyalty. One ought to be able to trust those who stand with them after all. Perhaps this is not the blind fealty which some would expect of a knight to their sovereign wherein they obey all orders without question, but one to whom he is sworn need never wonder if he will harm them through his action or inaction. Though he will still likely interpret orders differently than they were meant or even go so far as to directly disobey them if he believes them to be pointless or even harmful to whatever goal they are given in the name of. In those cases where this might get him in to trouble and he is called to justify his actions, Medraut is only too quick to demonstrate that his wit is as sharp as any sword he may carry. It was not for nothing that he spent his time at the court at Camelot, and though he prefers logical arguments he is certainly capable of appealing to one's sense of right or emotions to convince them of what he is saying.

 

[spoiler=Backstory]

Medraut hails from the zone of Albion: an idyllic place of rolling green hills, flowing rivers, peaceful townships, and enormous whitewashed stone castles from which feudal lords preside over the surrounding countryside. Though battles and even wars on often enormous scales are not uncommon here, the zone is not renowned for its internal strife and instead for the many Knights which hail from it. First among the knights of Albion are the Noble Knights. They are the personal knights of King Artorigus, who rules over Albion from the castle city of Camelot, and serve the kingdom in many respects. Everything from mediating the many internal conflicts to keep things from getting out of hand, to leading armies against Albion's enemies in both defense of the nation and attacks beyond it. Their legends are great, and the likes of Gwalchavad, Gawayn, and Bedwyr are known to many no matter how far from the Albion Zone they are.

 

It was into this order of knights that Medraut was initiated at the young age of thirteen. His stepfather, King Lot, was a close friend and ally of Artorigus and so was able to secure a place in the Noble Knights for his stepson and his direct sons Gawayn, Agravayn, Gaheris, and Gareth as squires. The oldest of the five, Medraut was the first to become a squire and trained under Laundsallyn alongside Gwalchavad, Laundallyn's bastard son. Though he disagreed with his teacher on many things, the two nonetheless became fast friends. When Medraut's training was completed and he was knighted by Artorigus, this friendship only deepened. With his place among the Noble Knights earned, the young prince supposed he had found his place in the world. Though Lot had indeed adopted him and done all he could to make the boy feel welcome in Orkney, a neighboring kingdom to Albion which few are truly certain is a distinct and separate zone in spite of the stark geographical differences, that he was not the king's son by blood had ever been a mark against him by many of his supposed subjects. Here in the Noble Knights, where each and every one of them earned their place through skill and merit alone, he imagined he would fit in nicely.

 

For a time, he was right. Of course he and the other knights disagreed on many things, make five people talk on any issue and you will get six opinions, but it was never enough to drive a wedge between himself and them. The general air of friendship about them when they gathered generally kept things from becoming too heated, and Medraut's own natural charisma was enough to mend things when they did get heated. Eventually his four half brothers joined the Noble Knights as well, and things were looking to be very good for the foreseeable future.

 

The first problem came when Medraut was tasked with settling a dispute between two feudal lords, which had already boiled over into open conflict when he arrived in the territory of one of them. The other took his going there first as a sign of Medraut supporting his foe, and so sought to win their little war before the knight could make a difference. Understanding the situation they were in, Medraut and the first lord rallied their forces and sought to devise a strategy to defeat their foe. It was then that the Knight thought to levy the bowmen of the surrounding region and employ them in battle, giving their forces a decided advantage. He combined this with a clever, if deceitful, battlefield strategy wherein the lord to whom he was forced to ally would lure his enemy's forces into a low valley between two hills, upon which their bowmen were stationed. The battle quickly became a massacre, the aggressor's forces shot to pieces and the man himself clapped in irons to be brought before the King at Camelot to answer for the assault upon his neighboring lord. Lo and behold, when Medraut returned to Camelot he very nearly found himself on trial before the King. Artorigus accused him of cowardice and behaving in a way that was unsuitable for one of the Noble Knights, while Medraut defended himself with the argument that it would have been worse to see the conflict drag out into an extended war instead of decisively end it in one battle. The argument became so heated that the two very nearly came to blows over it, neither willing to back down from their perspectives. Were it not for the intervention of the other knights, the throne room would have become a dueling ground. Even with their tempers cooled, there was now a decided rift between the two.

 

The next problem did not directly involve Medraut, but the tension it wrought among the Knights certainly effected him. Perhaps Artorigus and Gwenhyfar does not seem like it would cause an issue at first glance, if one did not know that she and Laundsallyn had been romantically involved. Neither thought it important to tell the king, but the air of awkwardness between them made it obvious to those among the knights who had not already known. Most of them did not think that this would cause much in the way of issues over the ensuing months, but lo and behold various knights and castle staff kept catching Laundsallyn visiting his old flame at inappropriate times over the following year. Whether or not anything was going on between them nobody ever found out for certain, but with the Knight's history of sleeping with any and every woman that would so much as give him the time of day it was not hard to imagine what could be going on. Laundsallyn denied anything happened of course, but nobody believed him. Least of all Medraut and Gwalchavad, who had borne witness to his habits personally while training as his squires.

 

The defining event that made things all the more tense for Medraut among the Knights came during a feast held at the end of harvest time, wherein the lot of the knights had just a bit too much to drink all around. The king included. In the midst of their drunken revelry, Artorigus let it slip that shortly after he had taken the throne he had slept with a woman by the name of Morgaine. The rest of the knights, recognizing that as the name of King Lot's wife, were stunned into silence and began looking back and forth between Medraut and Artorigus. The King, either not realising or mentally denying the implications of what he had said, questioned his knights about their silence. It was Agravayn who broke the silence and answered "That is my mother's name." The possibility of Medraut being the King's son immediately became the topic of conversation, as much as both parties wanted to just get past it and on to something else. All the same, it was decided that Medraut's age fit the time frame and that they would ask Queen Morgaine of Orkney if Medraut was in fact Artorigus' son. Not that they needed to, as the next time she came to Camelot she told the entire court of her own accord. Artorigus accused her of lying, and in moments the entire place was in an uproar on the subject. When things finally quieted down, the King and the Knight were left staring each other down, and recognizing familial resemblances they had not bothered to notice before.

 

Little came of this immediately, though for a time the two were slower to openly argue with each other before the court or the other knights. For his part Medraut tried to play the dutiful son, thinking it would be better if his father were to accept him. This new drama unfolding understandably distracted most of the knights from Laundsallyn, who took this as his opportunity to attempt to seduce Gwenhyfar. He might well have never been stopped, were it not for Medraut catching him in the act one night when he was trying to find the king. Laundsallyn of course pleaded with his friend not to tell the king, but Medraut was so disgusted by how far his former teacher had fallen to his own vices that he immediately went to try and find Artorigus. The so called greatest of the Noble Knights fled in the night in an effort to escape justice. Artorigus understandably had a hard time believing Medraut's words, but when Gwenhyfar confirmed his story and the rest of the knights corroborated that he had indeed been trying to seduce the Queen the King became outraged. He immediately assigned Agravayn Gareth and Gaheris to guard the queen in the case that Laundsallyn should return, and though they believed in their younger brothers Medraut and Gawayn urged the king to assign more of a guard.

 

Artorigus was right in believing that Laundsallyn would return to try and claim Gwenhyfar, and he was wrong in believing that the brothers would be able to stop him. They were able to raise the alarm, drawing the King and Medraut to the scene just in time to witness the brothers being butchered. Artorigus rushed to face Laundsallyn, but he was laid low in moments. Laundsallyn only fled the scene when the remaining knights, including Joan who had recently returned from one of her many quests outside of Albion, arrived to reinforce Medraut while he tried to fight the man off. Artorigus was left in critical condition, and it was all anyone in Albion could do just to keep him in stable condition. Gawayn returned to Orkney to see his brothers buried, and the rest of the Knights were left in the difficult situation of maintaining peace in the nation with the king in such condition. Gwenhyfar was indeed a beloved and charismatic queen, but many of the lords saw this as an opportunity to expand their influence in ways and areas that would not normally have been allowed.

 

Seeing the kingdom on the brink of disaster, Medraut went before the queen and asked her to send him out to find something or someone who might be able to mend the King's injuries. He of course underestimated her ability to see into his motives, but Gwenhyfar was only too happy to send him on the quest that he had asked to be given and also to charge him with bringing the traitor Laundsallyn to justice. So it was that he left Albion, and set off into Millenian at large on his hunt.

 

[spoiler=Inventory]

  • Bastard Sword- Though a somewhat ironic choice of weapon considering his social standing, Medraut has nonetheless taken to using this overly long sword. Typically a two-handed weapon, he is quite capable of wielding it in one hand.
  • Heraldic Shield- If you can use your sword in one hand, why not fill the other one with something? At least that is the idea behind carrying a shield. Medraut's is emblazoned with his personal heraldry: a golden twin-headed eagle upon a purple field with a white chief (bar across the top of the field).
  • Half Plate- Also known as Travelling and Mounted Plate, this slightly lighter cousin to Full Plate sacrifices some of the protection offered by the armor that most knights go into battle wearing. The benefit to this is lighter overall weight and even more freedom of movement as compared to the heavier armor.
  • Backpack- Not much special about it other than its fine make, this is just a bag which he carries on his back. At any given time it carries the various amenities needed for traveling from place to place alone. Considering Medraut travels light, so as to better follow his quarry's trail, it is very rarely completely full.

 

 

[spoiler=Powers and Abilities]

  • Tactical Acumen- An important aspect of the Noble Knights was their roles as battlefield commanders, and Medraut is no different from any of them. Able to strategize whether in the comfort of a war room or in the heat of battle, he has a mind for tactics. Unlike many of his fellow knights he has an obvious preference for deceptive strategies: tricking the enemy into believing one thing and taking advantage of their misconception. The only honor that matters is the honor found in victory.
  • Swordsmanship- In the pure technical mastery of combat, all of the knights are tremendously skilled with many weapons. One can never know what the demands of the battlefield will thrust into their hands. Medraut though has a definite preference for a particular type of weapons, and that is swords. He may very well even be the best swordsmen of all the knights, Laundsallyn could not defeat him when the two met in single combat. An important part of this is his understanding of force and the proper use thereof. The very nature of a sword's construction means that one does not need to strike with great force to deal damage. Extra strength helps of course, but even so it is much more about where and how one strikes than how hard. 
  • Physical Fitness- For all the other duties expected of them both on and off the battlefield, Knights are first and foremost warriors. As such they need to stay at peak physical condition in order to even function on the battlefield. Medraut is no exception to this, and he takes his physical fitness very seriously.

 

 

 

 

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[spoiler= Tinman]

 

O4On3iY.png

 

"..."

Name: Rust

Age: 500+

Gender: n/a

Depicted In: Ancient Gear Knight

Race: Ancient Machine

[spoiler=Alignment]

Lawful Neutral

 

 

[spoiler=Description]

cB8E9YY.png

Height: 6'1"

 

 

[spoiler=Personality]

Stoic and Unnerving are two of Rusts' most prominent characteristics.  He has no moral compass, but his programming deems him to be a chivalrous as possible.  Most people wouldn't label a robot as chivalrous, and Rust has not been characterized as that by few that have met him.  Being an ancient gear, he has no contact with his own emotions, even though he himself is sentient.  He hopes that they will gradually return once his memories do as well.  Rust also tends to stare at individuals he is curious about with his lone glowing eye, causing those who catch his ire to become extremely unsettled.  

 

Rust has no problem resorting to violence, and extinguishing life, if the situation call for it.  His chivalrous nature automatically gives him the need to protect those he deems weaker than what they are up against.  He has a tendency to puncture pickpockets and other criminals alike, cold and unwilling to listen to reason.  In his mind, a social contract has been torn apart, and those who rip apart the contract must be punished.  There is no grey area.  There is no compassion residing in this lone eye.

 

 

[spoiler=Backstory]

 

A lone ancient gear woke up in a castle, filled with what seemed to be his ancient brethren, rusted and worn out due to the ages that had past since he was last awake.  However, he had no memory of he who was before he fell into his deep slumber.  He tried to wake up the rest of the Golems that lie around him in hobbled piles of metal, but to no avail.  This definitely troubled him, as he had been the only one to awaken.  It all seemed hopeless, but his demeanor changed when he saw his king, frozen on his throne.  The Ancient Gear Golem was the only thing that remained in his memories, and seeing the king in such a decrepit state put a dent in his pride as an ancient gear.  There must have been a reason why he was awake, and the others were not.  With his gears whirring with purpose, he set out to go and find a way to bring back his people, and restore the gears to their former glory, and hopefully regain his memories in the process.  

 

When he walked out of his castle, and into the world, he had noticed that time had moved on without the Ancient Gears.  A lush, dense forest had grown around their ancient homeland, and the robot was forced to get through it and to the nearest location of civilization.  Upon stumbling into a small village, he had managed to frighten the denizens.  However, he assured the citizens that he posed no threat, despite his appearance.  He did exclaim that he was a Knight, if he remembered correctly, and wished to find a way to restore his clan.  The villagers asked his name, but he could not answer.  The children of the village had opted to name the newfound Knight Rusty, due to his old and withered complexion.  With a grain of salt, he accepted the temporary moniker, on the grounds that it may be changed to simply, Rust.  Before he left for the town known as Bainhill, the villagers made sure to sharpen his rusty frame, forsaking his namesake to improve upon his mobility and self-defense.  It was a kind gesture, but to Rust, it was a consumption of time.  He politely thanked them for all their trouble, and was off on his way.  

 

 

[spoiler=Inventory]

Gears

Gears

& More Gears

 

 

[spoiler=Powers and Abilities]

 

Infinite Energy - As long as Rust's gears keep moving, Rust himself cannot feel tired or exhaustion.  He will fight until his, metaphorical, last breath.

Martial Weapons Skill - Due to one of his arms being that of a giant spear, Rust is fairly proficient in the ways of thrusting.  

Super Human Strength/Durability - Although he himself is not a robot, Rust's feats are 10x that of any normal human.  Although he is composed of very ancient steels, he feels no strain on his body when lifting heavy objects.  Not many things can scratch the components he is comprised of either, and he can be put under high duress before his frame crumbles.  

 

 

 

[spoiler=Misc.]Anything you;d like to include that doesn't fit in one of the above categories.

 

 

 

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I probably won't try and join but I do want to say I was tempted because I kiiiind of want to play a Skull Servant

You're more than welcome to come play a zombie if you like.

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[spoiler=The Dark Knight Rises - Massive WIP]

4R60v1p.jpg?1

"Strike fear into the hearts of the unjust. Be the hero of the night, just like Kage."

 

x393wz.jpg

Personal Information

x393wz.jpg

Name: Takumi Kusaka

Alias: The Defiant Nighthawk

Age: 23

Gender: Male

Depicted In: Masked HERO Dark Law

Race: Human

Alignment: Lawful Good

x393wz.jpg

[spoiler=Description]

masked_hero_dark_law_by_convoykaiser-d81

 

Height: 5'9"

 

 

x393wz.jpg

[spoiler=Personality]

As a hero, Takumi is looked upon as being one who has a high sense of justice and heroism, as the bulk of the Masked HEROs tend to do. But in reality, Takumi is quite different than his peers in the regards of his alignment of Lawful Good.

 

In truth, his peers are the types of individuals that tend to follow "Good before Law", in which they end up choosing the "good" option, which in reality would probably end up resulting in their villain and criminal getting away rather than engaging just to ensure the safety of the civilians they protect. In the complete middle of this, stands Takumi. He tends to run under the idea of seeking a balance between "Law before Good" and "Good before Law". This means he always is thinking and weighing his options when it comes time to apprehend a villain or anything drastic. Save a few people and go after the target? Don't go after the target and make sure the populace is safe? These thoughts weigh heavily in Takumi's mind whenever he makes a decision.

 

However, this also is a downside to him in general. It's something that his older brother has been trying to teach him. Rather than constantly thinking mentally what to do in a given situation, trust your own judgment and lead with your own heart. Unfortunately, Takumi is still learning this and is always having his head in the clouds so to speak with regards of him thinking what to do. This, of course, results in him taking inaction for a good period of time before finally deciding to take action in a situation.

 

Due to him usually working with others, Takumi is always able-bodied and ready to help his allies with whatever they need, giving them any type of support they need whenever they need it.

 

Aside from always weighing his options, when he finally does enter the fray of battle, Takumi is usually in a level headed state of mind, occasionally partaking in some witty banter as most heroes tend to do against an opponent.

 

 

x393wz.jpg

[spoiler=Backstory]

Be as brief or as descriptive as you want, but the more detail you include, the more I have to work off of in building story threads and the overall world of OMM.

 

Good things to include would be things like the character's home zone, how they started adventuring, and other important personal information that they might or might not bring up in conversation.

 

 

x393wz.jpg

Combat Information

x393wz.jpg

[spoiler=Powers and Abilities]

  • Enhanced Reflexes and Strength - Thanks to the Dark Law Armor, Takumi's reflexes and strength has been increased higher than before his time in the armor.
  • Physical Fitness - As part of his training to join the ranks of the Masked HEROs, Takumi had to stay in top physical conditions in order to function well during their heroic endeavors.
  • Hand-to-Hand Combat Prowess - Unlike many other HEROs that have weapons, Takumi has preferred to use hand-to-hand combat in order fight. His fighting style with hand-to-hand combat resembles that of Muay Thai. However, aside from this being the basis of his fighting style, he's been trying to incorporate the style of Capoeira into it.

 

 

x393wz.jpg

[spoiler=Inventory]

  • Dark Law Armor - The armor of a Masked HERO that Takumi always is wearing. Complete with ways to allow for Takumi's reflexes and even increasing his strength, along with wings/gliders and thrusters to allow him to take flight.
  •  

 

 

x393wz.jpg

Miscellaneous Information

x393wz.jpg

Takumi's Theme (Alternative) | Battle Theme

  • Takumi's name references the following characters from the Kamen Rider Faiz series: Takumi - Takumi Inui, Kusaka - Masato Kusaka.
  • The idea of the Level 6 Masked HEROs being the minor leagues of the Masked HERO monsters and the Level 8s being the best of the best, was an idea I took into consideration after I looked at different comic book hero groups: the Young Justice Imitative and the Justice League being the main comparison.
  • The fighting style for Takumi would've ended up being Keysi Fighting Method, which was the style of fighting used in the Dark Knight Trilogy, however I decided to go with a Muay Thai and Capoeira mix style instead of just straight up modeling Takumi after Batman.
  •  

 

 

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[spoiler= Tinman]

 

 

O4On3iY.png

 

"..."

Name: Rust

Age: 500+

Gender: n/a

Depicted In: Ancient Gear Knight

Race: Ancient Machine

[spoiler=Alignment]

Lawful Neutral

 

 

[spoiler=Description]

cB8E9YY.png

Height: 6'1"

 

 

[spoiler=Personality]

Stoic and Unnerving are two of Rusts' most prominent characteristics.  He has no moral compass, but his programming deems him to be a chivalrous as possible.  Most people wouldn't label a robot as chivalrous, and Rust has not been characterized as that by few that have met him.  Being an ancient gear, he has no contact with his own emotions, even though he himself is sentient.  He hopes that they will gradually return once his memories do as well.  Rust also tends to stare at individuals he is curious about with his lone glowing eye, causing those who catch his ire to become extremely unsettled.  

 

Rust has no problem resorting to violence, and extinguishing life, if the situation call for it.  His chivalrous nature automatically gives him the need to protect those he deems weaker than what they are up against.  He has a tendency to puncture pickpockets and other criminals alike, cold and unwilling to listen to reason.  In his mind, a social contract has been torn apart, and those who rip apart the contract must be punished.  There is no grey area.  There is no compassion residing in this lone eye.

 

 

[spoiler=Backstory]

 

A lone ancient gear woke up in a castle, filled with what seemed to be his ancient brethren, rusted and worn out due to the ages that had past since he was last awake.  However, he had no memory of he who was before he fell into his deep slumber.  He tried to wake up the rest of the Golems that lie around him in hobbled piles of metal, but to no avail.  This definitely troubled him, as he had been the only one to awaken.  It all seemed hopeless, but his demeanor changed when he saw his king, frozen on his throne.  The Ancient Gear Golem was the only thing that remained in his memories, and seeing the king in such a decrepit state put a dent in his pride as an ancient gear.  There must have been a reason why he was awake, and the others were not.  With his gears whirring with purpose, he set out to go and find a way to bring back his people, and restore the gears to their former glory, and hopefully regain his memories in the process.  

 

When he walked out of his castle, and into the world, he had noticed that time had moved on without the Ancient Gears.  A lush, dense forest had grown around their ancient homeland, and the robot was forced to get through it and to the nearest location of civilization.  Upon stumbling into a small village, he had managed to frighten the denizens.  However, he assured the citizens that he posed no threat, despite his appearance.  He did exclaim that he was a Knight, if he remembered correctly, and wished to find a way to restore his clan.  The villagers asked his name, but he could not answer.  The children of the village had opted to name the newfound Knight Rusty, due to his old and withered complexion.  With a grain of salt, he accepted the temporary moniker, on the grounds that it may be changed to simply, Rust.  Before he left for the town known as Bainhill, the villagers made sure to sharpen his rusty frame, forsaking his namesake to improve upon his mobility and self-defense.  It was a kind gesture, but to Rust, it was a consumption of time.  He politely thanked them for all their trouble, and was off on his way.  

 

 

[spoiler=Inventory]

Gears

Gears

& More Gears

 

 

[spoiler=Powers and Abilities]

 

Infinite Energy - As long as Rust's gears keep moving, Rust himself cannot feel tired or exhaustion.  He will fight until his, metaphorical, last breath.

Martial Weapons Skill - Due to one of his arms being that of a giant spear, Rust is fairly proficient in the ways of thrusting.  

Super Human Strength/Durability - Although he himself is not a robot, Rust's feats are 10x that of any normal human.  Although he is composed of very ancient steels, he feels no strain on his body when lifting heavy objects.  Not many things can scratch the components he is comprised of either, and he can be put under high duress before his frame crumbles.  

 

 

 

[spoiler=Misc.]Anything you;d like to include that doesn't fit in one of the above categories.

 

 

[spoiler=Exotic Weapon Proficiency]

Name: Medraut

Age: 27

Gender: Male

Depicted in: Noble Knight Medraut

Race: Human

Alignment: Neutral Good

[spoiler=Description]CB3EK8o.png

Height: 6'0"

 

[spoiler=Personality]

Perhaps Medraut is not the picture of chivalry that others among the Noble Knights are, but that code of conduct has certainly left its impression upon him. This is most obvious in how seriously he takes oaths, sworn by himself or by any other. If someone gives their word he expects them to carry it out, himself included. Where he differs from other knights in this regard is how careful he is about giving his word. He will either outright refuse to promise someone something, or else will do so in such a way that gives him a way out if it is impossible to uphold his promise. Some might consider this him being untruthful, after all when someone hears a Noble Knight say "I will do what I can" they have certain expectations, but Medraut is quick to remind those who say such things that the very nature of truth is that it is not up for interpretation and that he is therefore not responsible for someone's false expectations. As for valor, Medraut holds that discretion is the better part of it. Yes there is a time to proudly charge headlong into the enemy, loudly announcing your name house and station, but there is a time to allow your enemy to come to you and tire themselves out in the process, and there is a time when it is best to not even allow your foe to know you are there until your sword is buried in their chest. Some might say this makes him lacking in honor, but Medraut himself would say that honorable conduct ought to be reserved for opponents who are deserving of it and situations where one can afford it. Dying nobly on the field of battle is fine for some, but Medraut would much prefer that someone call him a coward while he might live on to earn back whatever honor he might have lost. In spite of all of this, one virtue of chivalry to which Medraut holds stronger than all others is Loyalty. One ought to be able to trust those who stand with them after all. Perhaps this is not the blind fealty which some would expect of a knight to their sovereign wherein they obey all orders without question, but one to whom he is sworn need never wonder if he will harm them through his action or inaction. Though he will still likely interpret orders differently than they were meant or even go so far as to directly disobey them if he believes them to be pointless or even harmful to whatever goal they are given in the name of. In those cases where this might get him in to trouble and he is called to justify his actions, Medraut is only too quick to demonstrate that his wit is as sharp as any sword he may carry. It was not for nothing that he spent his time at the court at Camelot, and though he prefers logical arguments he is certainly capable of appealing to one's sense of right or emotions to convince them of what he is saying.

 

[spoiler=Backstory]

Medraut hails from the zone of Albion: an idyllic place of rolling green hills, flowing rivers, peaceful townships, and enormous whitewashed stone castles from which feudal lords preside over the surrounding countryside. Though battles and even wars on often enormous scales are not uncommon here, the zone is not renowned for its internal strife and instead for the many Knights which hail from it. First among the knights of Albion are the Noble Knights. They are the personal knights of King Artorigus, who rules over Albion from the castle city of Camelot, and serve the kingdom in many respects. Everything from mediating the many internal conflicts to keep things from getting out of hand, to leading armies against Albion's enemies in both defense of the nation and attacks beyond it. Their legends are great, and the likes of Gwalchavad, Gawayn, and Bedwyr are known to many no matter how far from the Albion Zone they are.

 

It was into this order of knights that Medraut was initiated at the young age of thirteen. His stepfather, King Lot, was a close friend and ally of Artorigus and so was able to secure a place in the Noble Knights for his stepson and his direct sons Gawayn, Agravayn, Gaheris, and Gareth as squires. The oldest of the five, Medraut was the first to become a squire and trained under Laundsallyn alongside Gwalchavad, Laundallyn's bastard son. Though he disagreed with his teacher on many things, the two nonetheless became fast friends. When Medraut's training was completed and he was knighted by Artorigus, this friendship only deepened. With his place among the Noble Knights earned, the young prince supposed he had found his place in the world. Though Lot had indeed adopted him and done all he could to make the boy feel welcome in Orkney, a neighboring kingdom to Albion which few are truly certain is a distinct and separate zone in spite of the stark geographical differences, that he was not the king's son by blood had ever been a mark against him by many of his supposed subjects. Here in the Noble Knights, where each and every one of them earned their place through skill and merit alone, he imagined he would fit in nicely.

 

For a time, he was right. Of course he and the other knights disagreed on many things, make five people talk on any issue and you will get six opinions, but it was never enough to drive a wedge between himself and them. The general air of friendship about them when they gathered generally kept things from becoming too heated, and Medraut's own natural charisma was enough to mend things when they did get heated. Eventually his four half brothers joined the Noble Knights as well, and things were looking to be very good for the foreseeable future.

 

The first problem came when Medraut was tasked with settling a dispute between two feudal lords, which had already boiled over into open conflict when he arrived in the territory of one of them. The other took his going there first as a sign of Medraut supporting his foe, and so sought to win their little war before the knight could make a difference. Understanding the situation they were in, Medraut and the first lord rallied their forces and sought to devise a strategy to defeat their foe. It was then that the Knight thought to levy the bowmen of the surrounding region and employ them in battle, giving their forces a decided advantage. He combined this with a clever, if deceitful, battlefield strategy wherein the lord to whom he was forced to ally would lure his enemy's forces into a low valley between two hills, upon which their bowmen were stationed. The battle quickly became a massacre, the aggressor's forces shot to pieces and the man himself clapped in irons to be brought before the King at Camelot to answer for the assault upon his neighboring lord. Lo and behold, when Medraut returned to Camelot he very nearly found himself on trial before the King. Artorigus accused him of cowardice and behaving in a way that was unsuitable for one of the Noble Knights, while Medraut defended himself with the argument that it would have been worse to see the conflict drag out into an extended war instead of decisively end it in one battle. The argument became so heated that the two very nearly came to blows over it, neither willing to back down from their perspectives. Were it not for the intervention of the other knights, the throne room would have become a dueling ground. Even with their tempers cooled, there was now a decided rift between the two.

 

The next problem did not directly involve Medraut, but the tension it wrought among the Knights certainly effected him. Perhaps Artorigus and Gwenhyfar does not seem like it would cause an issue at first glance, if one did not know that she and Laundsallyn had been romantically involved. Neither thought it important to tell the king, but the air of awkwardness between them made it obvious to those among the knights who had not already known. Most of them did not think that this would cause much in the way of issues over the ensuing months, but lo and behold various knights and castle staff kept catching Laundsallyn visiting his old flame at inappropriate times over the following year. Whether or not anything was going on between them nobody ever found out for certain, but with the Knight's history of sleeping with any and every woman that would so much as give him the time of day it was not hard to imagine what could be going on. Laundsallyn denied anything happened of course, but nobody believed him. Least of all Medraut and Gwalchavad, who had borne witness to his habits personally while training as his squires.

 

The defining event that made things all the more tense for Medraut among the Knights came during a feast held at the end of harvest time, wherein the lot of the knights had just a bit too much to drink all around. The king included. In the midst of their drunken revelry, Artorigus let it slip that shortly after he had taken the throne he had slept with a woman by the name of Morgaine. The rest of the knights, recognizing that as the name of King Lot's wife, were stunned into silence and began looking back and forth between Medraut and Artorigus. The King, either not realising or mentally denying the implications of what he had said, questioned his knights about their silence. It was Agravayn who broke the silence and answered "That is my mother's name." The possibility of Medraut being the King's son immediately became the topic of conversation, as much as both parties wanted to just get past it and on to something else. All the same, it was decided that Medraut's age fit the time frame and that they would ask Queen Morgaine of Orkney if Medraut was in fact Artorigus' son. Not that they needed to, as the next time she came to Camelot she told the entire court of her own accord. Artorigus accused her of lying, and in moments the entire place was in an uproar on the subject. When things finally quieted down, the King and the Knight were left staring each other down, and recognizing familial resemblances they had not bothered to notice before.

 

Little came of this immediately, though for a time the two were slower to openly argue with each other before the court or the other knights. For his part Medraut tried to play the dutiful son, thinking it would be better if his father were to accept him. This new drama unfolding understandably distracted most of the knights from Laundsallyn, who took this as his opportunity to attempt to seduce Gwenhyfar. He might well have never been stopped, were it not for Medraut catching him in the act one night when he was trying to find the king. Laundsallyn of course pleaded with his friend not to tell the king, but Medraut was so disgusted by how far his former teacher had fallen to his own vices that he immediately went to try and find Artorigus. The so called greatest of the Noble Knights fled in the night in an effort to escape justice. Artorigus understandably had a hard time believing Medraut's words, but when Gwenhyfar confirmed his story and the rest of the knights corroborated that he had indeed been trying to seduce the Queen the King became outraged. He immediately assigned Agravayn Gareth and Gaheris to guard the queen in the case that Laundsallyn should return, and though they believed in their younger brothers Medraut and Gawayn urged the king to assign more of a guard.

 

Artorigus was right in believing that Laundsallyn would return to try and claim Gwenhyfar, and he was wrong in believing that the brothers would be able to stop him. They were able to raise the alarm, drawing the King and Medraut to the scene just in time to witness the brothers being butchered. Artorigus rushed to face Laundsallyn, but he was laid low in moments. Laundsallyn only fled the scene when the remaining knights, including Joan who had recently returned from one of her many quests outside of Albion, arrived to reinforce Medraut while he tried to fight the man off. Artorigus was left in critical condition, and it was all anyone in Albion could do just to keep him in stable condition. Gawayn returned to Orkney to see his brothers buried, and the rest of the Knights were left in the difficult situation of maintaining peace in the nation with the king in such condition. Gwenhyfar was indeed a beloved and charismatic queen, but many of the lords saw this as an opportunity to expand their influence in ways and areas that would not normally have been allowed.

 

Seeing the kingdom on the brink of disaster, Medraut went before the queen and asked her to send him out to find something or someone who might be able to mend the King's injuries. He of course underestimated her ability to see into his motives, but Gwenhyfar was only too happy to send him on the quest that he had asked to be given and also to charge him with bringing the traitor Laundsallyn to justice. So it was that he left Albion, and set off into Millenian at large on his hunt.

 

[spoiler=Inventory]

 

  • Bastard Sword- Though a somewhat ironic choice of weapon considering his social standing, Medraut has nonetheless taken to using this overly long sword. Typically a two-handed weapon, he is quite capable of wielding it in one hand.
  • Heraldic Shield- If you can use your sword in one hand, why not fill the other one with something? At least that is the idea behind carrying a shield. Medraut's is emblazoned with his personal heraldry: a golden twin-headed eagle upon a purple field with a white chief (bar across the top of the field).
  • Half Plate- Also known as Travelling and Mounted Plate, this slightly lighter cousin to Full Plate sacrifices some of the protection offered by the armor that most knights go into battle wearing. The benefit to this is lighter overall weight and even more freedom of movement as compared to the heavier armor.
  • Backpack- Not much special about it other than its fine make, this is just a bag which he carries on his back. At any given time it carries the various amenities needed for traveling from place to place alone. Considering Medraut travels light, so as to better follow his quarry's trail, it is very rarely completely full.

 

[spoiler=Powers and Abilities]

  • Tactical Acumen- An important aspect of the Noble Knights was their roles as battlefield commanders, and Medraut is no different from any of them. Able to strategize whether in the comfort of a war room or in the heat of battle, he has a mind for tactics. Unlike many of his fellow knights he has an obvious preference for deceptive strategies: tricking the enemy into believing one thing and taking advantage of their misconception. The only honor that matters is the honor found in victory.
  • Swordsmanship- In the pure technical mastery of combat, all of the knights are tremendously skilled with many weapons. One can never know what the demands of the battlefield will thrust into their hands. Medraut though has a definite preference for a particular type of weapons, and that is swords. He may very well even be the best swordsmen of all the knights, Laundsallyn could not defeat him when the two met in single combat. An important part of this is his understanding of force and the proper use thereof. The very nature of a sword's construction means that one does not need to strike with great force to deal damage. Extra strength helps of course, but even so it is much more about where and how one strikes than how hard. 
  • Physical Fitness- For all the other duties expected of them both on and off the battlefield, Knights are first and foremost warriors. As such they need to stay at peak physical condition in order to even function on the battlefield. Medraut is no exception to this, and he takes his physical fitness very seriously.

 

Medraut and Rust are accepted

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