Nightfall: The Warlock {Sign-up/OOC}



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OmniChaos

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Nightfall
- The Warlock -

(A world from the minds of OmniChaos and Ordeith)



"Let gods and mortals stop behaving as children, fighting and coveting one another. War is, ultimately, a child's game. The world is now united as one family, with many branches; as a family, let us build anew."

- Laetira; Dawn of the Third Age



From the seat of the Dulian Council, acting stewards of the Venelatrian Empire

21 Novear, Year 404 of the Third Age


Let it be known that Venelatria has henceforth altered its stance regarding the warlock Azazel, and his forced occupation of the Morcado dominions. Under the guidance of the Goddess, the Most Honored Council of the Dulian Order has arrived at the following conclusion:

Despite Morcado’s offences during the Gods’ War, the suffering of its people is a far greater offence to the Holy Mother’s order. The Holy Venelatrian Empire will act in accordance with Her mercy, and make steps toward the immediate expulsion of the darkness plaguing its neighbor. To this end, the Dulian Council calls upon you, Christoph, son of Cain. Infiltrate the kingdom’s borders, and lead a small party of locally recruited persons against Azazel. You alone have been marked by the Goddess Laetria as fitting for this task.

Through partial contact with the remaining Morcadian army, the Central Army has arranged for someone to meet you upon arrival. Two Dulian knights have been enlisted as escorts, but otherwise you will receive no aid from Venelatria’s military. Your mission benefits from stealth and secrecy above all.

Keep the faith, and your faith shall reward you.

As a descendant of Saint Marthus Cain, you, Brother Christoph, are blessed with the privilege of wielding the Alabaster Tome, Hallow. The Council entrusts this holy artifact to you—for the sole purpose of purging Morcado of Azazel's influence. Use wisdom and caution in approaching this divinely-appointed task. Heed Laetria's voice, and you shall not fail.


-Postscript-

I apologize to you, Brother Christoph, for the burden that has been so casually tossed upon your shoulders. Laetria's will is unquestionable in itself, but, as you know, it is intentionally left to the interpretation of the Council. Despite my best efforts to reserve a full unit of knights, the majority of the Council voted to interpret Her message literally, hence your isolated position. As a councilman, I accept the decision; as a man, I deem it cruel.

If possible, I will ensure that your escorts remain beside you through the troubles ahead—though I cannot guarantee it. Whatever the result of this, I urge you to keep faith. Unlike most men who claim divine favor, you have the verifiable blessing of the Goddess Laetria. She will actively work towards your victory, if you work towards Hers.

May Her guidance ring clearly in your ears.


Councilor Randolph Erg




(Attached to the tome...)


To Christoph, son of Cain:

Only direct instruction from the Goddess could justify the transport of this sacred tome. Even so, I wish to assuage any doubts regarding the responsibilities of caring for it.

The Alabaster Tomes contain the perfection of magic, made possible for human use. For the vessel of such power to be damaged in any way is an affront to its Creator, and to those who have preserved it through the centuries. An Alabaster Tome is more precious and enduring than any of its wielders—but only if it remains intact. Then it would be better to perish along with the tome.

Keep it secret. Keep it safe. Place the tome's life before your own—for Venelatria's salvation is dependent on it.


Councilor Manfred Droud, Hall of Records and Artifacts
 
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OmniChaos

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- A Brief History -

Welcome to Morcado, a kingdom that sets along the western expanse of the vast grasslands known as the Great Grass. Starting off as a humble way station for the Venelatrian caravans in the 142nd year of the First Age, the small settlement quickly grew and prospered until, in the 261st year of the First Age, the city, led by a savvy merchant named Jarod Morcado, declared independence from Venelatria.

Following the Golden Era of the First Age, amidst the bloody conflict of the Gods' War, the kingdom of Morcado suffered the greatest. The battles between Venelatria and Dongothvarn were raged along the Morcadian border, unleashing great damage upon the flowing grasslands. With Venelatria's abuse of their alliance, Morcado betrayed the empire and allowed the vampires of Dongothvarn safe passage through their land to the Venelatrian border. Even still, Morcado suffered the toll of the war, now instead upon its eastern border. When the war was placed to an end, Morcado was left to pick up the pieces of their once great kingdom.

In the 402nd year of the Third Age, the evil warlock, Azazel, the Blighted, appeared in the kingdom and slew Lucus Humil, King of Morcado. With the king's death, Azazel made Morcado his own, raising a mighty tower, which he declared Migdal Bavel, 'the tower that pierces the heavens,' and ruling from it as a god. He used his magicks to bewitch many of the citizens of Morcado, transforming them into an army of slaves to be sent to spread his control across Nirmana.

(A more in-depth history of Morcado can be found in the Nightfall Lexicon)


- Races -

Though many races exist upon Nirmana, only a few were present for the story at hand. Not all the races or kingdoms of the world concerned themselves with the tragedy befalling Morcado, many busy with their own reconstructions and problems, but these were the ones accounted by eyewitnesses:

Spoiler Spoiler Show



- Magicks -

The energies of creation still course through the world—through the earth and trees, the sea and sky. In the light of fire, and in the surrounding darkness, they are present. By simple virtue of belonging to this world, the sentient races can channel these energies, and will them into new forms. Broadly labeled “magick,” these arts are nothing less than a reflection of the gods’ own power. Use them wisely.



The Wheel of Elements

FireEarthDarknessWaterWindLight

The wheel is continuous. Adjacent elements work well in tandem; opposite elements stand on opposite sides of the wheel.

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OmniChaos

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- Procedures -

1. As mentioned in the letter from the Dulian Council, stealth and secrecy is very beneficial. As such, this roleplay will be a small-cast roleplay, consisting of Christoph Cain, the two Dulian knights, and five Morcadian citizens, including myself. As such, the criteria for selecting these other six roleplayers will be stricter. Ideally, we are searching for roleplayers who will be able to develop their characters realistically and work with the other cast members.

2. Beyond the general skeleton and large-scale, over-arcing plots concerning the entirety of Nirmana, little of the lore surrounding the events in Morcado have been written out. So, we invite you to write some of your own. If you feel compelled to develop a character, area, object, or whatever, go ahead. If it deals with the central plot or something from outside Morcado, please notify either myself or Ordeith first.

3. The roleplay will be set by our own pace. Though a moderate pace is ideal, life often forces us from doing so. If you find yourself unable to post for a notable amount of time, please inform us and we can adjust accordingly, either by slowing down or, in serious situations, have another post in your stead, if desired.


- Rules -

1. God-modding and power-playing are not allowed.

2. Post a template only if you feel it--and you--meet all the requirements for the roleplay.

3. Romance is permitted within forum guidelines.

4. Please keep all combat and magickal abilities realistic to the character it concerns.

5. We reserve the right to deny or remove anyone from the roleplay where deemed fit.

6. Place "For Morcado!" at the top of your template if you have read and agree to all the rules and procedures, and wish to join the roleplay.

7. No reservations.




- Template -

Name:
Try to make it at least seem appropriate.

Age:
Listed races have a typical age span, with Drakes capable of living to 150 years.

Gender:
Are you a boy or a girl?

Race:
Human, Leijonni, Elf, Goblin, or Drake?

Appearance:
Please provide more than just a picture.

Personality:
Describe your character's personality.

Elemental Alignment:
One of the six elements mentioned under magicks, it will decide what your magicks are based off of. Humans are common among all the elements, but greatly so along light. Leijonni are most commonly aligned with light, while elves are aligned with earth. Both goblins and drakes are typically aligned with fire. There are always exceptions to the rule, however.

Magicks:
Describe which of the schools of magicks your character's abilities fall under and what they are capable of at the roleplay's start.

History:
As recent or in-depth as you wish. If you need any help or information concerning lore/details during this time, feel free to contact myself or Ordeith. And again, feel free to make your own.

Miscellaneous:
Musical themes, trivia, etc.

- Cast -

[table="width: 700, class: outer_border, align: center"]
[tr]
[td]Character Name [/td]
[td]Roleplayer[/td]
[td]Age[/td]
[td]Race[/td]
[td]Element[/td]
[td]Magicks[/td]
[td]Role[/td]
[/tr]
[tr]
[td]Christoph Cain[/td]
[td]Ordeith[/td]
[td]26[/td]
[td]Human[/td]
[td]Light[/td]
[td]Miracles[/td]
[td]Laetrian Priest[/td]
[/tr]
[tr]
[td]Zeff Andian[/td]
[td]Argenteus[/td]
[td]37[/td]
[td]Human[/td]
[td]Darkness; water[/td]
[td]Magickal Infusion[/td]
[td]Dulian Knight[/td]
[/tr]
[tr]
[td]Alcaeus, the Indomitable[/td]
[td]OmniChaos[/td]
[td]436[/td]
[td]Human[/td]
[td]Earth[/td]
[td]Omni-Class; Obsidian magicks[/td]
[td]Obsidian Champion[/td]
[/tr]
[tr]
[td]Irritum Le'Nell Hsivat[/td]
[td]Ozma[/td]
[td]???[/td]
[td]Leijonni/Human[/td]
[td]Light[/td]
[td]Omni-Class; Azure Luminous[/td]
[td]The Azure One[/td]
[/tr]
[tr]
[td]Szel Ruzgar & Klist Reikar[/td]
[td]Professor Ven[/td]
[td]??? & 22[/td]
[td]Human & Goblin[/td]
[td]Wind & Fire[/td]
[td]Summoning; Unknown & Casting[/td]
[td]Wanderer & Tinker[/td]
[/tr]
[tr]
[td]Solomon, the Seeker[/td]
[td]Orion[/td]
[td]30s[/td]
[td]Human[/td]
[td]Wind[/td]
[td]Casting; Aeromancy[/td]
[td]Collector[/td]
[/tr]
[tr]
[td]Banesk[/td]
[td]King Sora X[/td]
[td]39[/td]
[td]Drake[/td]
[td]Darkness[/td]
[td]Summoning; Weaponry[/td]
[td]Warrior[/td]
[/tr]
[/table]
 
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Argenteus

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For Morcado!

Name: Zeff Andian


Age: 37


Gender: Male


Race: Human


Appearance:
For the sake of quiet movement and speed, Zeff does not wear heavy steel armor but a simple black-cloth garb with a cape. The cape is pinned using his family crest, and obscures 3 daggers of increasing length, the smallest designed for throwing. A black and silver sheath adorns the right of his hip (He's left handed). He wears black leather satchel with the strap under his cape and the satchel resting on his left side. The bag contains numerous items which he has had use for often, including a small bag of crystal spheres, many cheap rings, a long well-woven length of silver wire, and many poisons (Some lethal, some not).

His hair is black and short, but it's filled with streaks of gray to mark his age. His beard is cut into a goatee. His face is sharp and somewhat catlike, and a jagged tattoo marks his left cheek. His eyes are almond-shaped and green, and his lips are thin. His nose is very pointy, thin and a bit long. Half of his right eyebrow is missing, it won't grow back after being lost in battle. Remnants of a few serious burns mark his skin on various body parts, relics of failed Mage-Smithing experiments.


Personality:
Though driven and seemingly unhindered by questions of morality, Zeff doesn't act like you'd expect an assassin to. He's often mirthful and full of humor for one. He's not often one for vengeance, and is often unphased by even the worst turns of events. He takes great joy in figuring things out, and while others of this disposition become inventors and scholars, this mage-smith enjoys the challenges in killing without being caught. He's a great people person and a decent leader. Despite his impressive list of kills and thefts, he has no criminal record, which shows his skill and dedication to killing.


Elemental Alignment: Darkness, though he has a lesser affinity toward water as well


Magicks:
Magical Infusion -
Skilled in the self-taught discipline of the mage-smith, Zeff is skilled in creating magical items of varying abilities and strengths. The basic mechanic of it is that he may alter an item to have a certain magical property, with more complex enchantments taking progressively larger amounts of time to forge. A very simple enchantment may take only a few seconds. His blade, Sri'nalok, took a long time of work to make, though his skills are far greater now. When an infusion is occupying an item, the next one applied to it is harder to perform and thus takes longer. This effect worsens linearly as more are added.

Some materials are less or more easily enchanted than others. Living matter is difficult, though not impossible, to infuse. Once the flesh is dead, the longer distanced from it's life the easier (So dried wood is easier to enchant than a living tree). Silver is particularly easy to enchant. The easiest to enchant material he's found is Realgar, and thus he has many vials of ground realgar which he uses to make magical poisons as needed.

Weapons:
Sri'nalok -
Zeff's infused sword, this black-steel Ninjato is a well infused conduit for Shadow. The motion of the blade exploits flaws in space to various effect. The blade can essentially teleport itself. In actuality, it's folding the space between it's self and it's target. Among the effects of this is that it gains the full momentum it would have if it had crossed the space physically but takes the amount of time as if it had teleported. This also means it can't pass through solid material unless it can cut through it.

This is not the only thing that altering the shape of space can accomplish. When applied to a larger area a whole body can be teleported a distance - following the same rules - but this tends to be far less precise. This could be him, or an opponent. To a lesser extent he can stretch space to make a motion take longer, which has it's uses in combat. He cannot do this nearly to the extent that he can do the opposite though, so the effect is at most having to move about 7 feet farther than you might otherwise have to.

This ability has potential applications in directly harming an opponent, but Zeff has not yet discovered these.

When the blade was forged, it was designed to release a great deal of poison into the victim's blood, and if he fills it's well with poison it will still perform that function. The name of the blade means "Reaper's Song".

History:
Raised as part of a small city-state, Zeff's community did not look kindly on unfamiliar uses of magic. Magic was something grounded in tradition, to be carefully practiced according to strict procedures. Experimentation wasn't outright banned, but you'd be shunned by almost everyone for it. Mainly two big families vied for power, the Geralt Andian and Mammon Brinelord. The Brinelords call for an outright ban of magic, and conducting of witch-hunts to drive out those making pacts with demons. This may seem extreme, but it had a large following. The Andians were not particularly trusting of magic, but took a cooler stance toward it and wished to keep current policy.

Zeff was the son of Lord Geralt, heir to all his riches and property. When fighting broke out between families in his teens, he killed quite a few through novel magical weapons he'd devised. This was the technique called mage-smithing, independently discovered through experimentation (Much to others exasperation). But this only served to turn the people against the hethonous Andians. Despite the Brinelords greater numbers now, things were nearly even. But a betrayal by Geralt's own brother, disgusted by his tolerance for his son's strange magic, left Lord Geralt Andian dead and Mammon Brinelord in control.

Zeff fled the city to live in it's neighbour, Mantua. There he lived a life much different than before, where he once lived in violent glory and wealth he lived in poverty and mediocrity. But he eventually made a name for himself in this city which was more open toward magic, and for a while he sold magical weapons working with the blacksmith using his talents. His life took a dark turn, however. He killed for the first time when he saw a lord beating his wife for disobedience. He could not resist action, and the man soon found a dagger in his throat from across the room. He was not caught, but he was sloppy - he could be in jail right now had he not gotten lucky.

Though the authorities did not, the famous group of assassins known as Shiva took notice. They recruited him, and he used his rare skill of mage-smithing to kill for them. He was further taught of mage-smithing by their other mage-smith, Orgag. Somewhat different from the technique he'd learned of his own, the training he received from the senior infusionist advanced his abilities by a truly massive amount.

He also became a Dulian Knight recently as part of a contract. The assassins pulled the strings required to get him into the position, his job was simple. He was to capture the Alabaster Tome from Christoph Cain. Killing him is optional, and he'd like to avoid it if he can - though he has no qualms about killing, he does have a certain obligation to protect him as mandated by the dulian knights.


Miscellaneous: One of the two Dulian Knights protecting Christoph, the strings pulled with the help of Shiva.

Zeff is a swordsman of great skill, but his true deadliness lies in his unparalleled cunning. Mage-smithing can create items of great power - His sword Sri'Nalok is an example of this, and could be created much quicker now - but when used strategically it's even more powerful.

He's skilled in stealth, and many skills useful to his job. These include relatively simple machinery, complex poison brewing, disguise, lying and the like. For his current contract he's received a complete education of the church - including those things kept secret from the general public.

The guild of assassins he works through - Shiva - is the most powerful such group in the world. On the tongue of the people, Shiva is the bitter taste of death. Oft mentioned in legend, most pretend to themselves that a legend is all they really are. None truly believe it.
 
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Hazen Gregory

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Oh look, my pal Argenteus has joined?? This'll prove interesting.

I'm in broski, I've sent you a PM. Respond as you have time to do so and I will immediately begin my template. This might cause me to post Reforge's human form(that isn't a child). If not I'll post a Leijonni character.
 

OmniChaos

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For Morcado!

Name:

Alcaeus, the Indomitable​

Title:

The Obsidian Soldier, the Earth Surfer​

Age:

436; appears in the late 30s​

Gender:

Male​

Race:

Human​

Appearance:

Alcaeus stands an intimidating figure, tall with a figure that would place most leijonni and vampires to shame. Though not a hulk of a man beneath his armor, his muscles have become as granite from centuries of training and combat. His skin is tanned and rough, adorned with countless and brutal scars from the war long-since passed. He is very much the living embodiment of those who fought in the war; a soldier through and through.

Alcaeus bears a raven-black mane, slightly peppered with silver strands, his personal medals of valor and bravery. His face is hard, chiseled, and ends at a short stubble that lines his strong chin. His armor is magickally forged, made by the combined efforts of Eredi, Avgrand, and Verdemal, and boasts a larger, durable frame, without slowing or impeding his movements, an act most technological and magickally-based armors could not pull off without great effort. Like his namesake, his armor is a near-black purple, reflecting the faint color beneath light, and is lined with bronze trimmings. Around his neck hangs a crimson scarf, one given to him by his mother all those long years ago to protect him from the cold during the Gods' War.​

Personality:

Alcaeus is every bit the warrior his appearance lets on him to be. Proud, strong, couragous, words that are commonly used to describe warriors such as himself hold true to none more so that Alcaeus. He's a proud warrior who places his honor on the line with every fight, never backing down from a challenge, no matter how impossible the odds may be stacked against him. His pride as a warrior simply would not allow it.

He holds an honorable and honest heart, never using tricks or lies to accomplish his goals. Alcaeus would never attack an opponent from the shadows, instead confronting them and making his presence known before engaging them in combat, nor would he ever consider stabbing someone in the back in order to achieve his goals. While a potential risk, this quality in the Champion makes him completely trustworthy by his allies, as the fear that he might betray them for coin or power is nonexistent.​

Elemental Alignment:

Primary alignment to earth, with lesser alignment to both fire and darkness.​

Magicks:

Obsidian Magicks

A special form of magick created from the combined powers of Verdamal, Erdei, and Avgrand, Obsidian Magick is a unique composition of dark, earth, and fire magicks. Because of Alcaeus's alignment to earth, his Obsidian Magicks primarily manifested as an advanced geokinesis, allowing him to fully manipulate the earth with complete ease. This, coupled with secondary fire and dark abilities, allows Alcaeus a number of powerful and terrifying attacks that truly cements his title as "Indomitable."​

Weapon:

Inselberg, the Sword With Five Blades

Powerful Old-Tech that dates back to the First Age, Inselberg was given shape by the most talented djinn and empowered by the Seraphs as a tool to help end the Black Catastrophe. It was wielded proudly by one of the champions who were sent to defeat the Interloper and restore the natural flow to the world. With the Interloper defeated, Inselberg was allowed to rest and was eventually forgotten. The Gods' War raged while the blade slept, only to be uncovered early in the Third Age by Alcaeus, who sought a powerful blade to replace the one taken from him.

Inselberg is a sword with five blades: two forming the outer-most shell, two forming an inner shell, and one at the inner-most, which is considered Inselberg's true blade. It is a unique piece of Magitech, as the djinn and seraphs infused the sword with powerful fire and wind magicks, an unorthodox method which resulted in giving the sword its own, unique magnetic field--which can be manipulated easily enough by one with magical tendencies--which is attracted only to the extremely rare metals found within the blade. In the hands of Alcaeus, the sword can be separated and reformed using its magnetic field easily, and the individual blade can be controlled, to an extent, as well.​

History:

Alcaeus was birthed in the 602nd year of the Second Age, amidst the bloody conflict of the Gods' War. Born and raised in Jaroton, capital of Morcado, Alcaeus was introduced to the war's strife at an early age, and, like most boys born into this time of bloodshed, was bred and trained to become interwoven with that strife.

Much of Alcaeus's childhood was uneventful; same as that as any other boy his age. Apart from the daily combat and skill training, Alcaeus tried to enjoy himself out in the open flows of the Great Grass. Even at a young age, he knew--they all knew--that he wouldn't be allowed to enjoy life, wouldn't be allowed to enjoy the simple things, so he did so while he could. He typically could be found atop a strange machine--a simple wood board shaped and smoothed, with a small, reconstructed air-booster magitech from a Jinanian warship attached to the rear--which he called a 'land surfer,' noting the visual similarities between the flowing grass and the tides of the ocean.

Alcaeus was sent out into war at the age of seventeen, off to join the vampires of Dongothvarn at Morcado's border with Venelatria. There he fought endless battles for many years, never making any ground into the province of Biensk. However, in the 638th year of the Second Age, a Venelatrian soldier, known now simply as "the Turncoat," defected to the dark god Verdamal's army. Not only did this man lead a bulk of Dongothvarn's forces through Venelatria's defenses, but into the heart of the empire, the capital Ansehen, and, exploiting a weak point in the wall, allowed the dark god's forces direct attack upon the city in an event known now as the Crimson Night. Alcaeus, now the general of Morcadian army and second in Verdamal's forces, was among these forces that flooded the city, aiming to severe the head and end the war. However, while many mowed down innocent while consumed with bloodlust, Alcaeus stayed his sword, raising it only against those who raised theirs to him.

During the conflict, the Dongothian general was injured in combat against the Central Army Supreme General, and placed the duty of killing the High Emperor of Venelatria, Lucilius, on his soldiers. So Alcaeus stormed the High Keep of Ansehen, vampires at his right and fae at his left, and broke through the meager defense with ease, most of which had been sent out into the city. The man reached the emperor, who had been sitting, quietly, at his throne, waiting for the general to arrive. The two had a heartfelt conversation, both questioning why their fight continued so. When Alcaeus told the emperor of his intent, to slay him to draw an end to the war, Lucilius agreed in earnest, having long-since grown weary of the conflict and wishing a close to it as well, even at his own life.

And so Alcaeus killed Lucilius, but that was not the end. Instead of admitting defeat, the Alabaster Saints rallied the people behind them and drove Verdamal's forces out of not just Ansehen, but Venelatria. Unknowingly spurning Lucilius's dying wish to see the war ended, the Alabaster Saints drove at Dongathvarn's forces with great vengeance. And so, to combat this long-embedded thorn in his side, Verdamal, along side the god of earth, Eredi, and the fire god, Avgrand, began the formation of a more powerful group of warriors to directly combat the power of the Saints, one blessed by three gods compared to the one. They were called the Obsidian Champions, warriors gowned in dark armor with magicks and weapons that could challenge the Saints. However, the Champions were never completed, left at only three when the gods took to the field themselves.

At the war's close, when Verdamal was banished from the world by the Elder God Ba'al, Alcaeus, acting general of Verdamal's combined forces upon the vampire's disappearance from the land, was forced to surrender his sword to the Alabaster Saints. The sword remains in Venelatria's Hall of Records and Artifacts, their trophy of defeating the infamous Indomitable Soldier.

Following the war, Alcaeus has sense aided in Morcado's reconstruction from the brink, lifting his sword from time to time to quell the riots and attempted revolutions. Through his greatly extended life, he became a symbol for the kingdom, someone that could be counted on as those of Venelatria did the Alabaster Saints. When Azazel usurped the king of Morcado and took the kingdom for himself, Alcaeus had been training in seclusion in the Frozen North, and did not learn of what had befallen the kingdom until a few years later, when a passing caravan of titans to Heaven's Falls shared the news with him. Upon hearing it, the Obsidian Soldier hastened back to his home.​

Miscellaneous:

Main Theme: The Earth Surfer
 
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Artemis

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Not reserving a spot, since that is a no-no, just showing my interest. I'll have a template started once I get home from work.
 

King Sora X

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Gonna definitely be joining this. Drake character is coming!

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Professor Ven

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For Morcado!

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Hazen Gregory

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For Morcado!!! *rages*

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Argenteus

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Tav, am I correct in thinking that this character's attacks would be more powerful than Vandiken's (Due to the greater energy in blue light), or am I overthinking this and it's just a recolor?
 

Hazen Gregory

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That depends. Not only was Vandiken using "light" and the rp setting was based upon energy and simple matter; this rp is using magic as a base.

More so, you question "power" far too much broski. Did you see this??

Omni-Magic said:
Magick, in all its wonderful variety, has produced some “schools” of magick that simply cannot be categorized. They exist only within a certain niche, are unique to a small group of people, or originate outside this world. These “Omni magicks” produce strange and powerful effects, all. They include higher forms of synergy, summoning, and casting. However, due to insufficient resources, most have not been properly studied or understood.
Meaning that automatically whatever Irritum does is going to pack some sort of punch etc.

You are both over thinking it and comparing completely different forces.
 

Argenteus

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Still, the characters were pretty obviously comparable. You're reading too much into my question, I was simply asking if he was more powerful than Vandiken.
 

Hazen Gregory

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I'm not reading too far into your question, I merely gave you a detailed response. I JUST said you are comparing too separate types of characters. You are only comparing them because they both have a form of colored luminous.

You misunderstand the concept. Magick is on an entirely different tier than energy. As Irritum uses an odd magickal force and all Vandiken generated was red light(even if he could manipulate it) Irritum is more "powerful" than him. Do you understand this??

On another note, I see you still like to involve teleporting in your templates, where as it would be even more interesting if you simply traveled using magick to speed up your movement or manipulate nature someway to relocate yourself.

 

Argenteus

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Well, I wouldn't say magic is necessarily more powerful than light, but I get that in this case it is.

As for the teleportation, that's just personal preference really. I like teleportation. I'm considering a second Mutagenesis character with (A much improved form of) that as his/her main schtick.
 

Ordeith

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Following the completion of this template, I'll be compiling a quick guide to the Church of Laetria—something in which Argentus has expressed some interest, and which some of you will probably need.


For Morcado!


Name: Christoph Cain

Age: 26

Gender: Male

Race: Human

Appearance: Brother Christoph stands taller than most adult men, but in the least threatening way possible. As one would expect, a lifetime of study and clerical duties has done little to build his physique. His shoulders gently slope, his hands are soft and slim, and his robes sometimes seem to envelop him. In all, Cain looks every bit the priest—weak, bookish, comfortable, and well-fed.

Even so, Christoph presents a clean, pleasant image: His face is framed by dark brown hair, parted neatly down the center, which hangs just above his shoulders. Wide cheekbones suit his face to smiling—and Brother Christoph always proffers a smile to others. He is always clean-shaven, and the length of his hair seems never to change. His ivory-colored robes are always brushed and free of stains; his boots, though worn, are cleaned at the end of each day.

Personality: After thirteen years of service to the Church, Christoph Cain has already made the dreadful mistake of many elder priests: He believes, without a shred of humility or doubt, that he knows the absolute fullness of truth. This manifests not as aloofness, but as kindness—a paternalistic attitude that ill-befits his years. Brother Christoph believes that clergy are not only meant to bring the gods’ blessings down to mortals, but also to raise the mortal peoples closer to godliness. To this end, he will suffer any trouble or discomfort to help another person . . . and in doing so, show them the righteous path.

Missionary work in impoverished regions has led Christoph to believe that he understands suffering; on a certain level, this is true. But in the face of suffering, he has yet to experience horror, disgust, fear, or anger. He approaches these situations with a sense of calm that is refreshing and welcome, but ultimately born of ignorance. Rather than falling to natural emotions, he turns to his steady faith and sharp intellect—and believes that these can sustain him.

Elemental Alignment: Light

Magicks: Following his paternal line, Christoph has been blessed with the gift of miracles from above. Simple expressions of want, thanks, and praise manifest as various boons from the goddess Laetria. There is no standard formula for the casting of these miracles, but several patterns have been noted and recorded by Brother Christoph:

- Spirit Sustenance: A prayer of thanks for good health, followed by a petition for continued healthfulness. In response, the goddess endows Brother Christoph with stamina and endurance, and a feeling of fullness that lasts throughout the day. This miracle helps conserve foodstuffs on a long journey—especially as it may affect a group, provided all members are faithful.

- Illumination: A prayer for guidance and understanding, which often results in a floating orb of warm light. The light does not merely provide visibility in the dark, but slightly increases the mental acuity of any faithful within its radius. Non-believers and devotees of another god experience no such effect.

- Light of Life: A prayer for assistance in dire times, and for protection against death. Laetria answers with a soothing, potent form of healing; wounds close quickly, and sickness is expelled. The faithful may experience this healing in any conditions, while non-believers must be healed in the presence of daylight.

- Warding: A prayer of praise to Laetria the Mother, extolling her virtues of protectiveness. A sigil of bright light appears on the ground, keeping hostile parties at bay. It is especially effective against creatures aligned with Darkness. Brother Christoph must maintain a continuous prayer for the sigil to remain active; ceasing to pray quickly ends the miracle's effects. Protection is not granted to the unfaithful.

- Virgin's Seal: A prayer of praise to Laetria the Maiden, extolling her virtues of innocence and love. Receiving such praise, the goddess actively negates harmful magic around Brother Christoph. Sincerity, focus, fervor, and a continuous prayer are required. Protection is not granted to the unfaithful.

- Righteous Dawn: A prayer of praise to Laetria the Queen, extolling her power and sense of justice. This taxing, lengthy prayer requires Brother Christoph's unbroken focus; a single distraction can ruin the effects. The effects, however, are grand indeed: All daylight is intensified to an unbearable degree—unbearable to those not aligned with Laetria's will, that is. It actively purges all dark entities within its reach. The unfaithful may or may not be harmed by this miracle, but their eyes are not protected from the blinding light.​

History: Born in the year 378, a descendant of Saint Marthus Cain, Christoph was predestined to a life in service to Laetria’s Church. He was born into a Church-dominated home, was raised by clergy, and donned the frock of a Dulian acolyte at age thirteen. Those years of devoted study and prayer were uneventful, but rich in personal growth. Christoph quickly showed the Goddess's favor through miracles and minor prophecies—while his wit proved masterful at rhetoric and theological studies. He was born to be a priest, and proved a very good one indeed.

He also proved to be a good person—or, at the very least, a person with the best of intentions. Young Christoph spent two years living among the poor, in areas that had been devastated by monsters and natural disaster. In the darkest moments of their lives, these people found a rock in Brother Christoph. He, in turn, detached himself from the luxuries to which city priests often grow accustomed. For good and for ill, it was a formative experience in his life.

The Dulian Council's charge was communicated at an unfortunate time for Christoph; he had just begun work on a book, part theology, and partly a record of his mission work. He hopes to continue it on the journey, if possible.

Miscellaneous: Character Theme - "Striving to Do Right"
 
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Dari

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For Morcado.

Name:
Dy'Zell Gallowfalls

Age:
Twenty-Seven

Gender:
Male

Race:
Human

Appearance:

Raven-haired main, with crystal blue eyes. He stands a height of about five feet and eleven inches. As a human disciplined with his nature and calming presence, his build is fairly durable, and compressed. His muscles area bout the size of hist fists. With short hair to minimize battle casualties, a gray tunic as he is as dull as they come. Chainmail suspends from his right hip as a permanent conjuration, which if he so chooses, can be obscured from view.

Personality:
Dull. Industrious. And quite skilled.

This raven-haired man, is one that composes himself in a demeanor of self-less endeavors and a constant state of menial delinquency. His actions always come with consequence, but with hopes to be offset by a situation, he places himself in these with hopes that he'll be taken by surprise or "woken up" so to speak. He's all too calm all the time, and speaks in a very monotonous tone, his eyes glimmer dull in the face of life or death situations. The plan and entire reason for existing at the present time is to be forced into a state of fear to inspire more thought to his current lifestyle. In his constant state of apathy complimented with his aloofness, the change of pace to be afraid would do well to add to his sleight of morals and human understanding of life.

Elemental Alignment:
Darkness

Magicks:
Conjuration - A form of casting magick, enabling Zell to use its brother form of magick, alchemy to create objects through a casting motion. Most often what is conjured comes from a variety of steel oriented objects but can be changed into other material with proper study of their composition, depending on the makeup decided and brandished. Zell's proficiency in weapon conjuration to attack and defend are most remarkable, the summoned weapons possesses no significantly special affect beyond the user's sentience being used to guide loose or chained objects conjured. Conjuring takes significantly more time to create larger and additionally refined objects (such as a statue) vs. Conjuring something small and simple (such as a pole or isosceles triangle shaped dagger).

For example, if Zell were to conjure chains to appear along his hand as the controller, the chains themselves could move without excessive need to swing his hand, his fingers would do the work and guide the chains to attack in his stead. This also leads to say, he is able to lift his conjurations that may weigh significantly more than himself with no problems.

History:
[working on this]

Miscellaneous:

-Morcadian Citizen
 

Hazen Gregory

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- Cast -

[table]Character Name | Roleplayer | Age | Race | Element | Magicks | Role
Christoph Cain | Ordeith | --- | Human | Light | --- | Laetrian Priest
--- | --- | --- | Human | --- | --- | Dulian Knight
--- | --- | --- | Human | --- | --- | Dulian Knight
Alcaeus, the Indomitable | OmniChaos | 436 | Human | Earth | Omni-Class; Obsidian magicks | Obsidian Champion
--- | --- | --- | --- | --- | --- | ---
--- | --- | --- | --- | --- | --- | ---
--- | --- | --- | --- | --- | --- | ---
--- | --- | --- | --- | --- | --- | ---[/table]​
You know, this would all be a lot simpler if the accepted characters actually got added to the cast. I'm certain of my participation at this point but not anybody else's. I think Cort(KN) has a specific role but his character hasn't been added either. What's up with that??
 

Professor Ven

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You know, this would all be a lot simpler if the accepted characters actually got added to the cast. I'm certain of my participation at this point but not anybody else's. I think Cort(KN) has a specific role but his character hasn't been added either. What's up with that??
Why so hasty? Omni will add when he adds.


Patience.
 
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