Character Info The CIA Factbook for Cythera's Heroes
#26
Posted 19 June 2002 - 12:41 AM
Age: 62
Species: Yetsonian Elf (Yetsan is a far, far away place that's in my books. Elves there are about 6'6" tall on average.)
Height: 6'3"
Weight: 110
Health Points: 120
Mana: 0
Casting: 0
From: No idea. Currently lives at Pynx
Occupation: Captain of Pynx's guard
Best Skill(s): Swordsmanship, Awareness, Traps, Secrets, Locks, Hand-to-Hand combat
Worst Skill(s): Magic of all kinds, Gambling, Archery, Cooking
Changes into: A Falcon
Body: 19
Reflex: 19
Mind: 19
Weakness(es): Can be extremely irrational and fool hardy. (It seems to run in the family) headstrong.
Strength(s): A very good swordsman, thanks to Desert Fox. Comtemplative.
Weapons: A troll's sword. It seems to be slightly magic.
Spells: None
Lore: Martel is much like his younger brother, Larc, except that he is practically anti-magic. He is the captain of Pynx's guard, but he might retire soon. Martel will do almost anything for an adventure, even if it is straight into death's jaws. (especially if it's straight into death's jaws! ) Like Alaric's memories, he remembers being washed up on Pynx's shores, with no mother or father, only his brother, Larc.
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Once upon a time. The End. "I'm a real nowhere man, sitting in my nowhere land..."
-Modification on The Beatles song
The Shadow is coming to Nova...
"Haul your ass, Harry, but haul it slowly, or you'll sink the damn boat." -George Washington
Barbarian Films
#27
Posted 15 July 2002 - 11:05 PM
Age: 27
Species: Half-Elf
Height: 6' 1"
Weight: 90lbs
Health Points: 58
Mana: 15
Casting: 15
From: The Wilderness
Occupation: Freemage / Macilnar
Best Skill(s): Runes, Cooking, Magic
Worst Skill(s): Hand to Hand Combat, Archery, Swords, Gambling, Traps, Locks
Changes into: A Mountain Lion
Body: 10
Reflex: 12
Mind: 20
Weakness(es): Eroldur is far too cautious. He does not take any unnessicary risks. This may seem like an advantage, but if he could have saved the world by entering a cave, and he knew it, he wouldn't do it. He is also too skeptical.
Strength(s): He really doesn't reveal much.
Weapon(s): His magic, a small dagger
Spells: Up through 8th hall, Runes
Lore: Eroldur is a young elf from the wilderness of Cythera and he has just finished judging in Kosha. He is off to be a freemage in the mountains beyond Land King Hall. It is there that he will study the ancient runes that he believes to be hidden in nature. He is son of Therru Flame.
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"I have a personal life, y'know! I just don't use it."
The Shadow is coming to Nova...
[This message has been edited by Mr. Somebody (edited 07-16-2002).]
[This message has been edited by Mr. Somebody (edited 01-15-2003).]
[This message has been edited by Mr. Somebody (edited 09-17-2003).]
"Haul your ass, Harry, but haul it slowly, or you'll sink the damn boat." -George Washington
Barbarian Films
#28
Posted 09 October 2002 - 03:46 AM
Name: Dusk
Status: Currently living on Roughs Point.
Gender: Male
Age: Unknown
Race: Unknown, human in appearance though
Occupation: Clearing land for his house, but soldier in his past life
Phsyical Appearance: Dusk is a tallish man, appearing to be in his early to mid thirties. He has reasonbly short dark hair with a mind of it's own, tending to stick up in odd places no matter how much combing or washing Dusk does. Dusk is generally unshaven, leaving a darkish stubble and sometimes small beard about his mouth and chin. He is muscular, but not overly so, being of fairly slender build.
Equipment: Dusk has alot of equipment from his past life, which he carried with him through the Rift. I will describe them in detail.
Bio-Blade- Dusks sword is a relic from a great war fought in his other life. The sword is nothing but a hilt to start off with, plain in colour, a sort of gray, with a dullish red patch to one side. When fingers are placed on this patch, and Dusk thinks or says the name of his sword (Dusk) the blade springs to life with an odd tearing noise. The blade itself is black, yet slightly translucent. Its surface seems to crawl with tiny insects, as if a rough sea danced across it. The blade is not straight, like that of a broad sword, but more bent, like a scimatar. The blade is not only resharpened every time it is activated, but it also bears sevral nasty bacteria, that, when in contact with something, spring to life, leaving a pusy, festering wound that will slowly sap life out of the victim. Even the smallest nick from a bio-blade is usually fatal, unless medical help is found in the way of herb or potions. Healing magic often cures it also.
Kevlar Shrapnel Helmet Mark 4- The helmet that Dusk wears is also from the great war. It is (in look) a lot like the modern combat helmets of today. The helmet is comprised out of a super strong, but light aloy. The Kevlar that coats it can deflect most blows, or turn a usually deadly strike into a merely damaging glancing blow.
The helmet also (like all Dusk's equipment) has the ability to seal any minor cuts and cracks within about a week. This gives the illusion that the helmet itself is fairly new. It is also capable of changing its colour somewhat, like that of a chameoleon. This gives the apearance, from a distance, of dark shadows or slightly moving leaves.
Trench Coat- This strange peice of clothing is revolutionary new item for the combat field. Its materiel provides elemental proctection, and never shows wear or tear. It too, has the strange ability to deflect blows somewhat. Although not providing nearly as much protection as a regular armour peice, the coat is a lot lighter and also posses the same chameoleonic quailty as Dusks helmet.
Standard issue Combat boots- These boots are nothing speicial, water proof, fire retardent, almost indestructable. Without feet you can't fight. Without feet you can't run, but who'd want to run anyway? Or so says the motto on the bottom.
Platinum ring- This ring is worn more as a heirloom, then for any particly functional reason. The platinum/titanium aloy makes this ring both immensly strong, as well as quite pretty. The ring itsef is stuck on Dusks hand due to being crushed in a hydraulic door. Dusks ring held the door open long enough to slip a small explosive charge out, destroying the hydraulics before the door could crush his finger completly. The ring bears a series of 16 numbers. This is to identify Dusk, and he had the numbers engraved upon joing the great war. During his first visit to the Land King, Alaric imbued the ring with the ability to transport Dusk to the Conjurers Triangle in the Land King hall, the ring has one charge of this spell, which can be recharged by King Alaric.
Identifing Scroll-This enchanted peice of parchement was given to Dusk by King Alaric. The scrolls purpose is to help Dusk identify items in the land of Cythera, as he is still new. To use the scroll, simply place the item in question on the bottom half of the parchment, and in a flowing, regal hand (probably Alari'cs himself) appears the name and a description of the item.
Well, that's all of Dusks equipment, well, all of it that's worth describing. Now for the history!
History: Dusks history is quite unique. He started his life as a pilot in the Army. He was eagerly training to become a commercial pilot when the Third World War broke out (this is on Earth). The Army already had a large supply of pilots, as it was considered the safest of all professions, so Dusk was shifted to the ground troops, where he served in the 12 year long campaign in Iraq.
The fighting was intense, and due to the U.N. weapons regulations 20 years before, all nuclear armaments and means to make them had long been destroyed. So nuclear combat was out of the question. Instead the war raged with biological agents taking the new role of weapons of mass destruction. All soldiers were issued with various gases and other weapons to aid in the attack, the bio-blade amoung them.
For 12 hard years the war stormed on. Trenches were no longer something you made, it was a strong hold, the safest place on the battle field. Commanders were instructed to compare trenches no matter what the cost. In the second great push (a large amount of troops moving up to capture new trenches) over 10,000 soldiers were killed in the capture of one trench.
The conflict was bloody, both sides pooring billions into defence funding. On the eve of christmas, in the 9th war year, the enemy made their own great push, capturing over 200 trneches in one night, from then on the battle went downhill for the U.N. The enemy bombed every major city ruthlessly, capturing only soldiers and world leaders.
At the end of the great war, the enemy arose victorious, leaving all others in ruins.
After they recovered from the war effort, Iraq and its allies began to discover odd properties in some items. One small nation managed to harness this power, and in doing so created the Rift.
As curious as they were, the allies did not send their own troops through the rift, instead, use to millions of P.O.W.'s that were held scattered thorugh out the world. Dusk was one of these men sent through the Rift, but the only one to arrive in Cythera. Due to the Rifts amazing properties, when Dusk arrived in Cythera, a past echo of himself also arrived, teaching him all the skills needed for survival in the strange new land. Soon after this echo dissapeared, leaving Dusk on his own, without memory of his previous life, and bearing only what he came with.
Well, I think that's it. If you've got any questions, please ask me. I had a lota fun writting all this.
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I am but a shadow
[This message has been edited by dusk (edited 07-10-2003).]
#29
Posted 23 April 2003 - 05:40 AM
Gender: Female
Race: Esperian Mage
Height: 5’2
Age: 18
Occupation: none
Nixus has long auburn hair, dark brown eyes and a rather fair complexion. She most often wears a leather battle suit made by a small tribe of amazons, and a dark green cloak that she wove herself.
Talant Elen: Nixus’ long sword; meaning “Fallen Star”. Talant Elen was given to Nixus by the elf Zail, who crafted the sword from elven mythril. Its hilt is gold and set upon the centre of the handpiece is the elven symbol of the star Alkarinque. Along the edge of the blade is written “Asca melloneamin”, the Esperian Old World spell for haste.
Nixus hails from the kingdom of Junninon, in the land Esper Salam. Although she was born mage blooded, very little magic courses through Nixus’ veins. When she was seven, her five year old brother, Salem, was slain by a tribe of savage barbarians. Only a few months later her parents were also slain. She was cast out by her people shortly after her family died because of her unnatural lack of magic.
Just over a week after turning eighteen, Nixus found herself in the land of Cythera. Although she appears shy at first, Nixus is a strong willed and proud young woman. She has many ghosts from her past that haunt her, and tries her hardest not to let them interfere with anyone she meets. The only memories of her life in Esper Salam that she carries with her are her sword, a small oak pipe, an aging book covered in worn brown leather, ‘The Fallen Angel; Nixumphadora’, and a yellow and white gold pendant shaped as a four leaf clover, which contains an old black and white picture of Salem.
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Uuma quena en'mani lle ume, ri'mani lle umaya. Uma ta ar'lava ta quena ten'irste'.
Do not talk about what you have done, or what you are going to do. Do it and let it speak for itself.
[This message has been edited by Nixus (edited 08-11-2003).]
#30
Posted 24 April 2003 - 02:03 PM
Gender: Male
Race: Human
Height: 6'2"
Age: 21
Occupation: formerly a titan rancher, now between jobs
Description: Joe has short brown hair and a short beard. He always wears a strange, wide-brimmed hat and tough, but well-worn leather boots. Joe has deep brown eyes that often make people say he can tell what they're thinking.
Weaponry: Joe's father was not only a titan rancher, but a retired officer in the third Tyrant's military. Joe carries some of his father's old army weapons, including a short broadsword, a small shield. His armor is a hardened leather and mail breastplate, which Joe wear underneath his old brown tunic. Joe also carries his father's bow. The bow has some interesting markings carved along its length. Joe doesn't know what they mean, but his father always said they made the bow "lucky", and an arrow shot from this bow rarely misses.
Abilities: Joe is very perceptive and observant, and though he doesn't have the magical ability of Ascertainment, he is often able to tell if someone is lying to him. He also is quite strong, having worked hard on his family's titan ranch all his life. His father was a friend of the wandering bard Demodocus, who taught Joe how to play the lyre. Joe, through some natural ability, developed a way to calm animals with his music. Some people say that the ability may actually be magical, and a few people, including his late fiancŽ, advised him to go to Pnyx to find out. But Joe enjoys leading a simple life, and he feels that studying magic would just complicate things.
History: Joe was born and raised on his family's titan ranch in the mountains. His mother died of a strange disease when he was a young boy, leaving his father to raise him. When Joe was 19, his father died from complications due to injuries he received while defending a stray titan from a pack of wolf-lizards. Joe was already able to take care of himself and the ranch, so he wasn't left without support. He continued to work hard on the titan ranch, selling trained titans to people as farm working stock. His beloved Charis was the daughter of one of his customers in Catamarca. Her parents both died in the plague shortly after she and Joe met. They started as friends, fell in love, and finally Joe asked her hand in marriage, which she agreed to. But soon after their engagement, Joe received a mysterious visitor who wanted to buy all of Joe's titans for reasons he refused to disclose. The man wore a poison-green and silver amulet, which seemed to exude evil and corruption. Joe did not trust the man, and turned him away. As he left, the man shouted, "You will rue this day, Josephus!" A week later, while Charis was over at the ranch house to discuss the wedding plans, the man returned, bringing with him two score of ruffians to take the titans by force. One half of the ruffians were ordered to tear down the fences and barns and capture the titans, while the other half were ordered to attack the ranch house out of spite. Joe and Charis held them off for as long as possible with sling and bow, but the ruffians continued to get closer to the house. Joe went down into the cellar to fetch his father's old weapons, while Charis remained at the window with Joe's bow, taking down several of the scoundrels. While Joe was below, she ran out of arrows. The ruffians tore down the door, and she used a meat cleaver and a broken-off table leg to successfully defend herself. However, to fight the men who had come inside, she was forced to turn her back on the open window. Joe came up from the cellar just in time to see an arrow come through the window and sink deep into her back, killing her almost instantly. With a cry of grief and rage, Joe threw himself at the ruffians remaining in the house, ignoring all physical pain until all of the ruffians were dead or had retreated. Joe killed eleven men that day. A blow from a ruffian's club broke his leg, and he was unable to follow the retreating ruffians. As the ruffians left, they shot flaming arrows into the thatch roof of the ranch house, which quickly caught fire. As Joe struggled with his broken leg to drag the body of his beloved Charis outside, he heard the diabolical laughing of the man with the amulet riding away on one of his titans. Once outside, he removed the arrow from her back, and inspected it. It had green feathers, a green stone head, and evil-looking markings on the shaft; it was clear that the arrow was enchanted with some vile magic. Joe dragged her body to the top of a hill overlooking the meadow and, after saying a few words, buried her there. He sat at her graveside mourning for two days, occasionally looking down the hill at the destruction that had been his ranch. Almost everything had been damaged beyond repair, and Joe realized he had nothing left for him here. On the morning of the third day of his wake, some titans who had escaped capture returned to the meadow. Their return encouraged Joe, so after binding his leg and finding a stout stick to lean on, he went down to the titans. He found that seven titans had returned, one of which was his trusty old steed Green Giant. Knowing the ranch was beyond repair, he rounded up the titans and headed for Cademia, where he hoped to find odd jobs until he could increase his money supply and return to his ranch with help, both for helping him rebuild and helping him defend his land should the man with the amulet return.
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"I have not failed. I've just found 1000 ways that won't work." - Thomas Edison
[This message has been edited by Big Joe (edited 11-16-2003).]
#31
Posted 09 May 2003 - 02:04 AM
Name: Pyrus
Race: Human
Age: 17
Height: 6'
Job: Swordsman, former apprentice.
Appearance: Pyrus has a sharp face, with deep brown eyes, and hair hanging down to his lower back, pulled back in a crude ponytail. He wears a simple leather cuirass that he purchased in Cademia over a plain white woolen shirt, and the same baggy pants as he was wearing when he left his master's cottage. He wears leather boots, surprisingly comfortable. Carrying a simple short sword at his side, he looks just a little buff, but not overdone.
Strengths: Quite strong in body, and fairly skilled in swordplay, Pyrus is also quite strong-willed and kind-hearted. He was taught a strict code of honor by his master, to always be true to his word, loyal to those that were (Or would become) his friends, and as benevolent as possible to those who were not.
Weaknesses: Pyrus, having trained for years under his master, is ignorant of the world around him, only seeing it as he did when he started his quite isolated training at age 13. This makes him quite naive. He also tends to have a strong tendency not to follow rules, despite his master's efforts to curb those impulses. Also, he has proven to be a bit queasy when it comes to killing other men.
History: Pyrus had been a small boy living in Kosha, when the man called Fanatic finally returned from his travels. Fan had always been fond of Pyrus, and expressed his desire to teach him. So, with consent from his parents, he was apprenticed to Fan, who had, upon returning, purchased a small cottage on the far outskirts with some of the money he had acquired on his travels. Pyrus had been an apprentice for four years, learning the art of the sword. Soon came the day that his traiing was to end, and Fan packed him up and sent him on his way, toward Cademia and the Alraecian Tavern, to find some of Fan's old friends, and put himself at their service. On the way, he met Rogan and Lukyan, and stayed at the tavern for a few nights. Since then, he was chased into joining up with Joe on a quest to save all living things.
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--Fanatic72802 (GameFanatic)
But the darkness has passed and it's daylight at last!
The night has been long ditto ditto my song,
And thank goodness they're both of them over.
[This message has been edited by Fanatic72802 (edited 05-09-2003).]
[This message has been edited by Fanatic72802 (edited 12-03-2003).]
#32
Posted 01 August 2003 - 11:28 PM
Gender: Male
Race: Moogle
Height: 2'4"
Age: 462
Description: A little on the stout side, as moogles go, he is usually reffered to as 'Moogle,' since his race is rare, and his name is unpronounceable. K'reec'renetch has a distinctive black scar accross his left cheek, left by an unholy adversary, several centuries ago.
Appearance: Moogles are small, cute, fur-covered creatures resembling teddy bears, though somewhat feline in appearance. They're usually white, though the colour of some breeds can vary to blue, pink, purple and other colours. Though moogles vary somewhat from breed to breed, some have a sort of thick, whisker-like hair on their cheeks. Their large heads are topped with small, pointed ears which have very keen hearing. They also have a single strange antenna which ends in a ball. It's uncertain what purpose this serves, but I suspect it's a necessary part of the moogle's limited form of telepathy. Their large oval noses are usually red or pink, and on their backs sprout bat-like wings of the same colour. The wings are small and incapable of flight, but are necessary for balance. They allow the moogles to perform the agile flips and acrobatics their race is known for. The average moogle only grows to be between two to four feet high.
Armory: The moogle carries a small pack on its back containing survival tools, but posesses no physical weapons, apart from it's own teeth and claws.
Abilities: This moogle is strongly gifted with the power of magic, and never shuns an opportunity to use it. As all moogles, most spells are cast by dancing, and since K'reec'renetch is suprisingly nimble on his feet, he can cast a quick succession of attacks, or retreat from a situation with the utmost speed.
History: Moogles first appeared as the cute creatures we've all come to know and love, in the game Seiken Densetsu (super crappy English name: Final Fantasy Adventure). From there, they began to make their debut in other Squaresoft games, including the Final Fantasy series and other Seiken Densetsu games (Secret of Mana in English). Although moogles didn't appear officially, there's speculation that the beavers who guarded the castle in Final Fantasy II may have been the moogles predecessors. They look awfully similar, don't they? In Japan, moogles are known as mogli, which was translated in most games as moogles. However, when Final Fantasy VII rolled around, the word was translated as mogs, which caused a significant amount of confusion about the race. Particularly since one of the main characters in Final Fantasy VI was a slam-dancing moogle character named Mog. Final Fantasy Compendium speculates that the word mogli may be formed from the Japanese words mogura which means mole and koumori which means bat. It may also be significant to note that the word moggie is slang for cat in the UK.
Language: Moogles are creatures of few words. In fact, their entire vocabulary consists of only two: kupo and kupopo. It's obvious that no society can function with two words alone, so something else plays a part. Moogles possess a form of limited telepathy. They themselves probably don't consider it as such, or even realize it's existence. It allows them to exchange mental images and ideas. Though most communication involves body language, this thought exchange allows the 'listening' moogle to understand clearly what the other is trying to express. The ability comes as naturally to them as breathing, which is why they don't even realize the gift. Most human minds are unable to pick up the weak pictures that moogle minds can, and so the mystery of their language remains a mystery to most. Moogles are fond of simplicity, and thus their two oral expressions are simple. Kupo is used to express anything good: greetings, happiness, it's the term for day and light, victory, and any other positive concept they wish to express. Kupopo, then, is the opposite of that: farewell, sadness, hate, night and darkness, defeat, death, etc. The actual meaning behind the word in the context the moogle uses is communicated through an accompanied thought or image and action. As a result of the form of communication used by moogles, they are incapable of lying, and can tell immediately if someone else is. The liar's body will communicate something different than what they say, as will the emotions their minds express. Moogles cannot read thought, entire thoughts are too complex for them to understand. But they can read the emotion and the wordless feelings that accompany complete thoughts.
Culture: Since oral communication among moogles is limited, body language plays a major part in their method of expressing themselves. As a result, it's unsurprising that dance is a main part of their culture. Though moogle dance can vary from simple to incredibly complex, some of their oldest dances - when flawlessly performed - tap into some of the deepest powers of the world. They can harm, heal, and call upon the elements. The dances with this result, however, are very hard to complete with the perfection required. Despite the moogle's lack of words, they have a very deep culture, which varies significantly among types.
Species: Cave-Dwelling moogles make their homes in the earth or mountains, choosing locations like natural cave systems and abandoned mines. They are more secluded than the rest of their kind, often keeping their existence a secret and living only among themselves, shunning contact with other races, though there have been known to be exceptions. These moogles are fierce fighters, ready to defend themselves and their home against any threat. Though, as is the nature of all moogles, they're ready to accept any peaceful friend regardless of race. Despite this, travelers should be wary and make no moves or think anything that could be interpreted as aggression. Moogles are slow to anger, but once provoked they will attack violently. Cave moogles are debatably the greatest fighters in the world. Though cute, friendly and cuddly as any others, they are very powerful. Don't under estimate them.
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I scream. You scream. We all scream. For pork loin.
In memory of the Void?
#33
Posted 05 August 2003 - 12:35 PM
Race: Human
Age: 15
Height: 4'8"
Weight: 75.9 lbs
Current health: 75
Max health: 125
Current Mana: 60
Max mana: 175
Approx. Level: 5
Skills:
Mana (5)
Casting (5)
Attack (5)
Defense (3)
Sword (2)
Shield (2)
Bow (3)
Weapons/Armor:
Black Cloak, Hard Leather Armor, Chain Boots.
A Metal Sword, 2 Crystal Throwing Daggers and a
Metal Long Bow (all three are ice and lighting enchanted,
Val and Acrolek). Back Pack
Background:
(working on it)
Friends:
Acrolek, Val
Other:
Thomas likes going on almost any quest.
(Working on Vals Character info)
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#34
Posted 04 January 2004 - 01:35 AM
Gender: Female
Height: 5’11
Age: Ageless
Tyronoe is a beautiful sorceress who specialises in illusion, shape shifting and evocation. She has an evil, mischievous nature and loves to cause trouble, especially for young naïve men. Her hair is long and golden, her eyes are a soft grey, and her skin is milky and pale. When in her own form she is usually seen wearing a flowing ivory-coloured gown and a circlet of delicate wildflowers in her hair. Tyronoe rides upon a black and gold unicorn.
History:
Tyronoe’s history mostly consists of corrupting, overthrowing and bringing destruction to noble kingdoms. She mostly works on her own accord and rarely allies herself with others, whether evil or good.
Tyronoe was born in Catamarca. Her fairy mother died shortly after Tyronoe was born, and her father was too poor to take care of her. A distant relative agreed to take the child in exchange for a debt to be called upon at any time. Tyronoe was raised harshly and treated more like a servant girl than a daughter, but as she grew older her nature turned sour and she rebelled against her caretakers.
When she was fifteen Tyronoe journeyed to Pnyx, where she studied to eventually become a Freemage. But instead of using her magic for better, she used it to take revenge upon the land that had always treated her unfairly. In an almost sick way she began to enjoy making everyone else suffer, and took it up as not just a pastime, but more like her entire life.
Magic:
Being of supernatural blood, which is indicated by her name ‘Le Fay’ meaning ‘the fairy’, she has a natural immunity to age. She gained most of her skills training at the magisterium.
Tools:
Tyronoe has no use for weaponry, but she does carry with her a harp, which she uses to enchant her victims, and a long knife in case she is in trouble that her magic cannot get her out of.
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When doubts arise, the game begins
#35
Posted 16 May 2004 - 06:20 PM
Race: Night Elf
Age: 265
Gender: Female
Height: 5''1"
Weight: 105 lb
Reflex: 24
Mind: 22
Current HP: 750
Current MP: 900
Max Health: 1500
Max Mana: 1950
Approx. Level: 18
Status: Alive, visting a tavern
History:
Not much is known about this night elf, excpet she is a skilled archer/mage/warrior.
Abilities:
She can cast many spells such as: FlameOrb, IceWind, ManaShield, ThunderShot, and CloakWalk.
She also has many Enchantments/auras, a few are: ThornAura, BrillianceAura, TrueShotAura
Inventory:
Etiko carries two short swords and a two handed sword for melee combat. She carries a strong elven bow with enchanted arrows. Etiko wears a dark green/black cloak, with leather armor underneath.
Apperence:
Etiko looks a lot like other night elves, purple skin color, jet black hair. Her eye color is a blueish grey, but no one can say for sure. Etiko is mostly "seen" wearing a dark green/black cloak that has a few wards and runes symbols, she rarely takes the hood off.
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Why do we kill people, who kill people, to show that killing people is wrong?
[This message has been edited by Dark Jet (edited 05-17-2004).]
#36
Posted 24 June 2004 - 03:17 AM
Gender: Female
Race: Cytherian human
Age: 8
Description:
§ Short jet-black hair that curls up at the bottom
§ Slightly over-sized glassy light blue eyes
§ Fair skin
§ Echo wears a violet t-shirt and puffy caramel brown pants. She has a scarlet cloak that hangs down to her knees, and black leather boots (which reach just above her ankles) with cuffs that stick out about 5cm all around
Weaponry: Dagger
History:
Echo was born in Odemia. She is the youngest child after four boys, and belongs to House Atussa. She spent a lot of time with the Blacksmith, Milcom, and helped him in any way that she could (which wasn’t an awful lot considering her size). She learned a lot about weaponry from Milcom, and slowly began to dream of being a great warrior.
After being severely discouraged by her parents, and the boys living nearby, Echo made several attempts to stow away in random carts leaving Odemia, in search of someone who would help her (she failed the first four times).
When she finally succeeded, the cart ended up In Catamarca. Upon being discovered, Echo wandered a short way up the East Coast before being offered a ride up to the Southland Vineyard. From here she hitchhiked up to Cademia where she now resides.
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When doubts arise the game begins
[This message has been edited by Nixus (edited 06-24-2004).]
#37
Posted 25 June 2004 - 08:53 AM
Race: Human
Age: About 25
Gender: Male
Height: 5.8
Weapon: Staff
Background:
Not much is known about Medoc, he used to live a life away from all civilation. Some people say that he uses magic to fight and others say that he just supernatural powers. The second is closer to the truth, Medoc is a telepath in a way, when he was a child a powerful wizard casted a spell on him and gave him telepathic powers or so he thought, to be closer to the truth its more of an ability to see a split second into the future and that is all that is needed to dodge a sword. This was the point that he moved away from civilisation. The 10 years that he was away he grew his telepathic powers a little and also taught himself how to do some slight telecenetic powers (only very small, moving sticks and very small stones, not much use really). He learned to fight with a staff because a stick was the easiest weapon to learn with to fight when your on your own without any real weapons.
For the next few years after he came back to civilation he was an assassin and because of his powers he could do it from a long range without even being noticed, even if he got noticed he could just make them forget all about it (this trick only really works on the simpler minds). On his travels for work be came a long a tavern and found that the tavern changed his life for better or for worse is for you to decide.
The only magic that Medoc really knows is illusions, just tricks of the mind. Although the illusion cant cause any physical harm to anyone or anything people can still feel the pain because they think that they can feel it. The only time that an illusion doesn't work is when the recipient knows that it is just an illusion because an illusion is basically just a mind trick that requires less mental effort than an actual mind trick.
Appearence:
For the time that he is leving in he seems to be quite a but taller than a lot of other people. He has short black hair and always wears a black coat that goes past his knees. Most of the time he has his hood covering his face so you cant see his blue eyes. He has a longish face with not too much meat on it, it doesn't make him look old because they is still enough meat on is face that you cant see that bones sticking out.
------------------
The mind controls the body, but the heart controls the mind.
Half Truth
This post has been edited by Half Truth: 28 January 2005 - 10:51 PM
Half Truth
#38
Posted 25 June 2004 - 02:13 PM
Race: Half Elf
Starting Age: 15 (in human years)
Current Age: 17 (in human years)
Gender: male
Height: 5' 3"
Weight: 120 lb
Mana Quantity: Less than if not equal to Wizard's
Status: Alive, Not so Healthy, Traveling
History:
Not much is known about this half elf, excpet he is a average mage/warrior and has adventured on some quests, including the Ruffian Encampment. Talryn is writting his history down before he reached Cythera.
Abilities:
His range of spells was increased during the times that he 'melded' with the Death King. He is quite proficent in Druidic spells and elemental spells relating to snow/ice. Also he can cast some darker spells and can also merge the druidic spells with the dark arts that he knows to create some pretty devastating spells.
Inventory:
Talryn originally carried two scimatars and a two handed sword and wore a light and dark green cloak, with leather armor underneath, when he first appeared in Cythera. More recently he carries around a dagger and possibly a sword and wears little armor. Since his magical abilities have grown over the past two years, he will use it in most situations and resorts to melee combat rarely.
Apperence:
Talryn looks a lot like other humans, except for the ears. He has dirty blond hair and a blueish grey eye color.
Friends: Selax, Wizard, Medoc, and a few others that he adventures with.
Other: Talryn has been more or less cursed. It is more of a side effect from the brief period of time which he had served the Death King. Anytime that Talryn helps with a spell, a part of him is lost and he gains a part of the spell's caster. Such as the time when he helped cast a spell with Wizard, he had involentarily gained a weak form of telepathy, but he also lost a part of his past.
Talryn has not shared the knowledge of this curse, and he guards that part of his mind quite well. Not even Wizard knows about it yet, but Talryn will reveal it in due time.
Abilites gained through the curse so far:
-Weak Telepathy
-Mild Telekinsesis (sp?)
-'Hate Magic' (see Satori)
[Dec 8 Edit: Updated Talryn's information]
[Jan 2 Edit: Added in the list of abilities due to his curse]
This post has been edited by Dark Jet: 14 January 2007 - 10:49 AM
#39
Posted 20 July 2004 - 10:43 PM
Name: Joru
Age: 4,250 years
Class: WariorMage (summoner)
Weapons: a common short sword and Quickening (long sword)
Magical abilitys: water, ice, mist, dark, holy, angelicwing, demonicwing, and weapon summoning
Race: deamonKentarian
Origin: Kenaries III
Phisical Discription: 6' 7", black hair lime green eyes, wears a black trench coat with the sleeves cut off, with hammer and lighting cross bones insignia on back. On his arms are two shackles, each about 6in. long and look to be made of silver, he carries his sword at his sides. Quickening on his left and a normal long sword on the right
History:
Banished from his home world of Kentaries III he wanders Cythera trying to find a way to return to his home planet and seek revenge on those that framed him for the crime which banished him. Enjoys company but usualy stays away from crowds, likes sweet ale and because of his race is almost unable to get drunk. Joru is subject to certain power surges, because his opposite powers war with in his body, these power surges can destroy entire citys
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[This message has been edited by Kentonis 8356 (edited 07-21-2004).]
This post has been edited by Kentonis 8356: 01 October 2004 - 07:51 PM
#40
Posted 22 July 2004 - 01:11 AM
Age:Unknown
Height:6'4"
Weapons:2 swords
Race:Unkown air elemental (not a Sylph)
Weight:0 pounds
Body:???
Reflex:???
Mind:???
Armor:None
Spells:Average Cytheran mage spells, ability to turn invisible or shapeshift, able to fly
Description:
Selax wears a black cloak. In appearance, he resembles a human. He has silver hair and grey eyes. He is also thin and, although he looks young, to most he seems to be old. The details of the upper part of his face are hard to make out because of the hood he usually wears. Being an air elemental, he is virtually immune to physical attack and unaturally strong, but he is more susceptible to magic attacks. He doesn't need to sleep much, eat, or drink. He neither smokes nor swears. The swords he carries are of an unknown craftsmenship and are designed to suit his abilities. (For instance, when he turns invisible the swords do as well and, when Selax carries them, they are able to fit through places where they ordinarily shouldn't fit.) They always seem to be hidden within the folds of his robe. Since he has lived so long and traveled so widely (not to mention his natural advantages in combat), he has been able to hone his sword skills until he has become one the best swordsmen that has ever lived in any reality.
Note: Total shapeshifting (that is completely changing his appearance) is very difficult to do and maintain, making it almost useless in combat. Shapeshifting is still useful in combat but not as useful as it sounds. It is however useful when one was trying to sneak around, although some could see through it. Because of the difficulty, Selax usually only takes a rough form while in disguise; sometimes, he will take much more detailed forms but can still be detected by some. Invisibility is also basically useless in combat: Selax has to move really slowly or he produces a large series of obvious ripples. It is a skill only useful for sneaking around and even then at slow speeds.
History:
Selax was born millenia of years ago on unknown planet and is one of the oldest living beings in existance. After centuries of trying, he developed the ability to travel to distant worlds across the ethereal void, and although it nearly killed him each time he did, he still continued to do so. After many years, he came across a human child with vast telepathic and telekinetic potential. Recognizing this power, Selax decided to take the child somewhere safe where he could develop his powers. It was on this quest that Selax first came to Cythera (shortly after it was formed), where he entrusted the child to the Seldane. He was fully intending to leave when he became mixed up in the element's wars. Since then, he has remained in Cythera leaving only occasionaly. Not much more is known about him.
Here is some of Selax's background told in his own words:
"I suppose it is a story that should be told after all this time. It began a long time ago. Long even to me for it began near the end of the first eternity of the existence of the ethereal void. (I am a lot older than I may look.) At that long ago time, I still lived on my home planet, which made up a single reality in which dwelled my race. My race had many names for itself, but we most often called ourselves "Children of the Air" (divided into sons and daughters of the air).
"I was at that time something of a scientist, doing various tasks given me by a council of elders (who also were the rulers of my race). It was during my work on one of these tasks involving a series of strange earthquakes that I made a dismaying discovery. The stability of our unique reality had somehow been destabilized. This problem had a somewhat alarming side effect�an eventual, unstoppable, and complete destruction of said reality. Despite the serious nature of this problem, I knew that the Council would desire that an escape from said destruction before they would accept the data.
"Working hard, I found such an escape. I found that through an extremely painful process any one of my race could travel into the ethereal void and from there into other realities. Soon after I learned to use the process, I presented my data to the Council. They were naturally somewhat skeptical, but they agreed to allow our eldest and most distinguished scientist to review the information. That scientist was named Balthon.
"Despite all the proof that I had gathered and the increasing seriousness of the earthquakes, he rejected my data and told the Council there was no threat. He told them there was no process for entering the void. In turn, they discounted my data without even having another scientist examine it. No one else believed me over Balthon because Balthon was older, and this meant everything in our society. After some years of continuing to voice my findings and continuing to be ignored, I grew discouraged and entered the ethereal void for some time to think. It turns out that I had left at just the right time.
"I had hardly entered the void when my home exploded behind me. My calculations had not been able to determine the correct time of the destruction, and I was unaware that the problem had grown that serious. Since then, I have journeyed alone for many ages and through many realities. I had believed for all those eons that Balthon had merely been mistaken. His presence here proves otherwise. The process for entering the void is painful and takes time to master. The fact that he had taken the time to master this process while denying its existence means that he knew about the threat and lied. Thus, in effect, he murdered my entire race."
Selax eventually killed Balthon in a epic duel, in which he himself nearly died.
Selax was heavily involved during the Troubles at Pnyx. Indeed, unknown to many, he manipulated many of the decisions made by the Mage Council at that time along with many of the other events there. At that time, he also learned the history behind the Death King and that he had Neina's prison in his keeping; he also fought in the battle that marked the renewal of the Eternal War.
Then, he and Tomsan time-traveled to Cythera five thousand years in the future. Here, they fought and killed Detharon (and also knocked down the The Alraeican Tavern) before returning to the past.
Selax joined the adventurers from Cademia in a quest to recover the Sword of Elements. On this quest, he fought and killed his last elemental student, Alkar, in a sword fight at Mayer, City of the Elements.
He left Cademia to search for parts of the Amulet of the Dead and met a band of heroes at Tavara's Stronghold. Unfortunately, he failed to recover the Amulet because of Rapierian's treachery.
He briefly searched Pnyx before the death of Propontis but left before the murder and so was uninvolved in those events.
Recently, he has reappeared and is traveling with the group once more.
This post has been edited by Selax: 03 June 2009 - 05:42 PM
#41
Posted 22 July 2004 - 01:43 AM
Status:
Alive
Info:
Nickname: Rumor often refers to him simply as The Wizard, although he much prefers just Wizard to those who know him, but above all else, he cannot stand nicknames, especially Wiz.
Name: Unknown. Wizard has never known his birth name, but he has spent time trying to find it. It could be called his life's quest: to find his real name.*
Age: Unknown number of thousands
Gender: Male
Race: Human
Height: 5'2"**
Gear:
Weapons: He always keeps one hand free if he can, but in the other hand he carries a staff. His staff, which was most likely crafted by him, is of a unique design and holds an orb on top. It is possible that this orb is the source of much of his magic.
Armor: A heavy cloak that serves to keep him warm and protect him from some physical attacks
Helmet: None
Necklace: No one really knows
Rings: Wizard does wear one plain, golden ring on his right middle finger. Why he wears it on this finger or what purpose it serves is not known.
Feet: Thick, black boots
Description:
Wizard looks to be a simple old man. He wears a heavy robe, tied with a sash; a cap rests on his head to either hide baldness or keep him warm. His small ears stick out from under his hat, and his eyes are very probing. Covering most of his lower face, Wizard has a very long beard, one that stretches almost to the tight fabric belt about his waist. Above his eyes are bushy, gray eyebrows.
In his right hand he wields a long black staff. On top of this gnarled staff he has placed a glowing orb. This orb is thought to be a source of power for Wizard. It also provides light for him in darkness, when he wants it to. Rumor has it, though, that the orb cannot be used by any other than Wizard. It will occasionally begin to pulsate when he casts a spell. The staff also doubles as a weapon. His other hand is left empty.
History:
As far as Wizard knows, he was born on Earth where he grew to about one year of age before he was taken to Cythera. A strange air elemental called Selax had recognized great potential in him and taken him to live with the elementals in Cythera.
The elementals that he stayed with were kind, and they kindled a great power in him. By a young age he could read minds. In the years that followed he survived the Elemental Wars and grew to be very powerful in the matter of mind.
Most of Wizard's powers lie in his ability to read minds. His own mind is constantly detecting the thoughts of those that are near, even when he is not actively trying. This ability continues to give him helpful insight into the emotions and motives of both his enemies and friends.
Interestingly enough, this talent works two ways. Not long after Wizard had developed his mind reading skills, he found that he could influence the thoughts of weaker-minded beings and some stronger ones. Using this power, he can cast illusions merely by making others see what he wants them to see. His influence over the mind even reaches the point of mind control in some cases. Wizard very rarely uses this ability, though.
Another trait is his ability to control his own mind. With his mind, he can move objects without needing to touch them. In short, he has a reasonable amount of telekinetic powers. He only uses his telekinesis when he has to, as he seems to enjoy doing things with his own hands and feet. He has mastered this control over his own mind by forcing himself to believe anything that he tells himself. This is how he can go for months without sleep or food. This is also what has supposedly increased Wizard's lifespan; he forces his mind to believe that his body can last longer, and it does. There is no knowing, though, how much longer Wizard's frail human body can be made to last, a thought which has repeatedly occurred to the old man in his many sleepless nights. . .
As years passed, he became quite adept in his studies. He found that he had the ability of leaving his body, virtually. His mind can reach out, escaping the body and wandering in the world of Cythera as an unseen ghost, but he can only do this for a limited time. He must be restored in his body within a certain period of time or he will die. Wizard has only used this a few times. The reason is obvious: it is extremely tasking on his magic and very exhausting for the mind. It is also quite dangerous.
In the more recent years of his travel, mainly since he began traveling about with a particular group of vigilantes, Wizard has focused much less on developing his mind reading powers in favor of telekinesis. He has learned how to extend his telekinesis to the molecular level. Through his minds probing he can apply telekinetic pressure inside and outside an object's structure, down to the molecules. This causes a sort of implosion-explosion that results in total obliteration of the target. Wizard is still working on this skill. It is very new to him, and he is uncomfortable with new skills of such power if he doesn't have complete mastery of them.
His normal magic skills and spells had never developed well, leaving him with virtually no magical strength, if any. Wizard once tried to remedy this by attending Pnyx to learn the ways of magic. In his time there Wizard grew closest to the librarian Selinus, most likely because he spent most of his time in the library. Despite this honorable attempt to increase his power, Wizard left as a monumental failure. He is perhaps an example of the weakest and worst mage to ever leave Pnyx.
Another field that Wizard is virtually useless in is that of fighting. He knows a few moves and can stand his ground for a little bit, with the help of telekinesis, but in the end of a fight, Wizard usually receives quite a beating.
When it comes down to it, there is little that Wizard is uneducated in when it comes to the fascination of the mind, but he has no effective amount of magical powers or strength to fight with. Even with his mind powers, Wizard rarely uses more than a few skills. No one really knows why. The rationale for this may be because a lot of the things that deal with the mind are mana draining and also tire Wizard's own mind out, especially considering his age. Another possible reason is that Wizard is afraid to tap into the full potential of his power out of fear of what may happen.
*Regarding the matter of his name, Wizard has repetitively told himself that he does not know his real name, but he secretly suspects that it is somewhere deep within him, hiding. Since he still does not know his name, he merely goes by "Wizard."
**As mentioned earlier, through great discipline of the mind, he can control himself. Wizard uses a combination of illusions and minor physical changes to alter eye-color, hair-color, height, weight, appearance, appetite, and many other characteristics. Although he rarely does this; Wizard prefers to stay in his usual and most recognizable form.
This post has been edited by The Wizard: 29 May 2009 - 01:45 AM
#42
Posted 12 September 2004 - 01:16 PM
Race: Human
Age: Unknown- can't count that high...
Gender: Male
Height: 12 cubits
Weight: Roughly that of a medium sized horse
Hit points: Plenty
Magic points: None whatsoever
Typical clothing: Furry boots and a leather posing pouch
Distinguishing features: Rippling Biceps, Triceps, Quads, Pecs, Abs and any other muscles you can think of; including those between the ears. Lots of dead macho scars. Dark blonde hair and blue eyes. Suspiciously Austrian accent. Shiney white teeth but terrible breath. Excedingly large and prominant weapon. Persistant and slightly mysterious smell of horses.
Weapon: Excedingly large and prominent. Sword.
Skills: Posing, flexing, quaffing, hitting things.
Likes: Posing, flexing, quaffing, hitting things and crochet.
Dislikes: Elves, Magic, Magical Elves and Elven Magic.
Inventory: Sword, Furry boots, Posing pouch.
History:
Bartuf claims to come from the icy wilderness of Khaaarg where he single handedly slayed the Viscious Ice Dragon of Zereg, strangled the Hydra of Ly'pon, smothered the giant king Vombar the Wretched and bit the head off the Kerrick.
He's probably making it up though.
OOC: Incedently, can we stop with the whole "hit points, Magic points, reaction" thing? They are essentially meaningless in a story context. You don't see Tolkein writing "And Gandulf waxed mightily, smiting the Uruk-hai with Glamdring for 3000 hitpoints" now do you?
Az
This post has been edited by Aben Zin: 25 November 2005 - 06:40 PM
This space to be left blank
#43
Posted 24 September 2004 - 01:14 PM
Age: unknown, looks about 16
Description: Tall and lanky, his hair is as red as his flame, He wears a cloak which is made from scales shed from his draconic form, he carries a long sword which is usually hidden under his cloak and on his right hand when he is not wearing tough dragon scale covered gloves is a brand with its lettering written in a beautiful and flowing script, though the script is unreadable to any creature known other than Draconis (who guards the information with such jealousy not even the mighty physics of Kantaries IV can find out what it means).
Magic: Dragon form, fireball, wing shield, fire seal, fire rain
History: Draconis was born upon the planet Jira and where Halflings or even those who were able to become creatures were shunned and feared, he grew up with people frightened whenever they saw him, guards hunted him and his own parents kicked him out. After years of being kicked around he fled into the barren wastes, a place no one came back from, but since Draconis was no ordinary human being as a dragon he was able to survive...
After years of living along in the barren wastes he met someone who had lived in them for far longer than he had, a old master of magic who had went into the barren wastes because he wished to find how to become able to transform, upon seeing this person who already had the talent naturally he asked if he would be allowed to study Draconis in exchange for lessons in the arcane arts. Therefore he became adept with many types of magic...
Tens of thousands of years later after countless human generations had passed the planet was emerging from a world war and technology had evolved, therefore Draconis' peaceful existence was hurled into mayhem, with the new technology people were coming into the barren region and gouging out an existence, over thousands more of years Draconis was pushed back to the very last bit of the barren region> surrounded on all sides by the humans who so despised him. When he had to start killing humans to keep his small space free of their infestations and machines a planetary patrol was called in and after they caught him, their most powerful students of the arcane arts put his dragon form under lock... (At this point Draconis refuses to tell more upon that particular subject)
finally when Draconis was deemed far to dangerous even with his dragon form sealed away and when they went to pick him up and he ran, breaking the seal he become a dragon once more...
After weeks of avoiding his enemies upon that planet he ran into an invisible force, after a few minutes he suddenly appeared inside, and in that ship were more of the puny disgusting humans who he had been running from, one of them walked up and a thought came from his mind <could we ask you a few questions... Draconis?> the man asked and Draconis knew that man had searched him mind as thoroughly as a detective searches a crime scene...
Draconis left that planet for Kentaries III, in the company of Kentonis, Joru's uncle and the ruler of Kentaries III, Draconis took Joru as a boy under his wing (both metaphorically and literally). Teaching his young Protégé all he knew of the arcane arts...
Currently Draconis is third in the council of 10 and only Kentonis' mate and Kentonis himself are above him, on Cythera he sometimes get a glazed look in his eyes as he takes mental part in meetings of the council of 10.
This post has been edited by Kentonis 8356: 24 September 2004 - 06:05 PM
#44
Posted 29 October 2004 - 05:03 AM
Gender: Female
Age: Unknown, over 2000 years
Race: Harlequins
History: Harlequin is from an ancient race called the Harlquins
they stalk the Assassins plain.
Harlequins are performers that are adapt in the art of killing.
They are trained to near perfection.
they are extremly good at acrobatics.
Harlequins are trained to use there ring to tap into the Assasins plain to move faster then normal people.
Halequins date back to before the death king war,
but there knowlege of this time is gaurded well.
Harlequins do not die as such just evole to become better
and more adapt at there art.
Gear: Harlequin carrys no sheild or helmet and wears no armour.
She carrys only 1 dagger, Named a Nemises force weapon.
Its blade could effortly slice through metal.
She also carrys a ring. its dimond in shape but it shines all the colors of the rainbow
This ring alows her to travel in the Assasins plain, few people in the material plane can go there, or even see it,
But it gives her an advantege over most material plain people.
Her Nemises force weapon can penertrate into the material plain
Making her the perfect assasin.
------------------------------------
Hey You Know You could use the assasins plain to pervert on people.
You know i never thought of that.
This post has been edited by Harlequins: 20 November 2004 - 05:56 AM
Halt! Or You Will Suffer Pain
Halt! In Your Steeps Now, And Die Where You Stand
#45
Posted 29 January 2005 - 06:38 AM
Age: Unknown
Hight: 180 cm
Weight: 70 kg
Gender: Female
Race: Human
Profession: Cara is an assassin of high of skill and can easily eliminate a target in seconds
Description: Cara is clad in skin tight black leather from head to toe all that you can see of her is her blood red eyes her mouth and a long white braid the snakes from the back of her head.
Cara strikes fear into all around her, causing panic wherever her gaze falls some have even taken there own lives rather then endure her presence.
Abilities: Cara uses a drug that allows her to polymorph into anything she wishes that is living.
Weapons: Shivering Kris Of The Moon is a small curvy shaped dagger that is meant to cause pain, this nightmare like blade can easily kill a target instantly.
Flaming Blade Of the Sun unlike its sister blade, is completely straight.
History: Cara from one day old began her training strict rules where laid down and if broken there was severe punishment.
As she progress within the guild she saw and did terrible things.
At the age of ten she became an adept in assassinating people.
Her last test before mater was to kill her parents.
Cara refused and fled from the Guild. Now she does work in Cythera working for anyone willing to give her pay.
Halt! Or You Will Suffer Pain
Halt! In Your Steeps Now, And Die Where You Stand
#46
Posted 30 January 2005 - 04:32 PM
Appearance
Letsiya is a bit on the short side for a human female, but not noticeably so. She tends somewhat towards being gaunt, and has pale, ashen skin. The most striking feature of her face is her large lavender eyes, which complement her parched lilac lips. Her hair is jet-black and a little less than shoulder-length. She tends to wear dark colours—black; preferably gray when she can pick it out*.
Abilities
Letsiya's abilities are largely based on darkness. She is able to make herself nearly invisible in the presence of shadows, and also to move from one shadow to another shadow in eyesight without detection. With some significant effort, she can extend these benefits to one or two others with her. She can also generate a wall of darkness. Her primary weapon is a black whip. Although she also has some light-based abilities, these are painful for her to use.
Historical Notes
Letsiya's world, Ada, was an advanced techno-magical society, just reaching the interplanetary stage of colonization. However, explorers in the void awakened a hungry presence, dubbed the 'shroud', which turned any light within to darkness and took over the minds of those it defeated. When communications from extraterrestrial colonies went dead, Ada's top brass suspected foul play, but even then, they were unprepared when the shroud arrived with its converted zealots. Over the course of a month, the shroud covered Ada's entire surface, despite limited successes by mages of the 'Lucerne Order,' led by Letsiya.
Letsiya and the few remaining Lucerne Knights retreated to a station in orbit around the planet. In the ensuing battle, she and her comrades were defeated and subsumed into the shroud. However, in the process, the station's reactor was critically damaged. Letsiya was thrown through a rift which was created by the reactor's explosion. Upon her arrival in Cythera, she found herself free, beyond the shroud's reach.
However, the brief influence of the shroud had permanent effects. Many of her light abilities were stripped from her, and those that remained were painful to use. In their place, she gained the use of the shroud's dark magic.
Other
*Letsiya is an achromat—she can't see in color, but only in shades of grey. She does however have a limited infrared sense, allowing her to track by heat.
This post has been edited by Pallas Athene: 08 February 2011 - 10:39 PM
#47
Posted 02 February 2005 - 09:49 PM
Created 8/28/2004
*Ooc*
This character is designed to be like a constant villain for Cythera. I heard that people used to say one was needed.
*BiC*
The Death King
Race: Unknown
Age: Unknown
Height: About 9 feet
Magic: ???
Hit points: ???
Body: ???
Reflex: ???
Mind: ???
Description:
The Death King is thin and looks like a human. But his face is pale and his eyes are red. He wears a crown, black obsidan armor, a cape, and he carries a large ruby red sword. He seems to have almost limitless power.
When the elementals first awakened in Cythera, they were immediately aware of each other and a great evil. They knew then that they would be involved in a great war with it; however, they found that the evil (called the Death King) could raise gigantic armies of undead from the ground and control them all with little effort. The war lasted a hundred thousand years. The elementals discovered, that even with all of their powers combined, the Death King was stronger than them. Eventually, they tricked him, destroyed his body, and sealed his spirit in a mountation prison. However, the elementals weakened each other in their wars and awakened the Death King. Human miners found his prison and he took possession of one of them and then altered the miner's form to be that of his old one. The Death King is the ultimate master of undead and believed by elementals to be the greatest evil that has ever existed. Some even say that he is invincible.
What the elementals didn't and still don't know is that the Death King is not native to Cythera. His history is more fully explained here. It was later revealed to Selax that his fall into darkness began with abuction of his wife Neina by a powerful daemon. She was lost somewhere in the void, and, in his determination to find her, the Death King—then called Malkor—completed a process that he had begun when he had escaped from the daemon and had killed him—merging with/embodying death. During his trek through the void, he and his forces were responsible for the deaths of countless realities and trillions of individuals. Many realities refer to this dark being in legends, myths, or even in old sayings.
It is not known why none of his chief servants or bodyguards appeared in the first war against the elementals. It is possible (and many experts believe this) that he didn't believe that they were necessary or that they were tied up fighting something else; however, some experts say that there is another possible reason. The incredibly alarming idea that these few propose is that the Death King wished to lose his first war with the elementals for some unknown reason. If this is true, it could have alarming consequences. Either way, this being may be the powerful and dangerous threat that Cythera has ever faced.
It has since been revealed that his spell that protected him from the Chimaera begin to wear off, and their army had returned to fight his army during his imprisonment. His army might have held this off (for it was grown very great), but it was weakened by the infighting of many of his lieutenants. He has since returned to the Void to make war on the Chimaera once again. It is unlikely, however, that he will forget Cythera...
Created 2/2/2005
Name: Tomsan
Gender: Male
Age: ???
Race: ???
Height: 7.8 feet tall
Magic: ???
Hit points: ???
Body: ???
Reflex: ???
Mind: ???
Tomsan is looks almost identical to how Detharon (above) used to look. He wears silver armor and carries a silver sword. He now leads the Chimaera's bodyguards because of Detharon's betrayal. He is a noble being but he is usually melancholy. As his masters continue to hide themselves from the Death King, he has assumed command of their forces but still hopes that his masters will one day come out of hiding to try to help the other races once more.
After the Eternal War began again, Tomsan and Selax time-traveled five thousand years in the future and killed Detharon in that time's Cythera before returning. Now, he is the chief captain of the armies of the Chimaera as the war begins again...
This post has been edited by Selax: 29 October 2007 - 05:28 PM
#48
Posted 05 April 2005 - 03:11 PM
*~*~*~*~*~*~*
Name: Silverfish / Silver / Silvy
Gender: Masculine
Race: Meta-Pneumarian
Age: ??? (looks about 12)
Height: 1.52ft / 46.3cm
Alignment: Good
Appearance: Silverfish wears a long white tunic with a dark blue sash. His skin is pale, with a silvery flush, but his lower legs are crisscrossed in black, hardly visible at the knees, then gradually thickening until his webbed feet which are completely black. (kind of like M. C. Escher's picture "Sky and Water II")
*For the Yesterday's Dawn TS, Silverfish used an impish appearance
Character: Loves making things. Holds an idealistic view of chivalry, but still shows preference to damsels, (see Weaknesses).
Attributes: Has metallic micro filaments running throughout his body, which he can extend and otherwise manipulate at will.
+Advantages: Electric, Metallic, & Water Based abilities*
-Disadvantages: affected by strong Magnetic fields; has difficulty working with Magical Materials.
Abilities: Flight, Special*
*Electric: Stun (10), Lightning (2);
*Metallic: Absorb Metal, Create Object, Meld Object;
*Water Based: Air From Water (for 2+), Unlimited Electric (salt/storm);
-Inexperienced in terrestrial combat.
Weaknesses: Maidens in Distress; Strong Magnetic Fields; Magic
History: At one time, Silverfish was a normal human, with a normal name. But on a routine hospital visit, he was tricked into joining a top-secret research project run by a mad scientist styling himself Dr. Tillich Avara. He was transfered to a hidden research compound, and labeled Subj#0116. He proved to be one of the more resilient subjects, and was 'promoted' to the more theoretical experiments. As a result of those experiments, he acquired his current form, and escaped from Dr. T. Avara's compound.
Since he could breathe water safely, he decided to call himself a pneumarian. One day, while playing with some children on the beach, he acquired the name of Silverfish, due in part to the metallic sheen of his skin. It was shortly after this that he started discovering his more exoteric abilities, and decided to update his race to meta-pneumarian. Subsequently, he spent some time as a secret lifeguard at various high-risk beaches, until Cythera claimed him from the sea.
*~*~*~*~*~*~*
Name: ???
Gender: Masculine
Race: Human
Age: ???
Height: Average
Appearance: Pale complexion, White shoulder-length Hair, Smooth-faced, dark green eyes. Wears the linen tunic & kilt of a farmer under a black linen robe that he might well have 'borrowed' from Rapierian. Canvas shoes.
Character: Quiet & unassuming in appearance, he'll go to great lengths to pull-off even the lamest practical joke without marring his facade.
Attributes: Intangible to all material components but cellulose. Heat-resistant. Flourescent irises. Lightweight.
+Advantages: Impossible to harm with a mundane weapon, slight night-vision.
-Disadvantages: easy to spot in the dark, has a habit of sinking toward the center of the earth when his clothes are ignited, sisceptible to the influence of winds.
Abilities: Magic.
*Spells: Direct Nexus to a padded cell in the First Stronghold, Nutrient
Weaknesses: Wind
History: Apparently as a joke, one of his captors had taught him how to absorb nutriment by contact with another warm-blooded being, the day before the final spell that made him intangible.
*~*~*~*~*~*~*
Name: Jehezekel
Gender: Male
Race: Human
Age: Young Adult
Height: 6' 1" / 1.85m
Appearance: Jehezekel wears a linen tunic and pants; he uses a plaited flax rope for a sash; from his sash hangs a pouch and a sheathed machete; over all he wears a short full-circle cape. He is fair complected; his hair is cut along the hairline, making him look like a mushroom.
Weapon: Elemental Machete
Character: Neutral Good?
Alignment: Balance
Abilities: Swordsmanship (machete style); Elemental Control.
History: Jehezekel is an altered clone produced from genetic material collected from Subj#0116 when he first arrived at Dr. T. Avara's Compound. However, before he could be collected from the unwitting surrogate mother, he disappeared from the face of this earth; (See the Frozen Waste Chron: Part I, Part II, Part III, Part IV)
This post has been edited by Jehezekel: 20 September 2008 - 06:20 PM
#49
Posted 27 April 2005 - 11:39 PM
Age: 21
Class: Warrior
Weapons: zan-ba-to
Magical abilitys: Transfomation, water direct
Race: Human
Origin: Unknown
Phisical Discription: Gin's about 5' 11 and wears a black fingerless glove on his right hand has red hair. He wears a black tunic and matching pants.
History: "Gin remembers when he ment something to his village and had been the local hero, protecting the village from everything, everything except that is from a mysterious wanderer. He had come through the village one day and right after that a, a plague had hit the village, killing everyone, only the man had lived, probably because he lived in a small hut away from the village. He had spent several years as a mercinary hiring out to the highest paying people, but he wasn't always doing things he agreed with."
This post has been edited by Kentonis 8356: 29 October 2005 - 10:33 PM
#50
Posted 24 November 2005 - 05:47 PM
Updated somewhat.
Name: Razmalak
Race: Human
Gender: Male
Class: Evil Sorcerer (failed)
Height: 5'8"
Age: 21
Weight: about 9 stone
Skills: Casting (1)
Mana (1)
Drinking (7)
Demon Lore (12 - He's actually on first name terms with a fair few)
"Magic" (8 - "Magic" in the Earth sense: card tricks, slight of hand, sawing spangly ladies in half, smoke and mirrors etc.)
Razmalak studied his black arts in the labyrinths deep under Catamara. Sadly he had about as much latent magical talent as a chicken. He didn't help this situation by bunking off lessons to enjoy Catamara's nightlife. He recieved many black looks from his dark masters (they were good at those) when he turned up to his black studies half an hour late and smelling of cheap ale. Was thrown out of the Dark Academy after accidently spilling a phial of Dragon blood, foiling his dark masters latest evil scheme. Few knew about his stalwart, but albiet accidental, defence of the city.
After the "Bane" incedent (which he doesn't like to talk about), Razmalak decided to return to his one true home- the Rat-and-Ferret in Catamara.
Sadly be the time he had got there it had long been closed and ever since Razmalak took it upon himself to find a new and better place to drink himself into oblivion.
Unwilling to abandon his student lifestyle but getting seriously short on funds, Razmalak decided to seek out the only other place of magical learning in Cythera: Pnyx.
Needless to say, they wouldn't even let him close.
After a deal of rolling around on the grass to extinguish the magical flames, Razmalak figured that a new tactic was in order.
Utilizing a false beard and feigning extreme deafness and irritability he managed to blag a minor job teaching "Advanced Theory Of The Usage Of The Small Squiggly Rune In Spells Of Root Vedgetable Sumination". His class is situated in a leaky basement area and attended by exactly no-one, but it suits Razmalaks purposes admirably. He now divides his non-lecturing time between his conducting various experiments in Pnyx's sub-levels and the Student Mess hall (disguised of course).
Using his Underworld contacts (in a literal sense: at the Dark Academy half of his best friends were of the demonic nature) he has free to explore the caverns beneath the ancient University unhindered by many of the Netherworld denizens that roam the forgotten tunnels.
Nevertheless, he feel that he has barely scratched the surface, so to speak. Often he has found passages blocked by invisible barriers and stone doors sealed with strange runes that seem to shift under his gaze.
Recently he has turned his hand to a new concept for Cythera: "instant" meals. His sucess has thus far been limited.
He has a pet Ratlizard called Alphie, who's getting on a bit now.
Az
This post has been edited by Aben Zin: 24 November 2005 - 05:56 PM
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