Lore of Leyuna (FRPG) Profile Topic

Profile topics for all RPGs. Please enter the profiles you wish to use in the RPGs in the respective topics in this section. Do NOT post them in the RPGs themselves.

Lore of Leyuna (FRPG) Profile Topic

Postby TyrannoTitan » Sat Nov 20, 2010 1:34 am

See first post of the RPG for rules and template details.


Character Template:

Name:
Title/Rank:
Age:
Species:
Gender:
Description:
Height (If applicable):
Length (If applicable):
Wingspan (If applicable):
Weapons/Equipment:
Powers:
Personality:
History:


Faction Template:

Name of Faction:
Leader/Governing Body:
Capital:
Description of Architecture:
Description of their land:
Inhabitants:
Armed Forces:
History:


Species Template:

Name of Species:
Description:
Natural Abilities:
Intelligence:
TyrannoTitan
 

Re: Fantasy RPG Profile Topic

Postby TyrannoTitan » Sat Nov 20, 2010 1:56 am

Name: Uriel
Age: 300 Years.
Species: Dragon
Gender: Male
Description: Stands on four powerful legs, like a lion. Has a short snout, again like a big cat, but his body is covered in reptilian scales. A line of fur runs down from behind his head, down his neck, and to his wings on either side of his body. Scales and fur are both pitch black, with some lighter black splotches appearing all over his body (though the hair remains a constant color). Has two large, yellow eyes, with pupils like a cat's. Has a half crown of small, curved spikes around the back of his head, which can move to display emotion (Standing up when happy, laying almost flat when agitated). Tail ends in webbing that goes from one side to the other, including the tip of the tail. Webbing starts at the last foot of his tail. Similar (In shape alone) to the end of this dragon's tail. The "spines" between the webbing are smaller and more frequent, though.
(Head) Height: 4 Feet
Length: 12 Feet
Wingspan: 25 feet
Weapons: Retractable claws on front feet, powerful jaws. Tail can sometimes be used as a weapon as well.
Powers: Extreme speed and agility, the ability to fire a small, incredibly hot, highly explosive fireball, which takes time to "charge" for maximum effect, the charging of which produces a high frequency noise. Scales are highly resistent to heat.
Personality: Proud but not reckless. Uriel is intelligent for such a basic species of dragon, but not to the point of actual speech. Steals food from any villages and towns he comes across, using speed and stealth to get in and out without detection. Prefers ground travel as much as flight, for stealth purposes.


Name: Tzeentch (Deceased)
Title: "God" of Change
Age: Unknown
Species: Unknown
Gender: Unknown (Referred to as he or she depending on current shape).
Description: Varies. True, natural shape looks like this.
Height: Varies.
Length: Varies. 60 Feet (True form).
Wingspan: Varies.
Weapons/Equipment: Varies depending on form. Because of the magical nature of its being, its physical strength is lacking, regardless of form.
Powers: Very powerful magical abilities (Usable in all forms), the ability to shift its appearance to almost anything. It has a skill in mental magic, specifically, communicating via telepathy and hiding its magical nature from all but the most skilled in the magical arts.
Personality: Reclusive but knowledgeable, Tzeentch is not often seen, let alone talked to.
History: Tzeentch is an ancient creature of unknown species, with impressive magical abilities and no natural shape. Because of this power and its tendency to wander, it is regarded as a deity amongst a variety of primitive cultures, due to their limited understanding of magic. In some, it is a bringer of knowledge. In others, it is an omen of danger. But in all, it is known as the God of Change because of its many forms.


Name: Bolthammer
Title/Rank: Trade Prince
Age: 35
Species: Goblin (Ko'tor)
Gender: Male
Description: Typical ko'tor goblin, small in height, fairly stocky, green skin, pointed ears, crooked nose and usually dresses in very expensive clothing (Like suits).
Height: 3 Foot 5 Inches.
Weapons/Equipment: A cane, which can (and has) been used as a weapon.
Powers: Very persuasive.
Personality: An exemplar of goblin society; that is, a snake in the grass. Bolthammer got to where he is today by financially and intellectually dominating his superiors and competitors.
History: Rather than rising as a warrior, ko'tor goblins must fight for supremacy over trade and economics, and only the most successful is named Trade Prince. This is how Bolthammer came to be: born to a wealthy family with a mediocre business plan, Bolthammer brought it to a new height with his invention: the automatic wrench. Yes, THE automatic wrench. This was after he took over the business upon the death of his father, which Bolthammer and Associates urge was not in any way a product of their involvement.


Name: Lucifron
Title/Rank: The First
Age: 50 Years (Sentinel), Unknown (Demon)
Species: Sentinel
Gender: Referred to as male.
Description: Basic Sentinel design, with a steel body and a pitch black sheen. The runes on his frame are blood red, and he has four skulls, two on each side, on his shoulders, belonging to fallen kings, enemy generals, and so forth, their decomposed state signifying his experience in battle.
Height: 15 Feet
Weapons/Equipment: Basic Sentinel equipment (Their own bodies).
Powers: Basic Sentinel abilities, in addition to heightened telepathic abilities (Able to attack beings mentally, playing off their fears).
Personality: Cold and calculative, Lucifron exemplifies a different type of evil than his brethren. Instead of being a bloodthirsty killing machine, he is calm and even courteous on occasion. One thing is for certain, however: Lucifron always has an agenda, and one must not fall prey to his schemes.
History: The first Sentinel to be created, Lucifron is also the oldest in the service of the Cartel. A demon of innumerable age in the hell that spawned it, Lucifron has been imprisoned in a metal husk for many, many years, and has long since grown out of the initial bloodlust all Sentinels feel upon their rebirth. Instead, he finds much more pleasure in manipulating mortals - even the Cartel - and is considered a bodyguard of the Trade Prince. While he might not be as manic as the other Sentinels, he is by no means less dangerous. Enemies of the Cartel beware.


Name of Faction: Steelcup Cartel
Leader/Governing Body: Trade Princes. Currently: Trade Prince Bolthammer
Capital: Steelcup City
Description of Architecture: Crude metal structures make up most of the ko'tor architecture. Most of the time, they look like large metal boxes with misshapen walls and roofs, with various gears and other such mechanical things thrown on them.
Description of their land: Varies immensely. To bring their products to as many civilizations as they can, they have cities in all different terrain types. Steelcup is located in a valley between two mountains in a very thick jungle, Bronzemug is located on the nearest shore some miles away, Irongoblet is located on the edge of the volcanic Wastelands even further away, and Copperjug is located in the mountains, on the opposite side of one that makes up part of the Steelcup Valley.
Inhabitants: Ko'tor and Vul'nul Goblins, Kobolds, and Sentinels.
Armed Forces: Vul'nul armed with bronze or iron armor (too expendable to waste quality steel on, according to the Ko'tor) and various melee weaponry. Some Ko'tor make up the Cartel's ranged infantry, staying far from the front lines with crossbows and bows, as well as operating machinery like ballistas. Kobold slaves are sometimes used in battle, wearing tattered cloth and usually armed with firebombs or daggers. Sentinels are used exclusively in battle as well, and will be explained later.
History: The Steelcup Cartel is a fine example of the evolutionary development of the goblin race. Both Ko'tor and Vul'nul exist in the Cartel, with Ko'tor acting as leaders and production workers, and Vul'nul dealing with defense and manual labor. Set up many years ago, the Steelcup Cartel was a shot in the dark for the previous Trade Prince, Wrenchface. Like all Cartels, it was set up with profit in mind, to expand on a region that goblins did not usually venture into. In these untamed wilds, the goblins did what they could to survive. Vul'nul brawn aided them in countless situations, which caused them to adopt and "educate" feral tribes to work for them. Ko'tor persuasion also allowed them to talk their way out of many potentially disastrous situations, but they were still beset by all sides by creatures too dumb to persuade and too strong to beat down. This is when a special sect of magic-users, known as the Mak'nor, or "Explosive Ones" in goblin tongue, began experiments on a new weapon to help the Cartel: what would eventually be called the Sentinels. Seeing their constructs as the creation of life, the Ko'tor believe themselves the ultimate culture, after doing something most thought was impossible. With their destructive but effective new weapons destroying many of their enemies, the goblins created for themselves a permanent place in the land.


Name of Species: Ko'tor Goblins
Description: Ko'tor, which means "The Exalted" in their language, are small, frail creatures with merciless personalities and lots of brain power, as well as a sensitivity to magic. Few actually train in the magical arts, however, as Ko'tor society, and thus the entire Cartel, revolves around business and profit. Most Ko'tor act as engineers, overseers, traders, and other such positions. Bright green skin, slightly stocky build, pointy ears, small eyes, and large, crooked noses are all common traits amongst the Ko'tor. Most are around 3 feet tall.
Natural Abilities: Sensitivity to magic, mechanical intelligence, natural cunning.
Intelligence: High. Capable of speech, writing, and other such things, as well as a lot of skill in mechanics.

Name of Species: Vul'nul Goblins
Description: Vul'nul, which means "The Dysfunctional" in their language, are large, bestial creatures, representing the brawn of goblin society. They are very basic creatures, barely capable of speech, but posses natural strength and durability, making them good laborers or fighters. Brownish green skin, lots of muscle, hunched postures, with very little hair growing untamed on their bodies. They stand about 5 feet tall hunched.
Natural Abilities: Very strong, have thick skin.
Intelligence: Low. Barely capable of speech.

Name of Species
: Kobolds.
Description: Kobolds are, like the Vul'nul, very bestial creatures, but because of their small size and lack of brawn, they are very skittish and hateful creatures, cursing out just about everyone for everything bad that happens to them. They serve mainly as workers. They are around 2 and a half feet tall.
Natural Abilities: Minor strength (Which is significant for something their size).
Intelligence: Low. Capable of broken speech.

Name of Species: Sentinels
Description: Comparable to this, minus the crystals at the joints. The Sentinels are large metal constructs made usually from steel, covered in runes and usually painted bright colors after their creation. They are, according to the Ko'tor, sentient machines: the Mak'nor created life through a complex ritual and placed it in these metal husks. In actuality, the Mak'nor summoned demons from the abyss and trapped them within the constructs, neither side any the wiser of what was really happening. Utterly convinced that they have completed the ultimate test of intellect and skill - creating life - the Ko'tor seem to ignore the extremely violent behavior of the Sentinels. Their size varies.

If one were to see a freshly constructed Sentinel, they would see strange metal spikes on their shoulders, looking like a defect in the metal. These spikes, however, serve a purpose; the Sentinels take the severed heads of worthy foes and place them on the metal for all to see. This gives enemies a good way to know just how dangerous a Sentinel is: if all the heads displayed are skulls, it has been in service for a long, long time, and they should probably run for their lives.
Natural Abilities: Steel bodies, inability to feel pain, incredible strength, highly resistant to most forms of damage (will operate without limbs, head, etc). Capable of telepathic speech.
Intelligence: Varies. Freshly constructed Sentinels are extremely violent and usually don't think things through. Ones with experience (and a history of sated bloodlust) tend to be more intelligent and manipulative.
TyrannoTitan
 

Re: Fantasy RPG Profile Topic

Postby UndeadRaptor » Sat Nov 20, 2010 2:15 am

Name of Faction: Viper Elves (Destroyed)
Leader/Governing Body: Noble (Second highest ranking person among clan or tribe), one supreme council and one chieftan.
Capital: Viperstalk Village
Description of Architecture: Round wooden huts with holes at the cone roofs to large block-shaped huts with multiple smoke holes.
Description of their land: A small and heavily wooded forest near the Western Sea of Aster, and a cliff to top it off.
Inhabitants: Elves
Armed Forces: Most elves of the Viper Elves wield long wooden spears with feathered tips along with a round, wooden shield. The rest use bows along with arrows tipped with poison that will only paralyze it's target for some time. Sharp bone knifes tied tightly and attached to wooden hilts are used as secondary weapons if the melee range is provided for a warrior or any elf among the Viper Elves when put in combat or during a hunt.
History: When the first elves came to the continent of Aster, most had split like this group of people, but quickly began establishing tribes and clans, the Viper Elves prefering the beach so they can fish for food rather than take long hunts or harvest for hours of the day.

Name: Servan Netherole (Dead)
Title/Rank: Noble
Age: 28
Species: Elf
Gender: male
Description: Servan is a near-muscular man who's proven to be more than a warrior among his tribe and is now the owner of it, being led by the chieftain of their kind and is also a part of the supreme council in the Viperstalk Village.
Height: 6' 7''
Weapons/Equipment: Servan wields both a spear and multiple arrows along with a bow in battle, and wears no armor, but usually is seen with a green buttoned overshirt cut near the bottom to look like castle towers, a white long-sleeved undershirt, green pants and long white socks with brown boots.
Powers: N/A
Personality: Servan is mostly a shy an with little personality, but shows great honor and valor to his own and passion for the ones he loves.
History: Servan was born around the time of the rise of the Viper Elves, and quickly began exploring the new land around him, feeling one day he'd own it all. Within the four tribes and 9 clans, he lived among one of the couple clans in the Bay Village, usually fishing when he didn't have to work or in his spare time.

Name: Natasaika Netherole (Dead)
Title/Rank: Warrior
Age: 18
Species: Elf
Gender: Female
Description: Natasaika is a young, blode haired girl with a description similar to her brother's, Servan. She has hazel colored eyes like the rest of her family, is quite strong but still seems like she isn't as strong as what she really is, due to little visible muscles. She also wears identical clothing as her brother does.
Height: 6' 1''
Weapons/Equipment: Natasaika wields an average Viper Elf spear along with a shield to go along with it during battles.
Powers: N/A
Personality: Natasaika is mostly bonded with her older brother, Servan, who is protective to her and she shows him great respect and love, but is sometimes an annoyance around him.
History: Natasaika was born 10 years after the rise of the Viper Elves and quickly began learning about the ways of life her people had. She hasn't become a good fisher for the tribe yet even though Servan works hard to help her, but she is a highly skilled warrior and huntress from the Bay Village.

Name: Ikargu
Title/Rank: N/A
Age: 165
Species: Zarthu Dragon
Gender: male
Description: Ikargu is a dark colored dragon, with mostly darkened icy blue or grey colors shading his form. He has webbed feet which have three toes at the front of each, along with one toe at the back of each to help carry prey with him. He also posesses a smaller pair of wings which are a quarter of the length of his main pair, and a pair of tail fins. Ikargu also has a small, barely noticable horn on his crocodilian-like snout which is wider and shorter than a actual crocodile's jaws. His eyes are a darkened green color with black slits for pupils.
Height: (On hind legs) 6' 3''
Length: 11' 7''
Wingspan: 18' 10''
Weapons: sharp claws/talons/teeth, icy breath and sometimes his wings or tail.
Powers: Ikargu has great strength and agility during combat and is a quick mover on both land and in the air. He can also speak only telepathically and send mental images the same way to others, and can even use this as a weapon.
Personality: Ikargu is a cunning, yet thoughtful type of dragon, and is easily provoked if threated or angered, and will first lay out a threatening growl, then attack within a few moments if any being doing so to him doesn't leave.
History: Ikargu had a rough history shortly after he was born, starting when his siblings got killed by a pair of fire dragons, which led to him having to grow up mostly on his own. He quickly adapted to the new life, and begun swimming when he was more developed, growing a love for fish and water.

Name of Species: Zarthu Dragon/Uncommon Ice Dragon
Description: Zarthus are an vulnerable species of ice dragon that have one to three horns on their snouts, strong claws, their tails have fan-like wings at the tips, they have two pairs of wings on their bodies and are in dark or light shades of icy blue colors and white.
Natural Abilities: Zarthu Dragons have the abilities of any ice dragons.
Intelligence: Animal to human intelligence.

Name: Saurgu
Age: 193
Species: Zarthu Dragon
Gender: Female
Description: Saurgu has golden colored eyes, three horns on her head, two over her eyes and one at the tip of her snout, and looks like a regular Zarthu. She has a light shade of icy blue for scale colors, along with darker shades and spots of grey.
Height: (On hind legs) 6' 7"
Length: 12' 1"
Wingspan: 20 feet
Weapons/Equipment: Claws, teeth, tail, icy breath and sometimes her wings
Powers: The ability to speak and send mental images telepathically aswell as use this power as a weapon and also has some great strength and agility.
Personality: Saurgu is a kind and partially shy dragon, but can easily become a fierce creature if provoked or threatened.
History: Saurgu was a Zarthu dragon born in a area of the mountain range in the deepest parts of the northeastern territory, and was practically on her own a few years after she was finally born. Not much else is known of her past besides the fact that she's lived a relativally calm life after the loss of her family, and has seen others of her kind, but not many in the area she lives in, one of which was Ikargu himself at a couple of points in both their lives.

Name: Shezz Wolftooth
Title/Rank: worker/trader
Age: 21
Species: Goblin
Gender: Male
Description: Shezz is a dark red colored goblin with elf-like ears, a thin tail with a pointy spike, and as his last name states, sharp wolf-like teeth. His eyes are golden in color, with black slits for pupils. His nails can act as claws against enemies for scratching, along with his toe-claws on his feet.
Height: Standing: 3' 7'' All fours: 1' 2''
Weapons/Equipment: Shezz wears basic clothing made from bear fur, with some of his old teeth put on a necklase around his neck. He has a bony dagger made from wolf bones and some wood.
Powers: N/A
Personality: Shezz is a greedy goblin, also curious when in a location he's never been in before. He sometimes gets shy around newcomers when alone.
History: Shezz was always scamming others at a young age and when he joined a group of goblins one day, his works seemed to die away. The young goblin still stayed quite greedy afterwards, and didn't stop scamming others besides his own.

Name: Hraesvelgr
Title/Rank: Beast from the East (from Viper Elves)
Age: 136
Species: Basilisk
Gender: female
Description: Hraesvelgr's scales are a basic shade of brown, while her spikes have a purple and white coloration. Other than that, Hraesvelgr seems like an average basilisk.
Height: 10 feet, 32 feet with body raised
Length: 49 feet
Weapons/Equipment: Teeth, claws, spikes, tail, poison
Powers: N/A
Personality: Hraesvelgr is a calm and somewhat friendly basilisk, but her natural personality can quickly alter if threatened or angered by anything.
History: Being born in the wastelands, Hraesvelgr had a simple life of any basilisk, nothing too interesting or unusual happened in her life until she left and went further north, living near where the Viper Elves had colonized.

Name of Faction: Eastern Confederacy
Leader/Governing Body: King Mandu the Third.
Capital: Savanulo City
Description of Architecture: Practically stone buildings shaped similar to Roman and Greek architecture, along with cone-shaped wooden huts and wooden homes in villages.
Description of their land: Mostly a single city down to large towns and small villages surrounding the capital itself, along with large fields for farming.
Inhabitants: Humans
Armed Forces: Mostly long-sword infantry men, along with a royal guard legion and two haliberd legions, and archers for kingdom defences and as reserves. A couple of ballista formations support the main offensive army, while catapults on the towers built into walls guard the kingdom itself. Warships are usually armed with either fixed ballistas or catapults, some even use large, wooden, cannon-like weapons meant for firing arrows at infantry units.
History: The confederacy had formed over time when travellers and rebels from other kingdoms started building small towns and villages, growing somewhat slowly at the time which soon started the kingdom and faction itself. The faction, consisting of mostly rebels soon grew into a small, unknown empire in the southeastern region of Aster.

Name: Mandu Herigan the Third
Title/Rank: Confederate king
Age: 59
Species: Human
Gender: male
Description: Mandu is a short, middle-aged man who has light brown hair, blue eyes and is partially muscular. He has a bit of a pointed nose, and is usually seen wearing the robes of the king of this confederacy.
Height: 6' 8''
Weapons/Equipment: Wears silver body armor along with blue-colored robes underneath it, and uses a small dagger as a personnal defence weapon.
Powers: N/A
Personality: A kind and fair king to all of those living within the confederacy, but sometimes shows hatred to all others from diffferent kingdoms and lone travellers, unless he would want an ally or to start up a trade route.
History: Mandu had a good past until just a few years before he became ruler, when his father was brutally murdered by an unknown assailant. After that, he never allowed trade to the kingdom again, or give travellers the slightest permission into his kingdom's walls.

Name: Sir Enext Herigan
Title/Rank: Prince, knight in shining gold armor
Age: 34
Species: human
Gender: male
Description: a buff, young looking hero of the Confederacy who bravely fought in many battles in the past. Has a scar on his forhead going down to his nose diagonally. He also posesses a beard, brown hair and dark blue eyes.
Height: 6' 3''
Weapons/Equipment: A longsword and golden armor which covers most of his body, including a metal mask to shield his face.
Powers: N/A
Personality:A kind, yet strict person with a cold-hearted personality for his enemy.
History: N/A, other than for the fact that he leads the royal guard of their kingdom as well as the main army itself, but only a single legion of troops.

Name: Kiara Herge
Title/Rank: Lone wolfe
Age: 23
Species: Human, part demon
Gender: Female
Description: Kiara is a tall, blonde person with deep red eyes, but doesn't seem to be quite strong from her appearance. She is, however, quite powerful and is capable of causing some nasty blows to opposition. She's usually found in a blaack cloak with a red stripe running down the center of it, similar to the last two spys sent to Draxon. In her more demonic form, however, she posesses horns upon her head, wings and a spiked-tipped tail on her back, fiery orange eyes and appears completely black.
Height: 6' 5'', demon state: 8' 9''
Weapons/Equipment: Duel daggers, multiple throwing knifes and a crossbow with posion-tipped arrows.
Powers: N/A, other than incredible senses of hearing and smelling, along with being able to transform into a creature of the underworld and use unseen forces to kill enemies.
Personality: Kiara is a fierce, yet kind person despite her harsh nature to targets. She's usually a loner, hence her title, but prefers being in crowds despite her being slightly shy.
History: N/A, other than the fact that she was known to be homeless at a young age.

Name of Species: Savur
Description: Small, horned, spotted and brightly colored lizard-like beings with poisonous chemicals covering their bodies. They have small, beady eyes and earholes, with tiny, serrated teeth in their mouth which are partially visible.
Natural Abilities: Can spit acidic fluids as a defensive tactic and final resort to escape death.
Intelligence: Animal intelligence.

Name of Species: Huergah
Description: They appear similar to that of a dog or wolf, but have fangs like those of a saber-tooth and act somewhat like a vampire. They can grow wings within a few moments and become bipedal to reveal their true forms, and their outer coat of fur bleding in well with their current surroundings.
Natural Abilities: Can suck the blood from any helpless victim they can catch, but usually don't take too much just to watch the prey suffer to have a suitable meal later on.
Intelligence: near-human intelligence, mostly animal intelligence though.

Name of Faction: Undead of the Night
Leader/Governing Body: Menchant the Wise
Capital: None so far
Description of Architecture: None so far
Description of their land: None so far, a rather travelling faction of skeletons
Inhabitants: Skeletons risen from the dead and a human wizard.
Armed Forces: foot soldiers, archers, dragon riders (whicharealsoskeletons) and horse riders.
History: N/A

Name: Menchant the Wise
Title/Rank: Evil wizard
Age: 547
Species: Human
Gender: Male
Description: A pale, zombie-like human wizard with a long, black beard and a red eye.
Height: 5' 7''
Weapons/Equipment: A staff with what looks like a bat on the top of it, which is used for various things like rising the dead from the earth, conjuring up fire and lightning, etc.
Powers: Can control fire and lightning, as well as hordes of undead skeletons.
Personality: Menchant is an evil being who feels no emotion other than satisfaction from causing nothing more than death.
History: N/A
Last edited by UndeadRaptor on Tue Aug 02, 2011 9:31 pm, edited 36 times in total.
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Re: Fantasy RPG Profile Topic

Postby C S » Sat Nov 20, 2010 2:20 am

Name: Desrium "The Stalwart Paladin"
Age: 801 years old
Species: A magical being.
Gender: Male
Description: Don't Get Any Ideas
Height: 6'5

Powers: Desrium possesses a great physical strength for something of his size and he is able to control the flare of his glowing eyes, allowing him to illuminate the darkness or to dim them. He also has the choice whether or not to absorb the mana within his vicinity thanks to his training with Tzeentch. His bite allows him to siphon magical energy directly in greater quantities at high rates than he is otherwise able to. When Desrium is in dire situations, such as being drained of magical energy, he reverts to a primal state of mind where he becomes bestial in nature. His eyes flash and flicker, leaving trails of crimson light akin to flames. When exposed to a large concentration of mana, Desrium becomes "Mana Infused", losing his physical strength in favor of powerful magical abilities. His scarlet eyes turn bright blue and a chaotic boundary of energy surrounds his metal body...

History: A product of a terrible accident, Desrium was spawned by Liorick Esberazil, a mage part of an ancient order. In an effort to create a soul from scratch using the arcane arts, Liorick and his wife Aderalia confined themselves to their quarters and gathered the materials without consulting their peers. When the concentration of dark magic was felt by the congregation of magi, they rushed to Liorick's room and barged in on the ritual before its completion. What they saw was a humanoid of blinding white energy, surrounded by a swirling plume of orange and yellow light in the middle of a circular stone platform inscribed with blue glowing runes. This being defied established magical knowledge and as a result, the order saw it as something to be destroyed. Who knew what repercussions would ensue from this being's birth into the material realm! They cursed it with a binding hex, intending to starve the proto-being of the magic that sustained it. It in turn manipulated the excess magic, the red barrier of power suddenly being stretched over its form and transitioning from scarlet to white, before losing its brilliant shine in an instant. What was left was dark gray metal hide, an armored entity that was suspended in the chamber. The swirling twister of mana died down considerably due to the sudden drain of power. Like the yolk of an egg, it was being used up by the newly formed being but it was not enough to satisfy his hunger. In order to complete his birth, Desrium claimed the life force of Aderalia and tapped into Liorick's mind, learning what he knew. The process left the zealous mage scarred and catatonic and his wife dead. The husk that was Liorick would be detained by his colleagues, subject to the binding curse they had tried to kill Desrium with while his damned creation wandered through the city streets of Zuppoland, bringing misfortune in his wake... or so it seemed.

Note: Desrium's presence is upsetting to animals, especially those with high sensitivity. Animals regularly avoid him, and those who are too close promptly flee. Few creatures approach him without aggression. His armor is also very cold to the touch and is unable to be deformed by blunt force, instead being very susceptible to piercing damage. His robe belonged to the Blood Dragon Jiier, who the Blood Omen befriended for a time until the dragon sacrificed himself to save all of Aster from Eredar.


Name: Xilo Monura
Title/Rank: Jewel Stalker
Age: 23
Species: Cursed Human
Gender: Male
Description: The Stalker
Height: 7 ft
Tail Length: 8 ft

Equipment: A large traveler's bag which straps onto his back and a grappling hook launcher. The hook is fired from a wooden piton launcher that is fitted with black steel bracers, with a reel and line connecting it. It is enchanted so that it will automatically return once freed from an anchor point.

Powers: The mark on his forehead enhances his senses, granting him the perception necessary to track down hidden treasures. Extremely agile and nimble. Prehensile tail.

History: An up and coming treasure hunter, Xilo struck a deal with an enchantress to give him the magical edge needed to uncover Aster's ancient riches. However, instead of upholding his end of the bargain, Xilo went off to abuse his gift and reap immense wealth for himself. It was short lived however, for the sorceress was able to find him and punish him for his dishonorable act and his greed. From that moment on, Xilo has been a man twisted into a strange form, something between man and reptile with the magic bestowed upon him a fraction of what it used to be. However, with his new form came a perplexing flexibility, agility and speed. Xilo assumed it was supposed to be the enchantress' way of making him out to be a snake, by giving him the scaly hide and swiftness of one. He has been unable to find the enchantress and he has not been hard pressed to do so. Xilo continues to hunt treasure, making the most of his life now that he has been cursed with this new body of his.



Name: Syria Letant
Title/Rank: Novice Mage
Age: 21
Species: Human
Gender: Female
Description: The Dame from Daaven
Height: 5'4

Weapons/Equipment: Spell books and assorted traveling gear she carries in a reddish-brown satchel with numerous compartments. A journal that she records the various things of merit she comes across in her quest to expand her magical prowess. Quills and ink galore.

Powers: Currently: basic telekinesis; she cannot lift giant objects with only her mental strength, but she can make small objects dance with a snap of her fingers and a smile. Magical manipulation; using her staff, she can make mana do a great number of things despite her novice stature as a mage. Aethereopic vision; using latent magical properties in a location, Syria can vaguely piece together past events, using magic to see into the past. It is a technique that can only improve through refinement.

Personality: Inquisitive, level-headed with a penchant for tinkering and experimentation in recent days. She carries Daaven-born practicality with her as she delves into the field of magical study. She is good-natured and somewhat scatterbrained, with only those particularly close to her being privy to seeing her trip over herself figuratively and somewhat literally.

History: Daughter of now-legendary Sylias Letant, Syria was left an orphan when her father ventured into the mountains of Daaven and never returned. A search party was able to retrieve a few of his belongings, such as his compass and traveling bag, which Syria held on to as keepsakes, drawing her father's strength and boldness from them. At the young age of sixteen she became a resident of the Yeathur Inn and in a few years, became its keeper. In a few more short years, Syria went on trips across Aster, retrieving artifacts and books with her Frondfoot, Perioul. It was not long before Syria's reputation in Daaven grew and she was known as a strong young woman, smart and brave like her father. And like her father, Syria wishes to explore a frontier left untouched in the Stone-Wood city: magic...

Other Characters

Urlox: Guard captain of Daaven. A joyful man in spite of his many years of combat. One can argue that happiness is the greatest counter to a warrior's somber after taking one look at this master sword-wielder. A man with red hair and a thick beard, proudly wearing the green and silver colors of his home. He may seem unassuming by his demeanor, but rest assured he is a more than qualified leader of Daaven's military. Those under his charge respect him but approach him with an air of cautiousness, lest they become victims of his upbeat personality. His name is an old Daavenian title, derived from roots hailing back to the language of the western elven kingdoms of Aster. It roughly translates to 'Reckless'.

"Wouldn't place any bets on that, Septimus. In the world we live in, what is a chicken to a dragon and a man to an elf? All I know is that somehow we're all livin' together and that's good enough for me. Too many questions about things we aren't meant to understand and our 'eads'll hurt, they will" - Urlox


Baaz Walgruuf: Proud. Strong. Fiery in most things she does. Baaz is a part of Daaven's ranger corps. She has had extensive training in many forms of ranged combat, but still she strives to improve her skills in each field. In addition to this, she knows how to take advantage of her surroundings. Given time, she can rig up a gauntlet of traps and hazards that she can then use to take down a target. She is not one to back down from a verbal fight either, and will happily go back and forth until her word is the last. With this knowledge and affirmation in her own ability, Baaz comes off as confident without becoming overbearing. She isn't one for indecisiveness and acts when she feels the need to.

"I was trained since I was a girl to wield a bow, crossbow and now, slings. I'm not about to turn away from the combat life any time soon" - Baaz


Rutgers Malganis: Conflict is the life of a soldier, but when the fight moves from outside to inside the mind, things become far less easier to manage. As a ranger of Daaven, Rutgers strived to protect his home alongside his peers. To an end, he succeeded in this goal. However, upon realizing how many lives go without aid in their times of need past the borders of Daaven, the ranger was faced with contention: continue to serve his home with the proud Daavenian military, or lay down everything he was taught about loyalty for the greater good? He chose to do both; Rutgers is a deserter who wears his uniform without shame in spite of it and its notable wear and tear. He lends his soldier's experience to those in need of it and is no stranger to doing a few odd jobs to float on by financially. He also has a more... personal hobby, when the sun goes down...

"Who in their right mind would try to block a claymore with anything less than a shield or another claymore!? You let the ******* swing then slip in while the wielder is recovering with swifter and more manageable weapons!" - Rutgers


Alen'ta Bahreen/Harbrid of clan Burkhaan: The land of Aster is no stranger to sage wisdom and mysterious mystical dealings. It is, however, a stranger to the concept that a body can be inhabited by more than one soul. The Thimeyran elf known as Alen'ta Bahreen is such a case, however. A performer to most in the city, save his close assistants, Alen'ta carries in him the soul of a slain Hueilin dragon, who had taken on elemental form before she truly vanished from the land of the living. They share a body, and their minds manifest separately, but their bond makes them one whole being, with considerable magical power befitting a thousand-year dragon and an aged elf.

"Alen'ta. My Spirit Duality. Unwilling to let me go into that which spirits venture, he dared to use his magic to turn himself into a vessel. At the time of my defeat, I had just begun to tap into the Hueilin power to become one with magic... as an elemental. I took on my burning form and he accepted it with welcoming grace without being scalded by its fire." - Harbrid


Jahkid of clan Onokruun: Within the sect of dragons most reclusive among the Hueilin, Jahkid was given a simple mission, to expand the knowledge of magic beyond the runecrafters. In his work, Jahkid has laid claws upon relics that held powers old and secrets grim. So dedicated to his task is he, that he would say whatever it took to forward his ends with the other races of Aster. This old drake's true interest lies with his clan, and his persuasion of the earth makes him a formidable enemy.


"It is a dangerous path to walk on the journey to magical enlightenment, but you already know this." - Jahkid

Name of Species: Frondfoot (Plural: Frondfoots, not Frondfeet as some would assume)

Description: Large quadrupedal lizards ranging from 10 to 13 feet long and of varying color. Their bodies are lean but packed with muscle, allowing them to muster great strength in their limbs and jaws. Their heads are broad but their snouts are slender and long. Unlike most creatures, the lizards have five digits on their feet. They are widely spaced and sport sharp talons. Frondfoots have frills on either side of their necks, going from the back of their lower jaw all the way to their shoulders which are usually bright and vibrant. Both genders of the species have these frills which they use to attract mates, but in the case of males, the frills are also used to challenge rivals.

Natural Abilities: These creatures have powerful jaws and limbs, including a muscle packed tail that serves as a wicked whip when Frondfoots get into a fight. Their claws are sharp, as are their teeth and can leave devastating wounds. They can rear up onto their hind legs to stare down their opponents or to get a new angle to attack from. Their diets have wide variety due to them being omnivorous.

Intelligence: These lizards are often described as profound, living in large social groups and seeming to communicate with each other with a myriad of vocal and visual cues. Despite their appearance, the animals are usually docile unless provoked. During confrontations, Frondfoots will hiss and growl while flashing their frills, sometimes even engage in displays of strength, rearing up and pushing against each other to show which is the strongest.


Name of Species: Morrath Worms
Description: Gigantic, slender creatures. Their bodies are fleshy mounds ranging from mottled brown to a glossy, shell like black finish. They are a different breed of normally small sand dwelling worms, able to shoot through the desert ground at lightning speed. They have been known to attack travelers of the desert dunes in packs, and were often mistaken as one entity in early days.

Natural Abilities: Along their bodies are spurs and spikes that they can retract into their body. These sharp growths are strong- able to pierce and shatter rocks. This is why some mining towns use them as tunnel diggers. Workers guide the giant to a rock face and allow the creature to "nibble" away at the rock with its three pairs of mandibles at its front. These mandibles- like the spurs- are strong enough to shatter rock. Biting its way through the rocks, the worm progresses. As it moves forward, it pulls its body spurs into itself and when it stops, the spurs jut out, making the surrounding rock walls crumble. This allows the worm to pass through its tunnels without being cramped, and it also allows workers to hastefully transport the excess rock out of the tunnel before the worm moves again. Morrath Worms have revolutionized mining in this way, making tunnels through mountains in weeks rather than months by conventional means. However, their large bulk and handling means that only powerful cities and kingdoms could have more than one in their possession to expand and mine valuable ore.

Intelligence: Animal intelligence. Without the restraints the workers put on the Morrath, the creature would simply act on instinct and burrow continuously as it searches for food.
Last edited by C S on Mon Jun 13, 2016 12:20 am, edited 49 times in total.
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Re: Fantasy RPG Profile Topic

Postby Godzilla Forever » Sat Nov 20, 2010 2:23 am

Name: Khorne

Title: Grizzled Basilisk
Age: 151 years
Species: Basilisk
Gender: Male
Description: He appears similar to a large serpent, with massive fangs and beady eyes. However, he has a crest of spines on his eyebrow ridge and a series of spines running down his back. he also has a thagomizer on his tail with 6 spikes on it. He has 2 large forearms that he uses to wrestle down prey and move about.
Height: 10 feet at the shoulder; 20 feet when his neck is arched over his shoulders in an attacking position.
Length: 40 feet
Weapons: Sharp claws on his foreclaws; a thick, muscular tail armed with 6 thick, bony spikes; sharp teeth, with 2 long fangs filled with deadly poison. He also can spit a highly corrosive acid in a short jet.
Powers: If anyone (or anything) is foolish enough to stare into Khorne's gaze, they will turn to stone. However, he can only do this once a day, if he has eaten well recently, that is, for it requires much of his strength to do so........
Personality: He is rather unfriendly, and keeps to himself during the day. However, he goes to hunt at night, and has a ravenous hunger. He can be cruel, and, when angered, he is completely brutal to his foes.
History: Khorne is a lonely creature, having lost his parents to a horrible forest fire in long times past, and lost both his mate and his children to a group of spiteful orcs. His hatred of orcs is without end, and but he has also made enemies with other basilisks when he decided to eat their children himself.

Name of Faction: Draxon

Leader/Governing Body: Former king: Drakun II
Former king: Draco
Current king: Ferdinand
Capital: Capital city of Freyr-Lunge

Description of Architecture: Many arches in their cities' styles, with tihck stone buildings. Peasants live in small wooden huts outside of the main cities in small towns, while nobles and middle class live in the cities in sturdy, stone buildings reinforced with a metal they call "rathsteel" [rathsteel is metal blessed by a priest].

Description of their land: Heavily forested with a row of mountains surrounding the captial city in all directions but the front, making it a peferect natural barrier. The forests provide natural protection for the small towns outlying in the area.......

Inhabitants: Humans, while the leaders call themselves "Drakons", which are humans with dragon blood in their veins that allows them to learn how to use various kinds of magic and turn into half human-dragon hybrids for a brief time.The "Priests", also members that are drakons, communicate with a being they call "greshlynk" and are used as oracles to tell how events will fold out.

Armed Forces: They use the "lesser" humans to be soldiers, while priests go out and seek out those who are "gifted", or those with dragon blood, and make them members of the royal guard.

The primary soldiers are swordsmen, pikemen, archers, and knights. Pikemen often hold the main lines, mostly to deter cavalry charges, while swordsmen are used as the main assault troops to enter an area. The archers simply bombard an area to whittle down enemy troops, and the knights charge in the slaughter anything else. They also have the occasional gryphon master, but due to the difficulty in training and riding a gryphon, this is a rare, dangerous, but extremely rewarding excercise. In the event of a seige, they do have Couillards (a type of catapult) and battering rams, but the amount of wood and metal needed to make such weapons makes them a rare sight indeed. Lithbolos (a simple ballista-like seige engine that can shoot stones) are used instead of Couillards to defend the walls of cities, since the smaller devices are much easier to place up on the walls of a fortification.

History: The kingdom of Draxon has long stood in the eastern portion of the island. Hundreds years before the common era, the old god, Greshlynk, created a hybrid from the already existing humans: Drakons, humans fused with dragon blood to create powerful pyromancers and shapeshifters. This race of nomads eventually founded themselves a home along the eastern coast when the tribal leader, Fafnir the wise, created the town, Freyr-Lunge. Under Fafnir's control, the Drakons conquered a medium sized area with "lesser beings" (humans). This area slowly grew into the kingdom Draxon is today. The denizens generally keep to themselves, the peasants working in the fields for food, the soldiers training, the so-called Drakons testing out their magical skills, and the nobles and the monarch deciding on issues to help improve their kingdom......

The Drakon's hatred of the elves has been deep-seeded from years of jealousy. When the Drakons first encountered the elves when Fafnir became king, some of the Drakons and elves fell in love and had children together. This, however, eliminated Greshlynk's powers he gifted to the Drakons, for the god feared such power would create a super race that would conquer all the other existing races. However, the Drakons interpreted his caution as hate towards them, and as such have become jealous of not having the best of both worlds (beauty and magical prowess). As such, they have sworn to kill or capture any elf that enters their lands, and plan to fully eradicate them in due time.

Random facts:
-Despite what one may think, Greshlynk is actually an asian lung
-Fafnir's dynasty lasted for 700 years; the Drak dynasty has lasted 250 and is going strong
-Some Drakons are able to use other powers, such as lightning, but they often only specialize in one element

Name of Faction: Cult of Morannon (dissolved after the valenhadian intervention)

Leader/Governing Body: Lord: Akuro
Caretaker: Sharavuras (deceased)
Negotiator: Gothmog III (aka the masked man) (deceased)
Capital: Gorgoroth

Description of Architecture: Black structures sculpted from the obsidian and iron that is easily found in the Wastelands of Aster. Their designs are spiky and intimidating, specifically created to scare off potential invaders.

Description of their land: Being deep in the heart of the Wastelands makes the area very hot and volcanic. The Cult of Morannon uses this to their advantage, as the magma is often used as moats around Gorgoroth and its outlying villages.

Inhabitants: Morannon orcs, Olog-Hai

Armed Forces: The cult has an armed force of roughly 2500 orcs. Their equipment varies, but for the most part they carry falchion-esque blades and blackened shields, with the occasional morning-star and axe supplementing them. They also control a small tribe of Olog-Hai salvaged from the destruction of Mordor, numbering in about 15 trolls. Severe loyalists to the cult, however, have been transformed into monstrosities known as "Morgul Stalkers". A wraith's blade (Usually Sharavuras', since he's the closest thing to a wraith the cult has) must be stabbed into their heart, and it transforms them into a wraith-like being, giving them great strength and speed. They, like Wraiths, are very difficult to kill. Thankfully, there are only five Morgul Stalkers. Their armor and weaponry is made from blackened iron and obsidian found easily in the Wastelands.

History: The cult of Morannon is not actually native to Aster. The group traveled from a distant land long ago and settled in the wastelands, hoping to rebuild their lost kingdom as a memoire to their homeland that had been devastated by war. The cult worshipped a strange deity not known to Aster, and sought to conquer all of Aster in the name of this nameless god.

Random facts:
-Burzum is one of the oldest Olog-Hai to ever live, being over 400 years old
-Sharavuras is actually a Castellan of Dul Guldur
-The Morgul Stalkers' identities are long forgotten, and all of them wear masks to hide their disfigured faces; the "Masked Man" is recognized as such only because he is the one seen the most often
-the only language spoken besides Asterian (which is only spoken by smart orcs, Burzum, Sharavuras, and the Masked Man) in Gorgoroth is the Black Speech

Name: Draco Drachenstein (DEAD. took his life with his own hand)

Title: Originally Prince of Draxon, now King of Draxon
Age: 25
Species: Human, gifted with "Drakon" abilities.
Gender: Male
Description: A tall, somewhat wide man with long brown hair. His irises are yellow, giving him an eerie look when he stares at people. He wears thick, golden plate armor to show his rank. In his Were-Dragon form, he has thick golden scales, red, pupiless eyes, downward spiraling horns, spiekd wings, and an alligator-esque snout. His tail is tipped with a sharp spike and his hands have sharp claws at the end of each finger. His feet also have claws in this form.

Draco's armor: http://images3.wikia.nocookie.net/__cb20110621230509/elderscrolls/images/1/12/ImpDraArmor.jpg

Height: Normal form: 5'7"
Were-Dragon form: 9'7" at the wing-tips, 7'7" at the top of head

Weapons: He uses a longsword and carries it on him for defense if necessary, but also can fight hand to hand. The sword he carries and uses in combat is named Hellrender, and is the only weapon remaining in the entire kingdom that was blessed into Rathsteel. However, its handle is long enough for him to hold Hellrender two handedly if he wants to.

Powers: He can control fire to an extent, and can enbrace a half human-dragon hybrid form, but cannot do it often, for it will eventually kill him. In his Were-Dragon form, he can breath fire and has immense strength.

Personality: He is mean, manipulative, and selfish. Few people like him, ouside of his friends amongst the royal guards and his father.

History: Born into Drakun II's family, Draco rules alongside his father and has many of the same goals as him. However, he plans to kill his father and take total control for himself, and rid the world of the scourge his people believe: the elves. He has recently succeeded in his plight and is aligned with Zazikel.

Alas, the guilt of Draco's actions caught up with the stressed and depressed king. The Draxon has taken his own life out of shame of his actions...

Name: Drakun Drachenstein II (DEAD. Murdered by Deka)

Title: king of Draxon, lord of the dragon realm, lord hammerhand
Age: 53
Species: Human, gifted with "Drakon" abilities
Gender: Male
Description: A slightly hunched over man who wears an extravegant red cloak embroidered with gold. He also wears a crown. His hair is grey, and his eyes, like his son, are yellow.
Height: 5'5" (straight) 5'3" (hunched over)

Weapons: Carries a rapier, being too old to properly hold a longsword.

Powers: Can use fire to an extent, but can no longer fully transform into a half human-dragon hybrid, for it would take too much energy from him and possibly kill him.

Personality: He is suprisingly friendly, considering how much power he holds in his hands. He is also incredibly patient and will do whatever it takes to make his people happy.

History: Son of Drakun I, Drakun II plans to finish what his father had started: to conquer all the lands and make them members of Draxon's kingdom. He was a grand general in his younger days, and would often fight with a heavy, two handed warhammer, earning him the nickname "lord hammerhand". He dislikes the elves as much as the others in his kingdom, but does not make that his primary objective; his main goal is to make his kingdom strong and prosperous first.

Name: Kubba lockjaw

Title/Rank: The loud mouthed, goblin tracker
Age: 21
Species: goblin
Gender: male
Description: A light green goblin with a bulbous head and elf-like ears.
Height: 4'
Weapons/Equipment: He wears armor made of deer hide and decorated with teeth from wolves. He carries a dagger carved from the bones of a wolf, and a bow made of deer bone.
Powers: N/A. Just a normal goblin.
Personality: Talkative and surprisingly friendly for a goblin. His quick tongue gets him into trouble sometimes, though.
History: A young, happy goblin who enjoys killing things as much as the next goblin, but also enjoys thinking and talking to other creatures. Unfortunately, this often gets him into trouble, for he often says the first thing that enters his mind.

Name: Sarah

Title/Rank: N/A
Age: 8
Species: Human
Gender: Female
Description: Short girl with blonde hair and blue eyes. She wears rather dirty clothes, due to her rather dark history.
Height: 4'6"
Weapons/Equipment: N/A
Powers: She is extremely sneaky. She uses this to get her food and money.
Personality: Friendly and curious, slightly religious, sicne she believes in the gifts of Greshlynk, but can also be almost brutally honest.
History: Orphaned at birth, Sarah was forced to learn how to survive on her own at an early age. Thankfully for her, some priests helped her out early on in her life before they mysteriously vanished like her parents. Despite her tragic life, she has managed to be a rather cheerful fellow and is extremely curious about the world around her.

Name: Vladmir "Immanis" Karamazov (DEAD. Slain in an attempt to usurp the throne of Draxon)
Title/Rank: Executioner; the avenger
Age: 38
Species: Human, with Drakon abilities
Gender: Male
Decription: A huge, muscular man with a long thick beard. Towers over most other residents of Draxon.
Height: 6'7"
Weapons/equipment: He has two sets of equipment: one for his executioner duties, and one as commander of the Royal Guards.
Executioner: Carries a huge axe, weighing about 40 pounds, and wears a simple tunic.
Commander/ Royal Guard:
http://gamershavennews.com/wp-content/uploads/2011/10/sc5_pub_hss_darkknight-M_psd_jpgcopy.jpeg

Powers: Brute strength, and knows lightning magic. He cannot, however, transform like most other Drakons. At least, not without a little magical aid....

Personality: He is sadistic and cruel, just like his friend Draco. Though he is not intelligent in the scietific or literary sense, he is very well-versed in war tactics and can be devilishly crafty if need be.

History: Being slow and stupid was not good for Immanis' (originally born vladmir) childhood. However, he was quickly caught by the guards because of his unnatural strength and size, and became a royal guard. Once he became old enough, he became the official executioner of Draxon's criminals. Due to this, he became good friends with the king, but was especially close to Drakun II's son, Draco. The two have been friends for a long time and show no signs of being separated.

Name: Nitsunobue (Translates to "Two Horns")*

Title: The Horned Tyrant; Last of the "Horned Wyverns" (self-proclaimed)
Age: Several hundred years old
Species: Flightless Bull Wyvern
Gender: Male

Description: http://images1.wikia.nocookie.net/__cb20110318195848/monsterhunter/images/a/a5/Image_%2834%29.jpg
Height: 18 feet at the tallest ridge on his spine.
Length: roughly 47 feet from nosetip to tail (52 feet from horntips to tail)
Wingspan: About 60 feet from wingtip to wingtip (often folded due to how he walks, making them seem smaller)

Weapons/Equipment: His wing's dull but powerful claws, hammer-like tail, horns, tusks, and armor-esque hide make him a powerful foe to fight.
Powers: While lacking the ability to breathe an elemental attack like most dragons of his size, Nitsunobue makes up for it with an ear-splitting screech that can paralyze most creatures with fear (or at least temporarily stun them due to its sheer decibal level) and the ability to burrow into the ground. He is capable of short-range flying, often using this ability to glide off cliffs or to avoid pitfalls, but otherwise is a land creature.

Personality: Openly shows animosity without hesitation, viewing whatever location he is in to be his territory for the day. He has surprisingly high intelligence and is capable of speech (albeit only in the ancient Draconian tongue). He also is able to show compassion, but this is a very rare occurance.

History: An ancient creature from a time long forgotten, Nitsunobue was awakened by a group of dwarven miners when they disturbed his hiberation chamber. The beast quickly tore through the mines and killed dozens of dwarves as he made his break for the surface, and now wanders the lands, hungering for knowledge and a worthy opponent. It is said his horn is worth a fortune, if one is lucky enough to find even just a peice of it. This has led to numerous hunters track him down, only to be trampled to death and gored by his tusks and horns. His paranoia over being killed simply for his horns inevitably led to his insanity, in which his mind switches between the placid, cultured creature few people live to see, and the ferocious demon of a dragon that has claimed the lives of countless beings.

Hear him roar: http://www.youtube.com/watch?v=FGPxZDG7B8E&feature=player_embedded
*Note: His name was given to him from the Dwarves of the Wastelands, whom recognize him as such. His original name was Outai-urufu, the "Lone wolf" for his inability to find a mate

Name: Dhoulmagus (true name unknown)

Title/Rank: The Dream Eater (rough old Draxon translation); The Beast
Age: Exact age is unknown, but in excess of 3,000 years old
Species: Surprisingly, it is NOT a demon; the creature is an incarnation of negative emotions. It is believed to represent fear and depression, due to its dream feeding nature, but this is not known for sure.
Gender: N/A. Has no discernable gender.
Description: http://i1229.photobucket.com/albums/ee466/Danzilla1996/IMG-15.jpg
Height: 20 feet
Length: Each tentacle is about 22 feet long, making the beast from one tentacletip to the other about 44 feet.

Weapons/Equipment: Dhoulmagus has six long, grey tentacles that he uses in close quarters combat more often than any of his other weapons. He has an arm that is far larger than the other that is used to bludgeon his enemies if they manage to get past his massive tentacles somehow. His other hand is much smaller and, while can be used in close quarters combat, it is more often than not used to cast illusion spells. His mouth is also a deadly weapon, as he can push his teeth forward out of his mouth to stab them deeper into an opponent's hide and feed a bit off their blood.

Powers: Dhoulmagus is a master of illusions, using his manipulation of dreams to distract his foes and feed off their fear. His magics vary from simple skills, such as emotion manipulation and mind control, to far more advanced magics, such as the destruction of one's mind and seal breaking. While he lacks eyes or a nose, or hell, a recognizable face while we're at it, the Dream Eater has the ability to sense a being's life energy, which helps when he feeds. He also has the ability to put mortals to sleep with a deadly mist, which he uses to maximum potential, allowing him to perturb their dreams and literally devour their minds in the midst of a horrible nightmare created by him to hide his presence. While he prefers not to, as it is not nearly as entertaining as torturing them in their sleep, Dhoulmagus can also spit some of his own essence out of his maw to literally suck a mortal dry, allowing him instant access to some easy energy. He also has the ability to transform into the form of any mortal he had previously devoured, making disguise easy for him to use.

Personality: While not fully evil, he is most definitely not a good being. He serves solely his own interests and only "helps" others when there is something in it for him... primarily more dreams for him to feed off of. Dhoulmagus can be quite frivilous and cruel; he may decide that it is not worth his time and instead devour the one who summoned him!

History: It is not known where Dhoulmagus originated from, but it is known that the creature antagonized the fledgling Draxon peoples for hundreds of years. Unable to fight off the magically and physially more powerful creature, the Draxons prayed for aid from some higher being. Greshlynk answered, and sent an avatar: the Golden Wyvern. The Golden Wyvern taught the Draxon peoples how to control their magical powers better, and when he felt they were ready, they battled Dhoulmagus in the now infamous realm of Shadepines. Still, Dhoulmagus was too powerful, so the Golden Wyvern used his life force to destroy the beast, sealing it away in a monolith that stands to this very day in the dark forest. It is believed he created the first of the infamous beasts that haunt the Great Forest, the Shadowreavers, and it is written he is destined to be freed during a lunar eclipse, when his bonds to the earth are weakest, and the eldritch beast will once again haunt the lands and feast upon mortal's dreams....

Name: Lady Hilde

Title/Rank: The Grim Dame; Knight Errant
Age: 24
Species: Human (drakon abilities)
Gender: Female

Description: A relatively young woman of dark, raven black hair and relatively light skin. Her armor is a modified form of the Royal guard's: silver in color, with large spikes on the shoulders and a spiky, dragon-esque tasset. He helm looks like a dragon's head and obscures her face, unlike the royal guard's armor.

Height: Normal form: 5'8"
Were-dragon form: 7'8"
Weapons/Equipment: Her armor protects her from damage, and she carries a stout shield and a hand-and-a-half style sword. She also has her trusty Gryphon steed, Ezekiel, that serves as a mount and an ally, if need be. She also carries a quiver of arrows and a simple longbow, which she uses for hunting.

Powers: She, being a Drakon, has potent skill in pyromancy; she can also turn into a white were-dragon.

Personality: A bit of a tom boy, due to her up bringing by the royal guard, though she is in touch with her feminine side. She is no wall flower, as one may guess, and she is very aggressive in fighting for what she believes is right.

History: Like all Drakons born in the slums of Draxon society, Hilde was taken to the city of Freyr-Lunge, never to see her birth parents again. She was raised by the royal guard from about the age of 6 until she turned 18. She served as a royal guard for a while, but she left Draxon for the life of an adventurer when she began to realize the corruption of the Draxon nobility. At the naive age of 20, Hilde set out on her own, travelling the lands to fight for the sake of justice. Though, life has not been easy for her, especially lately....

Name: Corzak

Title/Rank: Huelin Exile; The Distant
Age: 201 years
Species: Huelin Dragon (Clan Khulruud)
Gender: Male

Description: A vicious dragon in both appearence and personality. His scales are black as night, and his belly scales are a deep, greyish blue in color. His eyes are deep blue, with thin black slits for pupils. He has large, upward curved horns that spiral skywards before curving forward slightly. A row of black spines run along his back. His wings have large claws at its tips. His claws are onyx black, and his teeth are greyish in color. Sigils adorn his left and right shoulderblades, and also cover his wing membranes. They glow an off-white color.

Corzak's Head: http://api.ning.com/files/fqPPbBKcJ7fk8lkPDzArHCJuyUxkb2rafj*yZO89r4cH-Ay8fhuYJslofguP*UyBudIBsNTWgQp58reqPDt-HR97rrfal1Hj/Black_Ice_Dragon_2_by_drakhenliche2.jpg
Height: 13 feet at shoulderblade, 20 feet at the top of his horns.
Length: 65 feet
Wingspan: 100 feet

Weapons/Equipment: His entire body is essentially a weapon, from his curved horns and sharp teeth, to his massive tail and razor sharp claws.
Powers: Ironically enough, Corzak is skilled in the Frost magic sector, able to manipulate the snow and ice in various different ways, ranging from summoning ice barriers and frosty winds to creating a freezing aura about himself. He is also able to breath ice from his maw. He is a powerful psychic, able to communicate with his foes without talking, and can use minor telekinesis. He can implant false memories into weak minded individuals, and can shapeshift into the form of a diminutive old man to deceive those he wishes.

Personality: Corzak has changed drastically since he met Thurduunax. While he is still pragmatic to a fault and extremely distant, Corzak is no longer outright villainous as before. He still is reluctant to help others, however, and has difficulty understanding concepts like generosity.

History: A member of the Huelin like Septimus, Corzak had been exiled long before the famed scholar. Lurking on the outskirts of society, and soon making hismelf at home in the mountains, Corzak taught himself the rare dragon skill of breathing ice. Over 50 years of training it took, but finally, the black wyrm mastered the arts of the mountains and the snow, able to control the ice and cold. Happy with himself, the black dragon soon set out into the world. But, unlike Septimus, he did not plan to simply gather knowledge for the sake of knowledge: Corzak sought revenge for his exile. Viewing the Huelin and Arashi as his enemies, Corzak seeks nothing more than the destruction of his clan, and for Arashi to grovel before his feet...


Name of Species: Shadowreavers

Description: Each individual Shadowreaver has its own distinct look, some demonic, others human-like, others still bestial, and their sizes vary from about 3 feet tall to almost 20 feet tall. All of them, however, are shrouded in a cloud of perpetual darkness and have gleaming red eyes that, at night, are the only ways to identify them.

Shadowreavers, however, are not born like you and I. Rather, they are magical beasts born from on of two causes: A dead person's hatred, anger, or evil personified into a living creature, or a magical being who delved too deep into the dark magics of the world. Either way, Shadowreavers are often extremely dangerous and tend to kill anything that moves when agitated or hungry.

Natural Abilities: Shadowreavers can manipulate darkness into smaller versions of themselves, can blast foes with darkness to "feed", can move extremely fast, and have incredible strength. However, the light weakens them and makes them easier to slay.

Intelligence: They have basic understanding of other being's cultures, and even have their own language (one which can only be understood by those strong in the dark arts), but lack the skills or organization to unite and become a society themselves. They often wander alone or with small troops of family.

***NOTE*** After the fall of the dark god, Eredar, the Shadowreavers have been wiped from the face of Aster, never to be seen again.

Species: Forest troll

Description: Large, ape like creatures with three eye sockets that found exclusively in forests, swamps, and caves. Their hair is green, and they have pointed ears like an elf. They have large claws on their feet and hands- perfect for tearing apart their prey. Forest trolls are usually about 7 or 8 feet tall, but some about 9 feet tall have been spotted from tiem to time.This species is particularly infamous for the mentally disturbing noises they make when threatened.

Natural abilities: They are strong, incredibly fast, and have a good sense of smell. However, compared to most other types of trolls, they are relatively weak.

Intelligence: Bestial at best. They rarely use weapons past their own natural tools.

Species: Frost troll, occasionally called a "yeti"

Description: Similar to an ancient relative, the forest troll, but beyond that, they have nothing in common. While hairy like their forest counterparts, their coats are thicker and heavier, providing great protection from both the cold and enemy attacks. Their arms are long and muscular, with three strong fingers armed with short, but sharp claws at the ends. Their facial structure is much flatter than that of their forest cousins, and the head has a distinct humanoid look to it. Frost trolls range in size from about 10 to 12 feet tall.

Natural abilities: They are stronger and smarter than their forest counterparts, and trade smell for sharp hearing and eyesight. However, they are much slower than forest trolls.

Intelligence: While smart enough to use primitive tools, they use nothing more advanced than a sharpened stick or a rock.

Name of Species: Morannon Orcs

Description: Ugly, charred-skinned creatures that came from a far-off land. They dwell in the wastelands due to it reminding them of their homeland. No two Morannon orcs look alike, but they often carry similar characteristics, such as pointed ears, yellow eyes, and sharp, vampire-esque fangs.

Natural Abilities: Morannon orcs are renowned for their keen sense of smell and ability to grow stronger in the dark. In addition, they are incredible weaponsmiths, able to create sturdy, usable weapons from the volcanic glass of the wastelands.

Intelligence: They are relatively smart, but are in no way comparable to elves or even humans.

Name of Species: Olog-hai

Description: Huge, fifteen foot tall troll-like abominations that originally came from a distant land. They have thick, leathery skin, short tufts of hair on their heads and sometimes on their chins, and walk in a hunched over position, giving off an ape motif.

Example of a typical Olog-Hai (in uniform): http://images.wikia.com/lotr/images/5/5f/Attack_Troll.jpg

Natural abilities: Incredible strength, decent intelligence, good speed, and excellent smell.

Intelligence: Chimp-level intelligence; they are not the most intelligent of animals, but are able to coordinate attacks, use swords (unlike their normal "Mountain troll" varieties that naturally inhabited their homeland), and can even talk in a language called the "Black Speech".

Name of Species: "Fell Beast"

Description: Large, winged beasts that are believed to be some type of Wyvern. They have long, snake-like bodies and small heads with small, beady eyes. Unknown where they originated from, but are infamous for their aggressive assaults on small towns and villages. They range in size from twenty to forty-five feet long.

Natural abilities: Flight, great strength (easily able to lift something the size of a horse with little to no effort), sharp eyesight, and a powerful bite. Their breath is foul enough to incapacitate smaller animals from simply its smell.

Intelligence: Dumb, even for an animal. They possess little to no coordination skills, and are highly agressive because of it. If owned by someone, they rely almost completely on their masters to guide them.

Name of Species: Dragon Fish

Description: Massive water dwelling beasts, the Dragon Fish are as varied as they are dangerous. All Dragon Fish share similar characteristics- short snouts with a thin lower jaw filled with razor sharp, dagger-like teeth that can shred an animal (or armored person) to pieces, small forearms that act like massive fins or flippers, a pair of dorsal spines along its back, and a large, paddle-like tail used to propel them through the water. However, depending on their location, their characteristics can vary. the freshwater Dragon Fish is usually smaller, with males measuring around 30 feet long and females growing to about 50 feet long. This variety have long-axolotl-esque protursions from their head. The sea-dwelling Dragon Fish, however, is far more dangerous- males can grow up to 75 feet long, and females can grow to over 120 feet long. They lack these strange protrusions.

Natural abilities: Freshwater Dragon Fish have long, axolotl-like protrusions from their heads. These are used to allow the Dragon Fish to breathe on land for a bit, perhaps to allow them to travel between freshwater sources if need be or briefly pursue prey onto land. The sea-dwelling Dragon fish, however, lack to axolotl-esque protrusions of their freshwater-dwelling cousins, but instead gain the ability to unleash a powerful sonic roar. This roar can kill smaller prey outright and can stun larger prey.

Intelligence: While lacking higher-level intelligence, Dragon Fish are very cunning predators, often striking prey from below rather than directly. In addition, the sea-dwelling variety is also known to travel in pairs or pods as large as 20, with a single matriarch leading the pod.
Last edited by Godzilla Forever on Sun Dec 28, 2014 12:21 am, edited 143 times in total.
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Re: Fantasy RPG Profile Topic

Postby dinoman666 » Sat Nov 20, 2010 4:09 am

Name: Lord Mazdamundi
Title/Rank: Lord of the Solar City, leader of the Mage-Priests.
Age: Thousands of years old.
Species: Slann Mage-Priest
Gender: Male
Description: Like all Mage-Priests, Mazdamundi looks like a massive, bloated toad with orange skin and sits on a palanquin that is placed on the back of a monstrous Stegadon (he controls this beast through sheer will).
Height: Slightly taller than the average man.
Weapons/Equipment: His Stegadon, Zlaaq, a magical mace in the shape of a cobra that is actually venomous and will bite enemies near the Mage-Priest, and the Sun Standard of Hexoatl, used as his army's battle standard. He also has a personal Skink aide armed with a small dagger, just in case.
Powers: Mazdamundi, like all Mage-Priests, is a powerful wizard, but he is by far the most powerful of his kind. He is a particularly gifted geomancer, able to cause horrendous earthquakes with a wave of his hand. However, unlike the rest of the Slann, which have a very wide variety of spells at their disposal, Mazdamundi's magical aptitude is strangely narrow-minded, mainly Geomancy. However, he does possess other powerful magical abilities.
Personality: Mazdamundi is inscrutable to all but his fellow Mage-Priests, and seems almost emotionless. However, this is merely because he devotes the majority of his prodigious mind to other things, things that other beings cannot even fathom.
History: The oldest of the remaining Mage-Priests, Mazdamundi is largely responsible for the Lizardmen's creation.

Name: Lord Kroak
Title/Rank: Venerable Relic-Priest, Deliverer of Itza.
Age: Unknown, far older than any elf, dwarf, human, or even any other Slann.
Species: Slann Mage-Priest
Gender: Male
Description: Lord Kroak's body has been stitched back together after its destruction and carefully preserved. The mummified corpse is swathed in gold and sacred bindings, and he wears the Golden Death Mask, a mask made of flawless, shining gold. The mask protects the corpses's skull, and its eye sockets are inlaid with white and yellow gemstones to represent his all-seeing and unblinking eyes. He sits on a palanquin when brought from his crypt, like all other Slann. In battle, his roused spirit, tethered to his body, can be felt by other magic-users, and particularly powerful wizards can see his spirit as a blurred shape of pure, glowing light hanging in the air.
Height: Same as all Slann.
Weapons/Equipment: His Golden Death Mask has a magical charm that makes it more difficult for enemies to hit Kroak's cadaver, and his palanquin is protected by a magical shield far more powerful than those of other Slann.
Powers: Though Kroak was once a mightily powerful spellcaster, he has eschewed the use of the sorceries of lesser races in favor of the last and most powerful spell he ever cast: the Deliverance of Itza. This blast of pure energy can tear apart just about anything it hits. Demons, Undead, and other such creatures are particularly vulnerable, while more just creatures can resist its effects more adequately. This is Kroak's only remaining spell, and it is not nearly as powerful as when he cast it the first time, but it is still a mighty force, and no other wizard has mastered the feat.
Personality: Kroak is even more inscrutable than other Slann. Nothing about his personality is presently known.
History: During the Great Catastrophe, a mighty Demonic army attacked Itza. Despite every effort by the Lizardmen to stop them, the Demons eventually pushed their way to the central pyramid, where Kroak was still attempting to hold them back. Even as a swarm of greater demons, Kitsunes, and Archdemons tore his body asunder, his spirit refused to leave the world. As he finally unleashed the Deliverance of Itza and swept the Demons from his city, his spirit still remained tethered to his corpse, which was painstakingly put together by Skink attendants. He then became the first of the venerable Relic-Priests, and remained in a crypt beneath the central Temple-City of Itza. His corpse is brought out only in the times of greatest need, as his form is fragile, but when he is truly angered, his power can be absolutely terrifying...

Name: Scar-Leader Kroq-Gar
Title/Rank: Leader of the Saurus Cold One Riders.
Age: Thousands of years old.
Species: Lizardman Saurus Warrior
Gender: Male
Description: Like all Saurus, but bigger, with thick, heavily scarred scales and burnished golden armor.
Height: Slightly taller than the average man.
Weapons/Equipment: A magical halberd that saps the will of those it strikes, his Carnosaur steed Grymloq, and a gauntlet called the Hand of the Gods, which produces a powerful magical lightning attack.
Powers: None, other than his brilliant mind (at least when it comes to military strategy).
Personality: Brutal, vicious, uncaring, and merciless.
History: Kroq-Gar was present at the Great Catastrophe as part of a handful of Saurus who were all from the same spawning and had the unique ability to tame the vicious Carnosaurs. He was from the Temple-City of Xhotl, and was present at its destruction by Demons. Since then, he has become the primary General of Mazdamundi's armies, specifically his cavalry.

Name of Faction: The Lizardmen
Leader/Governing Body: The Slann Mage-Priests.
Capital: Hexoatl
Description of Architecture: Four spectacular temple-cities, similar to Incan and Mayan ones in design, but on a far larger scale (there used to be many more, but most were destroyed during the Great Catastrophe).
Description of their land: Thick jungle all around, filled with all manner of deadly threats, from massive reptilian beasts to tiny, virulent insects and bacteria. This land, known as Lustria, is located on the southern peninsula of Aster and is inhospitable to warm-blooded creatures.
Inhabitants: The Lizardmen.
Armed Forces: From the small Skinks to the skilled Saurus, from the mighty Kroxigors to the mysterious Slann, every member of the Lizardman community participates in the military to some degree.
History: The Lizardmen are an ancient, mysterious race created by the Slann Mage-Priests, equally enigmatic beings that led the ancient reptiles along a certain evolutionary path via their prodigious magical skills, evolving them into loyal, powerful servants. The Slann spend their time contemplating the universe, while their minions merely function as watchdogs, guarding over the last of the Mage-Priests in their temple-cities. There used to be many Slann, created over five generations, but in ancient times they entered a long, horrific war with vicious Demons when they first sprang into this world, known as the Great Catastrophe, and the Demonic hordes corrupted many Lizardman temple-cities, killing off the vast majority of Mage-Priests. None of the first generation remain alive, and only five of the second. Needless to say, the Lizardmen despise Demonic forces and will attack them on sight. They are also very distrusting towards warmbloods.

Name of Species: Slann
Description: Similar in appearance to large, bloated toadlike beings with long, gangly arms and atrophied legs. They use magical floating palanquins to move about. Their scales are orange or green in color.
Natural Abilities: Slann are physically weak, but are incredibly magically adept and are arguably some of the most potent wizards known. However, they are highly vulnerable if attacked in close combat (they use an elite unit of Saurus Temple Guard to protect themselves up close).
Intelligence: Slann are incredibly intelligent, far more intelligent than other races.

Name of Species: Saurus
Description: Saurus look like blue-scaled, bipedal, man-sized lizards with thick scales and a variety of spurs and spikes on their bodies, which are natural weapons. They often have a bony crest as well.
Natural Abilities: In a one-on-one melee fight between a Saurus warrior and a human swordsman, the Saurus will win every time. They are bred to be close-range fighters, and their only goal as soon as they leave their spawning pools is to fight. They can snap bones with their bare hands and tails, crush skulls with their bites, and use vicious weaponry made of a diamond-hard stone to inflict grievous wounds on their foes. Saurus live incredibly long lives; it is rumored they can only be killed in battle. The older they get, the tougher, stronger, and deadlier they become. Some Saurus, the Temple Guard, are unfailingly loyal to the Slann and guard them with their lives. They are significantly more skilled than normal Saurus.
Intelligence: Saurus appear to be completely stupid, but this is simply because their mindset is, quite literally, completely focused on combat to the exclusion of everything else. They can barely do simple manual labor, but are superior in every way on the battlefield.

Name of Species: Skink
Description: Similar to Saurus, but somewhat smaller, thinner, and with smoother scales. They also have a tall, retractable crest on their heads. Chameleon Skinks are similar, but green in color, with independently moving eyes, a smaller crest, and a coiling tail.
Natural Abilities: Skinks can change the color of their crests and are capable of breathing underwater. They are also incredibly agile and quick, and master poison-makers. They enjoy using blowpipes against foes. Some Skinks are inherently magical, and become Priests serving the Slann. Chameleon Skinks are capable of camouflaging themselves completely, and are supreme hunters.
Intelligence: Unlike Saurus, Skinks are incredibly intelligent in the realms of everyday work and life, and do most of the repairs and other menial tasks within the temple-cities. Skink Priests provide religious services, particularly sacrifice. Skinks are not competent warriors and are easily spooked, unfortunately, and are rarely used as frontline troops. Instead, they flank the enemy, popping out of hiding to launch volleys of poisoned darts or javelins, before retreating.

Name of Species: Kroxigor
Description: Essentially massive, burly Saurus, Kroxigors tower over most other Lizardmen.
Natural Abilities: Kroxigor are impossibly strong, wielding massive clubs and axes in battle. They are practically ignorant of pain, and are just as likely to attack bare-handed as they are with weaponry. They are capable swimmers and water-breathers, like Skinks, and often work alongside them in ambushes.
Intelligence: Kroxigors are dim-witted, but smart enough to not only fight, but perform manual labor that Skinks can't accomplish, often acting as beasts of burden. Their vocabulary is the most limited of all Lizardmen.

Name of Species: Cold One
Description: Horse-sized, raptor-like beasts with green scales and razor-sharp teeth and claws. They possess sickle claws on their feet as well. A subspecies, called Horned Ones, are nearly identical, but have curved horns on their heads ad are noticeably slimmer.
Natural Abilities: Cold Ones are incredibly dim-witted, but make up for it with their extremely aggressive nature and thick scales, which exude a special fluid that numbs pain and acts as a powerful anesthetic. These qualities make killing Cold Ones similar to stopping a horse with barding; specifically, a man-eating, incredibly aggressive and predatory horse. A certain breed of Saurus are naturally and instinctively drawn to Cold Ones, and exude a scent that calms the volatile beasts. These Saurus, called the Spawn of Itzl, are capable of riding Cold Ones, and make deadly cavalry. Horned Ones are smarter than Cold Ones, but also rarer and harder to domesticate. They live mostly in caves, emerging only to hunt, and are startlingly aggressive and territorial.
Intelligence: Cold Ones act purely on instinct and are extremely dim, even for an animal. Horned Ones are also mere animals, but are far more intelligent than most Lustrian beasts, and often hunt in coordinated packs to bring down much larger prey.

Name of Species: Terradon
Description: Green-skinned pterosaur-like beasts the size of hang-gliders. They have tooth-filled beaks and pointed crests.
Natural Abilities: Terradons use their talons to pick up smaller foes and drop them from lethal heights, and can also drop deadly cargo, such as rocks, from above. They also have a tendency to simply devour their foes. They are often ridden by Skinks, who toss javelins from their backs.
Intelligence: Animal intelligence, but are capable of being domesticated, at least by the Lizardmen, who use them as aerial troops.

Name of Species: Salamander
Description: Large, four-legged, orange-scaled lizard-like beasts with a long fin along their backs and around their heads.
Natural Abilities: Naturally aquatic, Salamanders possess an unusual ability in addition to their aggressive, predatory nature: they produce a caustic liquid in their guts that combusts and turns into liquid flame upon contact with air. When sufficiently provoked, they will spit this volatile venom at their enemies to burn and incapacitate them. Skinks domesticate these creatures and herd them in groups of two to three, using prodders to keep them aiming at the enemy.
Intelligence: Animal intelligence. Salamanders are shockingly aggressive, and their Skink handlers are in constant danger of getting in the way of their flaming venom or simply being devoured. Indeed, Skinks often have to restrain their charges to prevent them from charging directly into a battle!

Name of Species: Razordon
Description: Large and lizard-like, similar to Salamaders, but covered in grayish scales and dozens, if not hundreds, of barbed, pointed barbs and spines from head to tailtip.
Natural Abilities: Razordons are also aquatic, like Salamanders, but attack by launching dozens of their rapidly-regenerating darts in a powerful muscle spams to defend themselves. Skinks use these beasts in a similar manner to Salamanders.
Intelligence: Animal intelligence. They react strictly on instinct, and are easily provoked into attacking.

Name of Species: Stegadon
Description: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2180087_99120208008_LizardmenStegadon1_445x319.jpg
Natural Abilities: Just as likely to peacefully graze on vegetation as they are to brutally kill and devour any creature they see, Stegadons are some of the deadliest creatures in Lustria, and Aster in general. Their thick skin, massive horns, and sharp, toothy beaks makes them deadly adversaries capable of toppling trees with a single charge. Five-man Skink teams often ride in large howdahs on Stegadons' backs, using gigantic bows or oversized blowpipes to support the beasts at range.
Intelligence: Animal intelligence. Stegadons are notoriously aggressive and vicious.

Name of Species: Carnosaur
Description: Massive, theropod-like beasts with powerful forelimbs and massive skulls willed with razor-sharp fangs. Their scales are often blood-red.
Natural Abilities: Carnosaurs are the apex predators of Lustria, and are notoriously bloodthirsty. The mere scent of blood sends them into a frenzy where they will slaughter anything in their path, and are the only creature that will attack a Stegadon. Only the mightiest Saurus warriors can ride Carnosaurs, and even then the beasts must be raised from birth to be successfully "domesticated." This usually involves stealing Carnosaur eggs (an incredibly dangerous proposition--the fury of a mother Carnosaur is beyond imagining!).
Intelligence: Carnosaurs are remarkably intelligent, but still merely animals. They are expert hunters, particularly of large prey.

Name: Tetto'eko
Title/Rank: Former High Astromancer of Hexoatl
Age: Unknown, but likely surprisingly old for a Skink
Species: Skink Priest
Gender: Male
Description: Like that of most Skinks, but particularly grizzled-looking. He wears relatively simply clothing, usually limited to a mere loincloth, but also has several unusual trinkets dangling from his staff. He also wears a hooded cloak to hide his appearance.
Height: Around the height of a man.
Weapons/Equipment: The Stellar Staff, essentially Tetto'eko's conduit through which he casts his powerful Astromancy. Also carries a short, serrated dagger.
Powers: Tetto'eko is a powerful Astromancer, though his power is now only a shadow of what it once was.
Personality: An immense rarity, Tetto'eko is unusually high-spirited and friendly, often engaging in conversation with passerby he meets. However, he never talks about himself, or at least his past history.
History: Unknown. All that is known is that he was once Mazdamundi's greatest Skink Priest, but has since left Hexoatl (whether of his own free will or not is up to debate) and wanders Aster, seeking adventure...

Name: Zazikel
Title/Rank: Formerly the "Dragon of Chaos"
Age: Unknown, several hundred years old.
Species: Dragon
Gender: Male
Description: http://img2.wikia.nocookie.net/__cb20090923222325/dragonage/images/5/54/Archdemon.png
Height: 20 feet
Length: 50 feet
Wingspan: 70 feet
Weapons/Equipment: Zazikel's entire body is effectively a weapon, and he is able to smash aside most enemies he faces. However, he is rather physically frail (for a dragon, anyway).
Powers: Because of his possession by a powerful Demon, Zazikel possesses a number of unique and powerful abilities, including a corrupting energy blast, a life-draining vortex, and a variety of other Demonic powers. Many of these abilities are based around Negative Energy, capable of damaging and corroding living tissue with a mere touch while rejuvenating the undead. He is also a consummate shapeshifter, and uses it to speak to allies without revealing his more monstrous form.
Personality: Zazikel used to be very good-natured, with a bit of a prankster's personality. However, after his possession, he has become a destructive, violent beast which wants nothing more than the annihilation of all life in Aster.
History: Zazikel was a surprisingly powerful dragon worshipped as a God of Chaos in a few civilizations. In reality, he cared little about the praise, and simply went around doing as he pleased. One day, however, he decided to do some magical "experiments" to pass the time. Unfortunately, the things he did were incredibly dangerous to any magic-user, dragon or not, and he was overcome and possessed by a vicious and conniving Archdemon. The creature completely altered his body and turned him into a true monster. The Demon plans to use Zazikel as an instrument of terror to bend Aster to its will, but the difficulty of this task is very apparent to it. For now, the Archdemon lies in wait, terrorizing those it comes across but otherwise trying to stay out of the public eye until it can find a way to take control of Aster for good...

Name of Species: Lethrblaka/Ra'zac
Description: The Lethrblaka look like massive, foul dragons (about the same size of Zazikel) crossed with a monstrous bat. They have gray skin. The Ra'zac, however, look more humanoid, albeit with wrinkled, black skin, long pointed beaks, and large black eyes with no pupils about the size of a man's fist.
Natural Abilities: Ra'zac have superhuman speed and strength, an exoskeleton as strong as armor, and a powerful breath that could fog the minds of humans and prevent them from doing much at all (most other races are mostly immune to its effect, however). They also have incredible senses of smell and hearing, and their eyesight is extremely effective at night (though bright light makes them uncomfortable). Even more terrifying, however, is their minds: Ra'zac have natural shields around their minds, making them nearly impossible to control via mind control or to detect their thoughts without the Ra'zac's consent. However, Ra'zac also have a morbid fear of water, as they cannot swim, and are also incapable of magic. They almost exclusively eat human flesh. The Lethrblaka, on the other hand, will kill and eat anything that moves. They also possess a powerful screech that most other creatures cannot stand. However, other than their powers of flight, claws, fangs, and other natural weapons, the Lethrblaka have no ranged attacks. They are, however, resistant to most forms of attack other than magic. As a result, they despise dragons. The Ra'zac are actually the pupae form of the Lethrblaka, with their exoskeleton acting as a protective cocoon. They often use their parents as mounts.
Intelligence: Ra'zac are intelligent, but rather narrow-minded and not as smart as other races. They are, however, brutal, cunning, and possess individuality. The Lethrblaka are significantly smarter than their offspring, but still just as cruel and twisted.

Name: The Last of the Ra'zac
Title/Rank: None (commanded by the possessed Zazikel)
Age: Between 15 and 20 years old.
Species: Ra'zac
Gender: One male, one female.
Description: See the Ra'zac profile above.
Height: The female is shorter than her partner, but is still around 5 and a half feet tall. The male is around 6'2".
Weapons/Equipment: The taller Ra'zac uses a leaf-bladed sword that has lasted years without fail. It is either Elven in manufacture or heavily enchanted (the former is more likely, as Ra'zac are incapable of magic). The shorter Ra'zac uses a pair of equally well-crafted straight daggers. The pair uses a variety of torture and assassination devices to carry out missions for their Archdemon master.
Powers: See the Ra'zac profile above.
Personality: The female of the pair is more blunt and impulsive than her mate, but both are very similar otherwise.
History: Most of the Ra'zac and Lethrblaka in Aster were wiped out in a long, genocidal war after their lust for human flesh got out of control. Only two Lethrblaka survived and laid eggs, which hatched. These two Ra'zac use their parents as mounts and have recently began serving the Archdemon Zazikel, who has rewarded their services with an abundance of human flesh.

Name: The Last of the Lethrblaka
Title/Rank: None (serve Zazikel)
Age: Well over 20 years old, though the exact age is unknown.
Species: Lethrblaka
Gender: One male, one female.
Description: Like foul, gray-skinned, four-legged dragons with 7-foot-long beaks, thick, corded muscles, and black, cold eyes, like their children.
Height: 20 feet
Length: 45 feet
Wingspan: 60 feet
Weapons/Equipment: Only their teeth and claws.
Powers: The Lethrblaka, while incapable of using magic, are very difficult to kill with anything non-magical. As such, only Dragons have any real chance of wiping the beasts out. They also possess a powerful screech that can deafen and stun foes prior to an attack.
Personality: Unknown. They likely possess a similar personality to their offspring: ruthless and aggressive. They hate dragons, but serve Zazikel because of his Demonic possession.
History: See Ra'zac's history. The Lethrblaka serve their children as mounts, and are used by Zazikel to carry out his dark plans in exchange for their favorite food (human flesh).

Name of Species: Pseudodragon
Description: http://www.hobbyjapan.co.jp/dd/news/img/mm3.5/pseudodragon02.jpg It is just a little smaller than a standard housecat.
Natural Abilities: A pseudodragon's tail is tipped with a venomous stinger. The venom is not deadly, but can put a humanoid to sleep for up to 3 hours. Pseudodragons are also telepathic, and communicate this way to other beings. Their red-brown scales have a mild chameleon-like ability that allows them to easily hide when necessary. They are also very agile fliers.
Intelligence: Pseudodragons are remarkably intelligent, capable of speaking with other beings telepathically. However, they are distinctly catlike, and occasionally seek out human or, more commonly, Elven companions to take care of them. They will stalk a candidate for days, reading his or her thoughts and judging his or her deeds. If they deem the candidate worthy, they will approach them and offer to be their "pet" of sorts. As long as they are well taken care of and given lots of attention, they will stay loyal to their owner (even if they are a bit arrogant, prideful, and selfish on the outside). However, they vehemently dislike cruelty.

Name: Mordecai
Title/Rank: None
Age: 3 years.
Species: Pseudodragon
Gender: Male
Description: Like any member of his race. The spines on his crest are slightly longer than normal, and can be raised or flattened like hackles.
Height: Barely a foot.
Length: 3 feet, 2 of which is tail.
Wingspan: About a foot and a half.
Weapons/Equipment: Claws, teeth, and barbed tail.
Powers: Telepathy and chameleonic skin.
Personality: Like most Pseudodragons, Mordecai is a rather arrogant, stuck-up critter, but deep down he has a heart of gold, and is even a little lonely (though he would never admit it). His likes to pretend he's just a normal animal in public, then suddenly interrupt important conversations with a snide remark via his telepathy, and quietly snicker at the resulting confusion.

Name: Sammael
Title/Rank: The Hunter
Age: Unknown
Species: Hellhound Demon
Gender: Presumably Male
Description: http://images.wikia.com/hellboy/images/9/9f/Sammael.jpg (The creature from Hellboy for those who have seen the movie)
Height: Six feet when sitting on all fours, eight feet on hind legs.
Length: Eight feet on all fours.
Weapons/Equipment: Natural weapons (claws, teeth, etc.). In addition, Sammael has a very long, extendable tongue with a three-fingered appendage at the end. This tongue can inject an organic stinger into prey that lays up to three eggs every five seconds into the host. These eggs hatch after 24 hours in a dark, moist environment and spawn smaller (around the size of a Dwarf) "clones" of Sammael that follow their parent's orders to the letter. These faux-Hellhounds only live for about a day, and are significantly more fragile than their parent (though still dangerous).
Powers: Sammael is used by more powerful Demons to track down priority targets in the mortal realm, and is usually used by them for this purpose. In a solid form, he is notoriously difficult to kill. Broken bones and removed limbs will heal back if given enough time, and his thick hide and resistance to poison and disease makes him difficult to damage with a run-of-the-mill weapon. Minor wounds are ineffective at even slowing the hellhound down, though especially grievous wound can cripple him for extended periods of time, making him vulnerable to further damage and eventually his destruction. Due to his power (unusually high for a Hellhound), reconstituting a physical form for his soul takes nearly two weeks, keeping Sammael trapped in the Demonic realms until such time has passed.
Personality: Sammael is undiscriminating and cannot be negotiated with. When he acquires a target, he never lets up until killed or his summoner is killed. While it appears that he has only animal intelligence, he does in fact have a distinct cunning that allows him to ambush and track targets in ways no normal hunting hound could.
History: Sammael is the Demonic equivalent of a hunting dog, used by various wielders of dark magic to track down prey or items of importance. He is well-suited for this task, and understandably feared by those he has been sent after...

Name: Discord
Title/Rank: Chaos Incarnate
Age: Unknown (hundreds of years, at least)
Species: Unknown (theorized to be a Demon, a mutated chimera, or even a unique creature born of nature itself)
Gender: Male
Description: Discord is a chimera composed of a right bat's wing (purple in color), a left bird's wing (blue in color), a red chinese dragon's tail with a tuft of white fur at the tip, a brown-feathered griffon's body and left arm (similar to an eagle's), a lion's right arm (though strangely with opposable digits, including a thumb), a horse's head (though his motuh is full of sharp teeth), one protruding fang, a deer's left hind leg, a green dragon's right leg, an elk's right horn, and a goat's left horn. He also has different sized pupils, red in color, with yellow sclerae. He has bushy white eyebrows and a long white "goatee" of sorts. His body is strangely serpentine in appearance. http://th09.deviantart.net/fs70/PRE/i/2011/261/2/d/discord_rk_style_by_ryuukiba-d4a9txo.jpg
Height: Varies, but usually around seven feet on all fours.
Length: Varies, but usually around eight to ten feet (Discord's body can extend and retract somewhat, depending on his mood).
Wingspan: Varies, but usually around eight feet.
Weapons/Equipment: Discord's only natural weapons are his claws, teeth, and horns, as well as his physical strength (which is surprisingly lackluster). He relies mainly on magical power in combat, if he fights at all.
Powers: Discord's magical power is incredibly prodigious, and he is capable of a staggering array of illusion magic, among other things. However, his most powerful and fearsome ability is the aura of pure discomfort that surrounds him. Those without significant amounts of mental fortitude can start fighting with each other with mere seconds of being in his presence, arguing for the most pointless reasons. For others, it takes longer, but no being is immune to its effects permanently. Discord can also turn invisible, hypnotize with his mere voice and eyes, fly without using his wings, and do other things to frustrate and confound opponents. He can also shape-shift to a certain degree, often altering his body's dimensions or taking the form of another being. For the most part, however, Discord's magic is centered around causing strife and discontent in unique and often unforeseen ways.
Personality: Discord's personality is quite possibly his most dangerous attribute. This being is alarmingly clever, charismatic, and even charming for such an odd-looking creature. He can possess the annoying personality of a prankster or trickster, acting even playful at times, but when it comes down to business, Discord is exceptionally good at getting to the matter at hand. He can convince close friends to turn on each other at a whim, and won't hesitate to organize "events" to cause such things (indeed, these "games," as he calls them, are the only organized things Discord ever participates in). His actions, while rarely involving physical violence, are almost always malevolent in nature to those they effect (of course, Discord only does it because he feels like it). He lives to do nothing more than cause trouble.
History: Discord's origin is debated by historians all over Aster. Some say he was born at the beginning of time (an unlikely scenario at best, as his activities have only been noticed in the last thousand years or so), some say he is a particularly unusual Demon of unknown type, and some think him to be a creature born of nature itself as the raw essence of chaos. Whatever his origin is, many can agree: Discord is the epitome of strife, contradiction, disharmony, and conflict in the world, causing trouble and chaos all over Aster, and it is rare for his targets to fight back with any degree of effectiveness, leaving the chimera free to do whatever he wants. Unfortunately for the being, he eventually overstepped his boundaries, deciding to trick one of the best tricksters around: Zazikel, the Dragon of Chaos. While normally a benevolent creature, Zazikel was still a dragon, and he didn't appreciate being outwitted by a creature he saw as beneath him. In a rare moment of anger, Zazikel imprisoned Discord inside a stone prison deep within Aster's expansive forests, its location a mystery (indeed, a number of strange ruins exist in Aster, and any one of them could contain Discord). However, Discord's "joke" on Zazikel had far-reaching consequences, and though the details are sketchy at best, it eventually led to Zazikel's possession by the Archdemon that now controls him. Whether or not this was intentional remains to be seen.

Name: Ezreal
Title/Rank: None
Age: 100 years
Species: Hueilin Dragon-Burkhaan
Gender: Male
Description: A sleek and slim dragon with silvery scales, Ezreal is distinctly avian in appearance in all respects, thanks to his Unguul ancestry. However, his leathery wings and slightly spiny scales (not to mention the extendable, cobra-esque hood and sharp fangs in his beak-shaped maw) from his Burkhaan father are very apparent. Instead of long horns on his head, he had a crown of six shorter ones, three on each side of his skull. Two thin, flexible filaments extend from his cheekbones, like short whiskers, and end in bioluminescent tips, tiny bulbs that glow brightly to reflect the dragon's mood. A similar bioluminescence appears in small patterns along his limbs and the inner surface of his wings, though these are significantly less obvious. Ezreal's tail is prehensile and very whiplike, with little ornamentation.
Height: 12 feet
Length: 45 feet
Wingspan: 60 feet
Weapons/Equipment: Claws, teeth, tail, wings, large body.
Powers: Ezreal is young, but still a relatively accomplished pyromancer. Though easily capable of simply breathing intense flame from his mouth, he can also manipulate heat to spark a fire with enough concentration. He has minor training in magical abilities, but most of it is straightforward and fire or electricity-based. His tactics with magic are often simple offensive attacks, with little thought to other strategies.
Personality: Ezreal is, for all intents and purposes, rather young for a dragon. As a result, he is smug and impulsive, but this is tempered by an eagerness to explore and learn. While he never likes to admit when he is wrong, or doesn't know some little piece of trivia, he will gladly learn more about a given subject on his own time. If this little hypocrisy is ever brought up, he is quick to adamantly deny it.
History: Ezreal was a victim of Arashi's exiling spree, his clan leader tricked into kicking him out and leaving him on his own. The dragon has adapted surprisingly well, taking advantage of his exile to explore the world of Aster and learn more about it. In his opinion, it is better to learn from something by observing it directly instead of in a dusty old tome. Even with the exiling system abolished, the young Hueilin has been reluctant to return home, more eager to wander across Eastern Aster at his own pace and learn as much as he can along the way, even if it gets him in trouble from time to time.
Last edited by dinoman666 on Tue Dec 30, 2014 6:55 pm, edited 50 times in total.
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Re: Fantasy RPG Profile Topic

Postby The Kingpin » Sun Nov 21, 2010 8:49 pm

Name: Septimus Khulruudi*
Alias: The Scholar, The Kind
Age: 153 years
Species: Hueilin (pronounced Hway-lin) Dragon- Clan Khulruud
Gender: Male

Description: A silver coloured dragon whose back is a dark navy-tinted black. His chest scales and underside are a creamy off-white shade, similar to pearls in both colour and lustre, gaining a shade of cyan, royal blue or purple at certain angles. The colour can also be found on the dragon's horns. bio-luminscent whitish blue patterns line his fins, fin quill tips, wings, face and arms. the patterns on his forehead and arms are artificial, the former applied at birth by the clan leader; his father Arashi, whereas the latter were given to him as a good luck gift by his grandfather [Mother's father] when he was exiled, a bolster to his mana reserves back when they were too small to be of use, and a kind of 'grafted memory' to teach him some useful spells in order to help the young inexperienced dragon survive in the outside world. New ones have been added since then by a Khulruud Elder named Thurduunax, and look markedly different in style to the old ones. The dragon's eyes are bio-luminescent like his patterns, the iris glowing a bright whitish blue around pitch black pupils. the sclera are black normally, but can sometimes light up to match the intensity of the iris, blanking his eyes out completely so that the pupils, iris and sclera are completely engulfed in light, though this usually happens under magical influence such as while doing spells. Septimus usually travels with two large creamy coloured leather satchels strapped to his flanks. these bags often contain food, books, magical items, the occasional potion and other somewhat strange tools, including a barbecue spit made up of 3 metal rods. when his wings are furled they hide these bags almost completely (hence why they're not visible in the pic):
Septimus

Height: 13 feet tall [Shoulder], 27 feet tall [tip of horns, head lifted]
Length: 91 feet long
Wingspan: 218 feet across

Weapons: His Claws, horns, teeth, thickly armoured whip-like tail, and sizeable, physically powerful body all serve to be effective weapons. Additionally, he has a high intensity flame breath that burns deep blue at the base, turning white at its coldest points. The sheer heat of his flame is such that, were it not for Arashi's insistence on his name, he would likely have been named something more readily associated with fire; his breath is the hottest presently known among Hueilin fire-breathers. Notably, it can be further augmented magically to be stronger during times of need. Septimus can choose whether to fire it conventionally in a stream or to fire it in the form of fireballs, though the former is far more common.

Powers: Fairly adept in the arcane arts. Though he is experienced in the use of almost all elemental magics, he is exceptionally biased towards fire, electrical and psychic magic, taking after his father in his affinity towards electricity. Additionally, his extensive study of the arcane has led to him creating a new and unique form of magic: entropic magic, a pseudo-element and field of magical use so volatile that it often causes the target to outright explode, or at the very least, throw the object it is unleashed upon into complete chaos, causing the hottest of objects to suddenly freeze, causing that which levitates to plummet like a stone, and cause solids, liquids, gasses and plasmas to shift states without warning, among many other things.

Alternate appearance: Elven form:
A dark skinned elf with exceptionally angular features. His eyes retain their draconic appearance, sclera black with glowing irises and cat-like pupils. Platinum blonde hair grows long from his head, tied back into a ponytail, a few strands and bangs framing his slender face, elven ears visible amidst the hair. Two vitorite earrings can be seen on his right ear, halfway up the ear's height. At 6'7", the elf is still one of the larger humanoid forms to be found in Aster. His skin is a dark charcoal grey; a colour that would unnerve some more sheltered of Aster's societies. He is typically dressed in a white, long-sleeved shirt, the sleeves rolled up to just below his elbows. His lower arm runes are plainly visible. His lower body is clad in black trousers and dark grey buckled boots. A plain grey waistcoat is worn over his shirt. On his hands, leather fingerless gloves can be seen, steel plates covering the backs of his hands, decorated with embossed Celtic trinity symbols. Over the waistcoat, he wears a cream-coloured leather long coat; a Sahari 'wirshah'. The outside of it resembles the hide of a crocodile, armoured and looking as though the back is covered in scutes. The inside however, is a sharp contrast; deepest navy blue, speckled with tiny glowing white dots, looking as though a midnight sky had been sewn into the coat's interior fabric. The fabric itself feels like silk, and oddly seems to counteract the effects of the surrounding environment, feeling cool in hotter climes and warm in colder ones. The very edge of the coat's interior, near where the buttons would normally close, the tough yet supple leather of the exterior reaches inwards. As a result, the coat's lapels are the same colour and texture as the exterior of the coat. Strapped to his waist is the scabbard of his sword, the Elderfang. The scabbard is, interestingly, the same colour as the coat, though lined with dark navy leather patterns on either side. The blade's grip is similar, soft leather sewn into place with navy blue leather strips and threat. The hilt and pommel are made of platinum, and shimmer a lustrous silver. The pommel itself has a large marquise-cut blue topaz which glows faintly with unnatural light, independent of any light source. The blade, meanwhile, is made of snakewood, coated in a resin that has given the blade the strength of steel, with the advantage that a wooden weapon provides. It is exceptionally light and well balanced as a result. Around his neck, a deep black-brown stone is wrapped in an elegant but sturdy platinum medallion. Over his shoulders and around the back of his neck, a sturdy leather strap, covered in steel plating, holds a satchel that hangs just below the small of his back.

Personality: A calm, inquisitive, impulsive creature, Septimus is known for his pleasant, though stubborn, curious nature. His strong sense of justice, sharp tongue and stubborn attitude have been the cause of many misfortunes in his life, including his exile, though in spite of it, Septimus would never shy away from helping a friend who's been treated unjustly. He's prone to impulsive behaviour when bored, and can often be found doing bizarre and sometimes outrageous things in such circumstances. His favourite pastime is reading, though his impulsive habits can find him doing far stranger things. In recent times, his impulsiveness has been tempered with a measure of caution. He has developed a sense of duty towards lesser creatures, and his most recent venture saw him slaying demons of various types and strengths in the defence of a people at risk of total annihilation. Personal motivation aside, his first and foremost love is for knowledge and methods to acquire it, and he can often be found in the library or temples of whatever village, town or city he happens to be in at the time.

History: Septimus is a member of a species of Dragon known as the Hueilin, or Spirit Dragon in their natural tongue, a species native to the continent of Syravoras and the Kirrahara mountain range in the northern reaches of Aster. Their community is set in a valley amidst the mountains, so deep that it is comparable to an oasis amidst a desert, the temperate, somewhat tropical nature of the valley a stark contrast against the harsh ice capped mountains and sheer cliffs surrounding it. The nature of this place is completely unknown to any but the Hueilin, thanks to a powerful magical 'veil' erected around the mountain range's highest peaks, identified as a perpetual, impenetrable fog that seems to ruin any and all attempts to pass through it, causing technological, biological and magical means of navigation to malfunction, with the result invariably being the explorer walking back the way they came, often times without realising it.

Seven clans make up the Hueilin community: Khulruud, Khelisaad, Burkhaan, Maelgwyn, Onokruun, Slaangen and Unguul, with clan Khulruud being the largest of them both in number and average size. The name 'Hueilin' is a direct merger of the words 'Huei' and 'liin', which, in their language literally means 'soul-skin', referring to the fact that in ancient times it was believed that the glowing patterns on their bodies were projections of the creatures' souls in visible form, and that their magical power depended on the power of these souls. Such beliefs have been partially debunked since then, but the name has remained. Septimus was born the son of the greatest magi in his clan. Magus Arashi was a proud dragon of storied lineage in the clan, being known for his spectacular mastery of the arcane arts since a very early age. So when his seventh and only surviving son was born, a moderately adept dragon at best, surprise swept across most of the clan, including Arashi himself. After several decades and little success in honing the whelp's magical and physical skills, the magus exiled his son, seemingly out of rejection, amidst criticism by others in the Hueilin community, and Septimus vowed to return one day a greater Dragon than any of the great Magi of the Hueilin, the Ancestors included. Only a long journey and shocking story unearthed the truth behind Arashi's motives. Having learned of his father's turbulent past, and newly empowered thanks to the rectification ritual conducted by Thurduunax, Septimus has since grown to be a formidable and honourable fighter in his own right, the rift between himself and his father healed. He now roams Aster, fresh from the Demonic battlefields of Tyrbenetus, striving to expand both his knowledge and power, as well as that of those around him, so that they may one day fight back the threat when it reaches Asterian shores.
(*): Khulruudi is the Thimeyran adaptation for "Of Khulruud".





Name: Arashi
Alias: The Stormweaver, The Experimentalist
Age: 3001 years
Species: Hueilin Dragon-Clan Khulruud
Gender: Male

Description: A dark grey dragon whose back is tinted near-black. His scales are very small but very hard and tightly packed, the result being a dolphin-esque leathery feel, but having a somewhat better resistance against blades due to the interlocking scales and the density of the scale layer of his flesh. his underside is a paler grey than his back, and somewhat softer. a thick, rich, glowing white mane of hair runs down his back from the middle of his forehead all the way to the tip of his tail, spreading out into a V shape near the end of his tail, which is lined with a set of 6 curved, blade-like spikes. the mane is also found from his chin to the back of his lower jaw, forming a beard of sorts. a white runic pattern can be seen on his forehead, the name and symbol of his Clan in the Hueilin's native language. most of his upper torso is covered in similar runic tattoos, all of which share the bright white glow. his chest and collar area is decorated by a bright lightning-like pattern spreading round towards his back. rich, complex patterns line his massive wings' underside; a defensive mechanism evolved out of need for a startling tool early in the evolutionary line of the Hueilin Dragons. simpler eye-spot patterns line the outside of the wings, as well as the secondary set of wing-spines set just behind his hip. he uses this to help control his flight, though shortcomings are made up for with telekinetic abilities. the Dragon's antler-like horns are silvery in colour, though light can be seen glowing in between the many overlapping 'layers' on the horns. The dragon has bracelets on both front arms, made of a very durable metal, golden runes glowing on the surface of them. his right ear has a single earring. The Dragon has an Asiatic body build, longer and more slender than more physically adept Hueilin [like his mate, and, though to a somewhat lesser degree, his son], though he is by no means slow.
The Stormweaver

Height: 19 feet tall [Shoulder], 40 feet [tip of horns, head raised]
Length: 180 feet long
Wingspan: 230 feet across
Weapons: Claws, horns, teeth, thickly armoured, blade-tipped tail, body

Powers: Highly adept in the arcane arts, and especially skilled in manipulating aspects of the weather and psychic magic. High intensity flame breath, capable of melting most metals if exposed to the flames long enough.

Personality: An obsessive perfectionist with harsh ideals, he comes off to those who don't know him as manipulative, power-hungry and heartless. He tends to use his ability to read personalities [partially attributed to psychic ability] to turn those he sees as pests, enemies and obstacles in his plans against one another. He is an inspiring leader despite these perceived flaws, which he hides well from those around him. He is still relatively young for a Hueilin, but ancient by most creatures' standards, and with that age has come wisdom that most have trouble finding. He has a keen knowledge for the workings of the arcane and makes full use of it, bending the boundaries of reality with everything from the weather to the deepest reaches of the mind. His perfectionism means that he's highly critical of others' flaws, and is known for continuing a task he takes up till it is finished. This unfortunately means he's occasionally sidetracked, but what is a bit of time wasted to an immortal?

History: Arashi of clan Khulruud was the prodigal child of his generation. from the age of 20 he was as magically capable as dragons more than 120 years old. He rose through the ranks of the clan rapidly, awing all who met him and striking down all who crossed him. At the age of 700, he began his experimentations with time behind the backs of his elders and peers, and by the age of 1350, had successfully stepped back in time, nearly dying in the process as all before him had. Nearly 50 years later, he departed Aster, exploring the continents of the world, and finally, 520 years after that, reached Tyrbenetus. There, he spent a century fighting the Daemons and their influence, trying to turn the tide of battle in the favour of the natives' inhabitants, and making many friends among the natives, including the Djinn Warrior known as Septimus, or Sanguine, as he was later known. Eventually, it was shown to be a struggle they would never successfully win, and Arashi was asked to return to Aster, to warn them of the coming threat. Upon his return, he found Aster under siege by an Archdemon, which he successfully managed to shackle and trap. 30 years later, having established a strong following of warriors against the Daemons, he finally returned home, far more powerful than he had been when he departed. Before long, he was the head of the Clan, becoming the youngest Hueilin Dragon ever to become a Clan Lord. In the years following, he took a mate, and [after six stillborn and immeasurable misery] had a son. It had seemed the Daemons had unleashed a curse upon him, intent on crippling his bloodline. And yet, the seventh was born healthy, and was named after his friend, his brother-in-arms. But over the years young Septimus's lack of physical or magical strength made Arashi bitter, angry that he didn't have the strength to match his peers neither magically nor physically; something he interpreted as part of the Demonic curse. Still, he watched over Septimus, striking down any who dared speak ill of him or pester him, either physically or by turning their clans against them, in hope that his son would one day fill out his father's paw prints and become a powerful Dragon himself. But eventually, he began to feel it was hopeless, and in a final effort to turn him into a capable warrior, exiled him. In the following months since his son's Exile, he proceeded to twist the clans' allegiances and beliefs around in an attempt to usurp the control of the Hueilin entirely, after mounting frustration that the other Clan Leaders did not believe his warnings of the coming Daemonic threat. However, his plan failed when the other Clan Leaders figured out he was twisting their minds, finally calling a vote amongst themselves and deciding to exile him for it. He has since flown across the continent in search of his disciples, hoping to compensate for his failure among his own kin by strengthening the rest of the continent to fight in their stead...


Name: Buruq
Title/Rank: The Ambassador, The Elder Hueilin, The Undying
Age: ~ 500-1000 million years old
Species: Hueilin - Ancient Khulruud
Gender: Male

Description: An enormous dragon completely covered in very small silvery scales. A long silky mane of black fur runs down his back and seems to waft in the air perpetually, even when no breeze is present to carry it. The shimmering of his scales conceals the thousands of natural runes that have manifested in his skin over the long years he has lived. Were he to unleash his full power, the runes would glow brightly enough to make him look like a being made of pure light; a fitting appearance for a Justicar as old as he. While his natural eye colour is a rich, captivating sky-blue, it usually can't be seen due to the bright white glow that fills his gaze; the magically enhanced sight that allows him to see demons that the naked eye cannot perceive. His form is long and slender, resembling another Hueilin in recorded lore, Arashi the Stormweaver, in appearance. A notable trait that sets Buruq apart from other Hueilin is the vast crown of horns he wears, nine large, elegantly curved, blade-like horns grow from the base of his skull backwards in a gentle curve, made of a natural, steel-like ivory. Unlike the Stormweaver, his elemental form is not electrical, but rather, that of air, capable of fading out of sight and reach at will with nearly no effort.

Height: 70 feet
Length: 350 feet
Wingspan: 400 feet

Weapons/Equipment: While his claws, fangs, wings and hide are intimidating weapons in and of themselves, his greatest strength is his experience in the fields of politics and war. Be it convincing his allies of a course of action or unleashing long forgotten tactics and weapons on unsuspecting enemies, Buruq is an indispensable asset to the war in Tyrbenetus.

Powers: In addition to the powerful fire-breath inherent in almost all Hueilin, Buruq is also a powerful psychomancer and adept in using many different elements, most important of all being air itself, which he often employs in tandem with other elements. Through the use of these combinations and his vast experience, Buruq is capable of unfathomable destruction, and it is only for fear of what his foes' adaptations to him would mean for his allies that he restricts himself and his powers to a relatively tame support role.

Personality: If there was one word that would describe the Ambassador, it would be 'eccentric'. He is shockingly cheerful and amicable for a being caught in a seemingly eternal war. On many days, when not obliterating platoons of demons alongside his comrades among the Justicars, he can often be found up in his tower in the Justicar Keep, puffing on a hookah or magically manipulating a musical instrument or two to play for him. More recently, this has extended to him reading the books Septimus left in the Justicar Library. His unpredictable personality makes him a bit of an odd creature to talk to, and many are often left completely confused after a conversation with him.
History: Much of Buruq's history is a mystery. The few things known about him suggest that he is unfathomably old by most standards, and that he was sent to Tyrbenetus from Syravoras. He was meant to be an ambassador of Syravoras's Hueilin to Tyrbenetus, but that project was abandoned after Buruq's companions were killed and contact was lost. Rather than return home, Buruq stayed in Tyrbenetus to fight what he saw as the most dangerous foe the world had ever faced. Since then he has grown to become one of the Justicars' oldest and most powerful members, and a mentor to many great warriors including Sanguine [formerly known as Septimus, before taking on the name and crimson armour he currently wears], Arashi the Stormweaver and Septimus the Scholar. He has, on occasion, offered his wisdom to many of the Justicar Order's members, helping them through their darkest hours and guiding their way forward.




Name: Thurduunax
Title/Rank: The Runecrafter, Lord of Clan Khulruud
Age: 15,000 years old
Species: Hueilin - Clan Khulruud
Gender: Male
Description: A massive dragon clad in blackened scales, looking perpetually charred, a dull yellow-orange glow visible between the various scales and plates. The glow is most visible through his countless battlescars, from his head all the way to the jagged, rocky tail tip that shows his Khelisaad ancestry. His chest plates have split into multiple smaller platelets, each a powerful barrier against harm, interlocking nearly perfectly. Beneath these seems to be a second layer of tough scale-like flesh, far surpassing the strength of any kind of skin or leather. His wings are heavily tattered and faded, though much of the apparent age comes from disrepair rather than age, as the dragon's immortal form is meant to be able to outlast eternity. At least a few of these scars were inflicted through the use of very powerful magic, the nature of them nigh impossible to heal. The most striking trait of all is the fact his hide is practically covered with runes which are usually invisible, but glare brightly when exerting himself or when fighting anything more than the most trivial of opponents...
Height: 32 feet [shoulder], 60 feet tall [tip of horns, neck craned]
Length: 184 feet long
Wingspan: 267 feet

Weapons: Thurduunax is a highly versatile dragon, capable of great feats of magic and physical power. With a skeleton bound in extremely powerful muscle, a hide tougher than steel and claws and fangs as hard as they are sharp, he is capable of tearing apart most things in his size range.

Powers: If anything can be said of Thurduunax, it is that he is an unparalleled wielder of fire and redirective magics. It is not often he resorts to using magic, as his physical strength is often more than enough to get the job done, but when need be he can unleash terrible destruction upon the object of his ire. Being a Runecrafter of his age and experience, he is decently capable in most forms of magic, including the direct manipulation and application of mana in its raw form; the means through which Hueilin craft their runes. Naturally, his position makes a comprehensive knowledge of healing magic and related fields paramount, and as a result he is probably the most capable healer among the Hueilin, with the possible exception of the 13,000 year old Cyndeyrn, the leader of Clan Maelgwyn

Personality: A stoic but critical creature, Thurduunax is always quick to speak when something displeases him. He has little tolerance for those who will not cooperate and those who would try and hinder him. His knowledge of the dangers that inhabit Aster has made him a rough being to all but the closest of his friends. It is this knowledge that has driven him to approve of some of Arashi's goals, particularly the need for the Hueilin to be exposed to hardship and difficulty, to train them to closer match the beings they once were.

History: Thurduunax's past is not the most eventful. His first three thousand years of life were spent much as any Hueilin's is: in Drakhunmiir among his kin, learning the ways of his kind. He showed a surprising affinity for the art of runecrafting at a very young age, and was swiftly taken on by the Hueilin's Master Runecrafter at the time as an apprentice. By the time he had reached the age of three thousand years, he was the master of his craft, his mentor having fallen to another Hueilin in a fight for power. It was around this time that the Seven Clans sent out a member each to explore Aster and identify other Mana Wells as well as the Guardians watching over them. Thurduunax went as the representative of Khulruud, and was accompanied by Vuradviig and Arturax, Burkhaan and Khelisaad dragons respectively. After finding traces of a Mana Well in the South of Aster, they took to the ground to try and seek it out. The ground collapsed under Thurduunax, revealing an underground lake of immense size and rich in vitorite clusters; signs of a nearby Well. As he called up to assure his companions he was safe, a terrible roar rang out, and both his companions were plucked up and slain by what he would later learn was a Dhahaka; a demonic dragon which, in this case, was immensely powerful and had a penchant for hunting other drakes. With his team now slain and the Well within reach, Thurduunax pressed on. He found it defenceless, its former guardians long dead of old age. In honour of his fallen companions, Thurduunax proceeded to guard the Well for the following 12,000 years, until one fateful day when a young Septimus stumbled upon that very underground lake. A short fight to test his strength showed the Elder how dire the situation was among his kind, a fact bolstered by Septimus's recount of what had happened recently. After conducting a rectification ritual to cure Septimus's life-long weakness and enable him to realise his full potential, the two then headed for Drakhunmiir with the intent of bringing justice to Arashi, who had reigned cruelly and unjustly over the past several centuries.

Upon finding that Arashi had been exiled, Thurduunax tested those who had ascended in his place, finding them to be woefully ill-equipped to serve their roles. He then took them on as apprentices and drastically changed the policies the Hueilin lived by, with the intent of helping regain their former strength through exposure to the harsh reality of the world beyond their utopian home. Since then, he has investigated the story of Arashi and those who follow him, and while he is still not quite trusting of him, he does understand the hardships the Stormweaver was forced to go through. Before he can show any outward sympathy however, he will need undeniable proof that Arashi's actions were justified; something Septimus seeks to provide.


Name: Ceridwen
Title/Rank: None
Age: 110
Species: Hueilin - Clan Maelgwyn
Gender: Female
Description: A slender dragoness with a small but agile build, Ceridwen is the daughter of a Maelgwyn father and Unguul mother. Her snout is more akin to a beak than the saurian muzzles most commonly associated with Clan Maelgwyn, and her deceptively small wingspan is compensated for by the existence of very large membranes. Long, backwards swept horns are for the most part smooth, unusual in a Maelgwyn dragon and far too large for an Unguul, making her a bit of an anomaly among her kind. Her reasonably sized tail is prehensile and armed with a row of rigid quills which she can twist through her tail's remarkable flexibility to point at her foe. Her body is impressively sleek and well designed for both flight and swimming. The resulting dragon is highly agile both on land and in the air. Her scales are primarily a very dark grey with a near-white underside. Her beak-like snout is tinged with streaks of iridescent gold
Height: 9 feet tall [shoulder]
Length: 48 feet long
Wingspan: 73 feet across
Weapons/Equipment: Long, slender talons and sharp quills serve as her main solid defence. In addition, Ceridan is capable of breathing a stream of startlingly hot flames, typically glowing near white with its intensity.
Powers: Despite her small size and relatively young age, Ceridwen is a capable cryomancer, armed with the means to turn everything from water to air into a deadly weapon. Additionally, she is surprisingly talented in the art of magical healing, able to repair injuries that would usually take weeks or months to heal within hours or even minutes, depending on the complexity of the damaged parts.
Personality: A fiery little dragoness, Ceridwen is notable for her temper. She has a measure of pride and confidence that she has yet to properly deserve, and gets very offended when any aspect of her being is mocked or criticised, her size being a particularly sensitive topic. Being part Unguul and petite naturally, she is one of the smallest Hueilin in her age range, easily dwarfed by most others. The advice recorded in ancient tomes warning to 'never laugh at a live dragon' was undoubtedly written for dragons the likes of Ceridwen. Despite the spunky attitude however, it isn't hard to bring to the surface a more inquisitive side, less prone to arrogant disregard for others; something that makes her the more reasonable side of the duo that consists of herself and the exile she travels with, Ezreal.
History: Ceridwen has always been a bit of a feisty dragoness, ever since her earliest days out of the nest. Be it nipping at older dragons' tails or chasing down the local fauna in Drakhunmiir, she was always up to some form of mischief. Now out of Drakhunmiir and exploring Aster at large, not much has changed except the environment in which she gets up to her antics. She has not been out in the world for long, and her hesitance to deal with the humanoid races as a result shows it. She has however, encountered one of Arashi's Exiles, a fellow half-Unguul named Ezreal, and has decided to accompany him in his travels until she becomes better acquainted with the world.



~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~.~
Name: Andruil Filtiarn "Liullwyn" Lyall

Alias/Rank: The Wolf of Valenhad, Viscount of Crestvale
Age: 28

Species: Viveryn (First-Elf in his native Irrydil Elven tongue. Technically Half-breed, or 'Nuveryn'. His elven blood was diluted by the human rulers of Valenhad millennia ago, though they have, for the last 5000 years, been marrying amongst their own kind, restoring their bloodline to the point it is little more than a singular incident in their past)

Gender: Male

Description: A tall, light brown haired man with slightly long hair. his slightly pointed ears are difficult to see under the hair, but he takes no risks, usually wearing a hood when not amongst other elves, or his own people. he's moderately tanned, and has some rough stubble. his eyes are an eerie shade of feral yellow, and are highly adapted for vision in light or dark surroundings. he's broad shouldered and fairly muscled, as would be expected of a soldier.
Armours:

Silver Order Armour: Worn when on official duty for Valenhad, and in battle. Most of what he wears is hidden under a dark, fur-collared cloak. beneath it is hardened and reinforced leather armour, with plate panels spread over flat surfaces, while chain surrounds the joints. it is made for the best combination of strength to weight and manoeuvrability, meaning the man is capable of impressive movement in spite of being decently armoured. a close inspection of the armour concealed by the cloak would prove that it's colour scheme is primarily blackish grey, with navy blue and grey accents on various surfaces. his chest plate is adorned with a coat of arms depicting two black dragons gripping a heraldic shield, upon which a falcon was depicted; the Valenhadian coat of arms. the gauntlet of the armour are designed with a sharp edge running along the outer side, running from the wrist just behind the small finger all the way to the elbow. tough, partially plated reinforced leather boots are worn on the man's feet, and the glint of a sword scabbard is visible on his side. Additionally, he carries a blackish grey heater shield decorated with a grey wolf head design, framed by the wings of a similarly coloured phoenix. Beneath the design, the words enim regis et patria are emblazoned, curving round the bottom of the phoenix's tail. On his back is a scabbard with 40 arrows, along with a strap from which hangs his recurve bow.

"Civilian" armour: Used when off-duty and travelling. His clothing is relatively inconspicuous compared to the Silver Order armour he would wear otherwise. A dark grey cloak is worn over [and closed around] a tan coloured shirt, the collar of which is kept open, both for comfort and appearance's sake. Around his neck hangs a doeskin medallion with a silver [actually platinum] rectangular plate, about an inch long and half an inch wide, made up of endless knots in a celtic design. At the centre of the plate, the knots morph to form a wolf head, two small topaz gems acting as the eyes. Over his shirt is a black waistcoat, decorated with fine silver Elven vinework-designs; a throw back to his origins. The inside surface of the waistcoat is made of red silk. The cloak is made up of two layers; a dark grey outer layer, and a marginally bigger maroon inner layer, acting as a form of border to the dark grey of the cloak. They are sewn together and are lined with pockets in which he can keep various items of use that the pouches around his waist and across his chest can't. Around his waist, a maroon sash is wrapped, concealing the leather belt of his pants and acting as a base on which the sheath straps of his sword, dagger and pouches, are fastened. His pants are similarly made up of dark grey fabric. Over the clothing, Andruil wears treated and hardened dark leather armour, made to the shape of the wearer's body, making for a snug fit but maintaining flexibility where needed. The greaves, have frontal plating, overlapping around the ankle and foot joint, as well as wrapping around the toes. The plating is mildly decorated, elven vine-work embossed on the surface of the metal. This theme continues with all his armour, gauntlets and chest plate also bearing the same decorative theme. Protecting his hands are a pair of leather gauntlets, the fingers of which are protected by overlapping plates along each knuckle's surface, allowing full flexibility but granting some vicious striking power should Andruil decide someone needs a punch to the face. From the top most knuckle and upwards along the wrist and lower arm, the metal plates become larger and more visibly decorated. A hood can be seen hanging from the back of the cloak behind Andruil's head. When in places where elves and 'half-breeds' are less tolerated, the hood is a valuable tool to keep from attracting unwanted attention, especially considering he isn't easily recognisable as being a member of the Silver Order, or of the Lyall family; two names that typically give him amnesty from the persecution elves tend to suffer from [though the latter only really applies within Valenhad's borders. The Lyall family's influence, while broad, isn't visible enough for them to be recognised by commoners]. At his left side, under the cloak, his sword hangs at the ready, kept within it's sheath but within easy reach. On his right gauntlet, a small, elegant wrist-bow is kept folded, usually concealed by the gauntlet's metal plates, though a flick of the wrist will have it unfold and arm itself, after which a simple chord and ring trigger will launch the bolt at a target. On his back, a shield, quiver and recurve bow can be seen, the shield's Silver Order and Valenhadian symbols clearly visible. On the left side of Andruil's waist, his dagger hangs in its own sheath, ready for use.

Height: 6.5 feet tall. 8.5 feet in Werewolf form

Weapons: His weapons were commissioned by his family to Dwarven smiths, though follow a specific design to ensure light weight and practicality. These weapons consist of a one-handed sabre/scimitar-like sword, a curved dagger and, for the moment, a gauntlet-mounted crossbow strapped to his left arm, with an effective range of roughly 20-30 feet, after which it has neither the power nor accuracy to be lethal. glowing runes run along the sides of the blades. More recently, he has acquired a more effective ranged weapon in the form of a recurve bow that is predominantly black, with light brown strips along the face and back of the bow, and ivory [more specifically dragon-horn] tips. the bow is lined with silver vine-like engravings, resembling filigree, making the bow resemble Andruil's sword to a startling degree. Unlike the sword however, the engravings on the bow do not glow in the presence of danger, helping maintain his cover in the shadows. On his back is a quiver of 40 arrows. More recently, in light of the complex and unpredictable nature of his "clean-up" missions, he has been armed with some more 'high-tech' tools, including things like smoke bombs and other utility weapons typically reserved to the Black Hand Assassins.

Powers: Highly skilled in conventional combat. he's outstandingly talented with a sword, and is an impressive shot with ranged weapons, though his weapon of choice is usually the small crossbow attached to his arm, for practicality reasons. In werewolf form, his equipment seems to meld into his fur. The fur around his neck is exceptionally thick, hence the nickname 'Maned Knight'. large claws and fangs, as well as superhuman strength and agility, are typical traits of this condition, the latter of which are present even when not in the were-form. His bite can pass the condition on to others, though it seems that he has control over it, since most of his enemies who had been bitten in combat never did become werewolves. his condition is inherited, due to his maternal great grandfather having been bitten by a werewolf in the line of duty. his loyalty and bravery earned his King's gratitude, and several apothecaries, wizards and healers were summoned to try and cure him. though they failed, they did manage to reduce the severity of the condition to the point that the man could still retain his consciousness and awareness while in werewolf form, meaning he wasn't reduced to an utterly mindless rabid beast during such times. the condition has run in his family since. Andruil's father, interestingly enough, is a direct descendent of the Kings of the Elven Kingdom of Irrydil; a bloodline that, legend says, was so attuned with nature that they could call upon the powers of beasts at will. Assuming this is true, it would explain the fact that the lycanthropy is much tamer in Andruil's father, uncle and brother, than it had been further back in the family. Thus, it seems the incident only reawakened a dormant ability inherent in the entire Lyall bloodline. As the invading strain of lycanthropy was diluted over the generations, control has been almost entirely regained over the ability, to the point that the Lyall family are known to be a family skilled in the control of the ability; Some even commission them to act as trainers and rehabilitators for those afflicted by the condition. As for Andruil himself, he has for the most part mastered his abilities, though an exception can be noted on days close to the full moon, during which times he tends to be somewhat more irritable and aggressive...


Personality: A friendly and kind-hearted individual, Andruil tends not to think things through before he acts. his impulses result in sudden decisions, though in combat, his intensive combat training means that his attacks are generally well aimed. He's driven by an overwhelming drive to protect others, the reason for which is interlaced with his past. He is something of a womaniser, and doesn't shy away from the opportunity if it arises. He tends to have a raunchy sense of humour, meaning he's more adventurous in conversation than most...


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Name of Faction: Brotherhood of Necros
Leader/Governing Body: Grandmaster Atrox
Capital: N/A
Description of Architecture: Architecture for the Asterian branch of the Brotherhood is black, red-lined tents. they seem to be made of some form of cold, silky material, a foreign material to Aster, brought with them from elsewhere. Though no information about them is known to Asterians at all [including their name, leadership, architecture or history] this material is actually made of the hide of animals native to their homeland.
Description of their land: Their current base in Aster is a camp in a wood at the foot of a massive, high-peaked mountain range. the woods seem dead, dry and leafless, with tall pikes embedded in the ground at random intervals with a pentagram on top of it, a skull in the centre seeming to have an endless supply of blood pouring from the eye sockets. these act as both deterrents and sentries. anybody who passes the invisible line between where the pikes begin is detected. they are never seen again by their loved ones.
Inhabitants: Stekhs. similar to sauropod dinosaurs, though instead of a long neck, they have a mammoth-like head, almost embedded in the muscle and armour surrounding the arms, chest and back of the animal.
Armed Forces: No soldiers. The order is made up of a large group of necromancers and other specialists in demonic magics of various types. their forces are made up of undead beasts of various kinds.


Name of Faction: The Kingdom of Valenhad
Leader/Governing Body: King Sebastian Archer and the House of Lords (The rulers of Tremaine, Riverdale and Mercutio. Sebastian himself is ruler of Crestvale, the fourth major province)
Capital: Crestvale City
Description of Architecture: Stone cottages with thatch roofing makes up the majority of buildings in the Valenhad Kingdom. Some of the larger, more stately buildings have roofs with shingles on them, usually made of stone, certain types of clay, or dragonscale, for the most prestigious official buildings, such as the Royal Palace. Tall, elegant statues decorate the entrances of some of the wealthier homes, made of varying materials, with stone and steel being the most common, and obsidian and gold being the rarest and most sought after. These statues are often made in reference to heroes in the family's history, or reference to their name or position. The Royal palace has two tall golden phoenixes framing the entrance, in reference to the banner of Valenhad. The Lyall family decorate the entrance to their home with two wolves, one of obsidian, another of alabaster.

Description of their land: The land controlled by the Kingdom of Valenhad is mostly made up of rich forests, lakes and fields, giving the Kingdom a very large supply of resources. The Kingdom is set on Aster's Eastern shore, The Kingdom of Germania located immediately to its South, and The Kingdom of Draxon South of that. Valenhad's Northern reaches are wrapped by the vast Kirrahara mountain range. at its feet are several cities that act as both training grounds for the Kingdom's strongest forces, and as evacuation posts, each having vast underground fortresses that can withstand siege nearly indefinitely, acting as Valenhad's last resort. During times of peace, these cities are occupied by a 'skeleton crew', only the bare minimum of staff required to keep it functioning present. Under their operation, the underground cities act as trading hubs and food suppliers, augmenting the diets of other cities further south with rarer types of foods. Among these are a number of luxury wheats, wines and cheeses, and Kirraharan Fire Whiskey is a favourite amongst the upper classes, with Kirraharan Honey Ale being a more affordable luxury for the lower classes. The kingdom is split into four main provinces; Crestvale, Riverdale, Tremaine and Mercutio. Each of these is in turn superordinate to a lesser province. Crestvale is the marine and terrestrial trade hub of the kingdom, serving as a nexus for all goods in and out of the kingdom and a major stop for traders coming around the continent. Riverdale majorly consists of the central parts of what was once the Irrydil Elvish Kingdom, and as such, has the largest Elvish demographic in the Kingdom, with humans, dwarves and other races making up minorities. It serves as the most popular trading harbour for foreign goods, thanks in part due to the old pacts made between the Irrydil kingdom and factions beyond the Jade Sea East of Aster.

Inhabitants: Humans, Elves, and Dwarves. Various species of steed and beasts of burden, ranging from the common horses and oxen, to gryphons, dragons, and large, mammoth-like pachyderms known as Turuks. They're notable for their shaggy grey fur and 6 tusks. In addition to acting as beasts of burden and siege weapons, Turuk milk is highly nutritious, and the mature Turuk White cheese is known to be the best in the Kingdom.

Armed Forces: Several hundred battalions of troops, ranging from light infantry to heavy cavalry. Highly skilled ranged units, magical support units, artillery units consisting of ballistae, trebuchets and catapults, as well as airborne artillery and aerial assault units in the form of mounted Dragons of various types.

The Silver Order: The Knights of the Silver Order are well trained warriors known for their tactical expertise and varied skills. Considered the King's personal guard and representatives in military affairs, it is rare to see a Silver Knight outside of Valenhad itself. On the extremely rare occasion when it does occur, its usually with the King's express authority. In addition to their tactical expertise and diplomatic skills, it is not unusual for a Silver Order Knight to have Black Hand training [More on the Black Hand below]. As such, Silver Knights are loved and respected by those loyal to the Crown, and feared by the Crown's enemies.

The Council of Mercutio: One of the oldest and most powerful magical orders in Aster. Their legendary power has been the source of fascination for centuries. Adept Demon-Hunters and specialists in all things arcane, it is rare for their number to exceed 40 at any time. They have three ranks within their order, namely the Vindicators, Inquisitors and Archknights. Vindicators are the most common, with 200-250 present on average. They serve as investigators into the paranormal and supernatural, often being sent to investigate locations across the continent where there has been notable undesirable supernatural activity. They are often seen with Griffin Hawks perched on their shoulders; their messengers to and from Arx Arcaenum; the fortress that acts as the Council's headquarters. Inquisitors are the executors of the Council's will, and are often sent alongside Vindicators to eliminate more dangerous threats such as phantoms, demons and necromancers. Archknights are the highest ranking figures in the Council after the Archmage himself, and are sent on the most dangerous missions, either alone or with assistance from lower ranking Council representatives. Among the opponents Archknights are trained to deal with are Archdemons, wraiths and revenants. Often, a single Archknight can bring down their opponent single-handedly, though at times, a specific Archknight's skills may not be adequate to deal with certain foes, thus bringing forward the use of assisting Council representatives.

The Black Hand (aka The Black Fangs of Valenhad): An elite group of warriors renown for their unrivalled combat skills. They're easily identified by their dual Elven Scimitars, light armour and various forms of poisons, acids and, on rare occasions, unstable magical or alchemical weapons. Unlike most orders, the Black Hand's hierarchy is easily identified by the quantity of armour worn by the warrior. Unlike most soldiers, Black Hand rarely wear anything heavier or tougher than leather armour, with the highest ranking agents forsaking it entirely in favour for light clothing. They have been known to bring down opponents of impossible scale in battle, one notable poem stating 'But were death itself in its shadowy might the Black Hand cross, there could be no denying before the Black Hand Death's loss'. It is not unheard of for a team of 10 black hand to face down 100 regular soldiers and succeed with no casualties. Such an incident occurred in the era of the second King of Valenhad, King Arturian, during a meet with neighbouring Kingdoms in foreign lands. During their meet, the palace was seiged by an enemy faction, an army of 2000 marching to the palace's gates. King Arturian had a team of 20 Black Hand agents. The siege lasted for a week before the enemy army retreated, their forces reduced to half their original scale, as a result of Black Hand tactics and combat mastery, alongside the 150 regular guards remaining of an original 200 securing the palace.



Faction: The City-state of Thimeyra
Ruler: Qa'id Antar Timeem
Political System: Constitutional Monarchy supported by the Court of Advisors
Capital City: Thimeyra (Silverlake)

Description of the Architecture: A city set in the middle of the Asterian desert, South of the continent's centre, Thimeyra draws much of its livelihood off its namesake; the seemingly bottomless lake the city is built beside. The city has several massive walls wrapping around itself and the lake, with a significant amount of empty ground within the walls used as building room and additional defences. The walls, as well as the rooftops of all official buildings within the city, are dotted with ballistae and trebuchets, giving the city the appearance of some massive porcupine, bristled with defences sufficient to pound all but the most massive invading forces into dust long before they ever get close enough to retaliate. The buildings are almost all decorated with arches and domes, and streets tend to be narrow but numerous to keep the heat from reaching the people at ground level, meaning much of the city's streets are cast in shadow at almost all hours. The widest roads in the city are set between the largest buildings, most of them official structures, and in the rare cases of wide roads not near official buildings [such as the bazaar], they are shaded with vast veils and fields of magic to keep the heat of the harsh, unrelenting desert at bay. Throughout the city, several large squares are located with fountain-wells connected to the lake, supplying water to all the city's inhabitants. Beside the lake itself is a single single floor building tended to by mages specialising in purification magic. At the city's heart is a massive, beautifully decorated palace; the home of Qa'id Antar Timeem, the ruler of the City-State of Thimeyra.

Description of the Lands: The Asterian Desert is a vast and merciless land, with dunes that shift and change endlessly with the winds passing through this arid landscape. Without the appropriate equipment, passing through it is nearly impossible, and none but the Thimeyran/Silverlake Elves (Known in their native tongue as the Hukkamil-Birran) and the nomadic Human tribe known as the Abirus-Sahari, have ever been able to travel through it safely. The areas along the desert's outskirts that are not overwhelmed by the ever-changing dunes have savannah-like grassy plains, and are inhabited by a range of creatures, primarily reptilian in nature. They range from horse-sized predators to enormous herbivorous behemoths with long, curved horns that sprout from just behind their eyes, curving under like a ram's and extending forward alongside their mouths, used to dig into the earth for sustinence. These beasts are often employed by both the Thimeyrans and the Nomads to carry things such as portable command centres and siege engines, the smaller creatures used as mounts.

Inhabitants: Almost entirely occupied by Thimeyran Elves, a dark skinned race of Elves that split from their fairer-skinned brethren in the far West of the continent long ago. Amongst them, a few other, less exotic races can be found, such as Goblins and Dwarves, and on occasion, Humans. A decent number of the aforementioned species of beast used as mounts are kept within the city's walls, but most are left in their own habitat as a result of the city being unable to sustain them in large numbers (though recent rises in external trade has given the city a decent means of keeping a larger number of them within the walls).

Armed Forces: To be Elaborated.
"Ah yes, organised chaos. the sign of a clever but ever-busy mind. To the perpetrator, a carefully woven web of belongings and intrigue, but to the bystander? Madness!"
–William Beckett, Lore of Leyuna RPG

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Re: Fantasy RPG Profile Topic

Postby raptor titanus3 » Tue Nov 23, 2010 2:59 am

I've removed the old material in favor of a new narrative and character The Northmen was large amount of effort, but didn't have much in the way of flexibility so I'm beginning with a new character, one that I hope will be able to do more and be interesting to write about.

Name: Maelrawn
Title/Rank: None
Age: Unknown (appears to be very old)
Species: Unknown (appears Human)
Gender: Male
Physical Description: 5'8, weight varies, Bald head with white hair with a constant wet and briny shimmer, Long facial hair is long and swaying, looks constantly waterlogged and clothes seem to leave behind moisture, is clothed in long robes which if one looks away seems to take a different color one might only see out at sea. Has a large Rope tied around his waist with bottles, small chains, and a sea conch in a net hung from the rope. Despite his appearance and apparent age he never appears to be tired, but he also never appears comfortable in one place either constantly pacing or moving.
Weapons/Equipment: Besides what he has in his Physical Appearance, none
Abilities: A natural affinity for the environment and animals and ability to predict weather, particularly Rain and storms.
Personality: A calm, patient, and thoughtful individual, he has a nasty temper when provoked though. He has lost his memory after washing up on shore and only remembers his name and that he is looking for something important he lost, what that is and why its important he cannot recall, only that without it he feels unsettled.
History: None that he can remember besides his name and what he is after.
Last edited by raptor titanus3 on Wed Aug 21, 2013 1:19 am, edited 11 times in total.
"We all go about our daily lives, waiting for the next big thing, the next cool trend, even the smallest bits of info on anything happening, but what we're really waiting for... is for something interesting to happen to us, thats what draws us to the rich and famous... we want to be like them... I don't, I'm fine with who I am... and you should be too" - RT3
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Re: Fantasy RPG Profile Topic

Postby Giratina93 » Wed Nov 24, 2010 5:26 pm

Faction: Germania

Governing Body: A democracy not unlike that of Ancient Rome, with several major key differences. There's a large divide between the plebeians and the nobles. Most plebeians never get to vote, whereas the nobles can all vote for whom their next ruler is, once every 6 years. However, lately, the average rule time for an emperor has been very short, due to death by assassination. While it may seem like the emperor has the most power, he is, in fact, overshadowed by the pope of Germania. The pope wields all the power in Germania, and can place the emperor, and everyone else if he so wants to, under interdict, thus excommunicating them from the church. This is seen as far worse than death itself, and is a very powerful tool against those whom oppose the pope. In each city of Germania, there are governors that oversee each city, and there are local bishops who act as the eyes and the ears of the Pope of Germania. As it is now though, the pope's power has been crippled thanks to Valenhad stepping in and curbing the system, so the Emperor holds the primary seat of power.

Capital: Tristan

Architecture: The plebians that aren't slaves to the nobles tend to live in small, wooden cottages, maximum of three rooms, with very little, to-no running water at all in them. Nobles, however, live in large marble buildings, often three stories tall, and with a few pillars decorating the insides, as well as whatever the owner might want. As for the King, his royal castle is a massive, 7 story colossus, 6 limestone spires, covered in bronze, move up from the main squarish building.The castle, which resembles a cathedral quite abit, is not only where the Pope of Germania also lives, but also where people flock to attend the royal catholic church.. Smaller versions of the King's castle are located in every major city, of which ther are 4, where people head off to attend church service. The royal's houses have slanted roofs, to help water run off. The King's castle has grooves on the roof, where water runs into it, onlyto head down small tubes, which leads to a large heated chamber, which warms the water up for the King's daily baths. The plebain's homes have no such luxory, and have their roofs completely horizontal. All the buildings in Germania are built by slaves.

Landscape: The country of Germania lies on a large, fertile plain between two mountain ranges. The plain itself consists mainly of jungle, with the cities in the jungle. Roads have been paved through the forest, though all too often, people are killed by ravenous beasts and monsters plaguing the jungle roads. A few small lakes dot the plain, and one in particular, Lake Aaken, is just behind the capital city of Tristan. Each of Germania's cities ae very close together, usually less than 4 miles. Most people tend to love very close together, because the farther the distance one has to go, the more likely one is to get devoured by a roaming monster.

Inhabitants: The main inhabitants of Germania are normal human beings.

Armed Forces: Knights, Archers, and dragon masters are the main armed forces utilized in Germania. During warfare, The archers would attack first, raining down bows upon the enemy. Then, the knights would charge in on horseback, or, in the King so desired, Elephant back, with maces or Halberds in hand, to mow down the enemy forces. If that still wasn't enough, or if the war would seem like it would last for quite a while, then the dragon masters would come in. On the backs of large flying dragons, they would rain fire down upon the enemy, burning them up if need be. Other, smaller components of the armed forces were the Crossbow users, The Trebuchet users, and, most rare of all, the War Pig handlers.

History: Germania started off as a small town of settlers whom made shop on the banks of the lake Tristan. Overtime, the population grew, to where Tristan became the major city is is now. The population exceeded the city limit, so many people left to start new towns, which also grew. Currently, the country of Germania is made of 4 major cities, and 5 or so minor towns. Each town is roughly 3 or 4 miles from another town or major city. Just a year ago, Valenhad occupation occurred, which saw an overhaul of the primary political structure and caused the city of Tristan, and Germania as a whole to grow, swelling the size of the armed forces and tuning it from a weak country ruled by the church into a strong nationalistic force to be weary of.


Name: Trajan
Title: Emperor of Germania
Age: 25
Species: Human
Gender: Male
Description: Trajan has rather light skin, and brown, short hair. His eyes are emerald green, and he has a thin, long scar running down the right side of his face. He wears a purple robe, and almost always has on his crown.
Height (If applicable): 5ft 9
Weapons/Equipment: Trajan, who's rather paranoid of getting assassinated, always wears armor plating beneath his purple robe, and has with him a small, 3 inch long dagger hidden in a self-made pocket in the robe.
Powers: He has none.
Personality: Trajan is a rather nice guy, but may at first come off as rather cold. He tends not to talk all that much, and is always alert, in case an assassin lurks just around the corner. Once you've become a friend of his, however, he starts to warm up and talks abit more, though he's still on the alert.As the King, his decisions tend to be rather mixed. Some are good, and others are rather bad. Those that are bad are usually replaced by the pope.
History: Born in Tristan as the son of the old Emperor, Trajan became the ruler when his father died 2 years ago from assassination. Before this, he had been a farmer, taking care of his father's land. Now, he has his servants taking care of it while he runs the country.

Name: Dione
Title: Pope of Germania
Age: 17
Species: Human
Gender: Female
Description: A tall girl with green hair of shoulder length. Is dressed in robes of red and blue. She has several freckles on her face, and her skin is tanned.
Height: 6ft 2
Weapons: none
Powers: Dione has the ability to speak with animals, a trait that has before been long lost from her family heritage. Recently, she has gained the ability to use ice magic.
Personality: Dione is a free-going girl who fears almost nothing. She is quite friendly, and used to agree with her father's ideas. She is VERY intelligent, yet occasionally has the misfortune of holding the Idiot Ball at times.
History: When Jeetis was still alive, Dione would be his adviser, pointing out faults in his ideas and helping him out. One day,(The day my first post in FRPG takes place), Jeetis went out to take care of his pet, only to be killed on the way there by one of his own servants. This is not known to either Trajan or Dione, who still thinks he's alive and being the Pope of Germania. With her father dead, how will Dione take the office of Pope of Germania, a position that has historically been a male-governed position, and the most powerful one in the land?

Name: Mara (Lamia)
Title: none
Age: 21
Species: Half-Demon
Gender: Female
Height: 6 ft 5
Description: A tall girl with shoulder-length blonde hair. Her voice is a tad bit gruff, and her "Clothing" tends to be a skin-fitting armor suit with a black cape over it. She had a snake-headed staff at hand at almost all times. Her eyes are a dark red color, and her skin is rather white.
Powers: Being a half-demon, she can control three kinds of magic, as opposed to one. She has limited use over Fire magic, control over being a shadow, and can turn herself into anyone she wants... the only problem? she can't change her height. However, what she can do may not be as it seems...
Personality: She isn't a very nice person. Her attitude is more often than not rotten, but she can be very patient and cunning at times. She seemed to harbor extreme hatred toward Trajan and Dione, until her motives and reasons were revealed...
History: Lamia was the daughter of a tradesman who travelled around most of Aster to collect rare goods and treasures to sell at the markets. While her father would be off, Lamia would play with her childhood friend Dione, which would last for weeks, if not months. A few years ago, tragedy struck when her father, deceived by the demon Akuro, was sent off on a death trip to the lands to the south, never to return. Lamia was convinced the higher ups were responsible for her father's death, and led on by Akuro, was taken under his wing, and took the name Mara to exact vengeance upon those that had ruined her life. She murdered Jeetis and many other high ranking Germanian officials over the years, before trying to take the lives of Trajan and Dione, certain they had been there on that day and decided her father's fate. However, the trickery was revealed to her, and she turned against Akuro in rage, and dismantled his plans. Though she failed to kill him, now she has spent the last year making amends for the evil she has done, and has become Dione's most loyal ally and friend.

Name: Djinn
Title: None
Age: Unknown, though she appears to be in her 30's
Species: Nue
Gender: Female
Height: 6ft 1
Description: Djinn is a semi-tall woman with very dark skin, and black hair of shoulder length. She tends to wear a very modest purple cloak that covers her up entirely except for her arms, hands, neck, head, and feet. Her eyes are a light green color, yet one eye has a jagged hole in it, as if someone plunged a knife through.
Powers: Djinn is capable of summoning up to 9 blue flaming eyeballs, that can explode upon contact with an enemy. She can also create a very thick fog out of thin air, and has great strength and speed. She's also smart to boot, and can read people' minds. She is also capable of transforming herself into her true form, that of the cat-like chimera, the Nue. In this form, however, she has no powers other than increased strength and speed.
Personality: Djinn is a rather sweet,gentle person who tries to uphold the truth. However, because of her old habits, she tends to do things for her own amusement, even if others suffer because of it.
History; Very little is known of Djinn's past, like where she's from or just what she is. However, it appear as though Guame might know a thing or two about her...


Name: Byakuren
Title: The Wandering Eternal Mage
Age: Though appearing to be in her twenties, is actually more than a thousand years old, though most of those years were spent sealed away.
Species: Witch
Gender: Female
Height: 6ft 2
Description: Byakuren is a beautiful woman with long, wavy, brown hair that turns purple near the top. She wears a black and white dress, with a long black ribbon crossing the middle, and white ribbons across her sleeves, with a long red cape attached to it as well.
Powers: Byakuren, having forsaken her humanity to become a witch, is immortal; she does not age. She carries with her a sword, which she calls Lævateinn, which can become a flaming sword over 4 feet long. She can also summon what appears to be a butterfly-shaped shield, which can not only absorb flames and other kinds of magic, but redirect it back at the opponent, though the shield can only hold up to so much punishment. This butterfly shield can also fire 4 energy spheres that can explode against their target with stunning force. She can also make herself physically stronger with her magic. Also, while she was sealed away in the Demonic Realm, she created a special scroll which she uses to create her shield and recite spells. Apparently, this scroll can auto-recite spells, if need be.
Personality: Byakuren is a sweet, gentle soul who cares for both demons and humans. Normally, she is one to avoid a conflict, but if there is an issue to be resolved, or if there's no other way, she can prove to be a force few want to deal with.
History: Over a thousand years ago, Byakuren was a monk who wished to live forever. She began to "specialize" in exterminating demons, while actually relocating them far away from human settlement, in order to obtain the power she desired, but as she obtained what she wanted, the plights of the demons she helped shifted her heart, and she became genuinely concerned for them. While the demons she helped out liked her, the humans she helped out began to grow suspicious of her eternal youth. Once they found out she was a demon, they sealed her away in the demonic realm. A thousand years passed, before a few of the demons she had helped in the past managed to release her from her seal. Ever since then, she now wanders across Aster, helping out both humans and demons alike, no matter the cost...

Name of Species: Hydra
Description: Very large, massive serpents with 8-heads, these titans required lots of food to eat. They are virtually extinct. Tended to be up to 130-50 feet long, with 5 foot heads and 6-inch fangs.
Natural Abilities: Very venemous creatures, Hydras can live up to 300 years old. They are somewhat resistant to magic, and their scales are nearly inpenetrable. THey are able to spew out clouds of poison from their mouths.
Intelligence: According to ancient tales, Hydras were on par with humans in intelligence. They were capable of laying out traps for their prey to fall for, and in pre-Germania times, natives hunting the Hydra would more often than not fall prey to their traps.

Name of Species: Nue
Description: Nues are chimera-like monsters with the body of lions, the head of a monkey, and the tail of a snake. In their normal form, they reach lengths of 25 feet, and weigh up to 1 1/2 tonnes.
Natural Abilities: Nues are beings said to thrive off misfortune and chaos. The more there is in an area, the stronger they become. They are also capable of shape shifting into whatever human form they desire, though half-breeds have more trouble with this.
Intelligence: Roughly speaking, their intelligence is that of your average human being's, if not slightly less. They were supposed to have gone extinct many centuries ago due to Smaug wiping their main nest out...

Name: Thems
Title: None
Species: Hydra
Age: 15
Gender: Female
Description: Thems, due to being raised as a pet by the late pope Jeetis in the dark caverns beneath Tristan,is slightly more pale than the average Hydra. While she may seem to be very bright with her emerald skin, when compared to those of other Hydras of her subspecies, it is slightly more dull than theirs. A large, 7 inch spike on the end of her tail. There is a large scar on her back, a souvenir from an event that transpired shortly after she had hatched...
Length: 150 feet long
Weight: 25 tonnes
Height (When reared up): 50 feet.
Personality: Due to her being raised by a human and not by a Hydra like herself, Thems isn't as weary of humans as her kind is, but sees them more as a source of food, indirectly and directly. She is rather intelligent for a Hydra, and understands (and even speaks, to a limited extent) what humans say.
Powers: Only what a Hydra naturally has.
History: 15 years ago, the Pope Jeetis received a strange egg as a gift from an old friend of his. This egg hatched 4 weeks later into Thems. Jeetis, realizing that the serpent he had before him was a deadly creature that could jeopardize hundreds of people, kept the creature a secret and put her into the deep chambers beneath Tristan. For 15 years he had kept her there, feeding her 3 times a day. Then, on the day of the Popes death, Thems broke free of the chambers when Dione came to feed her, and slithered off into the Germanian wilderness... With a strange promise to return...

Name of Species: Gandiors
Description: A large bat-like creature that plagues the skies of Germania. males have a 9 foot wingspan and are roughly the size of humans. The far rarer females, which are blue instead of brown, are far larger, with 35 foot wingspans. It is not uncommon to see a large female Gandior fly out to hunt while accompanied by 5 or 6 males.
Natural Abilities: Aside from flight, none at all.
Intelligence: not too smart... about as smart as a leopard or lion...

Name: Redeath
Title: Leader
Species: Gandior
Age: 9
Gender: Female
Description: Redeath is an unusually small female Gandior, with a red scar running down just behind her right eye and a small tear in her left wing. Otherwise, she's just like any other female Gandior.
Length: (From nose to tip of tail) 15 feet.
Height: 9 feet tall
Wingspan: 18 feet.
Weight: 120 pounds.
Personality: Redeath is a very active, very fearless Gandior that doesn't know when to back down from a fight. Aside from that, she's quite the deadpan snarker, yet somewhat trusting and kind (Unless she feels there's something fishy going on.) She LOVES the taste of a certain species of Piranha, only found in one small lake by the city of Tristan.
History: Redeath's history is just like that of most Gandiors. However, due to the deaths of both her parents at an early age from a rival flock, she was forced to fend for herself. She didn't quite get all the food she needed as a youngster due to this (Hence her small size), and has never been accepted into a flock until now...

Name of Species: Zeuglodon
Description: A large, carnivorous amphibian, about 30-45 feet long. Their skin is of brown color, to help them blend into the swamps of Germania. Teeth are about 1 inch long, and curved backward. Their tales are deep and flexible, allowing them to swim rather easily.Nightmarish ambush predators of the swamps, travelers heading down the narrow roads from one village to another have often been attacked by these horrid beasts. http://en.wikipedia.org/wiki/File:Silvanerpeton1DB.jpg
Natural Abilities: Zeuglodons are able to change their colors to further blend in with their surroundings. Also, they can spew out small fireballs to ward off attackers.
Intelligence: Not very smart. Roughly the intelligence of a dog.

Name of Species: Akantierus
Description: A large reptilian creature with a broad head. A pair of sharp tusks jut up from the lower jaw, and the arching back is covered in sharp, sturdy spikes of sorts. The long thick tails also have sharp spikes on them, only these are thinner, less for passive defense and more for offensive defense. Akantierus are over 60ft in length, and when standing on their hind legs, can tower over 20ft in height. their underbelly is a pale creamy color, but the rest of their body is a motely green and brown, colored to match the swampy landscape of Germania. They have a large frill on their neck that when buried is made to resemble a bush of sorts, allowing them to easily ambush prey while underground.
Natural Abilities: The Akantierus can dig into the ground at a rapid speed, and can fling it's tail spikes at enemies, while growing them back in a few hours. If need be, they can also spew out streams of fire from their mouths. Their claws are also covered with venom, and their hides are rather tough, though not to the same extent as the Hydra's... Unfortunately, their hearing and sense of smell, which are very acute, tend to make them prone to very loud noises and strong smells, and with their large size, they aren't the fastest creatures around...
Intelligence: Akantierus, despite their appearance, are VERY smart, and rumors have it that on the Continent they originated on, they were used as pack animals. Being large apex predators, they are able to out muscle, outsmart, and outmaneuver all other predators in Germania. It is the Akantierus that drove the orochis to near extinction when they were unknowingly unleashed in Aster...

Name of Species: Kitsune
Description: Kitsune are fox-like demons that, prior to Akuro's appearance, have never been seen on Aster. Kitsune tend to have orange-red eyes, white fur, and long, furry tails, which, depending on how powerful the Kitsune is, can number from 1 to 9. They range in size from those of normal foxes to as large as a lion or tiger.
Natural Abilities: Aside from being able to learn one kind of magic, like most demons, Kitsune are able to possess the bodies of a deceased being. Usually, this is done through through the fingernails, though in the land they've originated from, there have been reports of Kitsune possessing dead bodies via the mouth or ears. Also, every 100 years, a Kitsune gains a tail, until it achieves the full 9 tails. Kitsune who achieve this the proper way are incredibly powerful, while those who try to find shortcuts around this process tend to be weaker than normal.
Intelligence: Being demons, Kitsune tend to rival humans in intelligence. Once one has possessed a body, it is near impossible to tell them apart from the real thing, unless one has a very keen sense of smell...

Name: Akuro
Age: Unknown
Title: Unknown
Species: Kitsune
Gender: Male
Description: Akuro is a massive, black wolf-like demon. Though he is a Kitsune, he is more Wolf-like than Fox-like. From the tip of his nose to the end of his 9 tails, he is roughly 35 feet long. Pitch red lines run along his back, and a single eye is, instead of brown, pitch black, though more often than not, it is red in color...
Weapons: Akuro can use his claws to slash apart even the thickest of armor, and his bite is second to none. Also, the 9 tails he has can wrap around objects, and constrict them, just like a snake.
Powers: Like all pure demons, Akuro has only one true power, aside from being able to possess people. He has great control over electricity, from launching electrical spheres at his opponents, to having electricity surge through his fur, to name a few uses...
History: Very little is known of Akuro's past. All that is known is that, when the first people set foot in Germania, there were reports of a large, multi-tailed black wolf. Also, it would appear that he and Guame are acquainted with one another..

Name: Ahiro
Age: unknown: at least 400 years.
Title: None
Species: "demon"
Gender: Male
Height: 20 feet
Length: 50
Description: Ahiro can best be described as a frog-like demon, but even that fails. While the main body is like a frog, the head, over 15 feet in length, is more crocodilian, elongated and scaley, hiding rows of razor-sharp fangs. His maw also houses a long tongue that can reach over 30 feet away. His limbs are adorned with eagle-like talons, over 6 inches in length, and his eyes, spaced 3 feet apart, are each 4 inches in diameter.
Personality: Despite his fearsome appearance, Ahiro can be described as Faux Affibly Evil. He almost always seems to be in a good mood, and is slow to anger. He is also something of a glutton, and those who know him can best describe him as a bottomless hole. But behind his gentle mask, lies the demonic monster he is, with little true regard for those he considers his pawns..
Weapons: His jaws can come down with a pressure of 5,000 pounds per square inch, able to rip through steel. His talons can also eviscerate whatever he so pleases, and his tongue, rubbery in feel and texture, can bring in smaller items into his fearsome maw.
Powers:
Heat Absorption: When it comes to heat, Ahiro is impervious to it. He uses it to rejuvenate his injuries, and makes the most of it by living in the swamps of Germania, where the Zeuglodons every try(and fail) to burn him alive.
History: At one point he was a friend of Akuro's. However, they both went on separate pathways, mainly due to their difference of objectives: Akuro wanted to rule Aster all by himself, and Ahiro wished to do as was his nature: to help out his demonic bretherin secure this world for their purposes...
Name of Species: Beastmen.
Description: Beastmen come in all shorts of shapes and sizes. Some look almost human, while others more closely resemble the animals they were morphed from.
Natural Abilities: Beastmen are not able to reproduce, due to them having been made via very powerful magic, though they cannot die from old age or illness. They also cannot use magic, but their strength and skill at using weapons can give them an edge over humans. The only way for a Beastman to be made is to turn a creature into one via magic.
Intelligence: The intelligence of Beastmen vary greatly, again depending on what animals they're derived from.

Name : Guame
Age: 300
Title: None
Species: Beastman
Description: Guame is an Armadillo beastman, though his snout is more rounded ad less pronounced than an average armadillo's. His skin is green in color, and the armor on his back is a pale yellow.
Gender: Male
Weapons: None
Height: 3ft tall
Powers: Unlike your average beastman, Guame is capable of using magic, due to the friendship he had with his maker, who made him with the ability to use magic. The magic that Guame is capable of is sealing the powers/magic of whom he chooses (But to do this, he had to tap said person/creature right between the eyes,,, and hold his finger there for 5 seconds.), using powerful ground magic, and he is capable of rolling himself into a small ball, then bounce all over, slamming into whatever target Personality: Guame is very patient, relaxed, and composed, perhaps due to his very long life. It takes quite abit to make him angry, but when he does snap...
History: Guame was one of the first Beastmen to be made. His maker, a wizard with incredible power, had kept Guame as a pet armadillo before turning him into a beastman. Due to the friendship he had cherished with his former pet, he made Guame with the ability to use magic, a trait other Beastmen are incapable of doing. After his master died, Guame traveled all across the world, learning what he could, before winding up in Aster. Apparently, he, Trajan, and Jeetis were the best of friends, always hanging out together and having fun. Guame would even show up at Dione's early birthday parties, and he would allow the then less than 10 year old girl to tug on his ears and whatnot. Since Trajan became Emperor, however, Guame disappeared from Germania, though occasional sightings of him came back to both Trajan and Jeetis...

Species: Fire Drake
Description: Fire Drakes are massive dragons, capable of reaching lengths of up to 200 feet. They are quadropedal, fire-breathing dragons that, rather than having the standard reptilian head, they have a more mammalian face, with fangs and fur. They are more or less extinct in Aster, with only Smaug having been seen in the last thousand years...
Abilities: Fire Drakes were capable of flight, and breathing vicious flames. Their tails were prehensile, and their eyes could generate beams of light that, while not being useful in a fight, could be used to search for prey.
Intelligence: Fire Drakes varied in intelligence, wit most of them being no smarter than a dumb human being (Part of the reason for their extinction), while a few managed to gain high levels of intelligence, even among dragon standards.

Name: Smaug
Age: Around 2,000 years of age
Title: The Golden, the Magnificent
Species: Fire Drake
Description: Smaug is an ancient Fire Drake, and the last of his kind. His skin is reddish golden in color, while the fur on is head is brown, making his face resemble more of a wolf than a dragon. His underbelly is adorned with gems and fragments of gold, a result of him lying on his treasure hoard for who knows how long. fur also runs down his back and tail, and his wings resemble those of a bats, only far more massive. His ears as well are also bat-like.
Length: 170 feet long
Wingspan: 130 feet
Height: 60 feet (When neck is reared up)
Weight: 30 tonnes
Powers: Smaug possesses the same abilities that the rest of his species had, as well as acidic saliva that can burn through gold and steel with surprising ease, and a tough hide that can resist many powerful attacks.
Personality: Smaug is a boastful and proud dragon, thinking himself superior than others, due to him being the last of his kind. He is also greedy, and would slay any fool who dares try to rob from him. However, if one has genuinely helped him in the past, then he displays a more sympathetic side. being willing to chat with others. He also likes riddles.
History: Very little is known of Smaug's early days, aside from his species already being a dying breed back then. The earliest records containing him show him taking over what was once the city of a long since vanished species of demon. He made the city his own lair, and burnt down the area around the place where the gold and treasures lay. He kept the treasures for himself, and slept on them for hundreds of years, only venturing out to eat....
Last edited by Giratina93 on Tue Dec 23, 2014 9:02 pm, edited 29 times in total.
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Re: Fantasy RPG Profile Topic

Postby Doc 42 » Sun Nov 28, 2010 1:30 pm

Character Template:

Name: Squiggle Spark ( Charming Tooth )
Title/Rank: Court wizard
Age: 8
Species: Bada
Gender: Male
Description: Squiggle is a bada of average to short height and is often seen wearing a light blue cloak above a simple tunic and breaches. He has black skin and white hair, with short sparse hair on top of his head, somewhat furry eyebrows and a moustache that he is particularly proud of. His eyes are yellow. He likes to wear a variety of hats. His favourite is a blue knitted woolen cap with a fluff of red feathers sticking out the top.

It is held in good authority by the ladies of Flaming Dogs that he is 'pleasingly attractive' by badai standards.
Height: 1'11
Weapons/Equipment:
Squiggle normally carries his spell book and pencil with him, worn around his waist on a leather strap. This is mostly a fashion statement, as it is trendy for wizards to be seen with their books. (Most of his writing is kept in multiple copies stored safely at his home.) Nevertheless, the book does see use for taking notes in the field, and also contains some more complicated magics and recipes that he likes to have at hand.

As a matter of personal security, like most badai, Squiggle carries a small blade of forged steel with him, which hangs from his waist. The knife sized weapon is of good quality, befitting of a wizard.

Along with his blade, Squiggle carries his wand on him at most times. It fits into a small slot in his belt and is made of oak with a harpy feather core and sapphire nexus.

Powers: Squiggle is adept at incanted magic, and is able to perform a wide variety of spells that he has committed to memory. He has relatively good innate magic and is skilled at learning and understanding spells quickly. He has had good practical experience of magic use, however, he has no experience with the magical artistry of spell construction and refinement.

Personality: Cheerful and inquisitive. Squiggle is keen for adventure and is comfortable with adversity. He has a good work ethic, but his contentedness hampers his ambition.

History: Grew up in Mountain Murdered, where he begun an apprentice ship under one of the metallurmancers at age 4. His parents were well off land owners and encouraged him to focus on intellectual pursuits. He finished his apprenticeship at age 7, his master declared he was a competent student and had a good flair for magic, but felt he was lacking in potential and as such, did not recommend him for the next step of magical education (studying advanced magic under a mage.) Undeterred by this, he elected to continue his magical studies independently as best he could.

One week, a small party of wizards and mages arrived from Flaming Dogs to conduct business on behalf of the court. Squiggle's old master recommended him to the visitors, and they agreed to take him on as a Court Aide in Flaming Dogs. With Flaming Dogs unquenchable thirst for expansion, there was a constant demand for skilled workers. Finding him competent, they quickly promoted him to a full Court Wizard, providing magical assistance and council to members of the court and dealing with magical matters relating to administration of the city. The role suits Squiggle; he is a natural negotiator and quite charismatic, and it doesn't require as much magical prowess as some of the other more demanding roles required by industry.

At the age of 8, Squiggle is quite young to be working full time in a respectable position, even as far as badai are concerned. He owes getting the role to the huge demand for workers within Flaming Dogs, where employers have to loosen standards in order to bolster the workforce.

Name: Azad
Title/Rank: Deity
Age: 10,000 years
Species: Demon/dragon
Gender: Male
Description: A slender fiery dragon. It's body looks like magma, barely held together. Large wings fold over his back, torn and ragged. His maw remains almost sealed shut by melted rock. Eyes are pupiless, instead being deep burning gaps in the monsters skull. Has two sharp horns sticking backwards out of the top of his head. Stands two legged.
Height: 12 meters
Length: 26 meters
Wingspan 26 meters:
Weapons/Equipment: None
Powers: Magical mastery of fire and life
Personality: In order to describe Azad's personality, one must look into his mind:
"I near them now... the cold goes away. I can still smell the burn them kill them.... Reassures me that all will return. How pathetic for such a creature, to try and comfort a she will betray you. I can barely fathom why only in ash you can trust.
She promises to protect her old ally from physical harm, but nothing It will end nothing fire is the only solution will silence it. Rock will shatter and earth will burn and they come for you
and it's voice...."
History: Soul of healing and life. Demon of destruction and fire; oldest enemy, greatest friend, constant companion, constant reminder, eternal war. Death will free the demon soul.



Name: Blazed Blood (Blazed Blood anarch Fires)
Title/Rank: Chaplain
Age: 18
Species: Badai
Gender: Male
Description: A tall and imposing Bada. Wears religious clothing, a chainmail coat branded with Azad's star, with sparse soot blackened plate armour, greaves and high boots. Wears no pauldrons. Has religious symbols tatooed onto the back of his armour, as well as on his gauntlets.
Height: 2'5"
Weapons/Equipment:
The armour mentioned above
A large two handed axe, as large as he is, slung over his back normally. Axe's blade is blackened with soot and is adorned with images of fire. At the top of the axe's shaft is a sapphire crystal, acting as nexus for Blazed Blood's magical powers.
Powers: A basic grasp of magic, focusing on incanted fire spells as well as a small amount of elemental control over fire.
Personality: Aggressive and confrontational.
History: Grew up in wealthy rivers
Family murdered, followed Azad's call and slaughtered their killers, offered his life to Azad, joining the local branch of Cinderism


Name: Midnight
Title/Rank: Nightshade Exarch
Age: 19
Species: Blood Feather Harpy
Gender: Female
Description: A particularly grim Harpy. She is coloured darkly, in shades of navy and purples. Has light blue tribal patterns tattooed into her wings. Wears a purple tunic and blue bandanna. Has blueish skin
Height: 8'3"
Wingspan: 4 meters
Weapons/Equipment: Leather rope band armour for her arms and legs.
Scorpion bow (as named by the Harpies, Badai originally called them Birdy Bows)
->A mechanical bow, almost the size of a regular Badai ballista. The weapon is strapped to a Harpy's fore arm, with it's arms folded down it's length, to allow the harpy to fly while wielding it. The arrows are held in a wooden half compartment beneath the bow itself. When the harpy slides an arrow forward with her thumb, it automatically locks to the bow string and releases a latch, causing the bow's arms to spring out and unfold the weapon. Rather than storing energy in the wood, the Scorpion uses a series of wind up wheels and metal bands that are engaged by a small cog once the limbs are locked. The result is capable of firing meter long arrows accurately over a tremendous distance

The loading compartment can hold about 5 arrows and is about half the length of the arrows themselves. The arrows are loaded by pushing them into open slots in the back of the compartment, where they are prevented from falling back by spring loaded notches. The rear of the arrows extend out past the back of the compartment, past the Harpy's elbow.
Spare arrows are usually carried in a closed quiver either horizontally at the small of the bag, or strapped to one leg.

Midnight has her bow strapped onto her left arm.

This is the standard issue weapon of all Harpy warriors and each Harpy is expected to maintain their own bow as if it were an extension of themselves.


Rose Wire (originally called spiky wire by the Badai)
Midnight has a small unassuming wooden gauntlet around her right wrist. Inside this is a length of barbed wire coiled around a spring loaded wheel with a small ring hanging out of the gauntlet. By pulling this ring, the wire can be stretched out and used to strangle, lash, hang, tow and torture victims. If used at high speeds, such as outstretched between a swooping harpies wings, the wire can even slice right through flesh and bone, though bares a high risk of being tangled and pulling the harpy out of the sky into a violent and deadly crash. The wire opperates similar to some measuring tape, automatically snapping back into the gauntlet when released. (many a harpy have lost fingers or thumbs to carelessly letting go of the wire and having it lash back into their hand)
Rose wire is a particularly unconventional and violent weapon and is rarely used by ordinary Harpy warriors. It is primarily used as a torture device or to saw through ropes.

Knife/Carrying bag
Midnight always carries a knife with her at all times, sheathed in a small leather pouch on the small of her back, concealed from view. It is only a back up weapon, and her natural weapons are often more effective, but it has its uses, especially where clean kills are required and she can't risk biting the foe. She uses the pouch for holding other things as well, keys, potions, food, etc.

Raptor blade (originally called 'Mechanical foot spike' by the Badai)
This weapon is essentially a thin, long steel spike on a binary cog. It is tied onto the back of her right leg, just under the feathers on her shin. By kicking her leg out, she can make the spike flick down and then stab it into a target by stamping on or kicking them. It is often used in a similar manner to a Velocirpator's killer claw and is a quick and effective way of dispatching a downed foe.

Natural weapons
As a harpy, Midnight has several natural weapons available to her.

Obviously, she has her talons, which, while quite sharp, are not very long, and are largely useless against any sort of armour but still useful. Her legs are quite strong, giving her kicks a lot of force and the grip of her talons is difficult to break. They are extremely useful for pinning foes to the ground, or snatching aerial targets out of the air. They're also useful in surprise attacks; if she dive at a target with enough force from above, there's a chance she could instantly crush or pin the target. This goes for pouncing as well.

All Harpies have vampire-esque teeth and can be used to rip and tear away flesh. With an accurate bite to the neck or a major artery, a target can be mortally wounded instantly without the need for weapons. This only works as a finishing move, or as a last ditch attempt, as if the attack misses a weak point, its unlikely to do more than annoy the target and make the attacking harpy extremely vulnerable to counter attack. Its also a risky move to actually hit with in the first place. Many a Harpy have been decapitated while trying to bite an armed foe. In some circumstances, the harpy's bite had just landed before being killed, resulting in the creatures head being left attached to the attacked creature; these rare occasions have generally lead to tragic and/or hilarious war stories.


Powers:
Art of Wind:
Midnight, as a magical creature, has a very basic grasp of some simple air based spells. She is incapable of effecting the wind as an element like a proper witch or sorceress, but makes use of the spells she has.
Glide: Glide causes the caster to momentarily float in the air, lasting a number of seconds. This is a very simple and common spell taught to nearly all Harpies, and is used to allow them to fire their Scorpion bows on the wing. By casting glide, they can aim without throwing off their flight. Skilled harpies are capable of firing without using glide in some circumstances but at times, all harpies have to resort to it in order to get an accurate shot off.
Silence: Silence is a more complicated spell, generally only learnt by Nightshade warriors. The spell instantly renders the caster completely silent, in movement, in voice, and in presence. A silenced harpy is only visible by eyesight. Skilled users can make the spell extend to victims as well, to conceal their screams.

Natural powers:
Capable of flight
Good night vision->not perfect
Keen eyesight

Personality: Cynical with a dark sense of humour. Initially comes across as sullen and bitter, but many learn to appreciate her ability to make even horrible and heart breaking events seem funny. Is trustworthy and reliable; will help others, but will complain about it later.
History: Midnight was born to the Skywind tribe, located in Golden Rivers. Her dark colouring lead to her being selected for the Nightshade unit as a child. She was trained and tested for years and was one of the few to be eventually accepted. Taught how to move as a unit under the cover of darkness and to communicate without a sound as well as in the art of killing quickly and silently, the Nightshade unit perfect ambush and precision strikes. They mostly operate as assassins or saboteurs, flying over defences and blitzing a target quickly, attempting to overwhelm guards and kill the target before an effective defence can be mounted.
They utilise stealth and confusion as much as they do violence and speed. The Nightshade unit is the only unit of harpies expected to operate on its own, as opposed to supporting Badai ground surfaces.

Midnight saw conflict several times around the plains and became increasingly disillusioned after several badly planned raids went wrong, resulting in heavy casualties. Since thing calmed down, the nightshade unit saw little use and many Harpies lived as civilians. During this time, Midnight became acquainted with the dingier side of Golden Rivers society, getting to know various Badai crime syndicates and experimenting with exotic Badai herbs and elixirs. She spent some time addicted to apple juice. This addiction accumulated in her murder of a well placed Bada thug. While death within Badai culture isn't such a big deal, murderers often face social persecution. As a harpy, with any sort of excuse she'd probably be pardoned, but because of her involvement in crime and her juice addiction, Harpy society would have cast her out, and the Badai would have punished her severely to avoid angering the rest of the Harpies.

With no other option, she tracked down the only witnesses, also thugs, and ensured their silence. (when dealing with a creature roughly 7 times your size, capable of crushing you into the ground with a taloned foot and with an appetite for blood, one doesn't need much motivating.)
After this close call, she cleaned herself up, got over her addiction with juice, moved into the communal Harpy tower, leaving her home in the slums behind. She reacquainted herself with friends from her Nightshade days and heard that Rainbow Feather was interested in reforming the unit in the city of Flaming Dogs, in the wild lands. She pounced on the opportunity to get out of Golden Rivers, and a month later, the old timers moved to Flaming Dogs, where young blood was already being pruned and trained for the Nightshade warriors. While she does frequent the taverns Flaming Dog's has to offer, she has managed to stay off of juice and keep away from crime in general. Unlike Golden Rivers, there was a lot that needed doing in Flaming Dogs, so when she wasn't involved in training the young bloods, there was still a lot to occupy her. Though the city was quite large, there were parts of it that were definitely unfinished, and many of the local mechanists, scientists and wizards often hired bodyguards to protect them from bandits and animals while they work in the wilds.

There is a lot more in store for her, and the reformed unit.

Name: Mortar (Full name: Brick Mortar Stone Wood noble face)
Title/Rank: Duke
Age: 14
Species: Bada
Gender: Male
Description: Average sized bada who always bares an expression of knowing more than seems apparent. This annoys alot of people, alot.
Height: about 2'
Weapons/Equipment: Wears light plate armour covered with an extravagant gown and wears a top hat, lined with leather on the inside. Wields a war hammer, more for show than anything else. Often carries a buckler on his back as well.
Powers: Can accurately spit at a target from a whopping range of 4 feet. Good with organisation and building operations.
Personality: Reserved, proud and very smart. Calculates his moves.
History: Duke Mortar was originally the manager of one of the construction firms that helped set up 'Flaming Dogs.' The city was originally called 'Horizon' but it's name was changed after a peculiar witch from the forest set a bunch of dogs on fire and ran them through the town. Were dogs not 3 times the size of your average Bada, it would not have been a major event. As it was, the attack was terrifying, and several Badai were killed by the gigantic burning beasts.

The city had been set up originally as a trading post, ment as hub, to collect together the produce of the surrounding villages, which reaped the rewards of the harsh wild lands. It quickly developed into a central location in the area. The flaming dog incident attracted so much attention, that the area's economy boomed. It is the most militarily active city state, fighting both internal threats, from bandits and brigands, as well as exterior threats, beasts from the forest as well as skirmishing hostile races. Two large scale projects are currently under way, with Duke Mortar over seeing them both; the felling of the forest's fringe to provide lumber for the second project, the construction a port town on the south cost of Aster and the boats it will need to function. The Badai have very little experience on the water and can only go by stories they have heard of ships. Their most successful boat holds up to 4 Badai and is propelled by large sticks, which are stuck onto the sand below. Many lives have been claimed in shipping accidents, and much research is being devoted to the trade.

In order to provide this research, Flaming Dogs' defences and housing areas have improved considerably in recent years, as Duke Mortar tries to attract the mathematicians and engineers that will be required to complete the port project. Flaming Dogs holds many mechanist guilds with workshops in the surrounding plains. Duke Mortar is under a lot of pressure from these guilds to clear the surrounding forests of hostile creatures, so that it's lumber could be used to power their insatiable hunger for more material and fuel.

Flaming Dogs is also under an economic dependency to Mountain Murdered, for the ore that the fortresses skilled miners excavate by the ton. The Duke is under pressure to find mineral deposits within the wild lands, to help make Flaming Dogs more economically independent, but also to reduce the amount of traders and caravans lost to bandits in the treacherous journey from Mountain Murdered.

Name: Beard (Full name: Tall, strong raggedy beard toe stamper Brick's son)
Title/Rank: General
Age: 21
Species: Bada
Gender: Male
Description: Beard gets his name from his large fuzzy beard and general insane facial hair. Has yellow eyes and is quite stocky and tough.
Height (If applicable): about 2'0"
Weapons/Equipment: Often wears plate mail armour with a visor'd helmet. His armour is ordained with images of bones and weapons. A cyan harpy rune is burned into his left Pauldron. (tattoos and engravings are bestowed upon Badai warriors instead of medals, it is extremely rare to have one's achievements recognised by the Harpies, and as such, the mark gives him great authority instantly)
Wields a one handed double bladed axe.
Powers: Bravery bordering insanity, stubbornness, can arm wrestle a troll and win.
Personality: loyal, patriotic and stubborn. If General Beard wants something done, he gets it done, by himself if he has to.
History: General Beard was once Corporal stubbly chin, in Mountain Protector's armies. It wasn't until a war broke out with the neighbouring EchoCaves that he rose to prominence. The Echocaves army attacked Mountain Protector over a diplomatic sleight and in the battles fought on their slopes, Corporal Stubbly chin distinguished himself numerous times in battle, at one point rescuing his entire unit after they'd been captured in an ambush. He rose through the ranks to the position of general, and was a close associate of King Furrowedbrow. After the king was assassinated in a dastardly plot, he was the natural replacement, and is currently acting as steward of Mountain Murdered (Renamed after the kings death)

Faction Template:

Name of Faction: Protectorates of Fire (Us)

Leader/Governing Body: Azad->(Judge of fire), General Beard (ruler of the fortress 'Mountain Murdered'), King Scream (ruler of the city 'Wealthy River', Duke Mortar (ruler of the city 'Flaming dogs') Stormtalon (Harpy 'Queen')

Capital: The Protecorates of Fire are an alliance of three Badai city states and a Blood Feather Harpy tribe, they have no single capital, however, the largest state is the middle land, whose capital is Wealthy River, making it the largest city in the Protecorates.
Description of Architecture: The Badai live Arabic style stone structures. The harpies have moved from their tribal roosts and now live in similar buildings to the Badai. The Badai tend to build larger than themselves, so while the Harpies are cramped in older Badai structures, they are at least able to move around inside them. Many city buildings are huge, some nearing 16 meters tall with many different floors and open spaces. (for a creature as small as 35 cm, 16 meters is huge.) Harpies colonised the previously unused roof spaces of these buildings, adding a whole new dimension to them. Newer buildings have been designed with their Harpy neighbours in mind, resulting some truly bizarre designs.
In the mountain lands, most buildings are carved into the mountain side, or built on slopes, but their interiors bare resemblance to that of their low land dwelling brothers.

The Badai are adept mechanics, and many of their buildings have are quite complex in their operation.
Description of their land: The protectorates are located in the South of Aster. They stretch from a range of snowy mountains (called the icy mountains by the Badai) down to the temperate forests and plains. The land is split into three city states. The Mountain homes hold territory over the south face of the icy mountains as well as the surrounding cloud forests and land. The Mountain lands consist of a single fortress city, three towns and several small villages.
The middle lands consist of a city, Golden Waters(its most common name, referring to the river the city is built on), 4 towns and numerous farming villages. The middle lands are heavily industrialised and populated.
The wild lands, as you may have guessed, are less populated that the other two states. It consists of a single city, 'flaming dogs' (named after a dragon attack) and many small villages. The wild lands boarder great forests, which stretch out of Protectorate territory. Many excursions have been made into these forests, attempting to secure them, so that they can be cut down for lumber.

Inhabitants: Badai and Harpies. Badai out number Harpies 200:1

Armed Forces: Plate mail or leather armour Badai foot soldiers, equipped with shields, swords, axes, spears, bows, crossbows etc. They also use nets and rope like weapons designed for fighting much larger enemies, such as humans. They rely heavily on cavalry, utilising various war animals in battle. They often mount heavy weapons such as repeating crossbows or ballistae upon larger animal's backs. Generally one Bada controls the animal while two more operate the weapon. Other creatures hold up to 5 Badai archers on their backs. Badai wood work and metal work is of very high quality and many of their weapons are mechanical in nature. Badai bows in particular are much more powerful than their small size would let on. Using a series of wheels and composite materials, a Badai archer can fire a 6 cm long steel bolt up to 60 meters.

One of the most decorated Bada units are Jungle Troll lancers. These soldiers ride armoured jungle trolls into battle, armed with large lances (mounted on the troll's shoulder, but slaved to the Bada's arm via mechanics) and shields.

Harpies act as elite troops for the Protectorates. Combining their size and speed with the Badai's weapons, they are an extremely powerful airborne force.

I will create a separate section on notable weapons and units later.

History:
The Protectorates of Fire were once a collection of independent city states. They lived largely underground and farmed very small plots of land. They mostly hid from the larger mortal races, being too few in number of and in power to have any chance of rivalling them. For hundreds of years, the Badai' real concern were animals. Even simple foxes were dangerous to an unarmed Badai civilian. Many creatures relied on Badai as a food source, being numerous and rather predictable. They had to come up to farm their land frequently. Eventually, Badai and technology over came their predators, and they powered into a golden age of achievement. Within a matter of decades, some had moved over ground permanently and started staking out land. Unfortunately, this wasn't the first such golden age. The Badai's nature brought the various city states into war, and soon, their new society crumbled around them, and they were brought even lower than before, only for it all to happen again a hundred years later. This cycle went on and on and on until one battle. King Crazy legs of the low lands had brought a huge army up the mountain path to the outer walls of the ancient fortress 'ColdRocks' (now named Mountain Murdered.)
The Badai slaughtered one another mercilessly. The low landers wanted the security of the mountain. The high landers wanted the wealth of the plains. Countless other states had been consumed in between and many more remained, but then, in the peak of battle, the Badai's fiery god of war descended from the heavens with his retinue, the angels of death. The Badai fell to their knees and worshipped. They chanted, and would have killed each other on the spot, in the name of their god, hadn't the goblins arrived. A host of towering 4 foot lank green turds screeching and waving their weapons in the air, clattering iron swords off shields. It was a sign; the god of war had brought them a new enemy to fight. For years, it had been a badai assumption to avoid and hide from all other races, that they had to make do with what they had, so when they needed new resources, often the only way was to steal them off the other city states. The goblins changed this. The goblins charged down the mountains, starved and insane. The Badai clashed with them in front of Cold Rocks, high landers and low landers fighting together, they slaughtered the goblins. The towering green skins were much larger, but the Badai had numbers and superior weapons. When the goblins eventually routed, they were obliterated in fire, as Azad the god of war brought down a pillar of flame upon them. The angels of death swooped down from the sky, ripping the survivors to shreds with their horrific talons. What followed was a party that lasted days. The god of war, perched upon the walls of Coldrocks watched on as the united Badai armies celebrated their victory, along with the angels, who called themselves Harpies. During this celebration, King Crazy legs and King spiky beard met for talks along with their officers.

Shadowsoul, the harpy queen along with her shaman, attended the meeting also. The harpies told the Badai of where they'd come from, what they'd seen and what they could accomplish together. The two kings lapped up their stories of endless forests, plains upon plains of fertile land and docile beasts, but it wasn't until the humans were mentioned in passing, that the kings suddenly changed their mind sets. It was Shadowsoul's casual mention of a raid on a human village that had made the kings realise that this wasn't a once off affair, it was time for the Badai to unite. She told them of how her tribe continuously harassed a network of towns, in addition to their hunting. Both kings realised, that this is what they needed. The concept that was too dangerous to expand, was in grained in the Badai psyche, they just didn't question it, it was natural to them. Shadowsoul's story shattered this, forever.

A number of things changed after this battle, some immediately, some gradually.
Firstly, Cold rocks became known as MoltenRocks, after the lava flows left by the destruction wreaked by the god of war.
Secondly, an alliance was announced between the mountain homes and the plains. The two kings spread word like 2 prophets enlightened. It was a magnificent event, and the warriors of the low lands returned to 'Golden Waters' to another party. A number of harpies went with them, but the rest stayed at MoltenRocks. A temple was built deep inside MoltenRocks, in Azad's honour, and is currently the centre of Badai religion.

The other states were naturally sceptical, but the two kings took it as their personal mission to unite all Badai, a number of states joined them willingly, enlightened by their stories. After a swift military campaign, the rest joined them too. The following centuries saw 2 whole cities develop from the small towns the Badai had lived in. Powered by inane animal husbandry skills and intricate mechanisms, they were capable of building huge structures and complicated weapons. The Harpies integrated within this new Badai society and helped form it; as the harpies were there from the start, their societies became very closely linked, while still separate. Their cultures co-exist and co-operate effectively. Harpies work and live with the Badai daily. Most Badai buildings (especially in the cities) are built with Harpies in mind, often dedicating roof rafters as perches.

Federally, most Badai efforts are concentrated around the city of 'Flaming dogs' built near the edges of the great forests. Badai colonisation and exploration is generally on an individual basis, searching for glory or fortune and many see opportunity in the trees, despite the harsh wild life and conditions. Flaming dogs is also connected to several port towns and fishing villages, a first in Badai society. Trade with other races is being attempted as well, as more stories of exotic places and goods reach the money hungry Badai.

Internal fighting does break out within the Protecorates, with occasional grudge wars being fought between lords and political back stabbery is all too common. The Harpies are outlawed from interfering in internal conflicts, but that doesn't stop more localised harpies ignoring their tribal leaders and joining in on the fighting.


Species Template:

Name of Species: Bada (plural: Badai)
Description: Small humanoid creatures, ranging from about 30 to 55 cm tall (or about 2.5 feet)
They have quite short limbs, roundish heads and extremely stocky builds. They have very 'emotive' faces, capable of hundreds of unique expressions (Badai often have whole conversations just through expressions). Their eyes are small and deep set into their heads. Eye colours differ between individuals. They are generally very dark skinned, being brownish black Their facial and head hair grows extremely slowly and they have very little body hair, but it isn't unknown to see Badai sporting beards or manes, just quite rare. They wear a wide range of clothing types, heavy leather coats and hats are popular though. All Badai bear a glowing blue rune on their right palm's. This is called the 'Astartes' mark and looks like this Image

Badai are omnivores, supported mainly by large scale farming and domestication.

A Bada's approximate life span is 45 years, with full maturity around 6-7 years. Life expectancy varies, but tends to average around 18-25 years.
Natural Abilities:
Strength: While the Badai are small, they are proportionally, quite strong. They are typically capable of lifting weight equal to their body mass quite easily.
Astartes Mark: The Badai are an inherently magical race. Their Astartes mark gives them an in built conduit for controlling mana. They Astartes mark gives all Badai a very special ability. By pressing the mark against another creature's skin, they can communicate mentally with the creature and can express their will directly to it. Through this connection and with sufficient training, Bada's can become so tuned to a creatures mind that they almost think as one. When used with an intelligent creature, very complex commands can be given directly, however, more basic creatures are much harder to communicate with. The Astartes mark can still be used to calm these creatures though, and communicate the Bada's intentions. This connection is often disorientating for both parties until they become familiar with one another. Connecting to another Bada through the Astartes mark is considered a very sensitive interaction and is generally reserved for romantic relationships (amongst the Badai, a high five with one's Astartes mark is considered similar to a human kiss, for example.)
Magical power: Through their Astartes mark, Badai may become adept in magical arts after sufficient study and practice. These wizards are often physically inferior to their brethren, but provide many magical benefits vital to society. While magic users are common enough, actual sorcerers dedicated to experimenting and studying magic are much rarer and often treated with suspicion.

Intelligence: Badai are sentient beings.
They are capable of speech, though have a cultural habit of speaking and interpreting things literally. Lying is another cultural phenomenon which is strangely rare.



Name of Species: Blood Feather Harpy (often referred to as just "Harpy/(plural Harpies)"
Description: A race of bird-like human females, magical in nature. Feathered wings fan out along their arms, allowing them to fly. They have taloned bird like feet but have human bodies, covered in feathers. Their size tends to differ greatly between individuals, some being around 5'10" with others being as tall as 9'
They have a dense covering of feathers over their shins as well as a large tail fan. Most Harpies have long mane like feather fans on their heads as well. After a kill or a notable event, Harpies often mark their bodies in remembrance, tattooing the kill's rune into one's arm for example. Others dye patterns into their feathers and wings. Veteran warriors are often completely adorned in markings and tattoos, resembling living biographies of their achievements.
All Harpy's are generally pale skinned, but the colour and pattern of their feathers is unique. They generally wear tunics with their tribal symbol painted on the front. Harpy tribes are based around hunting and fighting so their clothing is more based around keeping them warm at altitude and providing limited armour.
Harpies are omnivores. They take most of their sustenance from blood and bone marrow, rather than large amounts of flesh, however, amongst the Badai, Harpies have developed a craving for juice near to obsession. Juice addiction is a serious social problem amongst Harpy-Badai communities
Natural Abilities:
Flight: Harpies are capable of sustained flight, allowing for swift and convenient travel.

Magical nature: All harpies are born of magic. Each harpy is essentially born 'pregnant' with a natural jewel embedded on their belly; before a harpy reaches maturity, she chooses a genetic parent by taking one of their feathers and then magically infusing it into the jewel. When she matures, the jewel detaches, acting as an egg. All young are raised by the tribes shaman, the shaman is also responsible for taking care of 'trophy' feathers. When a Harpy kills a foe in combat, she often removes a feather and dips it in their blood and then gives it to the tribal shaman. This ritual means that only the most skilled and resilient harpies get the chance to pass on their genes. These 'blood feathers' give the Blood Feather Harpies their name. Multiple young are often born from a single jewel egg, depending on how many feathers were infused with it.
A shaman may also magically infuse an egg if the mother either died or matured without choosing a parent.

Magical potency: Some harpies have enough natural magic that they can actually control and influence the world around them, through mostly air or electrical related powers. This ranges from warriors using simple spells such a spell of silence to powerful WindWitches summoning ferocious gales and StormHags calling down pillars of lightning.

Intelligence: Harpies are sentient creatures, forming a tribal society. They are capable of speech.

Name of Species: Strider
Description: Large flightless birds with longs necks, standing around 4'8" on average to to the head, and and 3'6 to the hump of their back. Their feathers range in colour and length depending on breed. Striders stand on long legs, with clawed talons and can reach high speeds. They have sharp pointed, triangular beaks.

When vocalizing, they squawk and hiss

Striders are omnivores. They eat large insects, cereal plants, and will scavenge the carcasses of larger animals.

They are favored mounts and work animals of the badai
They are prized for the fast speed, and the commanding view of the surrounding area they give to their riders, and for their quick reflexes and ability to evade danger

They are not used as regular war animals, as they don't take well to armor (They tend to overheat) and become stressed easily when they're not allowed flee from attackers.

Natural Abilities:

Keen eyesight: Striders have sharp eyesight and will spot and react to even small movements. This gives Striders a fidgety appearance, as they will often rapidly look at any movement they spot, including that of insects.

Natural Weapons: While not especially aggressive creatures, Striders bear dangerous natural weapons in the form of their powerful kicks, dangerous claws, and sharp beaks, capable of inflicting nasty scratches and puncture wounds.

Agility: Striders are fast and nimble animals, both mentally and physically. Striders can run quickly over uneven terrain and obstacles and instinctively evade pursuers and projectiles.

Herd instinct: Striders are herd animals by nature and are adapted to instinctively react to and flag danger, as well as seek out their herd mates (their riders and associated companions) when separated. Striders will become stressed if they can't locate their rider's or their larger group.

Intelligence: Striders are animalistic and thus lack reasoning and the ability to plan ahead. It follows that they are incapable of speech and other higher order mental functions.
They are however smart enough to learn patterns and commands, recognise different individuals and are good at sensing danger
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Re: Fantasy RPG Profile Topic

Postby HorseGal » Fri Dec 03, 2010 1:11 am

Name: Revion
Age: 5 Years
Species: Unicorn
Gender: Male
Description: He is a solid black unicorn, with cloven hooves and a tail like that of a lion. He has feathering around his legs, quite similiar to a freisian horse. His eyes are brown in colour, and his horn looks as if it is silver with gold spiraling the horn. The horn itself is seven and a half inches long, and sharp at the tip. His mane reaches midway down his neck. He is strong, and very healthy looking, for living among his herd so long.
Height (If applicable): He is 15 hands, or in other words, 60 inches at the withers.
Length (If applicable): He is that of the length of a normal horse.
Weapons/Equipment: N/A
Powers: The only source of power he has is from his horn. His horn has the power to heal the wounded.
Personality: He his a lively, somewhat cocky young stallion. He loves to fool around with the other unicorns in his herd, and loves to play fight. He is not aware to the dangers that the world may posses, and is quite curious about many things.
History: Revion was born to a decently sized unicorn herd in a valley, safe from that of human beings. The herd has about ten to fifteen unicorns in it, consisting of many mares, some yearlings, foals, and a few stallions. All he has known in his life is the safety of the herd. He heard stories of the dangers that humans can be to unicorns, yet he is still curious about them, and wishes to find out a bit about them.

Name: Serenity
Age: 2 Years
Species: Unicorn
Description: Serenity is a pure white unicorn, with a lighter build. She has light feathering around her legs, and, like other unicorns, have the lion's tail and the cloven hooves. Her horn is merely 5 inches in length, and creme coloured. Her eyes are a shade of light blue, and her hooves are grey. She moves with the grace of a deer, and is careful with her footsteps.
Height (if applicable): 14.2 hands or 58 inches at the withers
Length (if applicable): She is the length of a normal horse
Weapons/Equipment: N/A
Powers: Like all other unicorns in her herd, the source of her power comes from her horn, which can also heal the wounded.
Personality: Serenity is a bit more shy, and careful than Revion is. She can be quite serious, and does not appreciate Revion's cockiness. She often warns him not to go to far from the herd, and thinks of him as a dear friend. She can be somewhat naiive in someways, and also has that curious streak about her, though she fears of actually getting into contact with humans.
History: Serenity has been born into the same herd as Revion, and has herd the same stories. Unlike Revion, she believes that most humans are dangerous, and wish to seek the unicorn only for the precious horn. Her own mother has told her stories of how her great-great grandfather gave up his life in order to save his mate and child.
"You alone can make my song take flight, help me make the music of the night."-Phantom POTO
"There is more day to dawn. The sun is but a morning star." -Henry Thoreau
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Re: Fantasy RPG Profile Topic

Postby Hopeflower » Sun Dec 19, 2010 8:33 pm

Name: Aviva

Age: 131 years

Species: Dragon (Extraxl)

Gender: Female

Description: Aviva is a very dark gray all over, with the exception of her lighter gray underbelly. Large golden spikes starting at the base of her neck support a fin the color of goldenrod. The fin is dappled with black. A similar fin wraps around the base of her skull. She has piercing green eyes, with no visible pupil.

Height: 10 feet tall (at the shoulder)

Length: 66 feet long

Wingspan: 55 feet across

Weapons: Claws, teeth, tail, fire, and a highly venomous bite

Powers: Naturally resistant to magic, for reasons that have been lost to her kind's history.

Personality: While quiet, calm, and level-headed most of the time, Aviva has a temper that, when brought forth, can be destructive. Though it's normally hard to rouse her aggression, if anyone tries to harm Arsenic, she isn't afraid to leap to his defense and tear them apart. This loyalty has kept her and Arsenic together for quite a few years.

History: Once a truly wild dragon, going where she pleased and answering to no one, Aviva met Arsenic years ago. She had been wounded in a struggle with another dragon, and with an injured wing and foreleg, she was unable to hunt. Arsenic found her and offered her help, which she refused at first, thinking him a simple human until she saw his ears - which only enraged her further, as she thought he was there to finish her off and take her skin. Once she understood he had no wish to keep her captive and she could leave once she'd been nursed to health, she allowed him to care for her and bring her food and water. Over time, they formed an attachment to each other, and even after she could hunt for herself, Aviva kept coming back to just talk to him. When Arsenic messed up during an assassination attempt and gained the scar that left him mute, Aviva insisted that she come with him on his jobs from then on. Since then, she's been helping him track down his targets.


Name: Zar

Age: 131 years

Species: Dragon (Extraxl)

Gender: Male

Description: Zar is a bright red all over, except for his cream-colored underbelly. He has solid black eyes. Large silver spikes starting at the base of his neck support a black fin with a golden stripe streaking lengthwise down it. A similar fin that stretches from halfway up his snout to a short distance down his neck.

Height: 9 feet tall (at the shoulder)

Length: 64 feet long

Wingspan: 53 feet across

Weapons: Claws, teeth, tail, fire, and a highly venomous bite

Powers: Naturally resistant to magic, for reasons that have been lost to his kind's history.

Personality: Even-tempered and easy-going, though like Aviva he can be extremely dangerous when provoked. Being unused to being around humans even after a year, and being a new father, he's more quick to resort to violence than usual.




Name: Arsenic "Nick" Xavion (uses his middle name as his last)

Age: 27

Species: Elf

Gender: Male

Description: In a combination not unusual for male elves, he's lithe but strong. His slim build tends to make him look weaker than he physically is, which is an advantage he sometimes presses. A thick scar wraps around his throat, left during a botched assassination attempt when he was younger, more arrogant, and less experienced, rendering him mute. Many smaller scars mark his face, shoulders, and chest - more failed attempts to kill him. The telltale pointed ears of an elf poke from beneath his red hair. His eyes tend to change color, prismlike, depending on how the light catches them and his mood. On the job, he can appear as anyone he likes, thanks to his particular skill in weaving illusions. Underneath his sleeves, he keeps two sheaths strapped to his forearms, and to his right thigh and left shin, he straps two more. His paranoia about always being armed and quick reflexes have saved his life more than once.

Height: 6' 1"

Weapons: He's as well-rounded as all of the assassins he works with, being more than capable of working with a sword, daggers, bow, and his own fists. His specialty, however, is poisons, and his weapon of choice is a bow and arrows dipped in a fast-acting toxin. In close combat, before he goes for his bow, he will almost always bring out his adatas - thin slivers of metal tipped in toxin. He's just as accurate with them as he is with his bow.

Powers: Born a psychomancer, Arsenic is capable of bending the minds around him to his whim - or breaking them as he chooses. On the flip side to that coin, he can soothe pain - but he can only temporarily dull it, not heal the source. Because he is mute, he has learned to communicate through telepathy and illusions. His preferred method is to project his voice as though he were actually speaking, without resorting to invading the thoughts of others to make himself heard. Because his voice is no longer physical, the verbal cues that come with lying do not come through, and so he is very good at making people believe what he wants them to believe.

Personality: Arsenic's past has left him a depressed and jaded, if pragmatic shadow of the man he might otherwise have grown up to be. Withdrawn but not entirely antisocial, he guards his heart and memories of better times fiercely. He speaks when he feels necessary, though the walls he's built around himself tend to come down around those he trusts. It's fairly hard to make him angry, but mistreating the people he views as family or speaking insensitively about the loss of his mother are some of the fastest ways to do so. Being a gifted psychomancer and having no physical voice, Arsenic is both skilled at spinning stories and an excellent liar. He usually uses this to insist that everything is fine when it isn't.

History: The rocky at best, and at worst volatile relationship with his father starts with Viho being largely absent from Arsenic's early years, and continues thanks to the fact that Arsenic places no small amount of blame for Zaltana's fate squarely on Viho's shoulders. Lacking a father figure, Arsenic was much closer to his mother than most children. When she was assaulted, miscarried her second son, and fell ill, Arsenic was ten years old. He was at her side when she died, and he decided then and there that Viho needed to be killed, and he was more than willing to be the one to do it. He tried to join the village's guild of assassins when he was only twelve, but they turned him away on the grounds that he was too young - and with the condition that he could come back in a few years, if he still wanted to join. Owning little more than his mother's bow and his determination, Arsenic practiced his archery even through the sudden arrival of a badly injured young girl. He balanced helping to care for Vix with his training, eventually befriending her and learning of the horrors she'd lived through. He started his training to become an assassin at fifteen, and by seventeen he was a skilled and dangerous member of the guild. He met a dragon that year, a wild and proud creature who at first refused his help with her injuries. Once it became clear to her that he was honest, however, they formed a strong friendship that has yet to fail. On the cusp of turning twenty, Arsenic nearly lost his life and gained the scar that left him unable to speak. After that, Aviva was not only his friend, but his partner on his missions - and years later, they're a lethal team.


Name: Vixen "Vix" Accalia Adsila

Age: 25

Species: Elf

Gender: Female

Description: She has the beauty of most female elves, with auburn hair usually tied back in a braid and intelligent green eyes. Known to only a select few, a long, thick scar runs across her back from her right shoulder to her left hip, and several smaller scars mark her back as well; a reminder of a past she would rather forget. A more recent scar marks the right side of her face, a permanent reminder of the war she fought in to save her home. The scar stretches down her forehead, misses her eye and scores her cheek, continues downward over her upper and lower lip, and ends at her chin.

Height: 5' 10"

Weapons: She isn't an assassin herself, but she does have considerable skill and aim when it comes to throwing daggers. Thanks to their training, she's also fully capable of using a bow, her fists, her daggers, or a sword to defend herself - but rarely does she find the need to use them. On top of that, her mother taught her as much of the Adsila's version of Elvish martial arts as she could. From them, she's also inherited the ability to shapeshift into a large, three-tailed canine that strongly resembles a fox. The Adsila called its kind the Iupan, as it's much larger and more vicious than an average fox.

Powers: Shapeshifting at will

Personality: Friendly and open most of the time, but she does have a temper to be reckoned with, and she can be very cold towards humans she doesn't know or trust. She's a hard worker, having worked up to now almost single-handedly to keep her inn up to par with the best, and the assassins of her guild fed and comfortable. And she isn't afraid to put people who try to treat her badly in their places. Despite her outwardly happy and recovered appearance, Vix's experiences have left her with PTSD and anxiety issues, and she has trouble with letting anyone else take care of her needs - which is rough on the people who care for her, especially when she has a serious problem on her hands.

History: There is a reason Vix has a scar across her back and a somewhat steely disposition towards humans she doesn't trust - and said traits are connected by events Vix would rather have forgotten long ago. Vix was once a slave to humans, captured alongside her mother and father when she was a child. She saw them beaten and worked to death; when she was old enough to work for the humans, she was forced to do near impossible tasks and whipped brutally if she failed. She was also subjected to the whims of her male captors as her mother was before her, and if she refused to "play along", they would take what they wanted from her by force. This was her life for quite a few years, and would have been her life until she died, if the leader of her captors hadn't been drunk enough for her to find an opening one night, kill several of them, and slip away. She stumbled her way into a village by sheer luck, half dead but clinging to her freedom with every scrap of her will. The villagers nursed her back to health in the very same inn that would one day fall into her capable hands. There she stayed even when the innkeeper moved on; tidying the inn up, making it more comfortable, and falling into the role that would become her life.




Name: Viho Deimos

Age: 51 (looks about 30)

Species: Elf

Gender: Male

Height: 6’ 1”

Description: Standing at the same height as his son, Viho and Arsenic share quite a few other physical attributes. They have the same build, same basic facial structure, the same catlike slant to their eyes. Viho’s hair is longer than Arsenic’s though, tied back in a low ponytail, and a slightly darker red in color. His irises, unlike his son’s, remain one color – a pale, almost frosty-looking dove gray. A small, raised white scar on his left cheek is a constant reminder of his first near-death experience, some time ago. He almost never takes off a particular necklace – from the silver chain dangles a small crocodile’s tooth pendant; it's a reminder of a promise he and his wife made to be loyal to one another.

Personality: It could be - and has been - said that Viho is a cold, cruel, and uncaring man, given the way he left his family. While there’s no way to be sure exactly what drove him to the decision to abandon his pregnant wife and ten-year-old son, as he himself barely understands or forgives himself for it, there are a few things that are clear about Viho. Perhaps he is cruel, on some level…but there was no question that he loved his wife dearly, before everything fell apart.

Since his reappearance, Viho has proven to be a soft-spoken and intelligent, if largely closed off individual. Despite him guarding himself closely, he has come to settle into his new life as a teacher and protector of Brodudika with a resigned sort of determination, and is discovering in himself a fierce drive to keep his students safe. This may stem from his guilt over not being there for his family, and his desire to be a better man than he has been since he became a father.

Weapons: Though not trained to kill, as Arsenic has been, Viho is skilled with a sword, and with exposing and exploiting weakness. And being such a long-practicing psychomancer, he has quite the selection of nasty tricks up his sleeve.

Abilities: Arsenic got his gift for psychomancy from his father. However, Viho, having lived several decades longer, is far more adept at using it, and as such is capable of things that Arsenic does not, as of yet, have the means to learn. Should Viho ever lose his sword in a fight, he’s far from defenseless.

History: Viho’s past, as he would tell it if asked, is an uncomplicated one, devoid of tragedy up until the point where he leaves his wife. However, Viho was never good with kids – while he was growing up, he grew to hate the constant whining of younger children, and never developed the patience to deal with them as he aged. This point alone may have been responsible for the failing of his relationship with Zaltana. Even as he grew into a young man, fell in love with her, won her hand and married her, he never expected they would have children of their own one day. When Zaltana tearfully told him, with a huge smile on her face, that he was going to be a father, Viho subconsciously pulled away from her. When Arsenic was born, Viho became more and more distant from his new family. Unable to deal with his son’s crying, Viho often stayed with friends for days at a time. As years rolled by in this way, and Arsenic seemed to become less prone to crying so often, Viho began to settle back in with his wife. Things seemed to be fine with the small family – for a time. Then, Zaltana announced that she was yet again pregnant. Not wanting or unable to deal with another few years like that, and viewing it as best for his family, Viho walked out of her life, and kept going. Despite the letters that somehow found him, Zaltana’s handwriting dotted with tears as she pleaded with him to come back, Viho never responded, and eventually, they stopped coming. He never learned the fate of his unborn child, and the news of his wife’s sudden illness and death following the violent miscarriage has yet to reach him. There are whispers, though….whispers that he’s back, to find his beloved Zaltana again. If the rumors are true, he doesn’t yet know that he will never find her.


Name: Sami (as a human)

Title/Rank: "skinwalker"

Age: Unknown, looks to be in her late twenties or early thirties when appearing human

Species: Oniare

Gender: Female

Description: So as to avoid drawing too much attention to what she is, like the rest of her kind, outwardly Sami plays the role of a young adult human of average height, but her overall appearance is still anything but average. It's not that she's exceptionally beautiful - it's that no matter her expression, there's an edge of danger to it, almost a dare to get involved with whatever her smile promises. Sharp teeth only add to that air, and they're one of two things she doesn't bother hiding. The other is her eye color, which is a striking blue, beyond anything human. In moments where she's feeling extreme emotions, her mostly human appearance fails and her eyes take on a distinctly feline appearance, complete with slitted pupils. She keeps her curly white hair fairly short, but much to her annoyance, that doesn't stop it from flipping up at the ends. She appears to dress relatively simply, to help her blend in with people better.

In this form, she has two tattoos. On her left shoulder is a paw print resting above two distinct rings, the bottom thinner than the top. Among her kind, the number, size, and shape of the rings mark her as Oniare and denote what family she belongs to. The paw print signifies her rank. Her second tattoo is an elegant tribal design on her right forearm, chosen purely for aesthetic reasons. She also has two earrings in each ear, one ring, one stud.

When not appearing human, such as during a hunt, Sami's seemingly feline traits are revealed to be closer to reptilian, as she drops all pretense and relies on her natural camouflage. She retains somewhat humanoid form, though loses all traits defining her as male or female to the angles of a very serpent-like face, complete with heat-sensing pits along her mouth. She is covered in extremely hard scales that are beautifully mottled to break up her outline; what's more, when she is utterly still, her markings subtly shift to adapt to the lighting and shadows around her, and it's as if she weren't even there. She can hold her breath for quite a while, and in this form she has no need to blink thanks to snake-like eye caps. She has small, but razor-sharp claws on her hands and feet, and pads on her palms and soles much like a gecko's. These allow her, just like them, to cling to virtually any surface. When it comes to the kill, she has two sets of folding fangs in her mouth, one hidden behind her upper row of teeth, one behind the lower, and large venom sacs behind her jaw. Her jaw itself, much like a snake's, can stretch to an exceptional width to deliver a payload of swift-acting, paralyzing venom. Her kind, however, don't wait for their prey to die of suffocation before eating - they swallow their meals whole, and alive. One successful hunt may mean Sami doesn't have to feed again for several weeks.

Height: Human - 5'6" Oniare - ~ 6'

Weapons/Equipment: In addition to her claws, being able to smell and see prey in even the poorest of lighting, sense its body heat, paralyze with her venom, and scale virtually any wall, fence, or ceiling she likes, Sami is a master of reading people and quite skilled at seduction. Whether for fun or for business reasons, she always knows what she wants and how to get it.

Powers: She and many of the rest of her kind have learned to manipulate the natural magic behind their camouflage and warp their bodies to appear human. It could be considered a very thin illusion, if only because it's only skin deep. If cut, she will not bleed, because while human skin is so easily harmed, her scales are not.

Personality: Outwardly wild, impulsive, and loud, Sami takes her pleasures where she finds them, be they alcohol, men, women, or all of the above. She uses the fact that this will be most peoples' first impression of her to disguise a clever, calculating mind. When she's not indulging, she's asking the right questions and scouting people out. At the end of the day, there's more than one use for her talents, and she knows people will pay for the right information...

History: [to be continued]

---

Name of Species: Extraxl Dragons

Description: Dragons of considerable size (females reaching 10 feet tall and 30 feet long and males a bit smaller), they can be literally any color of the spectrum. The traits that set them apart from other dragons are their eyes, which are one solid color with no visible iris or pupil, and the fins males and females alike sport. Both have fins between their shoulders, with the color and pattern of their head fins, but the fins on their heads differ.

Females' fins are more like frills, wrapping around the base of their skull, with a pattern unique to the individual; no two females have the same pattern. Males are smaller than females, with a fin that stretches from halfway up their snouts to a short distance down their necks. Their fins are usually dark in color with a bright stripe. Like females, no two males have the same color stripe on their fins.

The Extraxl are an elusive species, making their home in a giant mountain that has been nearly hollowed out by centuries upon centuries of harsh treatment by the elements. The cave branches off into several chambers. The mountain is so high that none of the Extraxl have ever flown to its peak, though some brag that they have. In their species, because males are smaller, it is the females who choose, court, and engage in fights over potential mates.

The Extraxl have two leaders, a dominant pair, the female known as the Matris, the male known as the Sator. When they have children, they raise their eldest to lead when they have passed. Usually by the time they're gone, that hatchling is fully-grown and has found a mate, so there's no dispute over who will be leader. Only a few times in their history has there been a fight over the matter, and it's usually because the grown hatchling decides they don't want to lead, or dies before it reaches maturity, and the Matris and Sator have no other child to pass the legacy on to.

There is currently some discontent among the dragons, as the child of the Matris and Sator, Aviva, was one of the few who wanted nothing to do with her responsibility, and wanted to avoid telling her best friend (who had developed an interest in becoming her mate) that she didn't return his feelings, and left for a time. Recently, however, she has returned to face Ruuva and Nex...and possibly take her place as the next Matris of the Extraxl at long last.

Natural Abilities: The Extraxl cannot use magic; however, they can breathe fire, and are born with strong mental defenses, which only increase as they age. The venom they secrete from their teeth and in their saliva is extremely toxic to other animals; depending on the size and strength of their opponent, if the creature is bitten, the venom can take as little as a few seconds to kill, or as long as a few minutes. If the dragon spits their venom at their enemy and it gets in the eyes, it can cause blindness. It will also burn the skin. Their tails and claws can also be used as weapons.

Intelligence: A sentient race, they are capable of speech and are quite intelligent.


Name of Species: Oniare

Description: More slender-bodied than people, these very reptilian creatures retain somewhat humanoid form, though they lose all traits defining them as male or female to the angles of a very serpent-like face, complete with heat-sensing pits along their mouth. Their bodies are covered in extremely hard scales that are beautifully mottled to break up their outline among foliage or the depths of alleyways alike. Possessing snake-like eye caps and forked tongues, they also have small, but razor-sharp claws on their hands and feet, and pads on their palms and soles much like a gecko's. They have two sets of folding fangs in their mouths, one hidden behind the upper row of teeth, one behind the lower, and large venom sacs behind the jaw.

In human form, several different families of Onare have taken to marking themselves with ink to differentiate themselves from one another. The families aren't especially different from one another in terms of appearance, but they do have different customs and even slightly different languages. They use a simple design; rings on the left shoulder. The number and size of the rings marks the family, anything above marks the individual's rank.

Subspecies: Known as families or clans to the Oniare. (They're as varied as snakes, so these are simply a few of the families.)
Arietans - Characterized by dull green, gray, black and brown patterns and extremely potent neurotoxic venom.

Typus - Characterized by bright green and black markings and frames that are small and slim even by Oniare standards - a more arboreal species. Venom is hemotoxic and slightly slower to act.

Regius - Normally characterized by golden brown, white, and black markings - coloring is highly variable. Notably nonvenomous, though certainly capable of a painful bite. Their claws are more suited to being used as weapons, though they will craft and use tools such as crude spears.

Polyepis - Characterized by dark gray to inky black coloring. Neurotoxic night hunters. The fastest of the Oniare, and some of the most dangerous.

Nigricollis - Characterized by dark gray to inky black coloring. Easily mistaken for Polyepis until their hoods come up. Capable of spitting their venom, which is blinding if it gets into the eyes.

Molurus - Characterized by dark brown, black, and creamy white patterns. The second of the two nonvenomous types of Oniare - often clash with Regius families over hunting grounds and materials for tools.

Natural Abilities: When remaining utterly still, their markings subtly shift to adapt to the lighting and shadows around them, and it's as if they weren't even there. They can hold her breath for quite a while, and their jaw, much like a snake's, can stretch to an exceptional width. This is both to inject their payload of fast-acting, paralyzing venom, and for their preferred method of eating - swallowing their still-breathing prey whole. They have no trouble tracking even the wiliest of victims, for not only can they sense body heat and smell their prey a long way off, thanks to their eye caps, they don't risk losing their quarry for even a second due to the need to blink. They also have excellent night vision, their slitted pupils dilating hugely in poor lighting. Their specially adapted hands and feet allow them to cling to just about every surface, both natural and man-made; this in addition to their slim bodies makes them excellent escape artists.

On top of all of this, they've learned over the generations to warp the subtle magic behind their shifting camouflage and appear human. It's nearly as thin an illusion as they come. For all they've adapted to look, sound, and move like humans, they're still predators and it shows in the uneasiness with which they're treated by other people. Should they be injured in human form, the soft skin will split to reveal their scales underneath, because while humans are fragile and easily harmed, Oniare are not, with the exception of when they shed their skin. Their scales can also be pried off with a thin blade or similar tool, but it would not be wise to attempt this.

Intelligence: As intelligent as humans, if not moreso, most Oniare have adapted beautifully to the changing world. Some, however, refuse to lower themselves to "playing human", and thus must be clever to escape detection.
Last edited by Hopeflower on Mon Jan 02, 2017 6:52 pm, edited 22 times in total.
"Gotta have a little sadness once in a while so you know when the good times come."
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"The future is always uncertain and painful but it must be lived." ~ Unknown
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Re: Fantasy RPG Profile Topic

Postby Evil Eye » Tue Jan 04, 2011 5:35 am

Name of Species: Shade/Manipulator
Description: An offshoot of demons, they retain some magical ability. They naturally exist in the form of shadows, sentient. However, when outside, it's second nature for them to take physical form, lest they die; when surrounded by light, so that there are no shadows they can escape to (which, incidentally, is their easiest way of escaping death/harm), they will cease to exist. Each Manipulator has its own unique Shadow Signature, by which they identify themselves. Only other Manipulators can sense each others' Signatures; to everything else, they can look, smell, and sound identical. Their physical forms are essentially 3D shadows; nondescript humanoid or quadrupedal shapes depending on the individual. When in their natural forms, they have the power to enter the shadow cast by other beings or objects, and expand or change them, as they can with their own shadows in physical forms, depending on their strength or energy at the time.
Natural Abilities: A Manipulator's most basic ability is that of being able to pick up the ability of others. Depending on how close to the target they are, in physical form, they will "copy" the opponent's shadow, and in doing so, be able to mimic their abilities; the further they are from the target, the weaker the abilities will be. When mimicking the opponent, the opponent's shadow will show will appear from the Manipulator, pointing in the opposite direction of the opponent's location. Technically, they can mimic an opponent's powers from their natural forms as well, but in most cases, there would be no medium to convey it through.
They also generally have control over shadows and shades; if there is one cast by a creature or object, they can "enter" it, for whatever reason they need to (IE to save themselves from harm). The physical forms can carry weapons as they see fit as well.
Certain castes have abilities unique to them as well, brought about by various forms of magical experimentation.
Intelligence: They have average humanoid intelligence, fairly smart and cunning.

Name of Faction: Illusionist
Leader/Governing Body: Unknown
Capital: New Immortalis
Description of Architecture: Complex tunnel network built around a large central hub, made so that the least possible light can enter it.
Description of their land: All underground, below the ruins of Ancient Immortalis.
Inhabitants: Shades
Armed Forces: Shades
Powers: Along with their natural mimicry abilities, certain learned users can make others in the vicinity hallucinate, tampering with their senses, for a temporary period.

Name: Deka
Age: Unknown
Species: Shade
Gender: Male
Description: His physical appearance takes that of a hunched over cloaked & hooded figure. All that is visible on his face is his left eye, which gleams green in darkness, looking like a glowing hole in the blackness that is his form. He speaks with a hard, yet unplaceable accent.
Height: 5' 4.5" (while bent).
Weapons/Equipment: Two 1-handed swords, at the moment.
Powers: All those of the Illusionist caste, plus any he may gain along the way. Does not know how to access his hallucinatory powers as of yet.
Personality: An 'ends justify the means' mindset dominates his actions and motivations.

Name: Unknown
Age: Unknown
Species: Shade
Gender: Male
Description: In physical form, he appears to be a black shadow, much like all of his race, sharing a likeness to a wolf. His movement is split evenly between walking as a biped and a quadruped. His eyes glow a deep blue color.
Height: 5' 8"
Weapons/Equipment: None
Personality: Unknown

Name of Faction: The Hooded Sentry
Leader/Governing Body: Unknown
Capital: None
Description of their land: The region, known simply as the Dark Sanctuary, does not feel like it has a beginning or end, when entered. It is deceptively calm at first glance, seemingly devoid of movement or sound, despite the constant wind that appears to originate from the mountains to the far south. However, the entire land blurs and distorts when viewed, as if behind a heat haze; the effect is strongest close to the mesa that the fortress occupies. Trying to target one certain point of the land or sky with one's focal point will cause it to go out of focus, from a distance. The region also exhibits other strange anomalies: those wandering it will often experience fluctuations in temperature and atmospheric pressure, the feeling growing more evident the longer they remain there. It is unknown whether these effects actually happen or are just perceived to by the mind.
The topography itself is very bleak, the land barren and desolate. The only real features are the fort which lies on a large mesa, and the mountain ranges, barely visible, which border Germania's territories. The sky and clouds in the Sanctuary always reflect a murky orange-brown color, with low visibility to the unaccustomed, and are densest just above the fort. On occasion, fissures are said to crack and open without warning, creating large and dangerously deep abysses, before closing again. These occurrences can likely be attributed to some kind of black magic; the region would be something of a haven for fiends and demons, were it more populous, although it is the belief of some that the very land itself is evil.
Description of Architecture: Twisted spires encircle a grotesque and worn looking castle/fort, all of which seem to cloud and distort as one views them from a distance, like the region it inhabits. Mirages and nightmarish visions are a common occurrence in the fortress' vicinity. It only seems to become properly visible when looked upon well within the borders of the region, despite not being able to precisely feel or measure when that happens. Perhaps the strangest effect of the Fort is that, no matter the direction you travel across the Dark Sanctuary, it always appears to be facing the one viewing it, until they ascend the steep cliff-faces of the mesa where it resides. It is enough to drive the weaker-minded insane.
Inhabitants: Multiple species.
Armed Forces: Multiple species.
Powers: Vary depending on species.
Last edited by Evil Eye on Sat May 11, 2019 8:27 pm, edited 24 times in total.
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Re: Fantasy RPG Profile Topic

Postby arthurpendragon123 » Tue Jan 18, 2011 10:02 pm

Name: Eragon Arthurin
Title/rank:prince Of Arthuria
Age: 21
Species:human
Gender:male
Description: Short Brown Hair Has A Slight Muscluer Built.has A Scar On His Right Eye From Battleing With Barbariens. Is About 140 Pounds.Wears mithril armor, when not In Battle He Wears A Ranger Cloak That Is Green.has A Pretty Handsome Face
Height (If Applicable):6'4
Length (If Applicable):
Wingspan (If Applicable):
Weapons/equipment: A blue longsword made from enchanted steel a while ago. A Long Bow.some Rope And Some Food.a Sax Knife.
Powers: Has None
Personality:brave,nice,inspiring,can Get A Angry If Some One Talks About His Dead Brother In A Bad Way Or If A Servent Messes His Clothing Or Items Up.
History:at The Age Of Three His Mother Was Killed By Bandits.he Never Realy Knew His Mother And Wishish That He Could See Her Again.when He Was 10 His Farther Told His Best Ranger To Teach Him How To Use A Sword And A Bow And Arrow He Learned Well And Becamed Known For His Fighting Techinquie.at The Age Of 15 His Brother Was Killed.that Day He Never Spoke He Never Did Anything Until The Next Week.he Wants To Kill The Person Who Killed His Brother,and Will Never Stop Hating Magic Until Something Postive Comes Out Of It.

Faction Template:

Name Of Faction: ArthurianLeader/governing Body: King Luthier III
Capital: Arthuria
Description Of Architecture: Wooden And Stone Sturctures
Description Of Their Land: Plains Near The East Ocean
Inhabitants:humans
Armed Forces:knights,rangers Armed With 2 Knifes A Sword And Bow (Most Elite Part Of The Army Hardley Any Rangers Are In The Army)spear Men With Metel Spears,warriors
Armed With Axes Or Sword,archers
History:arthurithin Is A Farliy New Faction.not Very Powerful Yet But Has Many Resources Of Metel Like Steel And Gold.they Trade With Other Clans And Factions.they Follow The Monarchy Kind Of Goverment.magic Uses To Be Aloud In The Kingdom But A Mage Killed The Kings Son.now The If Your Found Using Magic You Are Killed.



Name Of Species: Krayts
Description: Blue To Red In Color Stand About 25 Feet Tall And Are 20 To 50 Feet In Length Have Wings And Have 3 Horns On There Heads.has 2 Foot Fangs From There Mouth And Has 6 Inch Teeth. Muscluer Built And Has A Western Erupeon Dragon Look But Just Alot More Muscle
Natural Abilities:extremely Strong Jaws.the Ablity To Fly For Long Distances.breathe Fire.and Have Great Sense Of Smell Sight And Hearing.
Intelligence:very Intellgente Creatures They Use Startergy When They Hunt To Lure A Creature To There Death.



Name: Flameishthen(The Destoryer)
Title/rank:the Destoyer(By The Many Of The Villages Of Arthuthin
Age:150
Species:krayts
Gender:male
Description:normal Krayts.he Is A Blue Kryat.has Scars All Over His Body From Fights
Height (If Applicable):20 Feet Tall
Length (If Applicable):45 Feet Long
Wingspan (If Applicable): 10 Feet In Width
Weapons/equipment:teeth,horns,tail,fire
Powers:fire.
Personality:brave,nasty,hates Every Thing And Will Kill Everything On Site.can't Trust Anything And Will Never Live With Humans.
History:one Of The Last Of His Kind.flameisthen Was Hatched With 10 Other Siblings 8 Of Them Where Killed When He Was 10 By Humans,he Was Almost Killed Himself.much Is Unknown Of His Life.


Name: Judith Liverworth
Title/rank:farmer,warlock In Tranning
Age:18
Species:human
Gender:male
Description: Has Medium Black Hair.big Long Nose.very Skinny And Not Very Strong.is About 120 Pounds
Height (If Applicable):5'12
Length (If Applicable):
Wingspan (If Applicable):
Weapons/equipment:a Small Dagger.
Powers:not Many So Far Just Can Move Objects.
Personality:brave,nice,weird At Times,can Be Funny.
History:he Is A Mage In Tranning But Is A Farmer Also His Master Is A Very Skilledmage And At The Moment The Apppentice mage Is Having A Hard Time Learning.at The Age Of 16 He Started His Tranning Before All That He Had A Normal Farmers Life.


Name:Halt ventrus
Title/Rank: Assassin
Age: 27
Species: Human
Gender:Male
Description: He has a very broad face,scars all over it has long brown hair down to his shoulder and has a slender built,weighs 130 pounds.
Height (If applicable):6'6
Length (If applicable):
Wingspan (If applicable):[url][/url]Weapons/Equipment: 2 short swords on his back,a long sword,2 small knifes,crossbow
Powers: Has excellent sight and can use magic
Personality:Mean,nasty ,gets angry fast.
History:Hat is a mage but is now a assassin.He killed king Luther's son and is planning to kill the rest of his family.He normally goes from town to town drinking and getting bounties to kill.

Name Of Species: Brutes
Description:http://www.wetanz.com/assets/Uploads/_resampled/CabinetLarge-lotrurukhaiarmour.jpg
Natural Abilities:extremely Strong Bodys,Great smell
Intelligence:More intellegent then goblins but less then a human
Last edited by arthurpendragon123 on Tue Mar 29, 2011 1:04 am, edited 5 times in total.
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Re: Fantasy RPG Profile Topic

Postby SniperSaurus » Tue Feb 01, 2011 12:27 am

Name: Commander Alexander Nefarius
Title: Commander In Cheif of the Army of the Republic
Age: 24
Species: Human
Gender: Male
Description: A tan-skinned man, with ice blue eyes, normally drssed in armor much similair to a spanish conquistadors.
Height: 6 ft
Weapons: The Reclaimer:His famous sword, engraved with a cross of the catholic church, and 6 saphires, 3 on each side of the hilt.
Personallity: A strong man, strong of power and will, very intelligant, and feels strongly about his religion.
History: A former captain in Germanias' Army, Alexander has risen to the occasion and taken command of the NGR's Army, with the exception of the republican gaurd.




Name of Faction: New Germania Republic
Leader: High Lord Darius Czari
Governing Body: Goverend by the New Germania Tribunal, made up of 25-30 Elders (Called the selectmen, for they are elders selected by the populace to represent them to the king.) , they make everyday desicions for the NCR, and serve as a court.
Capital: Caliak
Description of Architecture: Mideaval European, but varies slightly,
Description of their land: Rolling grassy plains, with large snowy mountains to the north, and the vast inland sea, Zurnaa to their West.
Inhabitants: Humans, Val'kesh, Kalesh.
Religion: Trueblood Catholisism

Armed forces:

The Republican Gaurd: They use modern day (although, being an rpg, it isnt modern) American rankings.

Their main infantry weapon, The NC-12 ( Nova Clusterbow - Mark twelve ) Utilizes an auto-re-loading drum-shaped magazine that holds 20-30 bolts, and has auto-cocking.

Image

Their main infantry secondary weapon is a a decently sized shortsword, much like the oens used by roman legionares.


Name: High Lord Darius Czari
Title/Rank: High Lord / The Pheonix ( for leading his people out of the ashes of Heirichy )
Age: 31
Species: Human
Gender: Male
Description: Image
Height: 5'11
Weapons/Equipment: His sword, Damascus, a steel longsword, adorned with gold and rubies.
Powers: none
Personality: A planning intelligant man, and a brilliant strageist. Calm under preasurre, a strong leader and brave man.
History: Darius lead a group of 25,000 men and their families who have been excomuniccated by the pope, deemed Blasphamey-sayers and heritics who have left Germania to start anew, from the ashes.


Name: Mu'kara
Title: The Firstborn
Age: 2-(?) days
Species: Kalesh
Description: Tiny for the moment, a small parasitic Kalesh Embryo, in early development.
Lenght: 8 inches
Powers: Underdeveloped.
Personallity: Underdeveloped.
History: The firstborn of Azarias' eggs, currently developing inside the chest of Chiron.

Name: Azaria
Title: The Matriarch
Age: Unknown
Species: Kalesh
Description: ImageGender: Female
Height: 65 feet
Length: 86.3 feet
Powers: Will of the Matriarch: Azaria can communicate with any Kalesh, no matter their distance from her.
The Understanding: Azaria is extremley more intelligent than the males of her kind, and can speak, and comprehend many languages.
Personallity: Understanding, she is slow to anger, but even slower to cool down.
History: The daughter of the last Kalesh queen, Azaria has seen times of plenty, times of famine, and times of war. She has fought countless battles, and lost few. Cunning and a brilliant planner, she has occasionaly made peace with nearby races, to only betray them later as a food source for her children.







Name: Kuran (Killed)
Title: The Infestor
Age: 152
Species: Kalesh
Gender: Male
Height: (When standing) 6 feet 8 inches
Length : 9 feet 3 Inches
Weapons/Equipment: Claws, Tail spike, Teeth
Powers: All basic Kalesh abillities, Infestation: Kuran can infest most oxygen breathing organisms by planting a Kalesh parasite inside of them, wich the host may carry for more than 6 months without realizeing that they are harboring a growing young Kalesh.
Personality: Kuran is more of a loner, though occasionly travels with a few packmates. He is considerably intelligent for his species, and only attacks more sentient animals if hunting or threatened.
History: A rare breed of his race, he is alike most of his kind, though slightly larger, and an infestor. He is normally never at the hive, mostly thousands of miles away hunting other species, looking for a new land for his kind to call home, one filled with more prey.

Name of Species: Kalesh
Description: Image
Natural Abilities: The Sense- Any Kalesh can detect oxygen breathing organisms. Claw pads-The Kalesh have microscopic suction pads on their hands and feet allowing them to climb almost any surface. The Voice: The Kalesh can imitate and understand simple parts of many languages.
Intelligence: Apex pack predator - Brilliant for an animal


Name of Faction: Kalesh
Leader/Governing Body: The Matriarc
Description of Architecture: The Kalesh infest caves and burrows with a black substance similar to that of their skin.
Description of their land: Jungle
Inhabitants: Stags, tropical birds, elephants, horses, small dragons, Val'kesh.
History: A thriving race, they almost wiped out the Val'kesh living in the region, reduceing the massive empire to a single kingdom. They have lived in their current territory in a vast underground tunnel system. Though their race has been greatly reduced in size due to lack of prey, all that remains is The Matriarc, and an estimate of 50-90 Underlings.



Name of Species: Val'kesh
Description: Image
Natural Abilities: Eagle eye: Inredible eyesight lets the Val'kesh see extreme distances Field Camoflauge: Val'kesh are experts of ranged ambush and concelemeant, allowing them to quickly make camoflauge suits out of surrounding vegitation
Intelligence: Average

Name: Chiron
Title/Rank: Warrior-Doctor/ Former Leader of the Val'Kesh rebellion.
Age:21
Description: A dark-skinned human with pale blue eyes that appear gray, and his unmistakeable curly hair.
Species: Human
Height: 5'10
Gender: Male
Weapons/Equipment: A number of medicnes, his small one-handed crossbow, and an iron sickle.
Personallity: A very humourus, Laid back man, he shows care for all, even strangers. He is a great leader, even under pressure, he remains calm, and calculateing.
History: His parents, born and raised in Germania moved to the Val'Kesh lands for the rich soil, only to be afflicted by reas of famines, plauges, and violent opression by the former Val'Kesh Tribunal. He and Eziok were two of the main men behind the revolution, and have known eachother since young 8's.

Name: Eziok
Title/Rank: Sniper
Age: 34 Years
Species: Val'kesh
Gender: Male
Description: Basic Val'kesh, thought usally wears a thin leather armor, covered by his custom camoflauge suit, carries his custom fitted crossbow.
Height 6'0
Weapons/Equipment: Long range Crossbow, fixed with his custom sights, (Not magnifying), An Iron Machette, and a tomahawk fitted with the teeth of a dragon.
Powers: Eagle eye
Personality: A loner, he doesnt ussaly open up to many people or races, he is slow to anger, but even slower to forgive.
History: One of the few survivors of his race, who are now scattered about the land in small bands. He was orphand at the age of 14 when his mother, father, and newborn sister were slaughtered by a reckless mage, and has a fear of magic as a result. He was a key part of his kingdoms failed revolution, wich failed and resulted in the collapse of his civilization.
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Re: Fantasy RPG Profile Topic

Postby RangerLuke » Fri Mar 11, 2011 7:42 pm

Character Template:

Name: Krath Russ
Title/Rank:Chief of Russith
Age:58
Species:Wood Elf
Gender:Male
Description:He has a weak looking body,he has blue eyes and has very long blonde hair.He wears a green robe or Black robe
Height (If applicable):6'4
Length (If applicable):
Wingspan (If applicable):
Weapons/Equipment:Long bow,Elven Short sword
Powers:none
Personality:Greedy,Risky,Evil at times
History:Krath has been the cheif of Russith for 30 years now he has lead his fraction into a war with a local goblion fraction he is near the end of his life and is redey to die.


Faction Template:

Name of Faction:Russith
Leader/Governing Body:Cheif
Capital:Ventres
Description of Architecture:woodenbuildings
Description of their land:Plains close to the oceans and rivers
Inhabitants:Wood Elf
Armed Forces:Elfs that use long wooden spears with iron tips they also have a short iron elven short sword/Elven long swords or iron battle axe and elven long bows with iron arrows
History:Russith has been a poor fraction all its time.It has a small army and is very weak,they hunt and gather for food and are a trade based fracion


Name: Trake Breathen
Title/Rank:Warrior of Russith
Age:27
Species:Wood Elf
Gender:Male
Description:He has a stong looking body,he has blue eyes and has very medium blonde hair.He wears Iron armor or a Black robe he is 130 pounds
Height (If applicable):6'5
Length (If applicable):
Wingspan (If applicable):
Weapons/Equipment:Long bow,Elven long sword wooden iron spear,Iron sheild
Powers:none
Personality:Brave,Risky
History:Trake has been a warrior now for 5 years.He has slain many goblins and has a wife now.When he was 9 his mother and farther where killed by goblins his uncel has been taking care of him ever since.When he was 16 he became a hunter for Russith when he was 22 he joined the army of russith earing money to take care of his Uncel and Wife.

Name of Faction:Trethen
Leader/Governing Body:Goblin Cheif
Capital:Yoem
Description of Architecture:Ruins,caves,tomes
Description of their land:Plains close to the oceans and rivers
Inhabitants: Goblins
Armed Forces:Iron Weapons and armor
History:Trethen is a new Fraction that is at war with Russith
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Re: Fantasy RPG Profile Topic

Postby Shade » Tue Apr 05, 2011 7:50 am

Name: Riva
Title/Rank: Princess
Age: 18
Species: Selkie
Gender: Female
Description: (Seal) Small, fair, white-furred, big dark-brown watery eyes (Human) Fair skinned, white hair, big eyes with dark brown rimming the iris and the rest crystal blue
Height: (Human) 5'6"
Length: (Seal) 5'10"
Weapons/Equipment: (Seal) Teeth and body mass, (Human) Bone dagger, made out of the jawbone of her great-grandmother
Powers: Extraordinary singing, telepathy with her own kind, able to shed seal skin and walk on land as a human, able to hold breath underwater longer than average human, has otherworldly healing powers
Personality: Shy, but fierce, a gentle, fair, firm leader, curious, loving
History: Born and raised as royalty, has lived a care-free life with hardly any wars except for the occasional border control, walks with her people, now her father has arranged her to be married to a warrior of great reputation and honor

-
Name of Faction: The Mother Harem
Leader/Governing Body: Agnar (Alpha Bull)
Capital: Sedna
Description of Architecture: Ranging from sea caves and spherical stone buildings underwater to carved out boulders on land. Decorated with weapons and furs of other animals. Driftwood roofs enforced with seaweed on top. Underwater homes have carved out furniture and many circular entrances and exits.
Description of their land: On north-east coast of Aster. Stretching out a few yards on land on a rock and sand beach, the beach mostly consists of tide pools. Underwater the sea floor filled with seaweed and a rocky landscape, some sea arches.
Inhabitants: Selkies and other sea life (fish, sponges, etc.)
Armed Forces: Main source of defense are Warriors, male and female, females mostly specialize in healing. Armor is made from bone.
History: Capital was named after their diety, a few decades ago, a large group of humans arrived on their beach and tried to steal and rape the entire population of females. The Selkie warriors managed to kill every last one of them, but at the price of the life of one their best healers, Riva's great-grandmother. Forever known as the The Slaughter.

***

Name: Absinthe
Title/Rank: Lead Scout
Age: 21
Species: Kelpie
Gender: Female
Description: In her human form, Absinthe is at an average human height and weight. She is athletically built, but with slight curves. Her skin is nearly black, smooth, and slick. Her eyes have the appearance of a horse's eyes and are an eerie dark green much like the deep waters of the swamp. Her hair is white and reaches down to her shoulders. It is styled with cornrows on the right side of her head while the rest is brushed over to left side. Her ears are horse-like and the tips curve slightly inward toward the top of her head. She also has various piercings with three hoops along her right eyebrow and five studs along the top of her left eyebrow, two hoops hug the right side of her bottom lip, one hoop through the right nostril of her nose, and she has three piercings in each ear. She also has a few scars from what looked like previous piercings that have been ripped out.
Height (If applicable): 5'5" (Human form), Same from feet to shoulders (Horse form)
Length (If applicable): 5' (Horse form)
Wingspan (If applicable): N/A
Weapons/Equipment: Natural- Absinthe possesses in both human and horse form, sharp teeth, and inhuman strength and speed.
Weapons- Absinthe often carries two sickles that curve like the cresent moon and a black whip with a lead tip on her when she goes out on patrols, but usually keeps the whip on her at all times.
Armor- She is often dressed in a dark leather armor that covers her from head to foot. Though instead of a helmet the armor comes with a hood that covers her face in deep shadow.
Dress- When she isn't on patrol or in a combat setting Absinthe wears a dark dress that reaches down to her calves, but has a slit up the right side that reaches to the top of her thigh and the neckline dips down to the center of her chest showing off her cleavage. The fabric of the dress is a combination of silk and cotton.
Powers: Absinthe can change into a black horse that can run slightly faster than the average horse. She also has slightly heightened strength and speed as a human. She also has the same heightened senses of a horse while she is human form, she has a heightened sense of sound and hearing, and has slightly better vision than the average human.
Personality: Absinthe would be what most would call a hopeless romantic, despite being rather stern and serious most of the time. She longs for a look at the outside world and is often adventurous inside her home and also curious about many things. Despite this wide-eyed wonder, Absinthe isn't so naive and is very skeptical of outsiders. She is, however relaxed and playful with those she knows very well.
History: Absinthe was born in a ruined castle and her eyes glittered as the moonlight shimmered through the cracks in the roof. She was born as the great-great grandaughter of the first Father Kelpie, the founder of their city. She was also the second child in her family with her sister, Loreley, being five years older than her. As a filly, Absinthe was a quick learner and eager to do anything that was new to her and this carried into her childhood where she explored every part of the city and once she was thirteen would beg to go on patrols or scouting missions. However, she wasn't fully able to join the patrols until she was sixteen and more proficient in the weapons of her choice. She started her combat training at thirteen and also started to practice her powers as a Kelpie. On her first patrol, she was grouped with a few old family friends just to be safe and this happened to be her first encounter with an outsider in person. However, this outsider wasn't looking for refuge and was very desperate to get out and away. As the elder members asked for the pass-phrase he failed the test and as the group started to unsheath their weapons, the outsider attacked and struck out at who he perceived to be the weakest member in the group being her. He grabbed her and held a knife to her throat. He threatened to kill her if they didn't let him pass, before they could comply, Absinthe bit down on the man's hand and tore off a piece of his flesh. She didn't stop there, after he let her go she turned on him and bit into his throat tearing it out. Her true nature was revealed, but only to those that knew of it. After cleaning her off, the eldest of the group told her that she had to keep her nature in check and keep it a secret from everyone else, because not many of the people took kindly to her species. After the encounter, Absinthe made sure to keep her nature a secret. When outsiders were found along the borders, she became more suspicious of them and once she was old enough, decided to take on the tresspassers alone and would have her fill once they were away. This pattern continued into the present. She still thirsts for more adventure and new sights and experiences. For now she is still patroling around the borders of her kingdom.

-
Name of Faction: Abandon
Leader/Governing Body: Queen Loreley/Monarchy
Capital: Abandon
Description of Architecture: A small village comprised of the ruined remains of an ancient city. Crumbling structures and stone debris litter the small dirt or makeshift cobblestone roads. All the buildings are overgrown with lichen, vines, fungi, moss, and ivy. Small wooden huts are also built for temporary shelter. At the end of the main road a ruined castle stands. There is very little left of it. The towers have crumbled down below the understory layer of the trees. Their is now only an entrace, a dining hall, a throne room (without a roof), and a few extra rooms used as bedrooms.
Description of their land: The city is hidden deep within the darkest part of the swamp lands. It is the only stable landmass for miles. It is essentially an island in the middle of a jungle of water and thick trees and foliage. Beyond the island are smaller islands that other inhabitants have taken shelter on. Around these islands is an expanse of water with thick trees squeezing together so that there is little room to navigate. There is also quicksand, sinkholes, and various animals that pose many dangers for the lone traveler.
Inhabitants: A mish-mash of different beings and species that come to this dangerous place. These beings come here, because they have nowhere else to go. These beings are the criminals or the escaped, seeking refuge from those who would persecute them or turn them in. There are some elves, some orcs, some humans, some lizardmen, some selkies, and a few of the original inhabitants of the place such as nymphs and other such nature spirits. The Kelpie family rules over this faction.
Armed Forces: Officially there isn't a formal army, but there are small groups of armed patrols that roam around the perimeter keeping out intruders and keeping vigil for those seeking refuge. There are also small groups of guards stationed in the city and around the castle that are most trusted people by the current monarch.
History: The establishment of this kingdom went through a series of trial and error. A couple hundred years ago the Kelpies were chased and hunted to keep them away from civilized society. Only a few families of this species remained and they were forced into hiding. One of these families, angered by their plight, decided that there needed to be change in the world. So they rallied together and decided to build a new family, one that wasn't just comprised of their own species. The father of the family ventured out to find a few sympathetic friends and brought them over to their cause, said friends were also into organized crime at the time and had their own problems to work out. However, the promise of vengence and a safe haven to plot was too good to pass up. So these gangs and families packed up and followed the family of Kelpies. After traveling to a few locations and being gradually chased away from them, the father Kelpie led them to a thick and dangerous swamp. The criminals were hesitant to try to live in such inhospitable land. The Kelpies, however, convinced them that that would be the clincher. No one would think to look in such a place nor would they be brave enough to try. After a few moments of arguing the criminals were finally convinced and followed their guardians in. Traveling through the swamp was difficult, but not impossible, especially with such bloodthirsty guardians. Finally after reaching the deepest part of the swamp, they found an island with the ruins of an ancient city. Looking at the structures and the location the group decided that they would settle there. A few months of peace and semi-planning though weren't enough to settle them and they soon realized if they wanted to execute their plan they would need more recruits. Eventually the father Kelpie had a few people disperse throughout the land and spread the word or their refuge. Not only that, but to also spread contradicting rumors to deter any spies or tresspassers. Those seeking refuge would have to resite a pass-phrase for the patrols to be certain of their intentions. Once more people and being started to file in, the first families decided to keep their rulers' true identities a secret, since most people were still suspicious when it came to Kelpies. Over the years their goal started to dwindle, most were content to live in a place where they were perfectly protected from the outside world and still there weren't enough recruits to instill change in the world. In the present, they still advocate their promise for a different world to live in where different beings can mix and mingle without fear of attack or persecution. A few generations of criminal families have come and gone, and the original father Kelpie has passed on and left a new generation of Kelpie rulers that gave way to another generation of rulers. The current ruler is the great-great granddaughter Loreley who rules with firmness and fairness, it helps a little to also be proficient in earth magic and know almost every cure and almost every poison in the swamp. her sister, Absinthe, is the lead scout and she keeps the borders protected and leads the newcomers back to their world, where change is always approaching.

-
Name of Species: Kelpie
Description: The Kelpies are a species that can turn from a dark colored horse into a humanoid being or vice-versa. Their horse forms are usually dark in color usually black, but can come in off-shades (dark-red, dark-green, dark-brown, etc.), rarely will there be a white one. Their humanoid form is also dark-skinned with horse-like ears and horse eyes. Their skin in human form is smooth and often slimy or sticky like that of a frog. In horse form their coat will usually have a sheen of wetness to it. This species prefers to be close to water as that is their natural hunting ground. In their horse form they will often lure weary travelers onto their back and then gallop back into the deepest part of the water to drown their victims. They will often do this in human form as well, taking on an attractive guise and luring them into the water. If the water is not deep enough they will just wait until the victim is close enough before just tearing into their flesh with their almost wolf-like teeth. While they do prefer to live in wetlands or bodies of water they do have the ability to live farther inland, away from big bodies of water. Their diet is not just humanoid though, they will also eat other animals and will sometimes indulge in eating foliage as well. They can turn into their horse form as long as they are touching something wet, which is why people will often find seaweed in thier manes. There are very few of these creatures left, since their species was considered dangerous and often a nuisance if not completely harmful to many societies. They have since gone into hiding in either deep lakes, dark corners of forest, or deep swamps.
Natural Abilities: They can turn into a dark colored horse at will when touching something wet or into a human. They have sharp teeth, somewhat resembling a wolf's in horse form and can be summoned up in human form. In their horse form they use their bulk and strength to incompacitate their victims. In human form they are slightly stronger than the average human and can take on a being twice their size with slight conflict, but less so than a human. In both horse and human form they are agile, flexible, graceful, and fast. They can gallop slightly faster than the average horse (45mph), but in human form can run as fast as the fastest human (about 13mph) for extended distances. In both human and horse form they can hold their breath for long periods of time, sometimes up to hours, in horse form though they have the ability to actually breathe underwater again much like a frog.
Intelligence: Kelpies often in live in small family groups made up of close family alone (parents and their children). They have same level of intelligence of regular humans and as horses they have their own code with visual and vocal cues, this code somewhat resembles regular horse cues, but it's somewhat more complex as simple gestures can have bigger meanings. This species is often hostile when meeting new environments and people, but can be docile and friendly when they are used to them (if they give them the chance).
Last edited by Shade on Wed Jul 15, 2015 7:24 am, edited 8 times in total.
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Re: Fantasy RPG Profile Topic

Postby Galaxia » Wed May 04, 2011 3:44 pm

Name of Species:Superstes lacerta(Latin name) Androians
Description:This race is similar resemble the theropod family Alvarezsauridae of the real world(I'll make no real world references in the rpg,I can't find anything else to compare this species too)but with hands similar to the stereotypical "dinosauroid" hands.With downy feathers covering the body they look similar to large and wingless (but with the clawed hands)birds from a distance they have no beak,instead a jaw filled with sharp teeth,betraying a carnivorous diet.
Natural Abilities:This race relies not apon physical strength but upon the arts of magic in combat,being skilled in magic means that while they are quite powerful in that sense they aren't that strong when it comes to physical tasks,although they also supplement this physical weakness with crude war machines in their wars as well as magic.Eager to learn by nature some devote their selves to the world of literature and knowledge,some even search ancient texts and prophecies to find answers to current problems and even things to come.
Intelligence:Naturally a race that dedicate entire rooms to different works of literature that are "a cut above the rest" the Androians have a great capacity for learning and as a result know much about the world around them.

Name of Faction:The Legitaries.
Leader/Governing Body: Kings Current ruler:King Concreshe the Crested(A crest of feathers is considered a high status symbol and is found only among the ruling families).
Capital:Garitia.
Description of Architecture:Large buildings,the larger the better, enormous castles a favorite of the rich and royal .
Description of their land:The Androians prefer flat land above all others as it is easier to build most of their buildings,although castles on high hills is preferred to have for defensive purposes,so in short any flat land they see is fit for building upon in their eyes.
Inhabitants:Androians.
Armed Forces:Androian Knights:These members of the Androian forces are the ones that make the first advance into enemy lines but are not necessarily at the front of an Androian army at the beginning of battle,as the knights themselves are not particularly strong they instead rely more on their mounts,the larger,more powerful and more likely to charge at the enemy without a second thought upon signal the better.
Andronian Archers:These andronians prefer to stay behind the front lines,but close enough to get a good shot.
Androian Sorcerers:Maters in the art of magic they prefer to stay out of the line of fire giving them good cover to cast spells to aid their comrades and thwart the enemy forces.
Androian Catapult:While not technically a soldier as it is a machine the catapult is no less a valuable unit in the art of war,while getting the projectiles in can be hard to do the result is well worth it.
History:Many eons ago the ancestors of The Legitaries were nothing but squabbling tribes fighting over land and raiding and razing each other's villages,but then one "Onaget the Bold" led one tribe to power by organizing the warriors,and setting up battle strategies such as when it would be best to attack a neighboring village.This rise to power was a violent one but soon that one tribe began to advance their technology in agriculture and the arts of painting,literature and construction.This tribe,who's original name has song since been forgotten then dubbed themselves The Legitaries and though discarding their original name and leaving it too be forgotten vowed to remember their ancient past as violent and brutish as it was so too teach future generations of their great faction's humble beginnings.

Title/Rank:The Duke Daciant
Age:20
Species:Androian
Gender:Male
Description:Your typical Androian in appearence but with the robes and clothing associated with a Duke with the royal emblem on the right side of his chest and a small feathery crest on the top of his head
Weapons/Equipment:None as such but a small dagger hidden in his emblem helps in the situation of assassins helps keep him seem safer
Powers:As most if not all Androians are skilled in magic one way or another and while he never seems to exercise this he has the ability to do a few basic spells here and there although if an upcoming situation demanded he be skilled in it he has some of the best magical mentors in the land on hand to teach him
Personality:While he sometimes appears to "let the power go to his head"Daciant is kind and caring most of the time and is in touch with the people,making sure all the major problems that suffer the nation are resolved(The king himself is mainly a figurehead while other member of the royal family such as Daciant are the ones who solve most the problems that may afflict their land)with peace,although when it comes to war he can be quite merciless on the situation but if he can will prefer the diplomatic solution where everyone "walks away friends".


Name:Quatra
Title/Rank:Adventurer
Age:18
Species:Androian
Gender:Male
Description:Regular Androian with blue tipped feathers and markings made with ink around eyes
Weapons/Equipment:Light body armor,small steel sword for defense
Powers:Simple magic,such as throwing objects and foes about although it takes a lot out of him
Personality:As his Rank suggests Quatra enjoys travelling to far away lands,and well adventure in general












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Hoping this is all to your liking TyrannoTitan and breaks no rules associated with this rpg
Last edited by Galaxia on Fri Jul 22, 2011 4:09 pm, edited 1 time in total.
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Re: Fantasy RPG Profile Topic

Postby TyrannosaurusRules! » Sun Jun 05, 2011 10:00 pm

Name: Dire Howl
Title/Rank: nothing so far
Age: 100
Species: Dire Wolf
Gender: Male
Description: Dire Howl is a large Dire wolf even for their standards. He is the darkest shade of black and has a large scar near his left eye.
Height (If applicable): 5 feet at the shoulder
Length (If applicable): 10 feet
Wingspan (If applicable): none
Weapons/Equipment: Tooth and Weight primarly usually taking down enemies by throwing them to the ground and biting there throat.
Powers: His only power is Leadership and stealth
Personality: Dire Howl is the lead wolf of a clan of Dire wolves, he is very cunning, brave, and kind to others his hatred only comes from creatures attack him or his Clan.
History: Dire Howl's history has been a quite one at best having no real problems or losing anyone close.

Name: DRACUL DRAGO
Title/Rank: none
Age: 300
Species:
Gender:Regal Copper Dragon
Description:http://www.majorproject.mkysplace.ca/images/dragon-pictures-076.jpg
Height (If applicable): 20 ft
Length (If applicable): 70 ft
Wingspan (If applicable): 120 ft
Weapons/Equipment: Claws, Teeth, and Weight
Powers: An enormous jet of flames colored red and gold is shot from his mouth
Personality: Dracul is a blood thirsty beast that is a demon in battle the only time he doesn't piliage towns and cities in his domain is when he's sleeping or off exploring the world.
History: Dracul Drago was hunted by the best beast hunters since his 100th birth year when his terrorable gaze was focused on a small town. After the destruction of the village Dracul Drago was hunted for years for multiple forms of killing.
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DRACUL DRAGO
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Re: Fantasy RPG Profile Topic

Postby InfernalAngel » Thu Jul 28, 2011 5:18 am

Title/Rank: Assassin
Name: Alecia Darkmoon
Age: 21
Species: Human / Shade
Gender: Female
Description: Crimson eyes, Dark Cherry Red hair, athletic body, Mottled Black and Gray cloak and hood.
Height: 5'9

Weapons/Equipment: Her specially designed Katana, "Du'kart" Designed not to perice heavy armors or block other blades, but strike with blidning speed and persicion. Also equipped with smoke bombs, Kunai, Shiruken, acid tipped blowdarts and a blowgun.

Powers: Dashito Bach - "Twilight Fist" A martial arts style useing attacks with the entire body, sueing speed and persicion to hit key points in an opponents body to quickly kill or paralyze..

Personality: Tends to nromally keep to herself, distrust most strangers, but has a much warmer personallity once you get ot know her, slow to anger, but even slower to forgive.

History: Once lived in a village in the mountains called Shang'kritall with her family. At the age of 14, she was chosen by the Dashito Bach masters to become the next "Overseer" of the village. After protesting to do so, her family was coldly and slaughtered during the night. To avenge her family, she accepted the title of "Overseer" and learned the ways of the deadly martial art, Dashito Bach. Once she had mastered the art, and all the weapons at her disposal, she burned the Dashito Bach Dojo, with the masters inside. The fire unintentionally spread throughout the village, and nearly burnt it to the ground. After her trechary was discovred, she was cat out from Shang'kritall and began her life as a solitary assassin, the rest, is shrouded in darkness.
"Auferre, trucidare, rapere, falsis nominibus imperium; atque, ubi solitudinem faciunt, pacem appellant."

"They plunder, they slaughter, and they steal: this they falsely name Empire, and where they make a wasteland, they call it peace."
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