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Aeon Cadence: Refrain; Because, yes, it's coming back.
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Topic Started: Jul 5 2014, 05:21 PM (2,671 Views)
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Kayurin
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Jul 5 2014, 05:21 PM
Post #1
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Sword Master and Wizard Extraordinaire
- Posts:
- 946
- Group:
- GM Directors
- Member
- #15
- Joined:
- Jul 21, 2012
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Echoes of a forgotten Melody
Prologue
”The only way of discovering the limits of the possible is to venture a little way past them into the impossible.” - Anton C. Clarke
The world of Gaia...
A world covered in feral wilderness, ruled by beasts that came out straight from mankind's most ancient tales and legends. Like dragons soaring the skies around the highest mountain peaks, beasts with iron fur and flames in their eyes running wild in the verdant forests, giant worms crawling under the sands of the desert or nameless horrors lurking in the deepest abysses of the oceans. A world where ruins from a distant past get slowly crumbled by the attacks of time, plands and elements while the few surviving people are forced to live behind the massive walls surrounding their fortified cities, to hide and protect themselves from the same world they once ruled.
That's what remains of Mankind's greatness after a disaster swept away their dreams and hopes, abruptly putting an end to what was considered to be their Golden Age. The truth behind that cataclysm became enshrouded in mystery, lost to everyone but members of Tuners' Guild, during the following dark age. And even amongst them, keepers of Old Science secrets, only members of their inner circle are fully aware of what really happened during these dramatic events. And yet, once mankind started their efforts at reconstructions, they choose to not share their secrets thus becoming a presence essential for properly running the city infrastructures they helped to build like factories, sewers, hospitals and water control.
Under the Tuners' guidance, humans had tried to rebuild a civilization able to endure the many challenges their new world throws at them. A new civilization where common people had lost many of the knowledge once granted for common. A new civilization where advanced and archaic technologies blend together under the eyes of hundreds of people who, everyday, goes to work in the Tuners' controlled facilities almost completely unaware of the meaning behind many of their actions. Members of the Guild are in control of all these activities, from the hydroponics farms where plants are grown inside large pools of mineral rich water, the textile factories where fabric used to craft everyday's clothes is weaved or the wind and water mills are used both to turn weath into flour and produce energy used to sustain the smaller cities industries.
At the same time, people outside the Guild mastered once again the ancient trades. Smiths, potters, bakers and many other kind of artisans opened their laboratories for trade, passing down these newly re-discovered techniques with each new generation. Farmed learned to tend to livestock, grazing them in the plains outside the settlements during the day and bringing them in the barns built in the walls for the night. Beer is brew and wine made in the old way out of wheat and grapes coming from the hydroponic farms, liquors are distillated with archaic retorts and left to age in wooden barrels and smithes craft the blades and spears that civic guards use to enforce order within the walls as the more advanced weapons produced within the Guild's strongholds are destined to defend the community against beasts' attacks.
Following the changes happened to the world, mankind adapted as well. The old nations disappeared when they went hiding, more pressant matters preventing people from bothering upon national identities. As people resurfaced a new ruling class was born, people which had contacts and resources to share with the Tuners rose to power. Their descendants became the Kings and Lords who ruled the world during all these times. As the first cities were being built, new Kingdom were born. Smaller cities, mostly the ones near resources gathering areas, offered their alliance to larger ones trading goods and merchandise for protection mimicking the Ancient World's fudal system with the Guild taking the apparently unbiased role that once belonged to Churches.
Wars had been fought over the few facilities for resource gathering built by the Tuners, mostly by the blade because the Guild do not takes lightly for their structures to be damaged or the use of their weapons for anything else rather than fighting beasts. No action is needed to uphold this unspoken rule, three cases in the past had demonstrated how a city which has lost the Tuners' favor has no hopes for anything different from a slow and painful death as everyone of its infrastructure degenerates into an useless building. With such an unspoken power, the Guild has no trouble when asking for resources and contributions. On one hand, any city needs their advanced products and refined refined supplies. On the other every ruler, being them Kings or Lords, knows that gaining the favor of the Tuners can help a city to strive making them more than ready, and willing, to toss in extras.
And, together with new rulers, new soldiers where born from Mankind. People who growing up would discover to be have more power, speed and endurance compared to the average human started to be born amongst mankind. Blessed with power and dominance over something called Mana by the Guild, they could summon elemental energies and shape them by their will. With jewel-like stones growing upon their bodies and their vessels glowing of a faint light when using their unique abilities, these people had been given the universal name of Cambions taking it from the half humans and half demons being of ancient lore. Many of them will live almost ordinary lives, being born with not enough power for their gift to make the difference. Others will embark upon the Path of the Knight, getting hold of an ancient Archon Armor suit able to boost even more their natural abilities. Armed with the ancestral weapons that came with the suit, these warriors act either as the core of a King's army or as mercenary Knights-Errants wandering without a destination following their either hearts, greed or sometime both.
Sometimes though, a Cambion possess power but no mettle, talent or desire for the way of the warrior. Some of them are rejected by Archon Armors, while others deliberately choose to pursue a different path. These ones can become powerful sorcerers able, after years of training, to outperform any of their Knight-like kin when it comes to elements controls. While the Guild looks at them with suspicious, as they can be harbringer of massive and utterly destructive powers. Still the ones that are most shunned by almost everyone are the few Cambions that have been blessed, or cursed, with a bond to one of the beasts roaming in the wilderness. No one, not even the Tuners, know why such beings going by the name of Beastmasters attract those feral creatures to them. To some the beasts act protectively as parents or bodyguards, while for others the creatures blindly follow their masters' orders. Whatever is the case such bond gradually changes the body of a Beastmaster, turning the Cambion into an hybrid being with human and bestial traits. One more reason for almost everyone to dislike them.
Seven centuries had passed since the Tuners knocked at the vaults' doors, overriding any security system before offering their help to the dwellers. Sever hundreds of years passed while recostruction efforts, wars and attacks from the beasts hindered mankind's attempt at rebuilding their world and civilization. And now, after two centuries of relative peace and prosperity had passed, new shadows threaten to destroy everything again. Warriors known as Fymyr, almost strong as the Archon Knights, showed up all around the world near human settlements. It took a couple of small cities being razed to the ground for everyone to understand these beings weren't either peaceful or human friendly. In less than a decade they built a citadel on the mountain range that covered the north-east part of Emeltia's continent, something this that made the already unsettled Tuners even more worried as shades of a new cataclysm started to could over mankind once again.
For this world is what remains of their Civilization, a seed sown in a Age of Darkness, a world that's going soon to change again as a melody from past is played once more...
Rules of Conduit
- Zubenel is helping me on this as a Co-DM, if I'm not around or too scared of me, you can ask her about stuff. She will also handle some NPCs. The Story Plot is all an idea of mine though, so hate just me if you don't like it.
- Be nice and take your time. I understand life can be pretty stressful so you don't need to rush things. I'd like to be warned if you guys don't feel motivated to continue posting in the long run though, just don't disappear without warning if you can.
- Remember that your choices will make the difference and I'll arrange the plot based on what the characters will say or do.
- Fighting is only one solution of many, you wont have to fight against everything and everywhere and there will be plenty of chances for interaction and character development through talkings and actions.
- You can have as many characters as you feel to handle. You can also switch between them keeping some on screen and some on the background for ease of control them all. This, as long you don't let others down waiting for you to interact. Be nice and remember that this isn's a solo play. Obviously I reserve myself right of veto for unfitting ones, but I don't think it will happen.
Gaea The Stage is set, let the music start and the story unfold...
Gaea is a planet very similar to middle age's Earth, both on size, climate and landmasses placements and shape. The known world is also similarly limited to the two great continents of Emeltia and Ankha, with the large tropical arcipelago of Bellair far away from them, across the Ocean. Like during the middle age human settlements are scattered around the land, with large patched of forest, mountains or generic wilderness areas between one of the Fortified Cities and another. A system of roads connects each City to the ones closer to it, thus forming a a webway network that allows safe travel between them. The climate as well is similar to Earth's one, though the temperatures are generally lower and colder due to the lack of pollution and thus global warming. The wilderness area are filled with feral creatures, of various species and different sizes, ranging from the most common beings to more rare ones. Due to the presence of beasts and such, everyone of them looks exotic in their own way. Horned bears, lions with feathers amongst their mane, deers with arabesque-like shaped horns are a common sight for the hunter or the traveler who decides to leave the safety of the roads and even the citizens are used to dogs and cats with exotic features like slender limbs, or iridescent colors on their fur. More majestic beings like Dragons, Unicorns, Nightmares and so on live in the most isolated area with humans knowning better about not disturbing them in their own territory.
The Continent of Emeltia Placed where on Earth there would be the Eurasian continent, Emeltia shares its shape and general climate. Thanks to it's large amount of mountain ranges and hydric reserves Emeltia it's considered the most prosperous of the three areas where humans live with a large number of Cities and Kingdoms born by their aggregations. It's on the continent of Emeltia that Dinas Emrys, the greatest and most inaccessible of the Tuners' strongholds is located. But at the same time is amongst the northeastern peaks of the continent that lies Mag Tuired, the hidden capital of the newly surfaced Fomorian Empire. Thanks to the sheer extent of Emeltia territory the continent is filled with ruins and relics of the past, something which the Guild is more than willing to pay for. This, combined with the abundance of resources, is the reason behind the Tuners' recent decision about starting new smaller settlement all around the territory. Here is a list of the most important Kingdoms.
- Agrivaine: A kingdom composed of twelve large cities, and all the minor ones surrounding them, placed in the north-west part of the continent. While there is a symbolic royal family around, the power is held by a Council of Paladins, twelve Cambion Knights choosen amongst the wisest and strongest in each city, which take decisions for the common good. Due to Cambion's extreme longevity, is rare for one of them to be replaced and even when this happens it's usually someone from the same House that takes the former Councilman's place. Rumors says anyway that the last replacement happened no less than 200 years ago and that one of the Councilmen was around since the founding of the country. Agrivaine is a striving but reserved country, eager to lend his Knights' strenght to the Tuners and thus favored by the guild. They're also engaged in a cold feud with Lanvaldier due to their different politics about Beasts and Sorcerers. The flag is a golden fleur-de-lys on a regal blue field.
- Lanvaldier: Known as the Dragons Kingdom, due to the biggest presence of these creatures compared to every other place in the world, Lanvaldier is formed by two large islands situated on the north-west part of the continent, separated by Agrivaine just by a small trait of ocean. Founded by someone just known as Knight-King Pendragon, Lanvaldier is one of first founded Kingdoms of Emeltia founded almost at the same time as Agrivaine which shares many similarities with. Its Order of the Round Table has twelve Masters, just like Agrivaine's Council. But Lanvaldier's King, holding the symbolic title of Pendragon after the first one, is a full fledged ruling figure. Unlike Agrivaine though, multiple Kings had succedeed on the Dragon Throne, many of them simply choosing a successor and resigning. Despite its difficoult to reach position, Lanvaldier is pretty well known thanks to his Knights-Errants and the multiple merchant caravan traveling from city to city selling their artwork and jewelry craftmanship. For some reasons the Tuners seems to frown upon Lanvaldier, but there had never been any open hostility. The flag is a silver moon, crowned by three stars of the same color on midnight blue field.
- Manwhir: Famous for his proud Valkyries and bravely reckless Einjhars, Manwhir is the largest of Emeltia's kingdoms, embracing most of the northern part of the continent and bordering with the territory claimed by the Fomorian Empire. A country where military prowness and honor are the most important things, Manwhir is the first line of defense again the Fymyr, and the one that had to withstand the greatest number of raids so far. Due to the extreme extent of the territory, the Tuners had started a project called Yggradsil Roots on it. It's a railway system so far connecting the ten largest cities of the Kingdom and their resource gathering outposts. The train is an heavily armored one and manned by a staff of Cambion Knights for the not so rare cases where wandering large beasts attacks it angered by the loud sounds it makes. Even if during the first runs the attacks where pretty frequent and much damage was suffered, with the passing of time the beasts learned to avoid the areas where the railroad passed thus lessening the risk. Even despite the Tuners choosing to not develop the railroads further, to avoid risks and impact upon the enviroment, the Yggradsil Roots are a testament to mankind's determination to reconstruct. Manwhir is ruled by a Council of Thanes, in numbers that float from time to time and it's flag is a dark green tree on white field.
The Continent of Anhka Situated in an area geographically positioned and similar to Africaan continent and middl regions, Anhka is covered in mountain and desert for almost all of his territory but the middle eastern part where the river Anh and its branches allow for some extended verdant areas. Small patches of vegetation and life are present around the many oasis as well, many of them being uncharted and home to a lot of insect-like beasts. Some of these Oasis had been colonized and pyramidal-shaped cities had been build around and above these precious water reserves, others are used as resting places between long trips, with some small accomodations facilities for the travelers. Compared to Emeltia, life in Anhka is harsher and harder but nonetheless enjoyable for people living in the pyramid cities. Some of the Anhka Cambions choose to become Madhi, guides through the deserts, leading small groups of nomadic people traveling from oasis to oasis. These nomads are often looked down by more technologically advanced people, but are also famous for their hospitality and honor if treated respectfully. Given the large desertic areas, the Tuners often send exploring parties in search of ruins of the past. Anhka has just two major Kingdoms:
- The Two Rivers Kingdom: Formed by all the cities place on the course of river Anh, the Two Rivers Kingdom encourage colture and trades. It's the kingdom mostly involved in trades with Emeltia, exporting their and the other Anhkan cities' luxury products like tapestry, jewelry, essential oils and importing gemstones, manufacts and wooden furnitures from Emeltia. The Kingdom Cambions are known for their light armors, speed and proficience at controlling mana. Their protective gears usually shaped in bestial forms and seeing dogs, bulls or bird heads shaped helmet is a common sight for them. The cities forming the kingdom agree that their leader is the person sitting on the Serpent's Seat in the City of Karnak, leader of and guarded by the Anhurs. The king is a Cambion himself and in the four centuries that have passed since the foundation, only three rulers have sat on the throne. The Kingdom Flag is a Golden Falcon standing on a sun on green field.
- The Emirates of Starry Skies: A group of cities that are unofficially affiliated with each others. The Emirates are led each one by their own Emir, a democratic elected representative of the citizens and work mostly on keeping the merchant caravans safe and patrolling the desertic border of the cities. There is no a flag or a central government but the Emires meet each other once a year in the City of Zuban-al-Atiya, the Scorpion's Gift, a citadel built by the Tuners for political purposes. A place where the Guild oversee their work in the Emirates area and breed the Saanreehs, also known as Windsteeds, a race of genetically modified horses than the elite amongst the Emirates Cambion are gifted for action of great valour. Owning a windsteed is one of the requisite to join the Dervish Brotherhood, an order of fighters highly respected all around the continent.
The Archipelago of Bellair
Not really a continent or a kingdom, this cluster of islands is the remains of an once larger and way more lively continent. Forced by seismic events to leave their shelters way before the Tuners' advent, the denizens of Bellair had to live for two centuries under harsher condition than every other human on Gaia. Sheltering and salvaging equipments from their now sunken Vaults, the Cambions from Bellair are blessed with the ability to bound and control many of the marine species living in their seas. It was thanks to one of them, who took off on an exploring trip with the Leviathan he had sealed a covenant with that the Tuners finally learned of Bellair. Unlike Emeltia and Anhka, Bellair has no fortified Cities. Each island, instead, is protected by a coralline barrier that the Tuners had grown for them. The denizens of Bellair live in rural house made with trunks and leaves of the local trees, fishing and hunting in the larger islands' tropical forests for food and trading the pearls found in their seas with the Tuners for everyday use goods. Legends run in Emeltia and Anhka about the Pearl Hunters, women of exceptional beauty who swim naked in the sea searching for them. People of Bellair are friendly, hospital and prone to celebrate. Something probably related to how their lives had been endangered almost everyday for too much time before the coming of Tuners. Their Cambions are known to be great swimmer and renowed for using no armor at all.
Places of Legend During the time spent in the vaults, people passed down stories of cities and places from father to children. Stories about great locations of humanity glory that obviously weren't around anymore once people reached for the surface again. And yet their legends live on, their names altered, the truth behind them hidden in the fog of history. But we all known that behind every legend there's a bit of truth.
- Dragon's Cradle: Said to be located somewhere in the forests of Lanvaldier, people believes that Dragons where born in this now lost Temple. Many Errant Knights from the Kingdom had ventured in search of it but no one had even claimed success on such a quest.
- The lost Continents of Mukriah and Sutria: People believe that Bellair was once part of a bigger continent composed by two islands large enough to rival with Anhka in size. Much like Atlantis and Mu these two islands were at war with each other and this ultimately led to the destruction of both. While the sea around Bellair's islands is filled with sunken ruins of the ancient Vaults, no one had tried to venture far in the ocean to verify if this holds as well for the portions of it where the islands where supposed to be.
- Yagatahra: Known also as The Witch's Forest is supposed to be at the heart of the large wilderness area that Marks the eastern borders for Civilization in Emeltia. There, in a small groove with living trees and guarded by feral wolves, it's said to lie the hut of an old witch that's older than the Tuners themselves. For most people it seems to be just one of the tales parents from Manwhir use to scare their children into going bed, but many Valkyries and Einjhars had left to explore the forest in search of this witch and never returned.
- More to come...
Bits of Everyday's Life Happy, pleasant, mundane days
Life in the cities may be considered akin to any modern society. Poverty is almost non existant and people live in clean and commodious apartments. Homes are owned by the City itself and assigned to citizens by the directive staff on freely life-lenght use. Healthcare is freely given by the Tuners and almost every illness can be cured, genetic Expectation of life is around 120 – 150 years, with especially fit individuals being able to reach for the 170s, but the growth rate is pretty low, with families having rarely more than once child. Twins are a rare occurrance, but they're usually being seen as an auspicious sign. Cambion's life expectancy is a confusing matter, it appears that some of them age slower than humans, others doesn't seems to age at all and may do it even slower but their lives are often cut short in battles, so there's not really a way to get precise feedbacks. They're less fertile than regular humans though, even worse if is both partners are Cambions, but if they get offsprings they're always sharing their parents nature. Adults are free to choose their path in life to become productive members of society, children are expected to get a basic instruction before doing so. This instruction is High-School\College level and freely given.
Homes
In cities homes are spacious and comfortable apartments. Furnitures are made of synthetic materials and light metals, with a pratical and good looking design. Wooden ones are considered a luxury and only rich families or ruling ones can generally afford them. These items, crafted by city artisans, are generally frowned upon as a waste by tuners but none of them would say anything more beside some snarky comment. Household appliances are powered by electric power like lights are, they are limited to cooking, food conservation and cleaning devices though. There are no computers or entertainment ones. Members from the Tuners' Guild lesser circles are always available to fix them and do maintenance upon the houses.
Outside the cities, things become a little more rural. Houses may be made by wood, stone or bricks accordly to the place where they had been built. Electric power is a rare luxury, so as appliances are. In short, they live like during middle age with the improved benefits of having Tuners supporting them for healthcare and education. Even outside the cities though, Tuners' centers are equipped with power generators and all of modern life commodities.
Healthcare and Medicine
While people can learn about genetic medicine and the use of meds and stuff to heal illnesses, dress minor wounds and tend to the sicks, the more specialized doctors belongs to the Tuners ranks. It's them that are in hospitals' key positions, performing surgeries and taking care of the more delicate cases. That said, medicine is extremely advanced, able to cure almost everything and to monitor a child's growth in the womb so to adjust and prevent genetical damages to both mind and body. Sadly isn't possible to re-growth lost limbs, like legends of the past told, and the Tuners are pretty strict upon allowing people over getting artificial limbs to replace lost ones, with only career soldiers and military leaders being rarely allowed to do so. Artificial replacement organs are way more commons and they're often used to replacing damaged or failing ones.
Entertainment
In cities people have fun at theatres, concert halls, parks. Reading is also popular and there are places to practice a decent number of sports all around the cities. With no movies or TVs around, reading is a popular activity and many classical of the past are re-printed. While there had been a recent production, mostly fictionary works about the Cambion Knights and romance novels, finding some new work from the past makes usually great profit. Lanvaldier, Manwhir and the less developed area of Anhka and Bellair have a tradition for storytelling around the campfire, and even in the Dragon Kingdom cities isn't uncommon for fires to be lit in parks to stage such events. Traveling minstrels from Lanvaldier are know to wander from city to city in search of new tales to be told and are warmly welcomed by their Skald counterparts from Manwhir.
Transportations
Travel inside cities happens through walking or in-built metro systems, many of the large streets are clear for pedestrians to freely walk in while others are reserved to Tuners, leaders and other important people's personal vehicles to freely move around fast and discretely. Sometime but not so often, the pedestrian streets would be granted the sight of some Cambion Knight on their steeds as many of them favor genetically enhanced mounts or horse-like beasts like Unicorns, Nightmares or Kelpies for travels and fights. Outside the Cities, armored cars and trucks are a common method of transportation, especially for traveling caravans. As usual the Tuners are the only one able to fully understand the way these veichles works, but isn't uncommon for a driver to be able to make some field repairs so to be able on reaching for the closest Tuners' center. In less developed regions, things are more complicated, Anhka people favors mounts and pack animals due to the desert being a threat to mechanical devices while in Bellair their prefer the use of controlled beasts or canoes to travel on sea.
War and Security
The world is in a weird but not strange condition of peace. After all no reasonable potence would risk to lose the Tuners' support by mistakenly endangering one of them or their structures. Fights still happens from time to time, but they're usually resolved without civilians bloodsheed and people in the cities are relatively safe from harm requiring nothing more than lightly armored police forces to settle down any brawl that would happen due to human nature. Crime is present, but reasonably low with not organized groups due to lack of support from the Tuners.
The average soldier is equipped with ultralight infantrymen like armors and energy coated melee weapons. These are a threat enough for many thugs to desist when armored soldiers come close and to defend themselves against smaller beasts. Larger beasts requires better equipment like powered exo-armors or the intervention of Cambion Knights. City cops are usually equipped with stun batons for easily apprehension of public quiet's disturbances.
Different thing is for places like Anhka desert areas and the area bordering with the Fomorian Empire. Here raiders and the Empire forces' attacks are an everyday occurrence and the Tuners had started to hand out more exo-armors to Manwhir's soldiers. These armors, despite being far weaker than a true Cambion one, give regular humans enough strenght to get a chance against the lower ranks Fymyrs. A recent increasing in raiders' attacks around Anhka's underdeveloped areas, coupled with the presence of some rogue Cambions, is making the Tuners' Council consider about doing a similar thing in that area as well.
The Cambions Children of Man and Devil
Blessed with powers and abilities way beyone normal humans, the Cambions are usually considered cursed beings whose ancestors had fornicated with demons before the crisis that forced people to take shelter in the vaults. Despite that, beside that flavour of darkness that comes with their status, Cambions had earned quite the respect amongst people. Especially the ones who earned or got their own armor and thus could proudly refer themselves as Knights. Cambions are expected to work closely with the Tuners, the latters being the only ones able to provide them with the unique armored suits that can turn from strong beings into almost unstoppable forces of nature. But human nature isn't fixed in stone and sometime a Cambion would go rogue, using his or her abilities to take advantage of others. It happens rarely when a Cambion has obtained his armor and weapons, but some of these rogue elements can either get the equipments through different channels or just don't bother. Almost any Cambion can forge a bound or multiple ones with many of the lesser beasts, usually to get a mount or a scouting companion. Some amongst them though, a relative small number, can contract larger and most powerful ones like Dragons or Leviathans. These special beings are called Beastmasters and, due to large amount of power and side effects for such a covenant, are considered in many cities a threat and unwelcomed guests.
Cambion Physiology
Cambions have generally slender frames, even for the ones with a more robust build the limbs are proportionally longer than regular humans. Faster, stronger, quicker to think than humans they can tap to energies known as Mana to unleash powerful attacks. Often their eyes show uncommon colors on the iris, fluorescent or metallic ones are pretty frequent variations. Their blood is of a brighter shade of red compared to regular humans' one. The feature that gives off someone as a Cambion though are the gemstone-like orbs present on their bodies. While the number and position varies from Cambion to Cambion, there are always at least two present on the back of their hands. These gemstones known as Mana Relays are hard to damage but they seems to be apparently responsible for many of the Cambion's superhuman abilities and while it's possible to Heal damages sustained on them, as long as damage remains, the Cambion's reactions and speed gets severely ruined. The most common numbers for the relays varies between 10 and 14, always an even number.
Cambions Armors
Cambion armors are powered suits developed by the Tuners Guild specifically for each individual. They provide protection, enhance speed and reactions and (With the full set on) provide total enviromental protection. The base for all the armors is a skin-tight bodysuit which fabric actually is composed by neural interface and synthetic muscles. Extra armored plates with integrated systems are then added to meet the specific expectations and abilities of the Cambion for which the Armor is tailored. Since the contact with Bellair's people, the Armors had been improved thanks to the use of the special pearls found in the archipelago's waters. Each Armor comes with a set of weapons, often unique, that come in a variety so large that's pointless to make a list. Think of a weapon and probably there's a Cambion out there that has an exotic version and powerful of it. Melee ones are generally favored though due to firearms being at risk of jamming.
Beastmasters
Amongst the Cambions, some can forge a deep bond with some of the most powerful beasts of Gaea. A covenant that allows them to see through their eyes, merge their minds to take control of their bodies, share feelings and generally becoming so close to be considere almost a single entity. While some beasts like the dragons are intelligent and able to understand human words, others have a more feral behaviour pattern and being able to direct their destructive power is something to be amazed and terrified of. Once bound a Beast will protect the contracting Cambion putting him or her safety at top priority, often reacting with destructive power, something that makes people think more than twice about attacking a Master. But such a covenant as a price for the body of the Cambion making one would slowly but inexorably change, taking features from the Beast they are bound with like scales, horns and similar mutations. More than often humans will see such mutations with a degree ranging from dislike to disgust or utter fear, something that usually has Beastmasters ending up as outcasts on the majority of Gaea's cities.
Magic The power of Elements
One of the abilities possessed by Cambions is the one of gathering around and inside their body a mysterious energy known as Mana, process it and release it in the form of elemental matter. Fireballs, ice shards blasts, orbs of water or ray of superconcentrated light. Common people calls these things with the name of Magic in the attempt to explain what they wont understand. While every Cambion can control all the elements, each of them has a specific one that comes easier to attune with. Elemental energies can be used both to attack from a distance, empower one's weapon or to create protective barriers. It's also possible to use it for creative effects as long it remains in the limits of the reasonable, so while it's possible to make a small hurricane made of living flames, the idea of creating a giant punch made of fire to hit an opponent is just as silly as impossible to realize.
Rarely someone is born amongst humans with the ability to channel mana but without all the other traits of a Cambion. These being are called Sorcerers and live a risky and painful existance, because for them to use Magic means horrible pains. Without magical relays to properly channel the energies they absorb within their bodies, each time they try to unleash these powers blood streams out of their pores. This stress is too much for the body and usually Sorcerers are extremely short-lived. Some of them are willing to pay such a price for short bursts of powers, something that would give them the edge in the fights for leadership over a small group of brigands and bandits. After all the life of a brigand is a short one, something they believe should be enjoyed to the fullest. Others dies of painful deaths after trying to implant relays stolen from other Cambions' bodies inside their own. Others again travel the world in search of artifacts able to help them controlling such energies while a few chooses to never actively use their powers. An unused potential.
Cambion Characters - Code:
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[big][big][center][b]Name:[/b] (self-explanatory)[/center][/big][/big]
[b]Apparent Age:[/b] (How old your character looks, keep in mind that Cambions can live for centuries and still look in their late 20s.) [b]Gender:[/b] (Should be easy enough to check) [b]Place of origin:[/b] (Where did your character come from? Feel free to ask me for help.) [b]Appearance:[/b] (How we look, of course! Pictures welcome. You can add the number and location of Magic Relays here if you want. Gamewise doesn't changes much if it's around or not.) [b]Personality:[/b] (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.) [b]Miscellaneous:[/b] (if your character has any possessions you may list them here.) [b]Recent History:[/b] (What your character has been doing in the recent past and how it pertains to current events)
[big][big][center][b]Additional[/b][/center][/big][/big]
[b]Cambion Armor:[/b] (Here goes a description for how your armor looks if it was already attained.) [b]Weapon(s):[/b] (What does your character normally fight with?) [b]Fighting style:[/b] (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) [b]Magic proficiency:[/b] Yes. [b]Element Affinity:[/b] (All cambions can use a degree of magic, so pick a fitting element with personality.)
Beastmasters Characters - Code:
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[big][big][center][b]Name:[/b] (self-explanatory)[/center][/big][/big]
[b]Apparent Age:[/b] (How old your character looks, keep in mind that Cambions can live for centuries and still look in their late 20s.) [b]Gender:[/b] (Should be easy enough to check) [b]Place of origin:[/b] (Where did your character come from? Feel free to ask me for help.) [b]Appearance:[/b] (How we look, of course! Pictures welcome. You can add the number and location of Magic Relays here if you want. Gamewise doesn't changes much if it's around or not. Keep in mind that for Beastmasters appearance isn't really static, so you can grow more appearance traits with time.) [b]Personality:[/b] (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.) [b]Miscellaneous:[/b] (if your character has any possessions you may list them here.) [b]Recent History:[/b] (What your character has been doing in the recent past and how it pertains to current events)
[big][big][center][b]Additional[/b][/center][/big][/big]
[b]Beast Covenant:[/b] (The name of your beast here.) [b]Beast Traits:[/b] (Since they will evolve based on how the story goes, it's easier to keep track of them here. You can describe the physical change and what you gain from them. The changes this round can also be internal, please contact me for anything.) [b]Cambion Armor:[/b] (Here goes a description for how your armor looks if it was already attained.) [b]Weapon(s):[/b] (What does your character normally fight with?) [b]Fighting style:[/b] (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) [b]Magic proficiency:[/b] Yes. [b]Element Affinity:[/b] (All cambions can use a degree of magic, so pick a fitting element with personality.)
Human Characters - Code:
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[big][big][center][b]Name:[/b] (self-explanatory)[/center][/big][/big]
[b]Apparent Age:[/b] (How old your character looks. Keep in mind that it may be misleading.) [b]Gender:[/b] (Should be easy enough to check) [b]Place of origin:[/b] (Where did your character come from? Feel free to ask me for help.) [b]Appearance:[/b] (How we look, of course! Pictures welcome) [b]Personality:[/b] (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.) [b]Miscellaneous:[/b] (if your character has any possessions you may list them here.) [b]Recent History:[/b] (What your character has been doing in the recent past and how it pertains to current events)
[big][big][center][b]Additional[/b][/center][/big][/big]
[b]Weapon(s):[/b] (What does your character normally fight with?) [b]Fighting style:[/b] (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) [b]Magic proficiency:[/b] (Yes or not, keep in mind that it's dangerous for humans to wield magic.) [b]Element Affinity:[/b] (Only if your character uses magic. Otherwise place a 'None'.)
Beasts - Code:
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[big][big][center][b]Name:[/b] (self-explanatory)[/center][/big][/big]
[b]Species:[/b] (From Dragon to pink fluffy horned rabbit.) [b]Rank:[/b] (Greater for beast Masters, Lesser for Knights' companions.) [b]Apparent Age:[/b] (How old your beasty looks\is) [b]Gender:[/b] (Not so easy to check but eh...) [b]Appearance:[/b] (How they look, of course! Pictures welcome) [b]Personality:[/b] (A generic description of their behaviour. Some beast may be sentients, others just partially.) [b]Miscellaneous:[/b] (Anything you think useful to let others know.)
[big][big][center][b]Additional[/b][/center][/big][/big]
[b]Natural Weapon(s):[/b] (Claws, fangs, stomp-stomp?) [b]Fighting style:[/b] (Hunter? Predator? Charging Bull? Bear Hugs? Or even scaredy cat.) [b]Magic proficiency:[/b] (Some beasts can channel Mana as well, especially sentient ones.) [b]Element Affinity:[/b] (Only if the beast uses magic. Otherwise place a 'None'.)
And here goes the Characters Sign-Up forms. Feel free to take a grab of them if you already want to update your place-holders with names and basic infos. Remember I'm at your disposal for any clarifying and extra info you may need.
The Cast The World is a stage, men and women merely players.
Aaru - HushedEi Aisling NicHilde - Shine Desmont "Doc" Vaun - Zubenel Kayn - Kayurin Nimue - Zubenel Rolland Olivier - Truniht Sigurd - Truniht Tintaglia - Shine Triggershod - Zubenel
Many thanks to Zubenel for Images\Banners sweetness and the skeleton I used for the Sign-up forms.
Alrighty, this is almost all the info people should need to understand the world setup and working about a character. You'll notice there isn't a character sheet yet, this is something that will come in the next week, no hurries to make the character anyway so you can take all the time you want to think about it.
Edited by Kayurin, Jul 23 2015, 07:58 PM.
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Kayurin
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Jul 5 2014, 05:21 PM
Post #2
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Sword Master and Wizard Extraordinaire
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*reserved*
Edited by Kayurin, Jul 8 2014, 06:26 AM.
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Kayurin
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Jul 5 2014, 05:22 PM
Post #3
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Sword Master and Wizard Extraordinaire
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Reserved as well.
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Zubenel
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Jul 5 2014, 09:22 PM
Post #4
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placeholder grabbing
Desmont Vaun Name:Desmont "Doc" Vaun Species: Human Rank: Former Tuner Apparent Age: Late Twenties, Early Thirties Gender: Male Appearance: He has rather messy dirty blond hair and sharp violet eyes from an unsual combination of genes. Standing around average height and build, he isn't remarkable in these aspects. He wears simplistic clothing, though of a more modern faire. T-shirts, machined pants, boots and a jacket with enough inner pockets to keep a store room of chemicals, all with metal sleeves. The coat itself is rather heavy, but you couldn't tell for how he carries himself. Personality: Desmont is generally an observer. He doesn't seem to enjoy or dislike conversation. In fact it's hard to tell what he truly enjoys in the first place as he always seems to be thinking on something else. He's loyal to a fault, but also painfully blunt. He'd rather wait for certain opportunities to fall into his lap than to seek them out. Any relationship he's held started with the other party pursuing him. Miscellaneous: He's absolutely full of nanites. AdditionalNatural Weapon(s): Firearms and augmented potion grenades Fighting style: Trap Master Magic proficiency: On a microscopic level, he doesn't call it magic though. Element Affinity: Life
Triggershod Name:Triggershod Apparent Age: Unknown Gender: Male Place of origin: Moon Base Appearance: In his current state he embodies a mechanical equine shell. His humanoid body is currently in storage. Personality: Rather patient and thorough. He has a unique perspective on the world as a non-entity, but one who has viewed the grains fall through the hourglass for countless centuries. He is rather curious about humans and other mortal creatures, and what exactly the meaning of life is for someone incapable of death. Miscellaneous: Incredulous amounts of stored data logs. Recent History: Wandering the desert Kingdoms in search of tales passed down in a verbal tradition by nomads. AdditionalWeapon(s): Hooves and a small unit inside his chest that enables him to manipulate solar energy Fighting style: Melee with enhanced strikes Magic proficiency: Solar energy conjuration/manipulation Element Affinity: Light
Nimue Name: Nimue Apparent Age: Appears late teens Gender: Female Place of origin: She's not telling you Appearance: Sleek and long black hair with eyes so virulently blue they appear white. She's small for her age, as well as not extremely endowed. It fits her personality somewhat as she still seems a child in many ways. She's fond of white clothing, and long dresses, and silver jewelry. Most of the time she tries to dress like a regal lady, despite the fact she doesn't know how to act as one. Her relays are on the back of each wrist like a bracelet, and two behind either ear. Personality: Petulant and strong willed, but also insecure at the same time. She tries to need no one's help and handle things on her own. However she can't suppress a curiosity she has at meeting new people. Even if she hides to watch them from behind an archway. AdditionalCambion Armor: currently only the undersuit Weapon(s): phase knives Fighting style: mid-ranged throwing weapons and elemental control Magic proficiency: ranged ice lances Element Affinity: Water and Ice
Edited by Zubenel, Aug 9 2014, 12:49 AM.
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truniht
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Jul 6 2014, 08:22 PM
Post #5
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placebo
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Kayurin
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Jul 8 2014, 06:30 AM
Post #6
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Sword Master and Wizard Extraordinaire
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Sign-up form is up.
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HushedEi
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Jul 9 2014, 11:28 AM
Post #7
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Still working on his history and a few details~
Aaru Name: AaruApparent Age: appears 19 Gender: Male Place of origin: Bellair Appearance: Aaru stands at 6' with a pale complexion that only proofs his lack of exposure from the sun. He has wispy light brown hair, giving off an airy feeling and a pair of lilac orbs with tints of silver lining the irises. He also has a slightly pointy, elf-like ears, a noticeable feature of his. Both Aaru's hands has scars from bird's claws around the wrists near his thumbs, since he never uses any gloves to let the bird land--whether it was the gentler ones or the wild ones. Aaru prefers clothing that can cover half his face, thus he mostly put up the collar of his shirts or jackets. For those without high collars, he'd loosely wear a mask, like so. The colours of his wardrobe tend to side with dark shades of the brighter colours, in order not to stand out. He has two rings which he never takes off, a silver one with royal blue line around the middle of the metal on his index finger, another silver ring with rims of the same blue colour on his middle finger. Personality: Aaru is a laid back and silent individual. Feared because of his Cambion nature ever since he was little, Aaru only has few people he consider friends. His love of being surrounded by birds also contributed to people keep their distance in fear of him turning into a Beast Master. Even those friends he has seem to be merely acquaintances as Aaru lacks the skill to interact. Meeting new people would often make him rigid and nervous, though none of these will show as he is hard to read. He prefers to sit out celebrations, having to favour silent atmosphere over loud and noisy ones, especially ones that spans out throughout the night. Though socially awkward and a man of few words--and expressions, he makes up those negative traits through his actions. He'd lend a hand if people wants him to, ignoring the obvious fear he gets out of most humans when he offered, and has enough courage to not run away from a fight he wounds up in. In his pastimes, Aaru loves to climb as high as he could atop trees and observe the birds that pass by, look out the Bellair sea or simply watch the people of his island. Miscellaneous:
- Two silver rings belonging to his mother.
The ring with royal blue line running in he middle of the ring has two names carved on it. One is of his mother's and the other is, he assumed, of his father. A hunting dagger
Recent History: Aaru was born from a Cambion father and a human mother. He had never known his father, and his mother rarely spoke of him despite the fact that she has a lot to say about him. But what he's heard so far are all good things, and he could see that his mother longed to see his father. Just two months ago, his mother passed on, leaving Aaru with the house the live in, two silver rings and a letter. Before she left, she seemed sorry not to spend enough time talking about his father. Aaru simply listened, as his mother blurted out how his father is a good man, the time she spent with him and his great deeds. But never once mentioned who he is, not even a hint of where he came from or what his occupation is. With one last conversation between mother and son, his mother drew her last breath. That was the only time Aaru hated silence. He mourned alongside a few neighbours that has a close relationship with his mother and had stayed two full days thinking up on his favourite tree. He decided to travel out to search for his father, despite not knowing anything but of his mother's memories of the his old man. And the name engraved beside his mother's on the ring. Traveling doesn't seem to appeal to him that much, knowing he'll meet different kinds of people but he is determined to find that father of his and tell him of his mother--and to see for himself if this man is really what his mother believes. What his mother wants him to believe. AdditionalCambion Armor: - Weapon(s): None. Aaru relies mostly on his magic. The only weapon he possess is a hunting dagger which he only ever use for hunting. Fighting style: If he dislikes noisy celebrations, Aaru dislike war cries and fights even more. He mostly uses defense spells, or spells that can knock people out in one blow. He tries not to spill any blood when he fights--the only time he'd spill blood is when hunting, even then he'll make sure he drew little blood. If he appears to be in a pinch, he'd release high-speed winds like invisible sharp arrows towards his opponents. As he magic is best with air, people knew he could do more than just his high-speed arrows. Whether Aaru knew but decide not to expand his knowledge in magic to the fullest or simply oblivious to it, no one knows for sure. Magic proficiency: Yes. Element Affinity: Wind/Air
Edited by HushedEi, Sep 16 2014, 02:28 AM.
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Shine
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Jul 13 2014, 11:08 AM
Post #8
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Okay, done now :3
Aisling NicHilde Name: Aisling NicHildeApparent Age: 18 (actual age 25) Gender: Female Place of origin: Lanvaldier (Inis Danu) Appearance: Aisling has a pale complexion, slim figure and is neither tall nor short, standing at about 5'6". She tends to prefer wearing clothes that are comfortable to move around in, while elegant – often this means a tight but slightly decorative top, with a short skirt, tights and calf high leather boots. Other accessories include a pair of worn leather gloves and armlets, which add to the slightly rugged aspect of her appearance. Her bright red hair, which is normally tied up in a messy bun for convenience, suits her emotional personality just fine. Her bearing is confidant and graceful, and her bright red eyes often carry a mischievous look. Personality: Compassionate and highly empathic, Aisling is a young woman who gives freely of her time and energy in order to help others. She's very emotional and tends to follow her heart over her head. Although this leads to some rather foolish decisions, she dislikes being in the wrong and will usually stubbornly stick by her guns in the face of all reason. She's passionate and strong-willed and a little used to getting her own way, but her playful nature and quick wit give her friends cause to overlook that. Driven by optimistic ideals and possessing the drive and motivation to pursue her dreams, Aisling is an independent young woman who chooses to ignore the path set for her by others, instead making her own way in the world. Her long term goal is to end discrimination against Beast Masters across the world, and she fiercely hopes that one day she and Tintaglia might be able to journey through the various realms without having to fear the judgement of others. Being kept busy by helping her father run the inn, Aisling has had little time for other pursuits, but she enjoys drawing, particularly landscapes, and likes to make drawings of the places she's seen. She's also a rather good cook and enjoys trying out new recipes and inventing her own. Miscellaneous: Leather gloves to cover up the scaly mutation evident on the backs of her wrists if necessary, basic travelling rations and a water bottle, and some paper and charcoal for making drawings on the go. Recent History: Aisling met and befriended a dragon from a young age, living a mostly undramatic life in said outpost in Inis Danu. Many a traveller, weary from their long journey, called into her parents' place where they could rest and enjoy the provisions sold by Aisling's mother. Up until recently, she assisted her (human) parents in their duties, who accepted and loved her regardless of her odd Cambion mutation and the strange company she kept in the form of an irritable ice dragon. Growing up, her only constant companions other than her parents were the small handful of people who lived in the settlement, mainly the armed guards who kept them safe, and Tuners who manned the station within. She therefore enjoyed meeting the fresh faces who came in every day, hearing their news of the world outside and longing to explore herself, though there never was a right moment until she met Kayn. Around a year ago, an enigmatic traveller by the name of Kayn happened to stay at their village inn, and Aisling found herself intrigued by the man who'd seemingly been everywhere and seen so much. The naturally curious girl who'd always wanted to go on adventures kept him talking late into the night about his experiences. The following day, she determined that she would accompany him on his travels and see the world for herself, and so since then, Aisling and Kayn have travelled around Inis Danu. AdditionalBeast Covenant: Tintaglia Beast Traits: Currently Aisling's most obvious physical evidence of her bond with Tintaglia is on the backs of her wrists, where her skin is black, hard, and of a rough, scaly texture, a physical trait of little use unless someone tries to cut her there. Cambion Armor: - Weapon(s): Aisling wields a halberd, a 1.6m long pole weapon with a simple yet elegantly curved silver axe blade and spike on one end. Fighting style: Aisling has only recently begun to learn to fight, and so she is inexperienced at best. What she lacks in ability she makes up with passion, primarily because she can't stand the thought of sitting back while others fight on her behalf. To give her as much of an advantage as possible, Tintaglia allows the girl to ride her in a fight, and so Aisling often fights from atop Tintaglia's back, employing the long reach of her weapon to engage foes from the sky. She can use her limited magical ability in battle too, combining her fiery talents with Tintaglia's icy breath to attempt to target her opponent's weaknesses. Magic proficiency: Yes. Element Affinity: Fire
Tintaglia Name: TintagliaSpecies: Dragon Rank: Greater Apparent Age: 140 Gender: Female Appearance: Picture for reference. Stretching around 12 metres from nose to tip and with a wingspan of 18 metres, Tintaglia is a fearsome sight indeed. Her scales are a soft white, their pure colour a testament to Tintaglia's vanity, as she spends much time preening and cleaning them. The spikes which begin at her head and trail down her back all the way to the very tip of her tail leave a small gap on the centre of her back between her wings, allowing up to two humans to sit there, although the dragon is far too proud to let anyone other than Aisling upon her back. Adding to her intimidation factor are the wickedly sharp claws she possess and the single row of fangs she uses for chomping down on prey. Her posture is always regal and stately, and she enjoys looking down on others from her height of 5 metres. Tintaglia's movements, particularly in the air, are the very picture of grace, the dragon rather priding herself on her majestic appearance. Personality: A young icy dragon who favours the title “Queen of the Skies”, Tintaglia is fierce and extremely proud, believing herself to be the epitome of superiority. Dignified and prone to unforgiving wrath, she has little patience in most aspects of life and naturally distrustful of strangers. She's 'mellowed' somewhat since meeting Aisling, and now creatures with the girl's approval earn an icy indifference from the dragon, but any displays of actual outwards affection are extremely few and far between. When around people she feels comfortable with, admittedly a small selection of beings, Tintaglia occasionally exhibits a more playful, curious side to her, and she is rather protective of Aisling, seeing the girl as a hatchling far too weak to defend herself from the world. The rest of the time, though, she’d sooner eat you than look at you. Miscellaneous: AdditionalNatural Weapon(s): Tintaglia's main weapon is in her icy breath, a torrent of freezing, ice-blue energy. Depending on the force she puts behind the attack, it may have just enough energy to gently freeze a calm pond, or more than enough to turn her target into an unmoving iceblock. Usually she aims for the latter, though – dragons are not known for their subtlety. Other than that, she can put her teeth and claws to good use in a fight, and her spiked tail is something to watch out for as well. Fighting style: Tintaglia is accustomed to being at the very top of the food chain, and so is a natural hunter, and delights in picking off weak, unsuspecting prey from above. However, when fighting opponents her equal, she tends not to have much of a strategy, relying on her instincts and strength to win fights. In a battle she will employ all of the (substantial) natural weaponry available to her, and also makes use of her fearsome appearance and terrifying snarls in attempting to intimidate the opposition. Magic proficiency: Tintaglia's only use of magic is in the creation of her signature icy breath, and she employs this skill as a natural instinct rather than a conscious application of mana channeling. Element Affinity: Ice
Edited by Shine, Jul 30 2014, 11:51 PM.
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Kayurin
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Jul 17 2014, 08:32 AM
Post #9
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Sword Master and Wizard Extraordinaire
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- Jul 21, 2012
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W.I.P. as well, but he's back.
Kayn Name: Kayn Carmarthen Apparent Age: Looks like 25. Gender: Male Place of origin: Officially unknown, he has deep ties with Lanvaldier. Appearance: Tall, with a slender and yet well fit body, Kayn embodies the exotic appearance of Cambion Knights right as they are described in novels and songs. His long, straight, raven-black hair with the silver locks mixed amongst them and his pale, cloud-shade, skin though make him look pretty different from the prince charming many girls dream after. His visage sports delicate, almost ethereal, traits. His eyes a dark shade of blue resembling the midnight sky and his lips are rarely seen doing anything but the faintest smile. True to his Cambion nature Kayn's expression is distant, from the world, often looking in the distance both it be physical or in time. Nonetheless, his expression is usually gentle just as the soft tune he speaks with. At a first glance, he looks rather young, but looking with more attention in his dark colored eyes makes people wonder if he depth behind them comes from age, wisdom or painful experiences ending up with everyone wondering about how much old he is. He favors black for his clothes, but he usually wears his Cambion Armor undersuit paired with battle boots, fingerless gloves and either coats or jacket. He also favors silver jewelry, or semi-precious stones, to adorn his neck and earlobes. Personality: Appropriate to his appearance, Kayn's actions and manners aren't quite the ones of which girls dream of when reading fictional novels about Cambion Knights. He possess a mysterious and melancholic aura that keeps people at distance, with the man himself allowing a very restricted number of individuals to reach the closeness necessary to really understand him. Kayn clothes of choice are usually meant to fit most of his elegant and mysterious manners, with the Cambion sometimes going lenghts to impress someone enough for distances to be kept. Despite that, he is a gentle being which talks in the soft tune of whispers and is often willing to share his knowledges if they can help the people he interacts with. Despite his serious and dependable looks though, Kayn is well known amongst the ones he interact with for his reluctance in being involved with anything political or on the spotlight. Fond of art and music, he enjoy playing the lute-like instrument called Baliset with noticeable skills. Surprisingly, he's a definetely picky subject when it comes to food, with many stuff he dislikes with a passion and a secret taste for homemade cooking that only his closest friends are aware of. Miscellaneous: Blackwind. Recent History: Kayn doesn't speaks too much about his past. Its almost universally known, though, that he and his sister have a past of world traveling with the man known as Desmont Vaun. And that he has deep ties with the Order of Round Table, being a figure of leadership amongst these Lanvaldier based knights. In the most remote areas of Gaea the trio had been known with names and at times treated like legends, while in the more populated ones they're known for their errant presence and hidden motives. In the past two years, the three of them seemed to have separated, with Des going his own way while Kayn and Nimue left for a trip on the island region of Lanvaldier known as Inis Danu. There they had meet with the Beastmaster Aisling and her newfound draconic partner, allowing her to accompany them during their travels. AdditionalCambion Armor: Kayn usually wears his helmet, with silver decorations and a featureless jet-black face plate and his bodysuit underarmor with energy flowing through it over multiple patterns when he fights. The presence of multiple hardpoints and the skinsuit shape reveals that there are missing armored pieces, but Kayn is usually very elusive about that bit. Sometimes he tends to use mundane protections for his feets, arms and chest but it's evident that these pieces are out of place. Weapon(s): Kayn fight with a set of twin swords, despite them having names he never revealed it to anyone. Like his bike these turned out to appear like relic of a previous age, weapons he says 'had been passed from father to son' when people inquired about their age. The swords can channel mana energy through a complex pattern of glyphs and runes upon their blades, letting said markings glow of a faint blue light whne doing so. Fighting style: Kayn fighting style is based almost entirely on his twin blades, favoring quick and elegant movements to dodge and place himself on a vantage position. Despite that, he's known for using magic, both to empower his blades or to perform ranged attacks when the enemy is too far or sizes difference is too disproportionate. Sometimes he'd attempt to create energy barriers but, compared to many other Cambions, defensive spells seems to be his weak point. Magic proficiency: Yes. Element Affinity: Light.
Edited by Kayurin, Jul 30 2014, 07:58 PM.
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Kayurin
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Aug 1 2014, 01:49 PM
Post #10
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Sword Master and Wizard Extraordinaire
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- Jul 21, 2012
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Update:
Cutesy of Amshee, we have the mini-banner, Aisling is done, waiting for Amsh and Ei to finish their profiles.
Trun, lemme know if you're still game.
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