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Post by Orcus on his Throne on Feb 24, 2018 5:04:06 GMT
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Post by Orcus on his Throne on Mar 9, 2018 2:16:32 GMT
Name: Hilde Nickname: The Grim Dame, Knight Errant of Freyr-Lunge Age: 24 Species: Draxon Gender: Female Alignment: Neutral Good Height: Normal form: 5'8" Were-dragon form: 6'8" Wingspan: 11'2" in weredragon form Weight: 126 lbs (307 lbs in weredragon form) 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. Beneath her armor is a set of casual attire consisting of pants, a tunic, and a cloak that she wears when she is in civilized society or resting. 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 true Draxons born outside the capital proper, Hilde was taken to the city of Freyr-Lunge as a young girl, 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 Freyr-Lunge for the life of an adventurer when she began to realize the corruption of the Draxon nobility. At the naïve age of 20, Hilde set out on her own, travelling the lands to fight for the sake of justice.
Powers and abilities: Pyromancy - Thanks to her Draxon heritage, Hilde has the ability to conjure fire. She uses this fire primarily to imbue her weapon with flame or to blast foes with fireballs from a distance. Despite her powers, she is not particularly skilled at utilizing her magic and prefers to fight in melee. Swordswoman - Hilde is no stranger to combat, having trained as a member of the royal guard since a young age to defend Freyr-Lunge from enemies and invaders. While by no means a master, Hilde is proficient with her sword and has no qualms with underhanded tactics to defeat opponents. Her preferred method of attack is to strike foes with her shield to throw them off-balance before finishing them off with her longsword. She is also quite skilled when fighting without her shield, primarily relying on thrusting attacks with her longsword to bring foes down in this instance. Form of the Dragon - As with all true Draxons, Hilde has the power to transform into a half man half-dragon beast for a limited time. Her draconic form takes the shape of a white hued slightly hairy dragon standing a inches under seven feet tall. In this state, she has enhanced strength, reflexes, and speed, in addition to gaining the ability to breathe fire from her jaws. However, she cannot use this very often, or else she will begin to suffer adverse physical effects. Equipment - Hilde is equipped with weaponry from the kingdom of Freyr-Lunge. She wears heavy plate mail to protect her from physical harm. She carries a stout shield and a longsword. She also carries a quiver of arrows and a simple longbow, which she uses for hunting.
Weaknesses: due to the length of her blade and thrust-oriented fighting style, fighting in extreme close-quarters can leave Hilde at a tactical disadvantage.
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Post by Orcus on his Throne on Mar 9, 2018 2:20:59 GMT
Name: Yuria Title/Rank: Heiress of Mordred, High Priestess of Decay Age: 24 Species: Human Gender: female Alignment: Neutral Evil Height: 5'6" Weight: 123 lbs Home: Earth Description: A young woman of raven black hair of light complexion. Her face is beautiful, almost angelic in appearance, and she is very slender of build. Her eyes are a deep green, and she always were a long flowing white robe. Her robe is adorned with gems and necklaces. Personality: Cruel and evil in every sense of the word. She has no qualms with murder or mayhem and is perfectly willing, perhaps even gleefully so, to torture people and make them suffer. She is very driven in her goals as well. History: A descendent of the former high priest, Mordred, Yuria became curious of her past when she began to exhibit magical powers as a little girl. She eventually unlocked her full potential, but became hungry for more power. She began to investigate her past and discovered ties to the madman Mordred, and became obsessed with reviving him and his cult. She killed her parents and turned them into her first undead allies, and now aims to conquer the known world and rule it as its queen. She also hunts down the tomb of Maledict, seeking to revive him and unlock the secrets to the ancient black magic of the old world... Powers: Black magic- Yuria is a potent spellcaster, primarily focusing on black magic like her ancestor before her. She mostly uses her necromancy to create undead minions, though she occasionally uses her black magic to damage opponents, such as by paralyzing them or by draining their life force for her own. Cryomancy - Yuria also has the ability to manipulate temperature to a degree to crate blasts of ice. She can unleash torrents of freezing air, fire off shards of ice, and create frozen structures such as houses and walls. Her cryomancy is her preferred method of attacking her foes, as she finds the sight of frozen flesh to be oddly satisfying. Shadows - Yuria can create shadowy clones of herself and those she has seen before, using them as distractions, scouts, and emissaries when need be. Unlike Maledict's clones, however, she cannot use these to fight; they are purely illusionary.
Weakness: Yuria has no skills in martial combat, and can easily be overpowered by a skilled warrior or stronger individual.
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Post by Orcus on his Throne on Mar 9, 2018 2:21:46 GMT
Name: Owlzarus the Wise Age: N/A (cannot be reasonably measured) Gender: N/A (not identifiable in general manner, refers to self in male terms) Height: 6'5" Weight: N/A (due to properties) Alignment: Neutral
Home: Library of the Void
Appearance: A tall, slender being, Owlzarus appears as a humanoid figure with owl-like features, such as feathers along his arms, an owl-like face, taloned hands, and wings. He wears a long, flowing robe, and is almost always carrying at least 3 large volumes under his arm, which he can exchange out for any book in his vast library at will using his supernatural properties. There is no proper body under Owlzarus' robe.
Bio: An ancient, wizened being from an era long before ours, it seems that Owlzarus always was, and always will be. The hyper intelligent being rarely leaves his library, where he hoards, collects, and studies various fields of study, and collects his tomes and volumes for others to read at their pleasure. Owlzarus believes that any who seek knowledge, whether it be for good or evil intent, should have the right to search out the knowledge they are looking for. As such, Owlzarus rarely hinders the actions of those who enter his library as long as they don't damage or vandalize his collection.
Personality: Owlzarus is the essence of true neutral- he believes any and all should have access to his vast library of knowledge and thus allow both heroes and villains access to his collection. However, should he feel the balance of existence is tipped too far in the favor of destruction, Owlzarus will attempt to hem things in and guide the forces of good in the right direction.
Powers: Owlzarus has the power of omniscience- he knows all things, past, present, and even future. Nearly any bit of knowledge, Owlzarus can discern information about it should he have time to meditate or think on it. His powers of seeing into the future, however, are quite limited; the clairvoyance he receives only paints a simplistic, direct image of events to come, and the power is inaccurate, as unexpected events can change the course of the future quite easily and in unanticipated ways. Owlzarus can use offensive spells, mostly in the form of time manipulation and temporal trickery, though he rarely, if ever, chooses to engage in combat.
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Post by Orcus on his Throne on Mar 9, 2018 2:54:13 GMT
Name: Krythnriin Age: 16 Species: Saurian Gender: Male Height: 5'4" Weight: 270 pounds Alignment: Chaotic Neutral Appearance: Krythnriin is a fairly average-sized saurian. His body is colored hues of sapphire and cerulean, speckled with bits of sapphire along the length of his spine. His head is a very dark sapphire color, indicating he is of age. He often wears his ceremonial armor from his father, the chieftain of the lizardfolk, and never leaves without his trusty macuahuitl, atlatl, and shield. Personality: Krythnriin is very hot-headed and bold, contrary to his cool color scheme. He is not afraid to tell others off for disagreeing with him, and is extremely rebellious towards his father. He is not afraid to start a fight if he feels it'll help get his point across. Bio: Krythnriin was born into a high social position and wealth, thanks to his father. Despite this, Krythnriin always admired saurian warriors and their skills, wishing to fight alongside them in hunts and against invaders into the sacred wetlands, Sliinthynmrtiin. As such, he planned to leave his ancestral homeland once he came of age in order to prove a point to his father and to himself. Despite his ward, Mhlrtr, attempting to warn him otherwise, Krythnriin eventually left home and set out on his own. Powers and Abilities: Krythnriin has nothing particularly impressive to note outside of the usual saurian kit.
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Post by Orcus on his Throne on Mar 9, 2018 3:19:10 GMT
Name: Mhlrtr Age: 18 Species: Saurian Gender: Female Alignment: Lawful Neutral Height: 6'3" Weight: 450 lbs Description: Mhlrtr is a member of the Slyn-tlkag: saurian selected by the wetlands spirits to act as a guardian and commander. As a result of this, she is larger, stronger, and faster than average saurian warrior. Her body is large and armored, and a row of spiny growths line the top of her head. Her scales are a brilliant emerald - a distinct side effect of the blessing of the wetlands spirits. Across her chest is a massive scar, a remnant of an attack from a Blood Drake. She commonly carries her macuahuitl, atlatl, and shield, and often wears her heavy armor forged from the scales of the Blood Drake who wounded her. Bio: Mhlrtr was born as a typical saurian, not too unlike her peers. She was trained in the arts of warfare and quickly proved to be an able saurian hunter and warrior. Eventually, the Blood Moon rose, signaling the time for the gods of the swamp to decide upon new Slyn-tlkag, saurians blessed by the swamp itself to become aspects of the gods and guardians of the sacred wetlands. Mhlrtr was one of these chosen, and was reborn within the Birthing Pool as the titanic saurian she is today. She was chosen to be a guard for the royal family and became good friends with the chieftain's youngest son, Krythnriin. Initially, it began as a simple friendship, though over time, it eventually blossomed into something more. She became very attached to Krythnriin, and though she would not admit it, she secretly was in love with him. When Krythnriin chose to leave Sliinthynmrtiin, Mhrlrtr followed him without hesitation, hoping to protect him in any way she can, both out of loyalty and affection. Personality: Mhlrtr is calm and collected, usually very wary of her surroundings. She rarely initiates a fight and prefers to avoid conflict unless it is absolutely necessary. She is fiercely loyal to her cause and is willing to lay down her life for Krythnriin. When roused to battle, she a fearsome and relentless combatant, harrying opponents endless until they give up or exhaust themselves. Powers and Abilities: Gifts of the Swamp - As a Slyn-tlkag, Mhlrtr has enhanced physical capabilities. She can sprint at speeds up to 20 miles an hour on all fours, and has the strength to bowl through a wooden wall with her head. In addition, her natural weapons are enhanced, with her claws becoming longer and their jaws becoming stronger. Her jaws can take a chunk out of a tree's trunk and her claws are as sharp as steel blades, slicing through flesh with ease. Her tail is additionally improved in strength, being studded with small studs to better break bones and cut skin. Finally, her hide is more heavily armored than other saurian, able to resist all but the most powerful of thrusting strikes and shrugging off bladed blows with ease.
Weakness: Mhlrtr's fighting style relies on wide sweeping attacks and defensive counters, making her easily defeated by a more nimble opponent or an opponent skilled at utilizing the environment to their advantage.
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Post by Orcus on his Throne on Mar 13, 2018 5:16:45 GMT
Name: Fero Draconis Nickname: The King in Bronze, Son of the Dragon Age: 40 Species: Draxon Gender: male Alignment: Lawful Evil
Height: Normal form: 5'10" Were-dragon form: 12' Length: 15 ' Weight: 140 lbs (1000 lbs in weredragon form)
Description: An older man of stocky build and mean complexion. His hair is solid grey, with streaks of silver running along the sides of his head, and his eyebrows and facial hair as a lighter silvery hue. His eyebrows are busy and thick, and his facial hair is groomed into a short goatee and moustache. He keeps his hair in a tightly braided ponytail that runs about halfway down his back. His eyebrows are deep and heavyset, giving him an angry, unforgiving expression. Normally, he wears his regal outfit, clad in the furs of wildlife surrounding Freyr-Lunge, and dyed with hues of purple and red. When engaged in battle, Fero will don his namesake, the bronze armor of kings, a beautifully polished set of plate mail with engravings speaking of all Draxons' fates to ascend with Greshlynk's kin in heaven. The helm is in the shape of a dragon's head, giving it a menacing appearance.
Personality: A cold and calculating king, Fero is very aloof and uncaring of his subjects. He views his non-draxon subjects as little more than laborers and workers, often unwilling to treat them as proper citizens within his own kingdom's boundaries. He is openly antagonistic to outsiders, viewing them as threats to the Draxon people's blood integrity. Fero is not afraid to torment and mock those who question his decisions, and openly enjoys seeing his opponents suffer. He is very slow to anger and often holds an air of indifference about himself.
History: Fero was born into his position of authority, heralding from a long line of kings and queens of Freyr-Lunge. He was used to such an affluent life, and as such, expected it for himself. Fero has long detested non-draxons, viewing them as inferior beings unfit to live under Freyr-Lunge's protection. He has carried out many initiatives to expel or dispose of outside races and non-draxon humans, hoping to keep the Draxon people's blood pure from the "taint" of interbreeding. Many of his own subjects have left Fero's service for his tyrannical policies, including members of his own royal guard, but he nonetheless carries on without a care in the world. To Fero, the world is his and no others, and his word is law. It is how it has been, and how it always will be.
Powers and abilities:
Pyromancy - Fero is a skilled pyromancer, of which he was renowned for when he ascended to become king. He can manipulate flames to create weapons made of fire, such as whips or swords, and also can summon great conflagrations to assail his opponents from afar. He has also mastered the rare ability to conjure smoke and ash, which he uses to great effect to defend himself.
Professional training - while no master of combat, Fero can hold his own in combat with weapons, with his preferred tool being his trusted spear, Gruda. His preferred method of attack is to aim for an opponent's gut to throw them off-guard before blasting them with a torrent of fire.
Greshlynk Made Flesh- As a king of Draxon, Fero has been gifted with a powerful form referred to as The Aspect of Greshlynk. His form appears as a great serpentine man-dragon. His body elongates and forms a long whipping tail that tends in a flagellant made of fire. His neck elongates and extends outwards, and his head turns into a draconic shape with a pair of antlers atop his head. Despite looking quite different from a normal Draxon's dragon form, Fero still retains the ability to fly and breathe fire, but also gains the ability to conjure lightning from his antlers. This form, however, lasts as long as any other dragon form, and thus cannot be abused.
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Post by Orcus on his Throne on Mar 19, 2018 1:05:01 GMT
Name: Fhlr Dahl Nickname: Axhag Taa (Supreme One) Age: 36 Species: Saurian Gender: Male Alignment: Lawful Neutral
Height: 5'7" Weight: 300 lbs
Description: A grizzled old saurian, Fhlr Dahl was once a brilliant orange color, but his scales have dulled with age to a more muted yellow-orange hew. His face has a vicious scar over the entire front of his jaws and nostrils, where a young Zurr Taa had bitten his face. He is often clad in his ceremonial armor and wields his trusted staff, which is adorned with teeth and bones from all life in the swamp, as both a weapon and a focus for his spells.
Personality: Very reserved, both in his speech and his personality. He prefers to keep to himself, weaving his magic and speaking with the swamp spirits. He is very wise, having extensive knowledge about Sliinthynmrtiin and its wildlife, in addition to knowledge of the supernatural and the spirit realm in general.
history: Fhlr Dahl was once a powerful warrior in his youth, fighting on the front lines of many conflicts between the saurians and their ancient nemesis, the "dark menace from the heart of the wetlands". Little is known about this place, but it is known to drive creatures insane, making them very aggressive. It is during one of these battles he was severely wounded by a young Zurr Taa that had driven insane by the Heart of the Wetlands. He slew the beast, but the scars over his nose and mouth still remain. After this, he laid down his weapons and became a Xhithl, or shaman, learning the ways of medicine, healing, and geomancy (to become one with the land itself). This is where he met his wife, Sliiko, and shortly after they had their first and only child, Krythnriin. Unfortunately, Sliiko fell victim to a rampaging Lythyr, driven mad by the Dark Heart of the Wetlands, leaving him to care for his son alone. He eventually ascended to become the tribal elder and thus the Axhag Taa. His memories of past battles and their horrors is what inspired him to keep Krythnriin away from the front lines. Now that his son is gone, he cannot help but feel it was his own fault for holding him back, but he must continue forward. It is what he did, and what his people will do to survive.
Powers and Abilities:
Spirit Swayer - fhlr Dahl has the power to commune with the spirits of the wetlands, allowing him access to ancient knowledge many are not aware of. He mostly uses this to learn about the past, but can also use this power to see into the future and to scry upon others from a distance.
Magic of the Wetlands - Fhlr Dahl has the ability to conjure the spirits to action, granting him the ability to manipulate the very earth and its life. He can use his powers to manipulate water and earth to his will, mostly for defense, though he can also manipulate them to attack foes by creating rolling mounds of earth or jets of focused water. He can also manipulate plant life to fulfill the same ends.
Healing hands - Fhlr Dahl has the power to use water to heal others. He does this by rubbing his hands in water before delivering a calming touch to the wound. The healing accelerates natural healing to an incredible rate, healing all but the most lethal wounds in mere minutes.
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Post by Orcus on his Throne on Mar 30, 2018 1:56:44 GMT
Name: Mana Title: The Exile Age: 43 Gender: Female Species: Human Alignment: Chaotic Good
Height: 5'3" Weight: 106 lbs
Description: Mana is a human heralding from the Alcarins, with dark black hair and brown skin. Her hair is very curly and difficult to tame, and as such she prefers to keep it short, usually about shoulder-length. Her hands are heavily callused from years of hard labor back with her homeland's people. Her eyes are a grey-green hue. She very slim in frame, mostly due to her poor diet since her exile. She is often seen hearing a silk robe and a hood to cover her head, along with her trusted walking stick.
History: Mana was once a member of the Alcarins, a desert people native to No Man's Land. She was orphaned at birth, but was taken up by a warrior priest who raised her to become a swordswoman, a rare sight amongst the Alcarin. She was once a respected warrior and the lover of one of her fellow swordsman, a man named Kula. One day, however, she and Kula were ambushed while escorting a caravan they were guarding by a Blood Drake. The fiend slaughtered the Caravan and killed Kula. Mana managed to slay the monster, but when she returned to her homeland, heartbroken and depressed, she was further ostracized by her people for failing her mission and getting one of their swordsman killed. She was sentenced to hard labor for her entire life, forced to work in dangerous mining camps set up by the Alcarin. She managed to escape after killing her overseer, and now wanders No Man's Land in the hopes of finding a new life.
Personality: For someone sent through so much, Mana maintains a positive outlook on life. She does not believe individuals can truly be wholly evil, nor does she believe that all circumstances are entirely bad. She attempts to see the good things in everything, though she is no fool and does not run with open arms towards those who are obviously dangerous.
Powers:
Combat Prowess - Despite being weathered from time and circumstance, Mana is still a powerful combatant. She knows how to use momentum and her short height to her advantage to throw opponents off-balance, and is well-versed in the pressure points of humanoid creatures, so she knows where to strike opponents to make them hurt. She uses her walking staff like a weapon, aiming to disarm and disorient her opponents with twirls and flourishes.
Knowledge - Mana is quite intelligent and well educated. She knows No Man's Land like the back of her hand and can traverse it with little trouble. She also recognizes all wildlife native to Lemuria within the region, and even recognizes a few normally not from Lemuria. In addition, she is well-versed in the arts, knowing how to paint and write poetry thanks to her upbringing by a warrior priest.
Weaknesses: Several years of doing hard labor has ruined her back and hips, so she walks and runs very slowly. In addition, her vision is not very good due to several years in the labor camp without adequate eye protection.
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Post by Orcus on his Throne on Apr 24, 2018 1:32:33 GMT
Name: Rovagug Title: The Reborn Species: Human (Hellbred) Age: 37 Gender: Male Height: 5'11" Weight: 170 lbs Alignment: Neutral Good
Description: Rovagug is a toned, well-built man. His skin is a hideous raw red color - the result of his transformation in a hellbred, a reborn soul given a second chance to fight for goodness and justice in the world of the living. His hair is jet black, and his eyes, once a light brown, are now solid red thanks to his transformation. His face has a long beard that covers his chin entirely. He often wears simple traveling clothing, having long since discarded his noble garbs for much more effective clothing. When he conjures his armor, he appears as a knight in radiant armor, bright like the sun and strong enough to blind someone who stares at him.
History: Rovagug was born into the mortal world as the son of a lowly mercenary and a prostitute. He never got to know his father, as he died on the battlefield shortly after he was conceived. He lived with his mother during his formative years before she died from a deadly plague. After a few days of grieving, he set out on his own to follow in his father's footsteps. He became a feared and renowned mercenary, due to a combination of physical might and magical prowess. One day, he angered a nobleman by murdering his son, and was executed for his crimes. After begging forgiveness, he was revived as a hellbred, albeit still trapped in Hell. Here he was captured by Belphor and would meet several of his future compatriots. He and his comrades would escape and join the resistance against Belphor, led by Asphagel, Sas, and a young girl named Persephone. They would eventually successfully overthrow Belphor, albeit at the loss of one comrade while gaining another. It was after this time he would profess his love to one of his comrades, a druid named Nyvanna.
However, the defeat of Belphor drew many to eliminate them, and their home was destroyed by a pair of traveling mercenaries who sought an artifact they held in tow, the staff of life. He and the others would move on to destroy this mercenary group, only to learn their comrade, Sas, was actually a rogue angel intent and rebuilding the world in her image. Persephone revealed herself to be traitorous, and launched an attack that wiped out many innocent lives in the process. With the help of Hevar, a former enemy, they managed to breach the rogue angel's home sanctum and destroy her, though at the cost of their group's integrity and trust. After losing himself in the form of a monstrous, inhuman machine he had polymorphed into, Rovagug estranged himself from his comrades and his true love, losing their trust in the process. Alone and shamed by his comrades and his own conscious, Rovagug chose to remain behind in Hell to aid Asphagel in a rebellion against Persephone, who had proven herself a turncoat and had taken the throne of Hell for herself. He would eventually die giving his life to protect Asphagel and Ibana, Asphagel's adopted daughter and one of his former compatriots.
However, the flow of time is strange, and Rovagug was pulled through the continuum of time to confront Persephone and Minos when her reign had long come to an end. Alongside Nyvanna and two of his former compatriots, they stormed the castle and defeated the shadowy fiends that had devastated Hell, before slaying Minos as well. They learned that Persephone had been effectively killed, and was put into a strange device to sustain her life. However, an ancient fey appeared before them, revealing herself as the source of Hell's destruction and Persephone's current situation. Rovagug and his allies defeated the fey and destroyed Persephone's body as well, before being sent back to his time before his death. However, Rova made a promise to his long lost love, Nyvanna, that he would not join the rebellion alongside Asphagel and instead live his own life, since Persephone's reign was doomed anyways. This led to a split in the timelines that created three instances of Rovagug: the first was doomed to die saving Ibana and Asphagel, the second would only peripherally help Asphagel but never directly, leading to his later help, and the third becoming insane for his abandonment and serving Persephone, alongside a version of Ibana raised by one of their enemies.
In a final twist of fate, Rovagug was summoned once more through the weaves of time to aid in defending his world from the clutches of an ancient evil known as Tannin. He, alongside, several heroes from ages long past, defeated his and Ibana's dark copies, the giant Delibra, and the abomination Mira before confronting Tannin himself in an epic final showdown. After the climactic battle, Rovagug and Nyvanna reconciled. The two now wander the planes, and have arrived on Lemuria seeking further knowledge...
Personality: Rovagug is a person of strong conviction and will. His adherence to the ideals of justice and hope are what kept him from descending into madness and despair during his darkest hours. He fights for what he believes to be "the greater good", never losing sight of creating a better future for all people. He is kind and courteous to others, though is not so foolish as to open his heart to others as he once was, out of fear of being betrayed as he had been so many times before. He is a natural-born commander, being inclined to lead a team, usually from the front.
Powers and abilities:
Conjured Armory - Rovagug's greatest asset is his ability to summon his supernatural weaponry from raw arcane energy. His primary weapon is a spear forged from raw arcane force, which he dubs the "thunderlance". This spear can extend to over 20 feet in length or shrink down to the size of a longsword, making it a very effective and reliable weapon. He can also conjure a powerful shield made of similar force, which can withstand any impact and resists all magical and elemental energy. Finally, he may conjure a bow made of scintillating light that can fire out arrows of rainbow colors to strike foes from afar.
Brilliant Armor - Rovagug almost always is clad in a set of shining armor that covers him from head to toe, serving as protection. In addition to resisting most forms of physical damage, the armor shines bright like the sun, acting akin to a beacon that shines for several dozen feet, and blinds foes who get too close to him.
Silver Flames - Rovagug can utilize strange fire that radiates a silvery hue. These flames are supernatural; they act as normal fire when used on most creatures, but evil beings are inflicted with horrible, unhealable burns. These flames, when used upon an evil foe, can harm even foes immune to flame, making them their most potent against villainous figures.
Healing touch - Rovagug can heal others with only a touch. However, Rovagug's healing touch drains some of his own strength, leaving him fatigued afterwards. As such, he cannot use this ability often.
Form of the Phoenix - Channeling all his arcane might into himself, rovagug can assume the form of a phoenix, a fiery bird that represents reincarnation and the cycle of life. In this form, Rovagug can conjure terrible fire storms of silver flames, breathe fire, and unleash terrifying heat waves upon his foes. The phoenix form can also lash out with razor sharp talons wreathed in flame, and strike with its sharp beak and muscular wings if need be. it is capable of lifting roughly 10 tons off of the ground and dragging around 20 tons along the earth. This form is very taxing on Rovagug, however; he can only maintain this state for roughly 10 minutes before he collapses from exhaustion.
Act of Sacrifice - As a last-ditch effort, Rovagug can unleash an eruption of terrifying arcane energy. His body will begin to glow with silver light, before he explodes, unleashing an explosion of heat and concussive force that devastates everything with a 100 foot radius of him. Obviously, however, this attack is fatal to Rovagug, completely obliterating his body in the process.
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Post by Orcus on his Throne on May 2, 2018 21:24:18 GMT
Name: Ereshkigal Title: Archknight of Megiddo, Queen of Megiddo Species: Human (magically altered) Gender: Female Age: unknown (presumably at least 2000 years old) Height: 6'5" Weight: 206 lbs (without armor); 326 lbs (with armor) Alignment: Lawful Evil
Description: Ereshkigal is a tall, muscular woman of Megiddo descent, with brown skin and jet black hair. Her hair is quite long, reaching to roughly her waist, and is curly, though not uncontrollably so. Her face is broad and flat, fitting her overall massive frame, and her eyebrows are somewhat bushy. Her sclera are a nightmarish blood red color, while her irises are a dull red-orange, giving her otherwise attractive features a terrifying otherworldliness. She is often clad in a set of heavy black plate mail, and obscures her face in a thick horned helmet that resembles Molagh's.
History: Ereshkigal was the archknight of Megiddo under the original king, a man named Darius. She served him loyally until Molagh came along and attracted her attention. The two of them became good friends and were naturally inclined to work together. Eventually, seduced by Molagh's charms and his power, Ereshkigal swore herself loyal to him and helped the future god-king usurp the throne of Megiddo. Together, she and Molagh rule Megiddo with an iron fist, though she is much more inclined to take matters into her own hands personally, something Molagh has no objections to due to her incredible skills and physical prowess.
Personality: While not as tyrannical and overbearing as her husband, Ereshkigal is no pushover herself. She is one of iron will and unbreakable courage. Ereshkigal has no qualms with getting her hands dirty herself, and if she senses a threat to her kingdom or her king, she is inclined to eliminate the problem personally. She is eternally loyal to her king and her beloved, Molagh, and will fight to the death to protect him.
Powers and Abilities:
Superhuman Strength and Durability - Ereshkigal's body has been hardened and empowered thanks to a special ritual by Molagh. This ritual gives Ereshkigal strength beyond that a normal person can possibly reach. She can easily lift a ton over her head, though she can lift higher weights off of the ground if merely held above the floor. She is also blessed with superhuman durability, able to survive blows that could shatter bones and destroy organs. While her skin is no tougher than a normal person's, her muscle mass and bone density is much higher, which allows her to resist impacts that could easily kill a normal person, such as a sword stabs and bludgeoning blows to the skull from heavy objects.
Archknight's Armor - Ereshkigal's set of armor, a thick set of enchanted black iron full plate, is an enhanced version of the witch-knight's armor. Ereshkigal's armor grants her immunity to heat-based attacks and high resistance to ice attacks, and also serves to protect her vitals from harm, effectively leaving no gaps for opponents to stab her through. To harm her, they must punch through its defenses - no easy task. The armor is highly resilient to piercing attacks and is effectively immune to slashing attacks, unless immense force is applied to the attack.
Formidonis - Ereshkigal's trusted maul is crafted out of solid black iron and weighs over 100 pounds. A single blow of this terrifying weapon is capable of reducing a normal human being into a fine paste upon impact. in addition, it has been magically altered to allow Ereshkigal to unleash a devastating eruption of kinetic energy around her by striking a solid surface with it. The kinetic eruption has a radius of 40 feet and has the power to fling objects up to 10 tons away from her. She rarely makes use of this function, however, preferring to destroy her foes using her martial prowess.
Archknight's magic - Ereshkigal is innately magical, but is no master magician. Her magic mostly manifests in the form of defensive wards that she uses, such as generating barriers to block incoming attacks, improve her armor's defenses, and to interpose between encroaching opponents. However, she does possess minor offensive capabilities. She is capable of conjuring up a scalding sirocco to weaken and disorient foes, and can also fire out chains of infernal energy to entangle opponents. She can summon a phantasmal steed as well, which is capable of running at speeds around 100 miles per hour.
Martial prowess - Ereshkigal's most deadly skill, however, is her skills in combat. Ereshkigal has lived for a long time, and has fought in many battles. As such, she knows where to hit opponents where it hurts. She is also quite analytical, able to deduce an opponent's fighting style after only a couple minutes of engagement. This makes her an incredibly dangerous opponent to challenge directly.
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Post by Orcus on his Throne on Jul 4, 2018 19:41:46 GMT
Name: Zlatl Title: The Silent One Species: Saurian Gender: Male Age: 14 Height: 5'2" Weight: 230 lbs Alignment: Neutral Good
Description: Zlatl is a saurian of below average bulk and height. His overall body structure is lithe and bony, unlike most Saurians who are heavy set and bulky. His scales are a rusty hue that allows him to stand out of others of his kind. His tongue is heavily deformed, which prevents him from talking like most Saurians. It lacks the length and musculature of others of his kind. He usually wears light armor made out of tanned Drrnud skin and a leather cap to protect his head.
History: Zlatl is a unique Saurian, as unlike most of his kin, he was born without the ability to speak. His tongue was heavily deformed at birth, which was believed to be a blessing form the Grbaslyn to build closer connection to the wetlands. As a result of this, he was made into a shaman. He was considered one of the best shamans of his generation, and was made an official defender of the Sacred Wetlands when he was still considered a hatchling. He became good friends with Fhlr Dahl and Krythnriin during this time, and considered Krythnriin a childhood friend of sorts when both were growing up. He now follows Fhlr Dahl command to find the Axhag Taa's son and find a way to save his people from the clutches of the Holy Knights.
Personality: Zlatl is a young Saurian, and as such is still somewhat naïve. He is constantly in awe of the world around him and enjoys learning as much as he can about the natural order of Lemuria. Zlatl is very friendly and attempts to make peace with individuals, even if they are dangerous. Despite this, he knows that he might have to kill in order to defend himself, but he prefers not to. He also has a natural affinity for wildlife that makes him good at capturing animals.
Powers and Abilities:
Shaman - As a shaman, Zlatl has control over some of the natural element. He mainly can control water and plant matter to defend against or assail his foes, and also has the ability to create an outer armor of plant life and dirt to aid him to combat. He mostly uses his magic to capture opponents, restraining them with tendrils of water or plants, but he can also create walls to block incoming attacks, lash opponents with the matter, or blast opponents from afar.
Spirit Speak - Zlatl's tongue deformity prevents him from normal Saurian speech. Instead, he talks in a series of clicks and hisses known as Spirit Speak. This tongue is used by Shamans to communicate with the Grbaslyn and others of their kind on secret. While normally not considered worth noting for a shaman, Zlatl's inability to speak otherwise makes this a notable ability.
Friend to all animals - Zlatl has a supernatural ability to calm any and all wildlife that comes to him. With a few words and a wave of his talons, he can calm any beast and make them a loyal companion. The Axhag Taa saw this innate ability in action when the young Zlatl saved a small village from a rampaging Lythyr, which is how he was inducted into the shamans.
Weaknesses: Zlatl is a physical weakling, and can easily be overpowered by even a regular human in close quarters. In addition, his inability to communicate with anyone besides other shamans and the Grbaslyn prevents him from being very helpful in social situations, and stunts any ability at contacting other peoples.
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Post by Orcus on his Throne on Jul 4, 2018 21:53:12 GMT
Name: Zarmutok Title: Breaker of Wills Age: 24 Species: Draxon Height: 6'5" Weight: 248 lbs Gender: Male Alignment: Chaotic Evil
Description: A burly man with reddish brown hair and fair skin. His eyes are a greenish-gold color, giving his gaze a creepy and otherworldly feel. A thick, coarse beard covers his face and runs to just above his chest, and is a reddish brown color like the hair on his head. His eyebrows are fairly slim, with very wispy hairs that stick out. He is most often seen with his face hidden under a black hood, and he wields a two handed axe that he uses to execute those deemed by Fero unworthy of life.
History: Zarmutok was originally born as Boris, but he was abandoned by his parents at the doorstep of the Palace of the Draks for an unknown reason. Fero and his wife Kristine, having no desire to raise the child, had planned to send him to an orphanage, but a member of the Royal Guard named Grigor insisted that he be allowed to raise the boy. Zarmutok was trained alongside the most fearsome of the royal guard to make him a deadly fighter, but he did not show signs of any Draxon abilities until he was already an adult. He was greatly abused by the other royal guards as a result of this, and was looked down upon by Fero and even his own father. One day, Grigor died under mysterious circumstances, and Zarmutok replaced him as a member of the royal guard. Zarmutok's immense cruelty was made readily apparent when he would deal with troublemakers and travelers, often killing them in public in gruesome ways to intimidate the city folk into subservience. Seeing a use for Zarmutok's sadistic behavior, Fero retired him from the royal guard and promoted him to be the official state executioner, and was given the title Breaker of Wills. Zarmutok enjoys his new position quite a bit and serves the king loyally.
Personality: Zarmutok is an eerily calm and polite individual on the surface, but this is merely a façade to hide the malice and misanthropy that lays beneath his exterior. Zarmutok seems friendly and affable in a conversation, able to maintain an overall pleasant personality when in public and when amongst peers. But when Zarmutok is behind closed doors, he is a cold, sadistic monster. Nothing brings him pleasure quite like seeing others in pain. While he prefers physical agony due to its immediate effects, emotional suffering is often just as enjoyable to him. He very rarely kills his targets; he much prefers to prolong their agony to increase his sick satisfaction in their predicament. He only kills his prey when he is told to do so by Fero; otherwise, he would much prefer to keep them alive indefinitely. If it wasn't for Fero promoting him to Breaker of Wills, it is highly likely Zarmutok would have become a prolific serial killer.
Powers and Abilities:
Charming Demeanor - It is very easy for people to fall for Zarmutok's silver tongue. He is quite the social butterfly and is adept at manipulating others into siding with him. In fact, few realize Zarmutok's dark side until they see it in person - sometimes on the receiving end of it.
Ride the Lightning - Unique among the Draxons is Zarmutok's inability to control fire. Rather, he is able to generate static electricity and unleash it in powerful streams. He prefers to channel his electricity into his touch and strike people with it, sending their nerves into agony, but he can also generate bolts of lightning to strike foes from afar.
Deepest Cut - Zarmutok's experience in causing pain has given him the innate ability to figure out an individual's weaknesses, both physical and mental. He uses this to intimidate and crush the wills of those he tortures, so that they break even faster than they normally would. He most often prefers striking physical weak points repeatedly to cause immense pain, while he ruthlessly jabs at the target's emotional weaknesses to crack their spirit.
Physical might - While not as skilled as many other royal guard members due to lack of practice, Zarmutok is still a skilled warrior in his own right. However, he has discarded the traditional sword and lance of the royal guard for his trusted axe, pitted and filthy from the blood of the untold numbers he has tortured and executed.
Weakness: Unlike other draxons, Zarmutok cannot transform into a dragon form. At least for now. In addition, his lack of refined skills means he relies more on brute force than any sort of tactical thinking when using his axe. This means that, while it is difficult to withstand the brunt of his assault, it is easier to outmaneuver and outplay him than other royal guardsmen.
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Post by Orcus on his Throne on Aug 29, 2018 4:56:16 GMT
Name: Wallart Title: The Brigand, Traitor to the Crown Age: 19 Species: Human Height: 5'9" Weight: 140 lbs
Description: Wallart is a well toned man of average stature. His skin is a light tan due to growing up on a farm and spending most of his days outside. His hair is long and unkempt, as is his frizzy, wild beard. His hair is an auburn color and his eyes are light green. His nose is slightly off-center and his right eye is permanently half-closed. This is the result of a horse kicking him in the face when he was younger. He normally dresses in simple garbs made out of tanned horse hide, though he also wears a simple hauberk over his clothing when engaged in combat. He is almost never seen without his hide cap that he uses to cover his otherwise wild hair.
History: Wallart was born as a peasant to a pair of farmers living on the outskirts of Draxonian territory. When he was young, he was kicked in the face by one of his father's work horses, permanently damaging his eye and nose. Wallart hated life as a farmer, but when the Royal Guard came by to recruit him into the military, he fled from them in fear of dying nameless on some battlefield. He wandered into the northern reaches of Migma, starving, cold, and near death. He would have perished had he not been found by Speka, who he immediately became smitten with. Seeing an opportunity to gain a follower, Speka added him to her growing group of highwaymen and cutthroats and helped him along in learning how to properly fight. Inherently muscular due to his days as a laborer on the farm, he quickly became accustomed to using throwing axes and polearms in combat. He now serves as one of Speka's strongarms, intimidating and brutally punishing those who don't give the object of his affection what she wants.
Personality: Wallart is an angry, bitter man who holds no love for the world around him. Though he was born into a loving home, Wallart's burning hatred of the farm led to his memories of them being twisted into nothing but contempt. He blames his parents and his home country for dooming him to a life as a nobody, but at the same time he is thankful to have met Speka when he did. He views Speka as an angelic, loving woman who saved him in his time of need. He is deeply in love with Speka; this, of course, merely means that he is one of many caught in the so-called spider's web of manipulation. Wallart is incredibly vicious to enemies on the battlefield, fighting with a feral rage comparable to that of a cornered animal; he claims he vents his fury at the world when he fights, giving it his all. Wallart never questions any order he receives from Speka, carrying it out with impunity no matter how cruel or gory the action. His only exceptions are killing captured children and their parents; though he refuses to admit it, he feels guilty for running away from home and undoubtedly hurting his parents, and inserts a bit of himself into every kidnapped family.
Powers and Abilities:
Good throwing arm - Wallart is shockingly skilled at throwing weapons, particularly axes. He can hit a man riding atop a horse with a handaxe from up to 60 feet away, and with enough force to knock him off of the creature's back.
Beast Trainer - Thanks to his time on the farm, Wallart knows how to handle livestock, particularly cattle and horses. He has good skills in herding and also knows how to "break in" new horses for riding.
Weaknesses: Wallart's fury in combat tends to get him into bad situations. He very rarely thinks things through past the initial tactical plan and rushes in headlong into combat, aiming to cut down anyone he deems a sizable threat.
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Post by Orcus on his Throne on Sept 10, 2018 8:18:55 GMT
Name: Ryvann
Nickname: Silverclad Champion Age: 28 Gender: Female Species: Quarter Elf Height: 5'6" Weight: 118 lbs Homeworld: Meritus
Alignment: Lawful Good
Description: Ryvann is a toned woman with fair skin. She has long, straight auburn hair that reaches down to around her waist. Thanks to her elvish heritage, her face and body is relatively lithe in overall build. Her ears are only slightly pointed due to the dilution of her elven heritage by her father. Her eyes are a light golden-brown. Her right arm has a hideous burn on it - a remnant of a past conflict in her life.
History: In the land of Meritus, two planar travelers arrived, Nyvanna and Rovagug, seeking to settle themselves down after many years of travel. They eventually had a child who they named Ryvann. The family lived a calm life for many years, despite adversity from the land itself. However, after Ryvann turned 8, a temporal displacement occurred within Meritus, and the land was plunged into chaos. A wave of destruction washed across the land as the continent itself split into three pieces. In the chaos, Nyvanna mysteriously vanished, and was never seen again. Rovagug was heartbroken, and sought to understand what exactly happened. The pursuit of his knowledge drove him to madness, before he too disappeared from Ryvann's life at the young age of 14. She was forced to take care of herself, learning how to fight and learning how to survive on the streets. During this time, she learned her ability to conjure magical armor and control minor aspects of the natural world. It was also during this time that she befriended an orphaned bear cub, whom she named Katahdin.
Several years later, at the age of 18, Ryvann saw the arrival of a strange being who referred to himself as "The Immortal Flame". With him arrived several beings who he claimed were from "many worlds". Using the power of his dark fire, The Immortal Flame conquered Meritus, murdering anyone who got in his way, reanimating those who were felled with the fire's magic, while establishing his own form of control. Ryvann attempted to aid the people of Meritus in fighting the mad man, but was handily defeated. However, it was soon revealed to her that "The Immortal Flame" was really her father, having embraced some dark force that had changed him irrevocably in his journey through the planes. Shocked and heartbroken at this betrayal, Ryvann swore to destroy her father for everything he had done.
The land of Meritus is a tumultuous one, however, and an astral clone of Ryvann's being has been pulled through the planes to Lemuria. Now lost, alone, and full of angst, Ryvann seeks to find a new purpose and perhaps understand the multiversal mysteries that had so consumed her parents - and avenge their destruction by it.
Personality: Ryvann is a hot-blooded and driven woman who does not back down from her beliefs. She is a defender of the weak, an upholder of righteousness, and a proponent for equality among all people. She never backs down from a challenge to her beliefs, and is willing to fight for what she thinks is right, even if the odds are impossible. She is a natural-born leader, able to quickly organize people and rally them to action. She has a soft spot regarding her parents, usually becoming very irritable if asked about them.
Powers and Abilities:
Conjured armor- Ryvann inherited her father's ability to conjure magical defenses, though not nearly to the extent he can. She can conjure a set of silver armor made from metallic dragonscales. This armor grants her protection against extreme cold and is resistant to slashing and stabbing attacks.
Nature magic- Ryvannn has minor control over aspects of the natural world - a remnant of her mother's own inherent abilities. She can speak with animals, and can also manipulate their minds to an extent to become her allies. She can also control plant matter to entangle and trip foes. Finally, she is able to use the elemental forces of nature to her advantage. She can create small amounts of water, which she mostly uses as sustenance, though she is able to shoot it out in a focused stream. She can utilize air to create a minor barrier around her to protect against arrows and other small projectiles. She can utilize fire to allow her melee strikes to brand an opponent with a sigil of burning flame that can weaken their physical strength, and may unleash quick bursts of flame from the palms of her hand. Finally, she may use the earth to harden her body against physical damage and grant her strength on par with a large bull for small bursts (roughly 10 seconds).
Katahdin - Ryvann's loyal steed and closest ally, Katahdin, is a ferocious brown bear of prodigious size. She is roughly 7 feet tall at the shoulder and weighs almost two tons. Katahdin is supernaturally tough, able to withstand blows from creatures much larger than her, and is strong enough to flip a box truck. In addition, she is supernaturally blessed by Ryvann's divine faith; Katahdin can evade explosive attacks that should be impossible to avoid, and is empathically tied to Ryvann.
Divine smite - Channeling her anger and faith into her blow, Ryvann can unleash a devastating strike with her weaponry. The impact unleashes a searing blast of divine energy, destroying matter at an atomic level and blinding all enemies within 20 feet of her (besides herself). However, this attack only works on creatures that are irrevocably evil; normal creatures are completely unaffected by this attack. In addition, this attack drains much of her inherent magical energy; she may only use her divine smite once per day.
Weaknesses: Despite her magical abilities and drive, Ryvann is not a skilled fighter by any means. She relies mostly on brute strength and her opponents underestimating her powers. A more skilled opponent can easily defeat her in a one on one fight. In addition, she is very easily angered at the mention of her parents, which can either be twisted to goad her into a fight or manipulate her into making a rash decision, possibly making her look bad.
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Post by Orcus on his Throne on Sept 14, 2018 22:58:12 GMT
Name: Nebuchadnezzar
Nickname: The Trickster, Weak Little Child, The Manipulator Age: Unknown, presumably over 600 years old Gender: Male Species: Half-fiend Height: 5'7" Weight: 112 lbs
Alignment: Lawful Evil
Description: A figure of slim frame and weak body, Nebuchadnezzar is not exactly intimidating. His body is incredibly bony and knubby, giving the impression of a starving individual. His skin is a light red color, and his hair is a pitch black hue. His irises are solid orange, while his sclera are blood red, giving him a monstrously inhuman gaze. He has a thick eyebrow ridge, with a pair of upwards-curling goat horns rising from them. He commonly wears a black and red robe adorned with fiery sigils. When he is sufficiently angered, he assumes a more fiendish form; his skin darkens to the color of old dried blood and becomes adorned in fiendish scales. A wiry, whip-like tail sprouts from his backside, while his nails harden and extend into claws and his teeth become like those of a shark's.
History: Nebuchadnezzar is one of the first-born of Molagh and Ereshkigal, but has long been looked down upon for his physical frailty. His siblings commonly mock him for physical weakness and lack of fitness, and he was initially shunned by his father for his weaknesses. However, with the help of his mother, Nebuchadnezzar proved himself worthy of his father's love with a mixture of sharp mind and magical prowess, easily outclassing the vast majority of his siblings in both wit and spellcasting. He quickly proved to be one of the God-king's favorites, and was given much more freedom than his siblings to carry out plans. Nebuchadnezzar uses this freedom to advance his father's ambitions to conquer to world, and also to fuel his own ego.
Personality: Nebuchadnezzar is cold, cunning, and calculating. He is always formulating a new plan to establish power in Lemuria. Though he has often failed in his ambitions, whether through arrogance or short-sightedness, he always rebounds back with a new plan, often in retaliation to his past failure, and often planning against former downfalls. Nebuchadnezzar is incredibly haughty and is not above flaunting to others about his supremacy. Deep down, he intensely craves for the attention of his father and mother, driving him to press onward with more outlandish and expansive plans and ambitions.
Powers and Abilities:
Dark Arcana - Nebuchadnezzar is adept at utilizing a few highly specialized spells to carry out his plans. Primarily, Nebuchadnezzar relies on spells that manipulate the mind - charms to allow for easier befriending of individuals, mental shocks to inspire fear in the hearts of enemies, alternations to his physical appearance to appear more like the commonfolk of the area he is in, and visual and auditory trickery to throw possible foes off-guard. He prefers not to engage in combat if he can avoid it, but if he has to fight, he mostly relies on a bolt of hellish energy he refers to as his "eldritch blast". This beam of reddish-black energy strikes with enough force to smash down wooden walls and can send creatures up to 400 pounds flying across a room, assuming the blast's infernal energy does not simply strike them down instantly. He is also capable of creating fiery rifts that allow him to teleport several hundred miles.
Master of Veils - Nebuchadnezzar is an adept trickster, skilled at acting as the personas he has created and spreading lies and half-truths to manipulate people to his side. He often makes use of current negative events and twists them to appear as if they favored an individual widely disliked - often an individual in power. He is also skilled at speechcraft, often using the political clout he gathers to further his own agenda and spread his word to more and more people.
Aspect of True Sin - At will, Nebuchadnezzar has the ability to warp his body into a more fiendish shape, elongating and sharpening his nails and teeth, strengthening his horns and body, and growing a tail and a pair of fiendish wings. in this state, Nebuchadnezzar is much stronger than he was before, easily able to lift around 300 pounds off the ground, and gains the ability to fly at around 25 miles per hour. There is no limit to how often or how long he can remain in this state, but he prefers to avoid using it, as it will surely blow whatever persona he has created for himself.
Weaknesses: Nebuchadnezzar is incredibly insecure about his magical powers, and becomes emotionally hurt if they are questioned. Initially, this manifests as rage, but further prodding causes him to mentally breakdown, often resulting in sobbing fits. He is also easily overpowered physically should he not be in his fiendish state.
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Post by Orcus on his Throne on Sept 15, 2018 0:37:59 GMT
Name: Delilah
Nickname: The Binder, The Moonchild Age: Unknown, presumably over 200 years old Gender: Female Species: Half-fiend Height: 5'5" Weight: 115 lbs
Alignment: Lawful Evil
Description: Delilah is small, at least relative to her siblings, and is fairly thin. She is not particularly toned muscularly and is fairly bony as well. She has long, stick-straight black hair that she often keeps up in a bun. Her skin is a light red-brown, and her eyes are a solid silver color, earning her the nickname "Moonchild" from her mother. Her horns are fairly small, sticking out from above her eyebrows. She usually wears a long cloak with a hood to obscure her horns and eyes from others. She carries around a small baton-like object that, with a swish of her wrist, erupts into a 20 foot long fiery whip. She wears a pair of strange black gloves embued with infernal energy, seemingly to allow her to hold the whip without harm to herself.
History: The youngest of Molagh and Ereshkigal's children, Delilah was also the only one to initially show not only a lack of physical strength but also a lack of magical capability. This bought her the ire of her father and siblings, who often abused her verbally and physically. Despite Ereshkigal's protests, Molagh initially planned to have her exiled from his kingdom to allow the cruel wilderness of No Man's Land to either harden or destroy her. On the day of her proposed banishment however, Delilah showed her true power: the ability to contact and bind spirits from beyond the confines of their current plane. Impressed and shocked by this revelation, Molagh quickly changed his plans and began to privately study and tutor his daughter, attempting to unlock the secrets of her magic. After years without success, he eventually decided to return her to living alongside her siblings, where she was properly trained as a witch-knight. She, like her brother Nebuchadnezzar, never grasped the fighting styles and techniques of this training, much to her siblings' enjoyment. However, she was eventually given permission to wander more freely outside Megiddo to help spread Molagh's influence. Seeing this as a chance to prove herself, Delilah jumped at the opportunity, and now wanders Lemuria in the hopes of finding the Artifacts of Malchezid.
Personality: Delilah is calm and collected, very rarely manifesting extreme emotions - a technique she learned from observing her parents that saved her greater misery at her siblings' cruel hands. She is quite studious and spends much of her time attempting to learn about the world around her. She uses her skills in research to further her father's ambition to uncover the long-lost locations of the Artifacts of Malchezid. She is adverse to other people, often keeping her distance out of fear of her identity being discovered and being punished for it. She holds a love-hate relationship with her family, but especially her mother, who she believes should have done more to protect her form her father's wrath.
Powers and Abilities:
Spirit Binding - Delilah possesses a strange form of magic referred to as "binding" - the act of fusing spirits from the Void Between Worlds to grant the wielder magic powers. Delilah is able to contact many such spirits, but prefers to bind only a select few for their abilities. Binding a spirit takes roughly 20 minutes and lasts until she sleeps or is knocked out, when the spirit is ejected from her body. A bound spirit alters Delilah's appearance slightly, often changing her appearance to be more like the spirit she has bound, though sometimes only manifesting minor aspects of their being. She can only have one spirit bound to her at a time.
Common spirits Delilah binds include:
Diabolus - A shedim (a type of demon not native to Lemuria's reality) who once attempted to become a god by stealing the powers of the God of Judgment. His traitorous nature ultimately became his undoing, as powerful champions of earth sacrificed their powers to destroy his mortal coil. Upon death, his soul became trapped in the Void and was unable to escape. Binding Diabolus causes her mouth to distend into a hideous smile with half-rotted teeth. Diabolus grants her the ability to channel Nekros (anti-life energy) through her touch, rapidly causing organic matter to fall apart. She may also unleash a 30 foot torrent of blue-white energy from her jaws that consumes the souls of any creature it engulfs, empowering her physical strength.
Dohulmajiis - An ancient fiend defeated by the Sunwyrm, the emissary of the god Greshlynk, Dohulmajiis became trapped upon death and was unable to manifest a new body on Lemuria. Binding Dohulmajiis causes a trio of tendrils to appear from the wrists of both her hands. Dohulmajiis grants her the ability to put creatures to sleep with a mere touch of these tendrils. Sleeping creatures touched by these tendrils are sent into horrific nightmares that result in violent, spasmic death. Creatures slain by this ability rise as a Shadowreaver 1 day later.
Ashardalon - A fearsome dragon from Aster said to have sold his soul to an abyssal lord, Ashardalon was defeated twice - once banished to the celestial plane where he was butchered endlessly for 4000 years, and a second time during a temporal displacement that granted him freedom from his prison. Upon his defeat the second time, the great wyrm's soul, fragmented across many planes, was ripped apart and became a prisoner of The Void Between Worlds. Binding Ashardalon gives Delilah a layer of thick, iron-hard red scales to protect her body, and gives her the ability to exhale a 60 foot blast of scalding hot fire. Only magical wards can resist this jet of draconic flame; natural resistance is ignored, and immunity to flames only lessens the intense heat.
Marmot - A member of the Pale who was once good friends with Lark. The two formed a bond that possibly went beyond a simple professional relationship and served their king loyally. When she revealed her true, misanthropic colors to her old friend, she was cut down in order to defend a helpless peasant. When she binds Marmot, Delilah takes on a more humanoid appearance, with pale skin, red hair, and blue eyes. Marmot was but human, but a human trained in the ways of the Pale. This means she grants Delilah increased ability in horse riding, marksmanship, and swordplay, but also improves her ability to hide and avoid detection. Marmot also grants her increased skills with knives, allowing her to disarm and outmaneuver otherwise physically superior foes.
Nemo Feinier- A mysterious druid who seems to be in the Void through overextending his dimensional magic, not death. Little is known about him, even his appearance. When bound to Delilah, her appearance becomes ever-shifting, a humanoid shape of swirling colors and features. This ability allows Delilah to take on aspects of objects - both organic and inorganic - that she has touched, most often allowing her to manifest physical attributes of animals, though also is able to transmute her form into plants and stone. Given this ability's versatility, she rarely sees a need to use Nemo's secondary ability to grant her control over plant and animal life.
Zuldes: The Progenitor of the Abyss. Zuldes created from his blood many strange creatures and lorded over the Abyss, until three archangels, desperate to create territory for themselves and those downcast with them, sealed away the ancient dragon into the Void. When bound of Zuldes, Delilah's head forms a diadem of horns. The ancient dragon is a vast reservoir of knowledge, and many of the secrets of Nether, of dark things and evil, are shared with the woman. She can also create shadowy beings called Feliras from her blood, which last only a few hours and are averse to sunlight, yet are under her complete control.
Miyoshi - Also known as the "Sleeping Terror", Miyoshi was a horrid plant-like monster who, after her first defeat, bound herself to a young girl. However, with the help of her friends, the girl freed herself from the fiend's influence, before Miyoshi became trapped in the Void Between Worlds. Binding Miyoshi causes Delilah's body to become more plant-like in texture and scent. Binding Miyoshi grants her the ability to project her mind into individual's dreams, allowing her to see what thoughts they are having and possibly giving her useful information. She also gains the power to induce nightmares in those she visits, which in turn quicken Delilah's physical healing and rejuvenate her mentally.
Belphor - A tyrannical being who lorded over Hell for centuries before being usurped by unwitting pawns to Persephone, Belphor's attachment to the physical world caused him to become trapped in the hellish prison of The Void Between Worlds. The spirit of Belphor causes Dlilah's tongue to split into several smaller, fire-tipped tongues that constantly lash about when her mouth is open. Binding Belphor grants Delilah the ability to generate bursts of swirling dark magic that explode upon contact with opponents, making it useful against heavily armored opponents. She also can extend her flaming tongues to a length of two feet, which she can use to impale and burn opponents.
Salavance- a monster born from the darkness of Nether. The Star of Calamity brought twilight upon the gods, before a final strike from the God of Death mortally wounded it and sent its soul into the Void. When bound with Salavance, Delilah manifests a pair of large golden wings from her back, and her eyes turn a deep royal purple. She can fly at speeds of 30 miles per hour, and spread dark energy particles from her wings, which then erupt with destructive energy. Salavance's hateful rage of all things aetheral can override Delilah's mind if not careful, so she takes preparations before being bound to the Twilight of the Gods.
Tyralus- The hulking ruler of Sheol across the ages. This fiend devoured all who dared oppose him, and made grab after grab for the throne, until two gods struck him down, and his soul faded into the Void. When bound with Tyralus, Delilah's hands twist into six inch long serrated talons which drip of a clear fluid. These claws only function to rip and tear into metal and hide alike, and the fluid is a venom which corrodes the flesh. Delilah's blood becomes highly explosive, making this a double edged choice.
Crydmarr - A horrid nightmare monster from beyond the veil of reality, it is unknown how the embodiment of fear itself entered in the Void. In fact, it is unknown if Crydmarr is even trapped in the Void, or if it merely decided to stop here for an unspecified amount of time. When bound of Crydmarr, Delilah's form becomes a monstrous swirl of darkness. People who peer into the darkness will receive visions of their worst fears made manifest. Crydmarr is among Delilah's most dangerous spirits to bind, and thus she does not take binding the creature lightly. Crydmarr grants Delilah the ability to send horrid visions of an individual's worst fears made reality; these visions often fully paralyze a person with fear, making them easy targets for slaying. Crydmarr also grants Delilah the ability to fire out fleshy strands of darkness to impale foes, before implanting a nightmarish clone of herself into them. The clone erupts from the victim's body in roughly two hours, and appears a naked, hideously deformed version of Delilah's normal form. These creatures fight akin to a rabid chimp, and die after only three hours. Binding Crydmarr is taxing to Delilah's mind; after binding him, she cannot bind him again for one full week.
Burning lash - This item - a gift form her father - appears as a simple stick to most people, but, upon flicking her wrist, it reveals its true nature. A 20 foot long lash of hellfire emerges from the tip of this stick. Delilah is intensely skilled using this weapon, often using it to destroy an opponent's weapon or to sever an opponent's limb using its extreme heat. If the whip should ever fall out of her control, she can withdraw the whip into its handle with a thought, and can make it teleport back into her hand just as quickly.
Weaknesses: Despite all her abilities, Delilah is crippled with self-doubt and distrust. She maintains a distance from people in order to keep herself safe (or so she thinks), and has great apprehension about her own magical abilities, hammered in to her from both her father and her siblings. Her apprehension leads her to often avoid conflict if possible and to almost never take risks that can be avoided, even if avoiding the risk is not the best course of action. In addition, her binding takes a long time, and thus cannot be used in battle. Interrupting the binding either shuts off that spirit entirely for the day or causes it to override her personality, possibly causing her to act irrationally until day's end.
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Post by Orcus on his Throne on Feb 9, 2019 3:46:55 GMT
Name: Vladimir Borskov Nickname: The Hammer of Prague Age: 32 Species: Human Gender: Male Alignment: Chaotic Neutral
Height: 6'1" Weight: 170 lbs
Description: Vladimir is a man of eastern european descent. He has fair skin with dark brown hair. He keeps the hair on his head shaved so it does not interfere with the equipment when he is piloting the Koschei. He has thick, bushy eyebrows and a coarse, albeit short, beard that covers his cheeks and the area under his chin.
Personality: Vladimir is hot-blooded. Bold and reckless, Vladimir goes out of his way to prove himself as the best pilot around, even if it means putting himself and whatever mission he is on potentially in jeopardy. However, he is quite successful despite this, being incredibly tactically mindful and able to think quickly on his feet in bad situations.
Backstory: Born into the cold, cruel world of post-nuclear war europe, Vladimir lived the life of a military family, one where his father was always out fighting against the newly arisen kaiju that dominated much of the landscape, and spent much of his time living with his mother and his two sisters. Inspired by his father's actions, Vladimir decided to join the KAA's Defensive Forces at the young age of 16. He quickly rose through the ranks, proving his skills in piloting during a bombing run against a Kryll hive in southern Italy.
After the destruction of Omega City and the success of the Erebus, Vladimir was selected to be the next pilot for the newest KAA mecha: the Koschei. Vladimir quickly proved himself successful here as well, and effectively superseded the Erebus' success. Him and the Erebus' pilot at the time, Charles, proved to be intense rivals, with arguments commonly breaking out between the two. However, the two ultimately had to work together when the Sheekhs invaded the earth. The two were able to fend off the invasion with the help of the Guardian Monsters.
During the arrival of Yzazil and his proposed judgment of Earth, Vladimir rashly decided to confront the god in an attempt to single-handedly drive him away. At the time, Yzazil was merely observing how people acted; Vladimir's actions drew the god's ire, however, who quickly outmaneuvered the clumsy mech and discovered a weakness in the mech's armor. This destroyed the machine's radioactive core, destroying it and Vladimir with it.
Now reawoken in Lemuria separated from his mech, Vladimir wanders the lands in the hopes of finding what happened to him, how he ended up here, and where his mech went...
Powers and abilities:
Tactical skill - Vladimir is a master tactician, easily able to assess a situation on the fly and reacting to it accordingly. He is also incredibly skilled at his piloting, able to do wild evasive and aggressive maneuvers that allow him to make the Koschei move faster than one would expect.
Skilled shot - Though primarily a pilot, Vladimir can fire longarms thanks to his days as an infantryman in the KAA Defensive Forces. He can hit a moving target at around 300 paces.
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Post by Orcus on his Throne on Mar 5, 2019 1:47:56 GMT
Name: Hildegarde Vogel Age: 478 Species: Hag Gender: Female Alignment: Neutral Good
Homeworld: Aster
Height: Normal form: 5'4" Weight: 100 lbs
Description: A sickly thin old woman with pallid skin and bony arms and legs. Her fingers appear skeletal and end in a set of long, jagged nails akin to vicious claws. Her hair is long and stringy, having become a pale grey color with age. Her eyes are a milky white color. Her nose is long and hooked. She walks with a hunched posture and requires a walking stick.
Personality: Hildegarde is amicable and friendly, welcoming friends and outsiders alike. She is not one to discriminate and is friendly to all races. She does not speak much but is always open to discussion if prompted.
History: Hildegarde is a type of fey witch known as a hag - an evil spirit in the form of an old woman. Once a ruthless and cruel hunter, Hildegarde once delighted in the murder of humanoids, tricking them into coming into her den in the mountains or thinking she is a lost traveler on the roads using her magic. One day, she kidnapped a child in the hopes of luring her parents to her den so she could kill and eat them all. However, she became attached to the child, eventually feeling sorry for the terror she had put the young girl through. When the parents inevitably arrived, Hildegarde gave them their child back without a fight before disappearing into the night, leaving her past as a monster behind.
After weeks of wandering, Hildegarde eventually stumbled upon Yhorm, a fire giant who had similarly found himself lost and without guidance. Together, the two formed an encampment to help out wanderers lost in the region between Bladeback Ridge and the Frozen Wastes of Aster.
Powers and abilities:
Superhuman strength - Despite her frail frame, Hildegarde is frighteningly strong. Her grip is able to pin down a full grown man, and her claw-like nails can eviscerate a human with little trouble.
Spellcasting - As a hag, Hildegarde has the innate ability to use magic. Her magical abilities are mostly utilitarian, such as creating swirls of moving lights, causing phantasmal sounds, using illusions to disguise her appearance, or hiding her own footprints. However, she has other more offensive magic as well, such as conjuring violent sleet storms, conjuring walls of chilling ice, firing rays of numbing cold, or even changing the weather in a small area.
Dread Gaze - Hildegarde' most deadly ability is her Dread Gaze. By locking her eyes with a mortal creature she can see, Hildegarde may fill the creature with raw primal fear. This fear usually causes creatures to flee in supernatural terror; however, those of weak will or fortitude may suffer a violent heart attack from the horrible glare, causing them to die of fright. Hildegarde rarely uses this ability, due to a disdain for killing if she can avoid it.
Master brewer - Hildegarde has vast experience crafting potions and elixirs. She can craft nearly any potion she desires, from healing salves to vials of deadly acid. However, she is limited to what materials she may gather from around her; after all, a potion is only as good as its ingredients.
Weaknesses: Hildegarde, being an evil spirit, is weak to the effects of holy attacks. In addition, she is especially vulnerable to iron; touching iron leaves her with a nasty rash, and damage from iron weapons causes her symptoms similar to toxic shock syndrome.
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Post by Orcus on his Throne on Mar 5, 2019 2:47:35 GMT
Name: Vulfrad Beastslayer
Alias: Ulgerth
Age: 37
Species: Human (Werebear)
Gender: Male
Alignment: Chaotic Neutral Homeworld: Aster
Height: 6'3" (human form); 9'7" (werebear form)
Weight: 215 lbs
Description: A mountain of a man with long black hair and a thick beard that reaches down to the middle of his chest, Vulfrad is heavily built and extremely muscular. His body is covered in several scars, the most notable being a massive bite mark that stretches across his left pectoral, shoulder, and shoulderblade. He is clad in the furs of many beasts he has slain, most notably bears. His belt is made of bear hide, as is his helmet. He wields a silvered axe that glistens with magical power.
Personality: Vulfrad is cold and distant. He is not particularly friendly to outsiders and prefers to be left alone. He does, however, hold immense respect for skilled or strong warriors, and prefers to associate himself with them. He is a fan of hunting and does it as often as he can.
History: Vulfrad is a chillborn, a human native to the frosty northern regions of Aster. He quickly proved himself in his small village to be a masterful hunter and a brave warrior, skilled at killing beasts such as mammoths, bears, and dire wolves. Vulfrad was good friends with a man named Ulgerth - some of his tribe would argue that they were more than friends, but none could confirm for sure. One day, Vulfrad and Ulgerth were out on a hunting trip when they were ambushed by a terrifying beast - a particularly large and nasty werebear! The duo fought valiantly against the werebear, but they stood no chance against the brute. In the ensuing conflict, Vulfrad was bitten across the shoulder by the therianthrope, which left him grievously wounded and unable to defend himself. Ulgerth, in an attempt to save his friend, threw himself at the fearsome werebeast. He managed to distract the werebear long enough for Vulfrad to escape, but was viciously killed in the process.
Alone and confused, Vulfrad eventually made it back to his tribe, but was quickly made an outcast. He was blamed for the death of Ulgerth and quickly excommunicated from his home, left to die from the curse of therianthropy coursing through his veins. Vulfrad would take the name of his fallen friend and live in the wild away from other people, eventually learning how to fully control the beast inside of him. After years of living alone, Vulfrad eventually found himself at Yhorm's encampment, and quickly found himself accepted there. He eventually became a permanent resident of the encampment, finally at peace with himself. However, his heart still holds the desire for revenge against the werebear that killed his friend and ruined his life, but deep down he knows it was never meant to be...
Powers and Abilities:
Battle fury - Vulfrad can whip himself into a berserk frenzy when engaged in battle. When enraged, Vulfrad becomes resistant to pain and fights at full force, irregardless to damage to his body. Due to this, Vulfrad is able to pull off incredible feats of strength while enraged, such as snapping swords in two, smashing down wooden walls in one blow, and cleaving a man in two with a single swing of his axe. However, while enraged, Vulfrad focuses exclusively on fighting - he will not vocalize beyond feral grunts and snarls, and will not perform any mentally strenuous task beyond hunting down his next opponent.
Therianthrope traits - As a werebear, Vulfrad has an innate resistance to cold weather, resists damage from physical blows not involving silver, can see four times as far in low light as a normal human, and has a keen sense of smell.
Werebear form - At will, Vulfrad can transform himself into a monstrous amalgamation between man and bear. This form grants him improved resistance to physical attacks, able to shrug off all but the mightiest blows that lack a silver edge, and grants him immense strength. He can easily plow over an elephant in this form, and can flip over a car with a swing of his arms. However, as his werebear form is not innate, he must fight against his inner beast during full moon or involuntarily transform into his werebear form, acting akin to a wild animal and losing all semblance of humanity until the following dawn.
Weaknesses: As a Therianthrope, Vulfrad is weak to silver. Silver weapons can penetrate his hide normally, and overexposure to silver makes him visibly ill.
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