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Conquest: Heroes of Arcadia (Sign-Up)

Kamotz

God of Monsters
Conquest: Heroes of Arcadia
(rated PG-13)​

In ancient times, monsters and nightmares ruled the continent of Arcadia. Humanity was stamped down, forced to fight tooth and nail just to survive, or succumb to the darkness and become monsters themselves. Were it not for the heroes humanity might not have prevailed over the darkness, but through their efforts - their determination, hope, and sheer force of will - they were able to turn back the tide and light the way for humanity to thrive across Arcadia.

The continent of Arcadia has been ruled by kings and warlords for hundreds of years. The nobility prospered in this era; using the pretense of "preventing war" to grow in wealth and power, enforcing their will upon the lower classes through private armies and political pressure. Dissenters, and any who spoke out against their oppressive rule, were dealt with swiftly and mercilessly.

The people suffering most were those in the kingdom of Halcyon; ruled over by King Gerard Morgenstern and a noble class drunk with power. Seeking to right the wrongs caused by his father's crass indifference, the king's disgraced bastard son - Ryder Falkenrath - set forward to overthrow his father's reign. Because of his low-born status, he was looked down upon and despised by his siblings and father. It gave him a very different perspective on the suffering of the people in his kingdom.

He used his birth privilege to enroll in the Halcyon Special Military Academy, during which time he was conscripted to engage in conflicts along Halcyon's border. In a particularly brutal encounter that saw most of his Academy class wiped out, Ryder held the line and led the survivors to victory. Credited with protecting the nation, Ryder was named Hero of Halcyon.

Ryder used this new position and status to begin recruiting close friends and loyalists who shared his ideals. With the backing of a few devoted patrons, he finally made his move and led a revolution against his father, later ascending to the throne. And thus began the reign of the Hero King of Halcyon.

Ryder's ascension caused shockwaves throughout the Seven Kingdoms. Across the continent, the nobility began fearing for their positions; if Halcyon's king was willing to reduce the power and privilege of the nobility, what would happen if their own people attempted to do the same? The Empire of Acheron, desperate to stop Ryder's reforms from taking hold within its own borders, and perceiving weakness in Halcyon, staged an attack, but Ryder's leadership and skill in commanding battle led to Acheron's quick defeat.

The furious Ryder set forth and called together the lords of the Seven Kingdoms. Chastising them for their blatant disregard for their people and their seeming eagerness for further bloodshed, he proposed an armistice; one where nations would cease fighting over land and resources and instead work together to raise the standard of living for all their people; where nations need not fear one another but would instead look forward to mutually beneficial cooperation and dialogue. He finally convinced the ruling noble classes that the wars were being fought at too great a cost. Swayed by Ryder's impassioned speech and backed by the cooler heads in the room, the lords signed the Grand Arcadian Treaty. They ended the conflict almost overnight, instituting the "Great Peace."

But peace is easier to win than it is to maintain. Behind the scenes in Halcyon nobles plot against Ryder to regain their power; and in neighboring kingdoms the nobility fears that what happened in Halcyon could happen to them, too. Increased pressure from within and beyond Halcyon’s borders has pushed Ryder to search for more effective ways to maintain the peace. To this end he has tasked his knight and royal guard, Erika Valke, with forming a task group to track down the ancient relics of heroes past to ensure that war never again threatens the entire continent.


The Seven Kingdoms:

Halcyon Empire - the (current) home of our characters. Located along the southern tip of Arcadia, Halcyon is ruled by the Hero King, Ryder Falkenrath. The empire has recently begun a series of sweeping reforms to improve the lives and living conditions of its populace - not just the nobility.

Acheron Empire - the historical rival of Halcyon, Acheron is located to the east of Halcyon.

Imperial Rodagand - Rodagand is located in the northernmost reaches of Arcadia.

Republic of Albica - Albica is situated just to the south of Halcyon.

Orvale Republic - Orvale is nestled on the southeast coast of Arcadia, just alongside Acheron and Halcyon.

Imperial Belmoor - Belmoor is located towards the center of Arcadia along its western edge.

Kingdom of Escas - Escas is located to the southeast of Rodagand.

Notable People (NPCs):

Ryder Falkenrath - the Hero King of Halcyon and patron of this RP’s mission. Ryder is well loved by his people and his servants. Ryder is a tactical genius and perfectly willing to make sacrifices so the greater good can be accomplished, even if the method is often extreme, though he is frequently troubled when forced to choose between the lesser of two evils.

Jocoul Delacroix - Ryder’s right-hand man and Field Marshal of the Halcyon army. Despite the fact that he is not in complete agreement on many of the tough decisions that Ryder had to make out of necessity, he remains absolutely loyal to Ryder. Jocoul dislikes putting himself in a safe place while others are fighting, and prefers to use his muscles to handle the military side of the country, than to use his head to work out the intricacies of politics, policies, among other stuff.

Felix Lockhart - Ryder’s left hand, Felix is charge of mainly the domestic and administrative affairs of Roland but also holds a military rank of major general. Felix has a reputation of being a philanderer, and this appears to stem partly from his way with dealing with stress from the dissented nobles daily, as well as him holding the belief that military people like him may die any time and should not be involved in a long-term relationship.

Luther Vondrak - a mysterious man that serves Ryder’s will from the shadows, Luther is not one to be trifled with. Luther believes that the only way to attain maximum peace is to unite the whole continent under one rule. He will stop at nothing to achieve his goals with the maximum possible efficiency. Despite his extreme methods, sometimes carried out on autonomy without the knowledge or permission of Ryder, he holds a deep loyalty towards his king, and is willing to risk his life if necessary, to achieve the grander goal of uniting Arcadia under Halcyon.

Sieghard Valke - Erika’s older brother and personal guard to King Ryder. Johan is a swordsman of unparalleled skill and power. Sieghard is a mysterious and rarely-seen individual within the king’s court.

Species:

Humans - by far the most populous race across Arcadia. Humans have established themselves so well, in fact, that most of them are not even aware of other sentient races (having once) existed. Humans have thrived, becoming the dominant species on Arcadia.

Other races - various other races are rumored to have existed in the ancient past. Enormous dragons, vicious werewolves, harrowing undead, cryptic sphinx, mischievous fairies and devils, malevolent ogres, and reclusive gorgons still exist in fables and stories of the past. Whether they’re still around, however, is less certain. Only the most knowledgeable and well-read travelers and scholars know the details and different myths. Should your character be one of these knowledgeable people, I'll PM you the details.


Magic:

Magic is a commonly used method of combat; mages of Arcadia can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, even summon a dragon. All magic requires mana, the magical energy that powers spells. Mana comes from the land and the world around you. Its use doesn't seem to require any special characteristics on the part of the user, but it does require training and talent. Mages spend years building a connection to the flow of mana, building up personal reserves of it, and honing their abilities to craft spells at a moment’s notice.

Nonetheless, mana is scarce, so mages don't have infinite energy to cast spells. It is also deeply interconnected with the life-force of the world, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak. Each country has developed its own style of magic, all of which require a chant unique to that particular spell to activate and most of them have devastating effects once unleashed.

Easily the most common form of magic is that of Sigil or Rune Magic. Practiced mages use their words of invocation to create elaborate runes that call forth their magic and spells. As the mage becomes more experienced, their runes become easier to summon at a moment’s notice; allowing them to add further embellishment to the spell and add to its effect.


Class:

(I’m not going to put a list of classes here, but I’ll explain in general terms)


Your class is your career or calling in life. There are as many classes as there are professions and within each class are a myriad of skills and specializations that are entirely up to you. As a general rule, magic usage is rather restricted among non-dedicated mages. A warrior or knight may know a handful of combat-based spells, but won’t have nearly the proficiency that his or her mage counterpart would.

Official Rules:
1. No god-modding.
2. Two/three character maximum.
3. Only control your own character unless given permission otherwise by the other character's owner.
4. No killing other OC's without their owner's permission.
5. If you wish to make an NPC with a large part then please just state that on the sign-ups so that it doesn't get killed. Otherwise it's open season.
6. You must have good grammar! Get a proofreader for all I care! Use the spell-check! Anything, just make sure things make sense. I can tolerate some slip-ups, but nothing on a constant basis.
7. Please try to post at least once every 2-5 days (unless you give me a reason why you can't). Any longer than that and we might lose you or leave you behind.
8. No making up histories for characters (even NPCs) that aren't your own.
9. I reserve the right to kick you out of this RPG if you break one of these rules seriously enough. I will, however, give you a chance to explain or redeem yourself so it won't be a "BAM goodbye" sort of deal

Sign-Up Form

Name
:
Age:
Gender:
Class: (Or as close as you can pin it down)
Appearance:
Personality:
History:
Abilities: (Describe the types of spells, summons, and/or powers your character can use)
Equipment: (Any sort of items or artifacts the character carries with him/her)
 

Crash & Charm

Back I guess
I have a good startup for my sign-up, so could you put me down for a reserve?
 

Kamotz

God of Monsters
I don't take reserves. Sign up when it's ready.
 

Crash & Charm

Back I guess
Name: Vallane Hy∂d (people just call her Vin)
Age: 18
Gender: female
Class: Thief

Appearance:
Scrawny, thin, and short she looks to be a young girl rather than older. She usually wears thick study boots. Inside her left boot she has a knife stored for quick easy access. On her legs she usually sports trousers. And just above, Shirts that are a bit baggy and conceal her small frame making her appear even smaller. She likes to keep her hair short so that on first glance she appears to be a boy. Her face is pale and gaunt from not ever having as much food as she has needed. She usually has dark circles under her eyes from staying up too late.

On her left harm she has a series of tattoos, each one getting larger and more intricate as the go closer to her hand. But her hand’s are completely ink free. The tattoos done by an old man living in the city they are a mark of pride for her representing the loss of everything she could have known. On her hand she usually has a pair of thick leather gloves that she stole from a blacksmiths daughter. Little did she know at the item but the gloves are actually fire resistant and will protect her hands from heat due to a few spells worked into the fabric. They are brown leather and they don’t look extraordinary but they have served Vin well.

Vin sometime has scratch marks on her arms because she likes to pet the ally cats. Accumulating over time these scratches have left thousands of little scars. They are harder to see on her left arm but much more visible on her right. The patters her arm form when compared side by side are quite extraordinary. They seem to mirror each other leading one to believe that there is something strange about the tattoo artist that created the patterns in the first place.

Personality:
Vin is quick of mind and ready to charge into situations without thinking of the results. She has a penitent for being in the wrong place at the wrong time. She tends to rely on her other skills before using force. She also shy around from crowds and only has a couple of close friends. Vin has one rule. There is always a way out. This came from being in one two many bad situations. She can sneak past security and hide in plain site. She can move very quickly and can climb things like walls or trees very easily. Night is her favorite time as the crowds dissipate and things are more wondrous. From time to time she develops nocturnal habits sleeping during the day and exploring the city at night.

Growing up on the streets has given her an edge. She is fast and quick, and can use a dagger or small sword very proficiently. She is not the most elegant speaker using a street lingo most of the time. The Language, Called Easter street slang, is nearly impossible to understand if you haven't learned how to speak it. Focusing mainly on speaking efficiently the language takes little notice of grammar pronunciation or using the complete word. Most words are abbreviated and others are slurred. The communication problem is breached by the fact that with a bit of effort she can speak the common tong, Even with the frequent grammatical errors. She has actually stolen a few spells in the past, and has access to a couple of basic spells. When her personality is striped fro the general rough and uncaring nature she has, it leaves behind a sweet young girl that has seen a little to much in her life.

History:
Separated from her mother at birth she grew up on the streets raised by her older brother Rean. He spent the majority of his life from the age of eight caring for his younger sister. They traveled around a lot going far and wide to get to know many parts of the world. This was mainly to keep Vin safe so she could develop the skills she would need to survive on her own. At about the age of 14 Vin and her brother ran into Garin’s Crew. They were a band of thief’s living in the underbelly of Arcadia. Eventually Rean left Vin in Garin’s care. That was one of the biggest mistakes ever made. Garin treated Vin like a slave working her nearly to death and never feeding her enough. Eventually he was killed by one of his own crewmembers and the Crew was disbanded leaving Vin on the streets alone and unguided.

She spent the next few months stealing and getting better and more sneaky honing her skills. She eventually ran into Erika. Charm tried to steal Erika's coin purse, succeeding she scampered off. Erika saw potential in Charm and spent the next month following and observing her. The moment that sparked the most interest was when Charm was practicing with her spells. She pulled an iron ball strait towards her then jumped. The iron ball under her feet she then proceeded to push strait off of it launching herself into the air. Erika saw great promise and approached Charm. Eventually taking her to Ryder and recommending her a position in the task group.

Abilities:
-Heating/ Cooling water
-Sharpening/ Dulling blades
-Starting a small fire.
-Pulling and pushing metal objects toward and away from her. It works on weight. If she pulls on an object heavier than her she will be pulled towards it. And vice-versa. This spell is a rather powerful spell but takes great amounts of energy to use. She doesn’t have much practice with it but, she stole it from some very wealthy merchants and she knows that is valuable. She can store manna in coins to access the energy on quick notice but to do this she needs to sit down and concentrate only on storing. The energy will also dissipate after 1 day so she has to remake her stores on a regular basis.
-Lock picking (not magic more mundane but still notable)

Equipment:
-A backpack (hammock, light blanket, flint, dried provisions, Change of clothes)
-Two small swords strapped to her waist
-A pair of fire resistant gloves
-A knife strapped to the inside of her boot
-About 20 coins with stored energy, enough for 20 pulls or pushes and each requires the same amount of energy.
 
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Kamotz

God of Monsters
@ Crash and Charm - There are a few issues:
1. You need a last name.
2. I would appreciate longer sections for Personality, Appearance, and History: more detail.
3. "Class" refers to the class as in their skills: warrior, mage, thief, berserker, etc.
4. When it comes to history: the thing to really include is WHY Ryder would have Erika collect you for the team. What about your character makes them perfect for that position?
 

Crash & Charm

Back I guess
Alright I made some changes still up to making more.
 

Kamotz

God of Monsters
@ Crash and Charm: The one thing I'm really worried about is the Eastern Street Slang, and that it will be impossibly hard to understand throughout the RP. Also, you have a number of grammatical and spelling errors, so when it comes time for the actual RP, I'm going to need an assurance that you'll be extra vigilant when it comes to that.
 

Crash & Charm

Back I guess
The slang should show up very little, And when it does I will just say something like "They spoke in Slang so noone around them could understand" And then use normal speech.

Edit: I will be extra vigilant about such errors
 
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Kamotz

God of Monsters
Great. In that case you're approved.

I'll try to have my sign ups posted by tomorrow.
 

Firebrand

Indomitable
Name: Culain Leonhardt, aka the Red Demon
Age: 25
Gender: Male
Class: War Mage

Appearance: Culain is slightly above average height with dark hair and dark eyes. His skin is naturally quite pale, though time spent on campaign has given him some color. He tends to stand quite straight, with an arrogant and proud bearing, often assuming a stance of parade rest with his hands folded behind his back when standing still, out of habit. His facial structure would be considered rugged and perhaps handsome if it wasn't quite so gaunt, and as it stands his face looks a little severe, almost hawklike. He has a proud brow and a noble cast to his features, often one or two days growth of stubble because he neglects or forgets to shave. He wears his hair long, deliberately flaunting military regulations, and moves with a controlled tension, like a coiled spring. He walks quickly, generally leaving those he is with two or three paces behind and struggling to catch up. His body is a tapestry of scars and his arms bear the marks of old burns that will never heal fully. On campaign he wears a mail hauberk and standard military issue armor, but when not in combat he prefers clothing in various shades of red, black and gray. He also has a long black cloak that, though tattered and rather threadbare, he refuses to get rid of because he thinks it make him look bold and dramatic when it flaps in the wind. He also has tattooed magical sigils up and down his arms to more easily trigger his magic.

Personality: Culain can sometimes appear aloof or rough, but he tends to leave himself closed off to strangers. When one gets to know him, they will see him become quite passionate and animated about anything that has caught his attention. Culain is a bit of a maverick and has been known to disregard orders that he felt foolish or frivolous in the interest of getting the job done. He is quick to anger to slights both real and imagined but also quick to forgive and forget. His rash nature was tempered by his past trials, and has turned him into a pragmatic tactician. If he sees that victory could be more easily won at the sacrifice of his allies, he will not hesitate to orchestrate their demise to give himself an advantage. He has learned the value of patience, though it is a virtue he is loathe to practice. Cole has a charismatic, if domineering, personality and he has a habit of inspiring loyalty in those around him, even if he would rather not shoulder that burden and work on his own. People unfamiliar with him will think he's something of a dandy, constantly preening his shoulder-length hair and straightening his clothes.

A sardonic deadpan snarker, Culain can appear almost personable outside of the battlefield, but once engaged in combat he is a blood knight, plain and simple. He lives for the exhilaration of battle and is unable to be truly happy unless he is fighting. He has a propensity to spark tavern brawls for the sake of some stress release. In this state, Culain doesn't really care whether he lives or dies, existing only for the rush of battle and using magic purely on instinct. To him, the Great Peace was a dreadful bore because it prevented him from finding more worthy opponents to go toe-to-toe with, and then subsequently kill. He gained his moniker, the Red Demon, only partially due to the fact that his magic is principally fire-based. It is drawn more from the fact that every time he returns from battle, he is absolutely soaked with blood and grinning madly. He will even eschew the use of his magic just to have the pleasure of running a foe through with his sword. However, when the bloodlust has passed, he returns to being very measured and stable, and immediately seeks out a bath and fusses over the blood that will undoubtedly stain his clothes.

History: Born to a merchant family of moderate means, Culain was orphaned early in life when a plague swept through his township, claiming his family along with the lives of most of the other citizens. He was taken in by a thief-maker, a man who would train orphan children in how to pick pockets and rob houses before selling them off to larger criminal gangs in the cities around the Seven Kingdoms. After a year of picking pockets, Culain overheard a group of mages in the city watch one night and after tailing them for a short while, he memorized the runes and sigils they used to call fire. After a bit of practice, he found he could summon fire, and used this to stage street performances to hold the attention of the populace while his fellow thieves picked their pockets.

One such performance caught the attention of a passing mage who recognized the boy's potential. He took him from the thief-maker and became his patron, first teaching him the basics of magic and then enrolling him in the Mage Collegium, a branch of the Halcyon Military Academy. There Culain learned all he could about the theory of wielding magic and further honed his skills, though he had little interest in magical disciplines that were not fire or focused on waging war. After learning what he felt was all he needed to, he left the academy and joined a mercenary group for a time, fighting the wars the noble currently paying him dictated he fight in. However, the pay, while good, was inconsistent, and Culain soon left the mercenary trade to join the Halcyon army as a member of the mage corps (though he never really let go of his opportunistic mercenary ways). His martial prowess allowed him to quickly rise through the ranks and, when Ryder's rebellion began to stew, Culain joined up quickly. This was not out of any kind of particularly patriotic or noble sentiments, but because he saw it as the perfect opportunity to exercise his sword arm, climb up socially and put a few more stars on his lapel. By the end of the rebellion, when the dust settled, he was granted the rank of lieutenant colonel.

He was quite vocal in his opposition to the Great Peace, believing that Halcyon should just go with its momentum and proceed to conquer the other six kingdoms and leave politicking out of the equation entirely. He gained a measure of notoriety in the capital when, on a drunken night out just before the peace accords, he made the claim that if Ryder gave him the word, he would take ten men and go conquer Albica for the new king, because honestly that's all it would take. Several soldiers in the Albican delegation were also in the tavern and overheard him, and this sparked a brawl that eventually escalated into a riot that consumed most of the lower quarter of the city and required three regiments of the city watch to put down. Culain was contacted by Valke to join the task force for several reasons. The first is simply because he is damn good at what he does, and because he was an early supporter of Ryder's coup who has proven his loyalty to the cause of unification (albeit in a roundabout manner). There is also the matter of keeping him out of the city for a while so that everything quiets down a bit and he doesn't go on another drinking binge and accidentally start another revolution.

Abilities:
-Fire magic: Culain's most refined and most practiced form of magic. He is considered by many to be a master of his discipline, and very few mages have his practical skill with fire magic, and no one alive has his level of experience. Culain can use his fire in a variety of different ways, from simply throwing around balls of fire to more specifically focused fire lances to large scale explosive conflagrations. Obviously, the larger the crafting the higher the physical and mana toll to him, though he has shown remarkable endurance and stamina in this regard.
-Shielding: Culain developed this technique as a way to prevent himself from being burned by his magic and from setting his clothing alight and melting his armor. He weaves this into his fire spells, creating small barriers of raw force between himself and his magic that allow him to focus the force of his fire blasts outward. Creating these small barriers for a few seconds can be done with little overall toll, and though the shielding can be adapted to more defensive purposes, like lessening the effects of an enemy magical assault, Culain does not often turn it to this purpose because it goes against his philosophy of "an indomitable offense is the best defense".
-Metal strengthening: a basic combat spell taught to all members of the Magi Collegium used to strengthen their swords and armor. Culain uses this to raise the melting point of his weapons and armor by an order of magnitude so that he can charge into battle with a flaming blade and use his fire magic without fear that his armor will melt and sear his skin. He also uses it to strengthen the integrity of his sword, making it less liable to break in combat. He can also use the spell in reverse to weaken the enemy's weapon, however, if the enemy is using the same spell to strengthen their own blade then it would have no effect.
-Fire constructs: a particularly complex and physically taxing form of fire magic, Culain shapes fire into a coherent shape and imbues it with his will to fight for him. The size and complexity of the command determine how long Culain can maintain it for. If he exceeds this limit, he will go unconscious or even die. Culain most often uses this to form a fiery lion to guard his flanks in battle when he knows he will soon go into a frenzied state, though he has also used it several times in the past to shape a giant human figure to rout an enemy and, on one occasion, a massive flying dragon composed entirely of flames. While he has managed to minimize the toll the lion construct takes out of him, the fire giant leaves him incredibly exhausted and the dragon left him recuperating for several days.

Equipment:
-Bastard sword
-Short sword and axe
-Mail hauberk
-Gauntlets
-Fire-retardant cape

(Let me know if there are any issues!)
 

Kamotz

God of Monsters
My characters

Name: Erika Valke
Age: 27
Gender: Female
Class: Knight
Appearance: Erika is rather tall for a woman, standing just over 5-feet, 9-inches (1.8m) tall. She's a deadly beauty, with sharp features: thin lips, a slender nose, and focused hawk-like eyes. Her platinum-blonde hair is long and hangs just past her shoulders in the back. She usually ties the back in a ponytail while allowing the front to hang loose and frame her face. Her eyes are a striking silver-blue.

On the surface, Erika has a rather slender, succulent physique, with long, smooth legs, curved hips, slim waist, and full breasts. On closer inspection, however, it becomes apparent (sometimes painfully) that Erika is powerful; ripplingly strong with explosive force. Each muscle, however, is lean: iron-hard and as taught as a bowstring. Because of her frequently-endured magic healing sessions, only the most grievous of wounds leave any trace scars after they've healed. She has a slight tan, though her naturally fair skin doesn't get very dark, despite all the time she spends outdoors.

Erika is usually seen wearing her combat gear consisting of a base layer of strong, flexible, form-fitting, dark-blue leather armor. A pair of steel vambraces cover both her forearms, while similar greaves provide the same for her calves. Segmented steel armor also covers her shoulders and part of her upper arms, as well as part of her upper torso and chest. The same type of protective armor also covers the outside of her thighs, connected across her waist. Sometimes Erika completes her ensemble with a hooded dark blue cloak.

Personality: On the outside, Erika is the epitome of the phrase "cold, hard, b*tch." She takes her family's mandate of aloofness and stoicism very seriously and puts much effort into reigning in her emotions and reactions. At the same time, she shows great passion and loyalty to her king and comrades. She appears cold, frigid even, with her unblinking attitude to most of the horrors she sees around her, and she rarely appears moved or impressed by the plight of others. She is slow to form attachments, but once she does she is fiercely protective of them...in her own purposefully-detached sort of way. If she pays you any attention at all, it means she's actually quite fond of you.

On the inside, however, Erika is a genuinely good person. Like many, her story is a tragic one of pain and loss, so her desire to protect the little she has is very strong. She also has a soft spot for young children and families devastated by the war. And on very rare occasions she can fly into a vicious rage. Try as she might, she can't seem to rid herself of her rage or her soft spot.

Her pursuit of quelling her emotions and opinions means she doesn't often express them aloud, though that doesn't mean she's without them. She's usually rather indifferent when it comes to someone else's attitude towards her king and comrades so long as they remain civilized in their expressions of those attitudes. She will not allow mass ignorance or paranoia to have the last word, and her quick wit and sharp tongue are more than enough to put anyone in their place without resorting to quick blows and sharp steel. Otherwise, she doesn't really care what kind of looks or whispers are thrown her way; just don't get in her face if you want to keep your dignity.

In terms of men, women, and sex, she understands the appeal, but sees it as something that should be done only when necessary. She finds it repugnant when people stoop to "fornicating like mindless beasts," as she so often puts it. That's not to say she is above such fornication either: she recognizes and understands her body well enough to see to its needs, but "desires" and frivolous "pleasures" are avoided.

History: Erika was born into a famous and powerful Sword Clan tasked with protecting the king of Halcyon: the Valke Clan. The Falcons of Halcyon. Their bloodline was renowned for its physical capabilities: inhuman strength, speed, and reflexes. From a young age she underwent a tortuous and arduous training regimen. She was pushed passed the limit of peak human physical capability. This training forwent any instruction on the usage of magic and instead focused on how to understand, anticipate, and defeat it.

Erika made tremendous progress, but was still deemed a disappointment in her parents' eyes. They viewed her elder brother as the perfect specimen, the perfect embodiment of their bloodline. She was unworthy of the Valke name, but her parents deemed her worthy enough to produce a new heir. They believed that if she bore her father's child, the child would be a more suitable and much stronger example of their line. But her brother was having none of it. Sieghard saw their parents for what they really were, and protected his sister. He even went so far as to kill his parents in combat to keep her safe. It was then that Sieghard took over as head of the Valke Clan and began to secretly back Ryder Falkenrath's revolution.

To further ensure Ryder's safety, Sieghard assigned Erika to him as his public personal guard. From then on, Erika served as one of Ryder's best and closest friends as well as his personal protector. And even though he insisted that he didn't need one, Erika protected and saved him more than once.

She never really partook in the bloodshed of the revolution; the emotional scars caused by her parents' betrayal never fully healed, and she blocked herself off from much of what was happening. She chose to focus instead on the responsibilities her brother - the only person who ever cared for her until then - had tasked her with. Despite closing herself off, however, Ryder's kind and good nature eventually began to wear through. Together with his close advisors and trusted friends, Erika began to understand the value in their camaraderie. She began drifting away from her brother and closer to their group, despite her brother's protests.

After Ryder's revolution, Erika continued in Ryder's service. She became increasingly aware of the difficulties he faced in maintaining the peace; a far more daunting task than winning the war. Ryder threw himself into the day-to-day running of Halcyon as well as into researching ways to continually improve life in his country. He excused Erika as his personal guard and instead sent her out into the countryside to search for mystic relics of ages past. While she was able to track down clues and stories, Erika realized that it was a job for more than one person, and with Ryder's approval and suggestions, she set forth to assemble a team.

Abilities: Erika is incredibly skilled in the use of a two-handed sword, and moves with inhuman speed and reflexes. Ryder once commented that because mages require time to finish their incantations, it was impossible for them to survive combat with Erika because of her inhuman speed. Her talents are purely physical, however, as Erika is unable to use magic, making her sword therefore her main weapon.

Equipment: Erika wields a two-handed sword forged by her family's smith. It is designed to negate and dissipate magic on an intrinsic level.

Name: Lance Donovan
Age: 27
Gender: Male
Class: Warrior Mage
Appearance: Lance is rather tall, standing over six and-a-half feet. He's well built, with broad shoulders and well-defined muscles. His body is powerful but lean, emphasizing muscle tone over muscle size. Indeed, Lance's body looks and feels almost like it was chiseled out of stone or forged from steel. His inherent proclivity for magic means that his body is more resilient, and more resistant to injury and fatigue than a human of similar size and build. Due to the advanced healing he receives from the League and other healers, Lance's injuries are almost non-existent, though he still carries many various-sized scars.

Lance's facial features are strong and defined, almost predatory in nature. He has a thick head of brown-black hair; he's allowed it to grow out on his travels and it now hangs well-past his shoulders; it's now long enough for him to tie back in a low ponytail, though a few loose long strands hang in front of his face. At times, however, he's trimmed his hair to various lengths, even to what might be called a buzz-cut. His hair has a natural healthy sheen and smoothness. His eyes, too, are a deep, dark brown and have been described as "soul piercing."

The most stunning part of Lance's physiology are the intricate and interweaving series of tattoos over his entire body. Most of the time they're hardly noticeable, almost invisible - barely even there. However during states of heightened aggression or extremely arduous use of magic the tattoos become bolder and darker, and even begin to glow red.

When Lance loses control or allows himself to change, his "other" nature manifests different physical characteristics. First and foremost, his hair changes color, turning a blinding platinum, white-gold color. His eyes turn entirely black, while his irises glow a hellish fiery orange-red. His canine teeth on his upper and lower jaw elongate into fangs, and he is able to elongate his fingernails into razor-sharp claws.

Lance doesn’t wear any one outfit all the time, but is known to wear a layer of basic black leather clothes with a high gold-trimmed collared shirt, and a flexible armor chest-plate beneath a black, armor-reinforced, leather trench-coat, with metal plating on the shoulders and forearms. Slits in the lower half of the coat are there to not hinder his flexibility. He wears a pair of leather sword-belts on his waist.

Personality: Lance is a rather unique character. He clearly enjoys his power and its uses; coming from a background in which his defining trait was his weakness, he sees the great power now afforded to him as a blessing.

He is cunning, calculating, and deadly. He's self-serving and selfish. He has dedicated his existence to following his whims, and this easy life of pleasure has brought him detachment and easy confidence. He has become a sort of bon vivant, seeking novelty and new diversions. But despite his fundamentally hedonistic nature, Lance does feel the pull of more lasting concerns, and over his long life this tendency has resulted in an arcane schedule of engagements and forays to far-flung places. As a result Lance is a busy man, traveling frequently to pursue concerns known only to him. Lance always seems to have business elsewhere.

He's become a charmer and a smooth-talker in this time, he has a vicious way with words and a critical eye that combine to make him extremely competent at picking someone apart and deducing what makes them tick. His ability to analyze and dissect people and situations mentally, combined with his physical nature and magic proficiency have made him an incredibly deadly individual.

He plays the stoic as well as anyone, and plays it in earnest. He does, however, have a much more personable and outgoing side, which emerges when he is around those he trusts and respects most. His easy-going side also has a bit of a wild streak, and he's been known to raise a bit of hell from time to time and city to city. Lance relates to others as his playthings, as he's found few beings capable or worthy of gaining his respect. He's found immense pleasure in traveling the continent. Essentially, he's a narcissist, with an "I come first" sort of attitude. This is most apparent in his pursuit of women. He tends to seek out the nearest tavern and beautiful woman (or women if he can swing it). He's the ultimate lady-killer, using his good looks, charisma, charm, and status to win (and subsequently break) the hearts of women everywhere. He's a connoisseur of the one-night-stand and is prone to seducing women of nobility, "just for the challenge." But Lance's eye isn't for power; he appreciates beauty no matter what social class it's found in. He enjoys the perks of his status; especially the free drinks and attention it gets him from women.

Upon going into battle, however, Lance changes completely. He becomes like a machine, unceasing, unflinching, and unrelenting in his mission. He is no longer either stoic or laid-back, but determined and focused. He becomes something else entirely, and it is in this "something else" that his separation from humanity becomes most evident. Lance becomes vicious, ferociously efficient and brutal. In this mindset, it's clear that he's no longer truly human, that he is indeed an inhuman force, and it takes him some time to pull himself back from this state of hyper-awareness and hyper-lethality once his mission is complete.

"Hyper-lethal" is the most appropriate way of describing Lance. His true nature is that of a killer: unflinching determination and hedonism. Within him lurks his "Dark Passenger," a pseudo-aware aspect of his personality. The Passenger drives him to fulfill the Hunger and the Need, the primal urges from deep within.

His revelry, womanizing, and overall hell-raising is actually a useful tool for his decompression, which is likely why the Ryder has continually turned a blind eye towards his behavior, even when it caused him some embarrassment.

History: Lance's first memory is one of complete and utter agony; of awakening screaming in pain; of something ripping over his entire body, searing itself into his skin and bones. Everything was fire. Then there was nothing. Just weightlessness; days of emptiness; complete silence and loneliness. Then pain again. And more fire; more screaming and ripping and searing. But this time, there was something else after. No more loneliness. No more silence. But a single sound; a low chuckle - a whisper. The Passenger. It was there that Lance's Dark Passenger took his first breath, born in fire and blood.

He awoke to find himself not-quite-alone, but confined to a dark cell, where he spent several days waiting and weakening due to lack of food and water. He wasn't there long; soon a representative from the military came and brought him to an orphanage without any explanation. The ten year old boy was concerned, but displayed no signs of fear.

The orphanage took him in, but the darkness was already there. He lashed out angrily and with no .regard for anyone else. He fought with the other children and even with the workers at the orphanage. Not a year later, a soldier and his wife came to the orphanage looking to adopt a child. While they were initially steered away from Lance by the staff there, the soldier recognized something in Lance and adopted him straight away. What the soldier did not reveal, however, was that he was a recruit for a special military establishment called the "Program" looking to find young boys with certain characteristics that they could then mold into the perfectly obedient soldiers or citizens

Lance was brought into the "Program", and subjected to the rigors and difficulties they set up for him and the other recruits. Competition between the "students" was fierce. They were encouraged to hurt, maim, and even kill one another so they might get an extra portion of food that day. They were taught to be cunning and ruthless. They were taught all the arts of combat from the very first day, receiving training with all forms of weaponry and hand-to-hand combat.

The Program itself had suffered serious setbacks. The cruel regimen that the cadets were subjected to was simply too much for most of them. A majority either died from training accidents or committed suicide. Many others were mentally unfit to rejoin active society and were shipped away to other parts of the kingdom. The instructors were looking for anything that might validate the existence of their program, and began conditioning the recruits to use magic. Lance showed a natural (if limited) proficiency and began his training. When Lance was eighteen years old he was immediately removed from the program and sent to the Halcyon Special Military Academy.

Upon entering the academy Lance realized how out of the ordinary he was. He was far more cutthroat than the other students--as a result of his time in the Program. He began to form bonds with his classmates and fellows and did everything he could to fit in, though it was almost completely on a very superficial level. It was there that he developed his outlook on life; he learned how to "enjoy" life, or at least appear as if he did. He developed his "charisma" hoping that it would help him to connect with someone.

It was in the Academy that he first met Ryder Falkenrath, the bastard son of the King and a commoner. He tolerated Ryder's ideals and concepts of a new world, mainly because he found Ryder an amusing and easy person to be around. They forged a friendship, albeit a wary one. Ryder confided in Lance his musings about changing the kingdom, and Lance offered his own, far more pragmatic, views on the subject.

Lance was among the recruits to travel with Ryder to Halcyon's border in the battle that won Ryder his fame. Lance was one of the few survivors and was instrumental in holding the line so Ryder could make his counterattack. Later, as Ryder began to plot his revolution in earnest, he turned to Lance for assistance. Lance accepted and served under Jocoul Delacroix. He thrived on the battlefield, pushed by his commanding officers and the incessant whisper of the Passenger, he became a monster, reveling in the bloodshed.

He found that the more he drew on his magic, the more his body changed. The tattoos on his body that he had known his entire life burned, glowing white-hot. They made him stronger, faster, angrier; they made each enemy's actions slower and easier to predict. Then he too would change, his hair bleached, his eyes blackening. In this state he heard nothing but the voice of the Passenger, nothing but the Need. In this form, all Ryder needed to do was point him in a direction, and Halcyon's White Glint would kill until there was nothing left.

But then...the peace was won. And Lance was left feeling wholly incomplete. Empty, trying to recall the days where he felt useful and had direction. But try as he might, Ryder no longer had much use for the White Glint; trusting others to operate as he once did. And so Lance struck out to the furthest corners of the Empire, searching for answers; for his memories, for amusement, and for a way to sate the hunger of the Passenger. The Need.

What he did not expect, however, was for Erika Valke to show up three years later looking to recruit him into Ryder's service once again.

Abilities: Lance has an innate aptitude for magic and the manipulation thereof. His spell-casting repertoire is limited to a handful of techniques, but they possess incredible power and versatility. In addition, the tattoos along his body enhance and bolster his mana reserves, allowing him greater stamina when it comes to his magic. These large stores of mana give him much greater physical strength, stamina, and speed; allowing him to compete on an almost-even level with Erika.

Lance's main proficiency is for lightning (and thunder)-based magic. He is able to wield and manipulate electricity to various degrees, either to start small campfires with a spark; or to atomize an enemy with a blinding bolt. Lightning, like many elemental magics can be both a purifying and corrupting power. It can rend the wicked or cut through the body and sear the soul. Lance is adept in both aspects of its power. On the opposite spectrum, however, he is able to manifest a rare and powerful type of black magic. Sangromancy, the magic of blood, a dark corner of black mana specialization. With this blood magic he can drain the lifeforce of other beings, place curses on enemies, and even possess the minds and bodies of others. One of his favorite methods of attack, however, is to create a "blood shadow", a deep-red shadow that forms around him, and with it, tear his enemies to pieces.

While his magic prowess is certainly significant, it is not the only thing Lance brings to the table. He's very skilled in hand to hand combat, though his chosen weapon is the long sword. Through the physical proficiency provided by his mana stores, he is a dangerous combatant.

Equipment: Lance wields a long sword that has become completely attuned to his own flow of magic. In his normal mind frame, the blade glimmers bright silver, but as soon as he changes, so too does the blade. As the Passenger takes hold, his blade begins to turn black.
 

Firebrand

Indomitable
(Second character, let me know if there are any issues)

Name: Olivia Denarti
Age: 28
Gender: Female
Class: Assassin

Appearance: Olivia keeps her brown hair cut short, worn in a practical male fashion. She could be described as petite, coming in only at five foot, three inches, though reportedly the last man to call her that wound up with three broken fingers and short a few teeth. She would be pretty enough, with fine, almost delicate features and a noble cast, but her face is kept professionally blank and free of expression, which can be fairly off-putting. She dresses in practical black leathers, free of any insignia, and makes sure all the metal clasps on her clothes are made of tarnished silver so not to catch in the light, along with riding boots of soft leather. She stands with an easy grace, and subconsciously stands at attention when not moving. She is whipcord slender, though no one would ever call her waifish or willowy. Her muscles are like whipcords, though because she always wears long sleeves and mens' breeches, it can be hard to tell. She has sigil tattoos spiraling down her arms and legs, across her back and over her breastbone, but almost no one has seen them. She also has one long sigil running from the top of her brow down past her eye and cheekbone. Her one physical tic is slowly licking her lips, though it comes off more as hungry than seductive, and her grace and lithe movements have often had her compared to a cat. On the rare occasions when she does smile, it is incredibly unsettling and very nearly predatory. Most people think it's because of lack of practice.

Personality: Many who know of Olivia by reputation would paint her as sadistic, but that is not the case. She is simply incredibly professional, and while she may derive satisfaction from her work, she certainly doesn't derive any great pleasure from it. To her, merciless killing is a job, and it's a job to be done as efficiently as possible. Unlike many of the other hardened warriors who came out the other side of Ryder's rebellion, Olivia is completely sane and very rarely breaks her icy calm. She is taciturn to a fault, and when she does speak, it is often incredibly blunt. If there is something she does not like, she makes her displeasure known, and the few times she is inclined to be complimentary, it is no faint praise. Unshakable and scrupulous, Olivia would calmly discuss the best technique with which to flay a man the same way another woman would speak of the daily laundry. Despite her brusqueness, she is coolly polite and knows how to deal with customers and contractors, a hallmark of her noble upbringing, and she knows how to twist and manipulate people to suit her ends. Though she doesn't appear to be, she is ruthlessly opportunistic and will do just about anything to turn a profit or put herself ahead. She is not one to form personal relationships, and has been let down too many times in the past to consider starting now that the dust from the war has settled.

She has the ability to turn on any one of several variant personalities as well, a skill only honed by time she spent as part of a traveling theatrical troupe as part of a cover for an assignment. These other personas help her mingle into any society she happens to find herself. Her variant personas can be switched on and off at a whim and this, along with her penchant for disguise, can make her notoriously hard to find when she does not want to be found. This is particularly useful because she, unlike other assassins, maintains very few underworld contacts and oftentimes when her work takes her to unfamiliar locales, she must rely solely on her wits to keep her a step ahead of her mark. She also has something of a legendary tolerance for liquor, a skill she honed to wring as much information from loose-lipped barflies as she can.

History: Olivia was born into a noble family, the sixth child and fourth daughter. The Denarti family were nobles from Rodagand, cousins to the emperor by some convoluted bloodline, at least they were a few generations ago. They were disgraced when Olivia's father was young, and forced into exile after backing the wrong faction in a civil war. Her father was the only scion of the House to survive, so all of the family's wealth (that which was able to be transported out, but was still prodigious) went to him upon the death of his uncle. In his uncle's time, they used their wealth and relative prestige to establish themselves as a noble family in Halcyon, and it was into this that Olivia was born. Due to the circumstances of her birth, an accident really, the family did not have much use for her. Certainly, having another girl to marry off to secure an alliance with another family was useful, but it also meant a fourth dowry to pay and besides, it would be a show of good faith to their adopted homeland to send her off to a convent when she was of age.

Olivia wanted none of that, so she instead enlisted in the Military Academy as a cadet. Her first term was brutally hard, a solider's lot having very little in common with the life she had known to this point. But the alternative was too much for Olivia to bear, so she buckled down and gave it everything she had, soon working her way towards the top of the class. A latent talent for magic was discovered in her by one of her tutors, and she was able to enroll in several classes at the Magi Collegium as well. After graduating, her father used his influence to purchase her an officer's commission, and only two months after graduation she went to fight in a border squabble. After a year and a half of fighting in a handful of campaigns, she realized the utter banality of the military engagements being waged across the continent. None of it really mattered for anything. Who really gave a damn what lord owned which collection of dingy border plantations?

Once, when an enemy officer was attempting to besiege the fortification she and her troops were defending, Olivia stole out in the dead of the night and made her way through the enemy camp, killing the commander in his tent. As the force dissolved into a squabble over the chain of command, discipline began to fall apart, allowing Olivia's men to swoop down and dispose of them. She used these same methods in several more circumstances, eventually provoking the rumor that her particular magical talent involved her summoning demons to murder her enemies from afar. Olivia, naturally, did nothing to quell these rumors. As her number of victories grew, Olivia found she was quite good at the espionage game, managing to slip past however many guards her targets posted with a degree of ease, owing to her Accelerate. Eventually, she simply tired of the whole marching from place to place and deserted the army in the dead of the night, returning to the capital to sell her services as an assassin and bodyguard. After a few successful jobs for highly placed clients, she began to build a new reputation for herself. Her true skill was her discretion, the kills could almost never be traced back to her specifically, and when they could her patron would pay handsomely to keep their bodyguard out of the law's hands.

Unfortunately, at the outbreak of the rebellion, she found herself in the service of a lord who opposed Ryder, and who tasked her with hunting down those who supported the usurper and disposing of them. She didn't do it out of any particular malice, it was just part of the job and it payed well. When it became clear that Ryder was going to win, she turned on her master and killed him, but not before forcing him to make her the sole inheritor in his will. She then marshaled his army and informed them they were going to march on the army of House Denarti, currently on its way to join the host opposing Ryder. They would cut it off before it made contact. Many deserted, but many more stayed, either respecting Olivia's prowess as a warrior and military commander or fearing her reputation too much to leave. They embarked at the first opportunity and caught the Denarti legions off guard. Her force swept down on them, and Olivia found her two older brothers in the press and proceeded to, quite calmly, beat them to within an inch of their life with a pair of maces and her Accelerate power. She demanded control of House Denarti finances and of their military be turned over to her immediately, or she would kill them where they stood, slaughter any member of the army who did not defect to her side and then march on Denarti lands and kill her three sisters and their children until only she was the sole claimant to the name. Her brothers acquiesced, and she marched the remnants of her combined force to Ryder and gave them over to his command. Olivia had gone from being the unimportant, redundant daughter of a minor (albeit very wealthy) house to one of the most powerful and dangerous figures in the realm.

Ryder knew her by reputation, and had no choice but to clap her in irons for her numerous war crimes. He would have been well within his rights to have her executed on the spot, but to do so would have been to throw the realm into even greater turmoil. Instead he froze her assets and had her locked away until such time as things settled down and she could be dealt with. She was given a moderately comfortable cell in the capital dungeons, as was befitting a political prisoner of her rank, and it was there she awaited her trial. Or more accurately, for her newfound power and prestige to be divided up and then her summary execution. However, in the investigation into the full extent of her deeds, her file from the Academy was opened and examined fully, and it was there that Ryder learned about her exemplary magical abilities, and decided she was too powerful an asset with too useful a skill set to throw away so casually. Instead of execution, Olivia was offered the chance to go along with Valke on the quest to maintain the peace on Arcadia in exchange for a clean slate, full amnesty. Olivia would be able to retire to manage her estates as an incredibly wealthy woman. Olivia, ever the opportunist, took her chance to escape the executioner's block.

Abilities:
Enhancement- To compensate for her relative lack of physical strength, Olivia can use her magic to make her body far more powerful and efficient than normal. When using this, her strength increases to that of two men much larger than her, and she can run much more quickly and for greater distances, along with leaping higher and farther. The spell also enhances her hearing and sense of smell, and allows her to stave off exhaustion and the need for sleep and food. The working can be maintained for long periods of time with little to no ill effects on her until she dissolves the spell, at which time the fatigue she has been ignoring catches up to her. If she keeps it up for too long, it can incapacitate her for a number of days, leave her comatose or even kill her.
Metal strengthening: a basic combat spell taught to all members of the Magi Collegium used to strengthen their swords and armor. Olivia uses it to strengthen the integrity of her weapons, making them less liable to break in combat. She can also use the spell in reverse to weaken the enemy's weapon, however, if the enemy is using the same spell to strengthen their own blade then it would have no effect.
Accelerate: A particularly draining but powerful (and incredibly rare) spell that allows Olivia to speed up the flow of time around her, making her appear to the outside observer (if they can see her at all) to be moving impossibly fast. When Olivia does this, she moves roughly twelve times faster than normal, essentially rendering everything around her to a standstill. This allows her to effortlessly dodge enemy blows, pluck arrows from the air as easily as one would an apple from a branch, and deliver blunt trauma blows with tremendous force. This, coupled with her Enhancement, makes her an incredibly dangerous assailant. This being her greatest weapon, she has only confided the existence of this power to very few, and most of them are dead anyway. However, the cost in mana is tremendous and the physical toll even greater. Olivia can only maintain the spell for about fifteen to twenty seconds, her time, and using it repeatedly without proper rest will leave her violently ill.

Equipment:
-Dueling blade
-Two hatchets, weighted for throwing
-Myriad of knives of varying sizes
-Garrote
 

Crash & Charm

Back I guess
Name: Kaladin Goldsinger (Kal)
Age: 30-ish
Gender: Male
Class: Alchemist

Appearance:

He is freakishly tall and painfully thin. His body is strong and well muscled like a toothpick. Although he often wonders if his height blessing or a curse. Easily topping 6 feet, a red blotch usually marks his forehead because he hits his head on doorways a lot. Rarely finding time to comb his hair it usually is a tangled red mess. He always wears a clack cloak often with magical symbols embroidered on it. He wears soft shoes while in his lab but outside he wears heavy steel-toed boots. On his left wrist you will usually find a silver watch powered by magic with rune on the back. This watch works by a slight manna drain from the world around, it functions independently of all other actions. And in his right hand a clipboard, in his left hand a pen. He is left-handed. In the lad he usually works without gloves preferring to protect his hands with magic. He has a cool pair of fire retardant goggles that he almost never takes off.

Personality:
Paranoid and stubborn, Kal always closes the door and is always ready for an attack from every side. He even sleeps in a different room every night. If he even gets any sleep at all. He spends most nights in his lab working. He lives a very secluded life in part because of his work, and also because of his rough social skills. It doesn’t help that he’s a genus and spends more time reading than talking to people. He knows and has studied just about every topic he could get his hands on ranging from magic to mythical creatures. In his lab he makes spells. His whole life is devoted to magic and creating and inventing new types. That is part of the reason he tries to keep in good physical condition, certain spells are very physically taxing and could make him sick. He always spends part of his day at the dueling grounds outside the city. He is a decent practitioner of the blade, but he prefers to use other weapons. He is of the opinion that he is always right even when he’s not. As such he is slow to admit a miscalculation or mistake. He often needs to remind himself to step down from his high horse so to speak. In his youth he was humble, but now that he has grown his personality has changed. People that have known him for longer stretches of time have noticed this and often wonder if his younger self is still there hiding under the surface. His inflated opinion of himself is bolstered by the fact that he “invented and created many spells and things that are used every day.”

Alchemy is a great tradition in his family and he would do anything to continue to create his spells. He teaches magic classes to young children around the age of 8 because he believes magic should be taught to any who is able. Although he may often do kind and selfless things he is very selfish. Anything he does is done because it will help him in some way. For example, teaching young children magic will help him. His reasoning for that is “more magic means new ideas and spells and more for spells for me to learn, use, and make.

History:
Born to the Goldsinger family he grew up learning and spending all of his days being tutored by his father. In his early days, his schedule was broken up into studying and training. He would train with his older brother, learning how to use magic and how to fight and spar. He can use a variety of weapons with a good level of proficiently but his real skill is throwing things. Spears, hatchets, small explosive, knives, and pretty much anything else he can throw and use. After his father died he took up the lab and continued his fathers work. His father was looking for a way to pull mana from nonliving things such as metal. The whole process is very roundabout involving turning lead to gold and other such nonsense. The closest either of them had gotten to pull energy from nothing was the alomancy. The spell allows metal to be ingested and burned to produce mana. It is very specific however. The power has to be used right away and only specific metals and alloys can be used. In addition the power can only fuel one specific spell. For example, Steel can be ingested giving the ability to push on any metal at a distance. Erika recruited him as one of the first members to the crew. She knew that the team would need extra outside support. She also knew that having the best Alchemist in the kingdom would come in handy if they ever had a large-scale battle on their hands. Recruitment for Kal basically meant setting up shop somewhere else, with no need to worry about funding or money. He still teaches his magic classes so he takes advantage of his old lab quite frequently.

Abilities:
Safety spells- He protects himself from harm and danger using a set of spells. Including protection from heat, cold, acids, pressure, flesh wounds and oxygen starvation, although the spells are not infallible they are very useful.

Elemental magic, weapon sharpening/hardening (Refined the spell for the Collegium), house-keeping spells, physical enhancement, Trajectory control.

He can use many other spells but they are long and over complicated, the above ones are the ones he has on hand and can use regularly.

The crown jewel, He calls his spell alomancy. It allows you to push and pull on metal objects at a distance. He was in some debt. So he had to sell it, but if he could get a hold of the spell again he could replicate it.

Equipment:
-His watch
-A set of small explosives action as pressure bombs He has had intensive training and can throw with astounding accuracy, even without the use of magic.
-fire retardant goggles.
-A staff with a mana storing device, mounted in the form of an orb on the top.
 
Last edited:

Kamotz

God of Monsters
@ Crash and Charm: I like the character, but the grammar and overall sentence structure needs a bit of cleaning up. I'd also like a bit more detail in terms of personality and history.
 

Crash & Charm

Back I guess
I made the necessary changes...I finally decided to start using Word again. I noticed many problems and I think I have made great strides towards repairing them.
 

Kamotz

God of Monsters
@ Crash & Charm: ok, much better. you're accepted.
 

Kamotz

God of Monsters
Magic is classified by type:

Abjuration: the power to protect and heal
Conjuration: the power to transport living and nonliving things.
Divination: the power to gain information.
Enchantment: the power to influence the mind and emotions.
Evocation: the power to control forces of nature and reality for a variety of effects.
Illusions: the power to create illusions.
Necromancy: the power to manipulate the forces of Death.
Transmutation: the power to transform living or nonliving things.

Below are further explanations on some of the more common forms of magic I'm expecting us to use.

Elemental Magic (Evocation):
Elemental magic calls upon the power of the elements for offensive purposes. Elemental magic consists of the four Prime Elements - Air, Water, Earth, and Fire - as well as more advanced elements that often derive from a combination of two or more Primes - Wood, Ice, Steam, Metal, Magma, Lightning, etc. Elemental magic is usually the easiest offensive-type magic to summon, and is usually done so by reciting an invocation to a higher spirit of that element (examples: "I offer up this contract to the Spirit of the Endless Sky" - to create a wind spell. "What I seek is the Fire Within" - to create a fire spell). Each school and style of magic has its own styles of invocation that are usually consistent across its various spell types.

Light/Darkness Magic (Evocation):
Light and Darkness magic exist as two halves of the same coin - one does not exist without the other. They are complementary but clashing entities. Their abilities are usually more nuanced than the generally more straightforward Elemental magic. Both can be used to create illusions and deceptions, solidify into weapons/constructs, and allow for ease of movement. Because this magic is more nuanced, the invocation spells are more intricate (examples: "I implore the Gods Above, to bestow thy servant with the Piercing Light that Drives Away the Darkness" - to create a light spell. "I invoke the name of the Beast Beneath the Mountain, to grant me the Voice of the Void" - to create a darkness spell).

Defensive Magic (Abjuration):
These are simple but effective spells that help defend against either physical or magic-based attacks. While the spell itself consumes very little energy, its prolonged use will quickly cause its caster to tire. The energy consumed is proportional to the energy withstood. Also included in this category is Healing magic.
 

Kamotz

God of Monsters
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