• Hi all. We have had reports of member's signatures being edited to include malicious content. You can rest assured this wasn't done by staff and we can find no indication that the forums themselves have been compromised.

    However, remember to keep your passwords secure. If you use similar logins on multiple sites, people and even bots may be able to access your account.

    We always recommend using unique passwords and enable two-factor authentication if possible. Make sure you are secure.
  • Be sure to join the discussion on our discord at: Discord.gg/serebii
  • If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders

Soul Sacrifice (Sign-ups)

TheSequelReturns

Faithful Crusader
~ Soul Sacrifice ~

A Dark-Fantasy RP

=====

"Magic always comes with a price."

One single rule has defined the world since time immemorial. To gain, one must also lose. But is there a price too great to pay?

There exists in this world powerful natural magic. It is instilled in everything from the raw natural elements to the living creatures of the lands to the race known as mankind. This magic is neither good nor evil, it simply is. It flows as it wishes to, shaping the land with each use and leaving its twisted scars on the very fabric of reality. Magic makes impossible things commonplace. But all magic comes with a price to pay, and for every spell of healing there is one of destruction. For every good sorcerer, there is a sinister monster. Every clash warping the world farther and farther into madness.

Some places in this world have seen more magical horrors than any others, and have been warped beyond all sense of reason or normalcy. Some of these cursed places are old battlegrounds, others the site of a wish gone wrong or the birthplace of a powerful evil. Regardless of origin, each and every one is cursed and twisted in some way. And all are avoided and feared.

Magic always leaves a mark. This is the tale of what happens to this world when the magic has run amok for too long, and what price they are willing to pay in return.


~ The Romalus and the Druids ~

At the advent of magic, humans were divided into two races. The Druids could use magic to reshape the world around them to their liking. Their power quickly swelled as they created the art of sorcery to study and wield this power. The Romalus however could not use magic and could never become sorcerers.

The Druids came to think they were far superior to the magic-less Romalus. In return the Romalus began to fear the Druid’s unknowable power. War soon erupted between the two peoples. The war scarred the land with overflowing magic leaving impossible landscapes and countless deaths in its wake. But it also revealed a new danger.

When a human gives into desperation, when their dark desires consume their mind, when they tap too greedily into magic or lose control and let it overflow through them, they lose themselves to the power. The energies warp and twist their bodies into horrific monsters, twisted shades of the worst of human desires. The war spawned many such monsters, dubbed Archfiends, which wreaked havoc on both sides.

With the threat of the monsters looming, the Romalus became more determined than ever. They outnumbered the Druids and they took advantage of the fact that sorcerers were much more likely to become monsters. Eventually, the Romalus claimed victory and dominion over the Druids. However, they allowed the remaining Druids their freedom if they would deal with the monsters, and swear fealty to the Romalus. Such was the end of the war.

Since those days, Archfiends have become more and more of a problem. Even a Romalus, who can’t use magic normally, could become an Archfiend if they were mauled by one and survived, the curse infecting them and spawning a new Archfiend. What's worse, the animals who could survive the magic of the war began to be twisted and warped as well, turning into Foul Creatures themselves. To combat this threat, the strongest Druid sorcerers formed Avalon, an organization dedicated to the extermination of all monsters.

700 years later, our tale begins...


~ The Chalice & The Archfiends ~

All of the tales of new types of Archfiends appearing during and after the war all share one thing in common. Each seemed to involve a mysterious object known as The Chalice.

This object was said to have the power to grant any wish, for an appropriate price. Looking for it was said to be a futile effort as well, as The Chalice was said to appear and disappear of its own will and to only appear before the most truly desperate humans. Humans who would give anything, pay any price, to have their desire granted.

This seems to be the only recorded appearances of the Chalice. A specter haunting the fringes of every tale of misery in the land. The Chalice’s origins are unknown, its true appearance is unknown, and its purpose is unknown. All that is known, is that when a human’s selfish desire overtakes them completely, the Chalice is never far away. Always with an offer they can’t refuse. A wish to cure their sorrow.

However, each time The Chalice granted a wish, the recipient seemed to transform into a new species of Archfiend, a monster born of some singular dark desire. No matter the wish granted, it always ended the same way. Let that serve as a warning for those tempted by The Chalice's power.

At the core of this story is an inescapable truth. All Archfiends, no matter how twisted or vile, were once human. And when an Archfiend is defeated, the magic wavers and the monster’s human form is revealed. At that point, a terrible choice awaits the victorious sorcerer. Sacrifice the human to end the threat and grow their own power, or Save the human and cleanse them of the magic curse knowing that they could easily succumb and transform once again.


~ Sorcery and Magic ~

All magic comes with a price, from the largest to the smallest. And the greater the magic, the greater the price. For truly powerful magic, the price may be too high to bear.

All sorcery is performed by making an offering of some object. Offerings to perform magic are wide and varied and can be just about anything from stones to plants to animal parts to living beings. All things possess magic within them, the Sorcerer is simply tapping into it. But these resources are not unlimited, and every offering has a limited number of uses before it is used up and reduced to dust.

Because the type of magic used depends on the offering it is important for Sorcerers to always have many types of offerings on them. Likewise, a sorcerer can renew the magic in his offerings by draining it from something else, though once an offering has been used up and turns to dust it is gone forever. And even to refill an offering, the price is usually the life of a lesser creature or plant.

In addition, there is a much more potent magic that can be obtained for a drastic price. These "Black Rites" can only be performed by sacrificing a part of the sorcerers own body to enact the spell. These "offerings" are permanently lost, an eternal scar marring the sorcerer.

A sorcerer who has faced powerful Archfiends and lived to tell the tale often bears the scars of his conquests, and it is not uncommon to find sorcerers missing eyes, limbs, or even bones and organs. A Black Rite can also be performed by sacrificing a still living sorcerer, a common fate when a partner suffers a mortal wound in combat.

There exists a more peaceful way as well. Though many sorcerers of Avalon prefer to sacrifice lesser creatures and dying comrades to claim victory, magic can also be used to heal. While healing others does not release powerful magics like sacrificing does, it does release life energy that can revitalize the caster and cleanse the buildup of dark magic. It can even return Foul Creatures and Archfiends to normal.


~ The Factions & The Right Arm ~

Magic and the choices of how it is wielded leave lasting marks on sorcerers. A sorcerer’s right arm will change and warp as the user sacrifices or saves others.

Sacrificing stores the victim’s souls in the sorcerer’s right arm, granting them power but corrupting the arm into a dark reflection of its owner’s sins. Saving stores a portion of the healed being’s life essence in the right arm, increasing a sorcerer’s recovery and stamina as their arm glows with inner light.

Perhaps because these two paths are so opposed and yet so visible, they carry very strong ideals at their core and factions have arisen who hold tightly to their chosen path. They are:

Avalon: A powerful organization lawfully established by the Romulus King. This group is fiercely dedicated to eradicating every last Foul Creature and Archfiend by any means necessary. And their preferred method is to sacrifice any and all. To save a human who became an Archfiend is absolutely forbidden to them. Doing so increases their own power but curses them with a heavy burden. For the stronger a sorcerer becomes, and the more souls they collect in their arms, the greater the risk of them turning into an Archfiend themselves. This is an acceptable risk for them, their bodies, lives, and souls a small price to pay to rid the world of monsters.

Black Rites are not only common among their number, but training is done in pairs and only when a sorcerer sacrifices their partner can they "graduate" and become full-fledged members. Avalon is ruled by "The Magistrate" an unnamed, but ancient sorcerer said to be a survivor of the war 700 years ago.

Sanctuarium: An organization hidden in the shadows and devoted to saving as many lives as possible. Sorcerers of the Sanctuarium are duty bound to save as many creatures and Archfiends as they can. Naturally, this puts them at constant odds with Avalon, who have Sanctuarium’s leadership on their most wanted board.

Because of Avalon’s constant presence, many of Sanctuarium’s sorcerers are former Archfiends themselves doing what they can to return the favor of sparing their lives. Because these sorcerer’s gather life essence in their right arms instead of human souls, they are at no risk of turning into Archfiends themselves and have stamina and recovery far beyond the norm. Black Rites are strictly forbidden and punishable by exile. Their leader, Lenixion, is so well hidden than even most of their own faction have never seen him/her.

Grim: Less an organization and more a loose gathering of like-minded individuals, Grim believes that balance should rule all things. The sorcerers of Grim reject the dogmatic beliefs of the other two factions and instead seek to remain as harmonious as possible. This means sacrificing and saving in equal measure. Some of their number pick and choose when to do either. Others choose to randomize their magic at the crucial moment, letting “fate” decide if the target lives or dies. This balance leaves their right arms in a state of flux, every corruption cleansed in turn. This means their arms bear no obvious markings of their experience, making even the most experienced sorcerers of Grim almost indistinguishable from a rookie.

Grim has no headquarters, their members instead roaming the land seeking out new recruits and targets. Black Rites are uncommon among them, but every sorcerer of Grim chooses their own path. Their leader, a red hood wearing woman named Similia, has made a habit of appearing and vanishing like the wind.


~ Your Role & the Sign-Up Form ~

You are a Druid sorcerer. Perhaps you are a new recruit in Avalon, your first partner’s blood fresh on your hands and their soul burning in your right arm. Perhaps you are a grizzled veteran of Sanctuarium, dedicated to saving lives and fighting the corruption. You might even be a member of Grim or a free agent who has turned their back on all three factions.

Regardless of your origins, your quest is only just beginning. The Archfiends have been in decline lately, due to Avalon’s successes and hunting Archfiends for profit has made the factions wealthy and influential. But rumors are starting to circulate of new, powerful Archfiends rising up from the wastelands. Of hordes of Foul Creatures where once there were none. And perhaps, most foreboding of all, are the rumors of the Chalice.

Fearing that a new surge in monster activity is imminent, the factions dispatch their sorcerers to the forbidden lands, the barren wastes that bear the worst scars of the war, to confirm if the rumors are true. You are one of them. And your mission is about to go very, very wrong.


Name: First and Last along with any titles, nicknames, aliases, etc.

Gender:

Age:

Faction: Avalon, Sanctuarium, Grim, or None. This will affect the status of your Right Arm as well as your tendencies to sacrifice or save. You can go against your assigned faction’s beliefs (and you can also change factions in-game) but there will be consequences.

Appearance: You have some freedom here. Technology level is around the same as Medieval times, so keep that in mind. Magic also makes outlandish outfits, glowing tattoos, and other oddities acceptable. Also include how your use of magic has shaped your right arm. Sacrificing builds up souls and curses in the arm, making it look more and more twisted and monstrous. Saving builds up life essence and blessings in the arm and makes it look more ethereal and heavenly. Balancing both keeps your arm looking entirely or mostly normal/neutral, though sorcerers who were once Archfiends may bear permanent marks. Particularly developed transformations can mar the arm all the way up to the shoulder, neck, even parts of the face.

Personality: You know what to do here.

History: Not asking for much here. A paragraph or two, just enough to let me know where your character is coming from and/or their history with their faction. Remember that your character is a Druid. You were born with magic in a world where magic is feared.

Preferred Magic: What’s your magical style? Elemental attacks? Creating weapons from your offerings? Buffs and debuffs? Poisons and status effects? Healing and protection? You have a good bit of freedom here. Also list a few examples of the offerings you use for your spells. These are the natural resources that you must sacrifice to use magic and can be any sort of naturally occurring thing. Examples might be special stones for earth spells, toxic flowers for poison spells, or feathers for agility spells. Again, you have a lot of freedom to be creative here. You are not limited to these abilities, but your spells are limited to the offerings you carry or find. A good rule of thumb is the rarer or more "special" the offering, the stronger the magical effect produced. Living things also produce stronger magics than dead or non-living things.

Other: Anything that doesn’t fit somewhere else.
 
Last edited:

Solsabre

The Reforged Soul
Okay, done!

Name: Bjorne Kjarr The Scarred

Gender: Male

Age: 34

Faction: Grim

Appearance: Heavily muscular and scarred, Bjorne is a giant and imposing man of unusual size and strength, standing at a height of 6 ft. 10 in. He has a very wild appearance with his fur/leather clothing. His hair is light blonde in color, long, curly, and unkempt which he keeps tied back in a knot or with twine if it’s handy. Two simple braids are weaved on the right side of his face. His beard is kept short with a rough cut. Deep set eyes peer out with a brilliant blue and prominent irises.

All his clothing is made from the hides of forest animals he’s hunted. On his upper body, Bjorne wears a sleeveless open front leather vest, allowing his arms maximum movement for swinging his ax. The vest neckline and sleeve openings are lined with wolf hair. His legs are covered with leather breeches tanned from deer hides and moccasins on his feet to help muffle his footsteps in the forest. While traveling, he wears a cloak taken from the hide of a large grizzly bear with the hood comprised of the bear’s head, creating the first impression most individuals have of Bjorne being more bear than man.

On any exposed skin, scars are visible. A notable scar are four claw marks starting high on his left cheek and running down to the underside of his jaw and neck. A set of bite marks are hidden under his vest on his right shoulder from a particular viscous encounter with a wolf-like creature. Varies other claw marks from wildlife and Foul Creature encounters decorate his back, front, and sides. The cursed mark of his Turning into an Archfiend is the grisly scar running down the length of his right arm from where an Archfiend injured him as a teenager.

Facial References
https://i.pinimg.com/736x/5c/8b/77/5c8b770bc971c0ed20acf2d7fd5ab2bb.jpg
https://i.pinimg.com/736x/c1/d1/fe/c1d1feda0170c761513567fe85e699c5.jpg

Body and clothing references

http://www.badassoftheweek.com/stamfordbridge2.jpg
https://i.pinimg.com/736x/22/36/b3/2236b36e0aad9f28178959392d510f4c--viking-art-viking-warrior.jpg
http://www.badassoftheweek.com/stamfordbridge.jpg





Personality: The imposing and frightening stature of Bjorne is at odds with his gentle and quiet nature. Soft-spoken, he is not quick to anger and actually takes quite a bit to evoke a strong negative reaction from him. Due to much of the hostility he has experience in his life, he’s quite reserved around new people (except children) and slow to open up. He’d rather seek companionship from animals, rather than humans. He is also kind and caring. It is not unusual for him to find injured wildlife and nurse them back to health if it has a good chance of recovering, however, he’ll dish out a mercy kill to end an animal’s suffering.

The woodcutter has a deep respect for all life. An extremely skilled hunter, he takes only what he needs to live, survive, and to do healings. When he hunts or kills in self-defence, Bjorne recites a short prayer of peace for the life departing. However, that doesn’t mean Bjorne won’t defend himself or others around him in order to survive and live. The woodcutter understands the harsh circle of survival in nature, though the magic running amok has twisted much of the natural cycle, but where there is life taken, life will be given.

As a Druid, Bjorne operates as an agent of Grim. Having been raised by a Grim Druid and living in the wilderness, Bjorne shared the belief of Balance in all things. Since he had suffered the fate of becoming an Archfiend as a teenager, Bjorne will search out Archfiends terrorizing the villages he happens to travel through. He always chooses to save Romalus humans or wild animals cursed into an Archfiend or Foul Creature form. Others, he would choose depending on the situation.

Bjorne wishes only to live a quiet and content life alongside the handful of families who have accepted him for who he is and keep his village clear of cursed creatures and humans. He prefers to keep to himself and not get involved with the affairs of Avalon and Sanctuarium. However, if trouble arises in his presence the giant will generally not remain a spectator.

Bjorne comes across rather stoic with facial expressions. Often times people might mistake him for being a simpleton as he doesn’t openly react to insults. He is more likely to react or express with overall body language to convene emotion. He does not smile as most humans do, for to bare the white of one’s teeth is a sign of aggressive in the animal world. Rather, he’ll curl the corners of his lips upward slightly and express his merriment with his eyes. He also cares deeply for children and is quite protective of them. He has a rarely hear rich and deep laugh.

History: Bjorne was an abandoned child left on a mountain side, found by a powerful Grim Druid, Rhodena. He was a stout child, growing healthy, strong and quite burly from a hard and demanding life in the wilderness. At one point in his childhood, Rhodena discovered druidic blood coursed through Bjorne’s veins. So from her, he learned the ways of wild animals and the natural cycle. To give life, is to take life. A creature must die to feed another animal or being to live. Living so close to the land and its wildlife, Bjorne witnessed both Mother Nature’s beauty and unforgiving nature of survival.

But Bjorne’s beloved wilderness was festering with Archfiends and Foul Creatures running amok in the forests and mountains, tainting the fauna and waters. At 18, Bjorne was out gathering materials for his mother’s offering, when he encountered an Archfiend. His own druidic powers weren’t yet developed to the point to fight off the fiend on his own, so he tried fleeing. But the ArchFiend was fast and Bjorne had no choice but to fight with his own physical strength and limited abilities.

The fight was short and brutal, when Rhodena rushed to aid her son in defeating the Archfiend and choosing to sacrifice the human sorceror within. However, Bjorne sustained a terrible wound going the length of his right arm. Sick with dizziness, Bjorne lost control of his senses and a terrible pain overcame him as he felt his body tear apart. Rhodena starred on in horror as her son transformed into a monstrous Archfiend as well. Desperate to save her son, Rhodena preformed a Black Rite. Using the power she’d gained from the previous fight and a sacrifice of her own, she purged Bjorne of the corrupt magic. Bjorne collapsed from the ritual returned to normal, except for the grisly scar running down his right arm. Where he had been wounded from the Archfiend.

When he returned to consciousness, Bjorne was disoriented and confused of his surroundings. Only when he found his adoptive mother next to him, did Bjorne realized the sacrifice Rhodena made to restore him and save his life. To fully purge the corrupt magic, Rhodena sacrificed her vitality, compromising her immune system. Now, deathly sick and quite fragile, the older druid knew her days were numbered. With her remaining time, she instructed Bjorne on all her herblore, wood craft, and how to cast offerings to save or sacrifice.

In the years following, Bjorne traveled throughout the world alone, making a simple living as a woodcutter. His only companion typically a wolf-dog hybrid named Timber. (He’s had a few of these over the years) Often he was treated with fear and ostracized by townsfolk. His giant and wild appearance usually left people afraid of him on first impressions. Only through patience and opportunity was Bjorne able to win over the hearts of the villagers of Aynor after defeating a horde of Foul Creatures. His abilities as a druid became known locally and often the task of dealing with Archfiends fell to him. His animal companion, Timber, usually assisted him in tracking down the Archfiends. Often times, the bolder villagers would request Bjorne to act as an escort for a hunting parties or trading caravans through dangerous lands.

One day, a strange cloaked fellow came to Aynor searching for Bjorne. Warily, Bjorne accepted an audience with the man. The fellow introduced himself as a member of the Grim Druids and asked Bjorne to join them upon learning his reputation. Remembering that his mother had been a Grim Druid, Bjorne reluctantly but eventually to join their group as he had few allies outside Aynor and they were of like mindset.

Content with his quiet life in Aynor, Bjorne finally receives a summons from the leader of Grim. He must travel to the forbidden wastelands, where rumors of new and powerful Archfiends have appeared.



Preferred Magic:
Wild Magic: Animal Tokens to enhance his physical abilities. Bjorne collects these tokens from the animals he hunts or finds. Nothing gets wasted.
Rabbit feet- jumping.
Deer hooves - speed/agility
Owl skulls - either superior hearing or night vision
Fish/Reptile skins - layered on the inside of his hide clothing to become temporary armor, when casted.
Bat skulls - ability to produce a ear-piercing shriek or use echo-location.
Grizzly Bear Cloak - An item used sparingly to become vaguely bearlike and acquire greater strength. Bjorne remains humaniod, but thick brown fur covers his body and fangs and claws form on his face and hands. And his body becomes burlier and thicker.
(Just a few examples of the animal tokens, Bjorne might used for a battle. Some of rarer than others and some he might only used if he’s in the right habitat to locate them.)

Double-bladed Axe - Bjorne’s primary weapon, he keeps a small diamond hidden in the shaft of his Axe to create an skull-cleaving blade with the same hardness of a diamond. Should the diamond turn to ash after extended usage, he will temporarily use refined nuggets of metal until he can procure a new gem.

Healing Magic
Bjorne will keep dried out plants with healing properties to help accelerate healing or counter poisons, but he must drained life energy from living plants to charge the dried specimens. This method tends to cut down the cost needed for life essence.

Performing a true healing (or more brute-force method) for more grievous injuries, Bjorne will kill a nearby animal and drawn the life essence while it’s heart still beats. However, there is usually a short-window of opportunity for Bjorne to do this, either before the injured human passes away or draining the life essence in the few precious minutes after mortally wounding a lesser creature. Depending on the animal available, Bjorne might only be able to partial heal an injury. Since a small squirrel or rabbit might only lessen a deep cut. An animal the size of a deer would go much further. On rare occasions, Bjorne has sacrificed his animal companion in a desperate attempt to save a dying child.

Other: Also carries a small bow, but used mostly for hunting purposes
 

Hydrangea

Just a creature
Staff member
Moderator
I shouldn’t... but I want to.

Sign me the heck up. I’ll work on my su when I get home

EDIT: Home! Working on SU, here's a WIP

Name: Margaret "Mae" Holland

Gender: Female

Age: 26

Faction: Avalon

Appearance:
HuUZEvx.png


Personality: You know what to do here.

History: Not asking for much here. A paragraph or two, just enough to let me know where your character is coming from and/or their history with their faction. Remember that your character is a Druid. You were born with magic in a world where magic is feared.

Preferred Magic: What’s your magical style? Elemental attacks? Creating weapons from your offerings? Buffs and debuffs? Poisons and status effects? Healing and protection? You have a good bit of freedom here. Also list a few examples of the offerings you use for your spells. These are the natural resources that you must sacrifice to use magic and can be any sort of naturally occurring thing. Examples might be special stones for earth spells, toxic flowers for poison spells, or feathers for agility spells. Again, you have a lot of freedom to be creative here. You are not limited to these abilities, but your spells are limited to the offerings you carry or find. A good rule of thumb is the rarer or more "special" the offering, the stronger the magical effect produced. Living things also produce stronger magics than dead or non-living things.

Other: Anything that doesn’t fit somewhere else.
 
Last edited:

Andydemon

Nanomachines, Son!
Name: Kitai Hayashi AKA Kitai the Fox, or simply The Fox

Gender: Male

Age: 16

Faction: Sanctuarium

Appearance: Kitai stands at roughly 5 feet. His skins is a pale white complexion, he has short golden blonde hair, and his eyes are sky blue. He also has fox-like ears covered in fur with the same color as his hair with white fur on the inside. In addition to the ears he also has nine long bushy fox tails with white fur on the tips of each one while the rest of it is predominantly gold.

Kitai’s clothes are designed with a Japanese style to them. He wears a black shirt with a light leather chest piece over it for some protection without hindering his movements, and a black hakama with a large hole in the back for his tails to slip through. He also wears a white haori that covers him down to just below his knees and white socks with wooden sandals on his feet. The haori has a hood with holes in it for his ears, long sleeves that go so far as to nearly cover his hands and another hole in the back for his tails. He wears a sash around his waist in which he keeps a hunting knife.

Having practiced healing for several years after being saved by Sanctuarium, Kitai's right arm glows with heavenly light. He also carries around a staff with a loop at the top from which he hangs many paper talismans he uses as offerings for his magic. He keeps a bag on him at all times to keep more improvised offerings should he ever need them.

Personality: Kitai is a gentle, yet timid individual. He can be oblivious and naive at times, but not to the point where he can be completely manipulated. Even though he’s a child and hates being alone, he’s not overly dependent on others as he is able to take care of himself.

Kitai starts off nervous when talking to someone for the first time, and how long it takes for him to open up to others varies from person to person. He opens up quickly to those he considers nice while doing his best to avoid those he considers scary. Despite his timid nature, he’s willing to approach others and speak up when he absolutely needs to. He also tends to be very curious, often eavesdropping on conversations or watching some kind of commotion that interests him from a hiding place, be it behind a wall or tree or on a rooftop. Once he’s made a friend he’ll try to spend as much time around them as possible and around complete strangers he’ll either hide until they prove to not be dangerous, or try to run if they prove hostile.

History: Kitai was born in a village hidden deep in the forests, this village consisted mainly of druids that went into hiding during the war and have lived in absolute secrecy since then. This village practiced a unique style of magic, involving the use of paper talismans imbued with magic as offerings. Early in his life, his parents seemingly went out hunting and never came back, leaving Kitai and his little sister, Hikari to be taken care of by the villagers.

One day, however, Hikari became afflicted by a serious illness, one that was considered unavoidably fatal and couldn't be cured even by the villages best healers. The closer she drew to death, the more desperate Kitai became in his desire to see his sister brought back to health, as she was all he had left after his parents disappeared and losing her would mean he'd have nothing left. It wasn't until she was moments away from dying that Kitai's desperation was at its peak, and he stated out loud that he would give anything to see his sister well again. It was at that moment that Hikari's illness was inexplicably cured, leaving Kitai confused but ultimately thankful to see his sister had gotten better like he wanted. The relief he felt was short lived however, as Kitai suddenly felt an overwhelming pain, with the last thing he can remember being himself storming out of his home and into the forests away from the village in agony. It was at this point that Kitai became an Archfiend taking the form of a black nine-tailed fox, which terrorized the forests and those that traveled within it for some time before getting the attention of the outside world and the three druid factions.

Luckily for Kitai, he was found and cleansed by the druids of Sanctuarium, but his transformation into an Archfiend left his body permanently changed in such a way that he retained his fox-like ears and nine tails, albeit in his natural hair color. Believing he couldn't go back to his home in such a state, Kitai checked on his sister one last time to see she was still alive and well before saying his goodbye to her in the form of a letter he left on her bedside as she slept one night, telling her he was alright but couldn't be with her any longer. Leaving his old home behind, Kitai joined Sanctuarium and adopted their ways of saving those like him out of gratitude. As his reputation grew over the next several years, his appearance has lead him to become known as The Fox by Avalon, who regards him as a wanted fugitive for said appearance and involvement with Sanctuarium, and Grim, who have extended invitations for him to join several times, which he has refused each of them due the debt of gratitude he owes his saviors.

Preferred Magic:


Talisman Magic: Adopting the practices of his home village, Kitai uses an array of magic imbued paper talismans hanging from the top of his staff as offerings for his spells. Their uses range from conjuring fire, ice, and lightning, being applied to wounds to make them heal faster or be used to cure certain illnesses, create shields, ect. Kitai can increase the potency of his magic by using more than one talisman at a time, the greater the magic, the more talismans he will have to use, and he can create more by gathering and sacrificing various other offerings and shaping them into newly formed talismans.

Other:
As mentioned before, he is considered a wanted fugitive by Avalon, and a potential recruit by Grim.
 
Last edited:

Tearen the Absol

Carpe Noctem
Name: Doctor Azif Alhazred

Gender: Male

Age: 36

Faction: Avalon

Appearance: Azif is a stout, swarthy man who is starting to get on in years. He has a deeply brown complexion, with a distinctly Arabian cast. Hard laugh lines are etched into his features, at least those as can be discerned through his thick black beard. His head is shaved regularly, and he has ornate arabesques and ornamentation tattooed into his scalp, though it has faded to a deep olive-blue color from its original black. His eyes flicker with an intense curiosity, and combined with his slightly pudgy form, would make for a rather jovial looking man if not for his grim trappings.

Being a doctor, Azif is constantly clad in heavy, wax-laced black robes worn over a bleached cotton tunic and simple brown breeches. He is often in possession of a long-beaked crow mask with lensed goggles, though he only wears this if he predicts being in the presence of Archfiends or those afflicted in such manners. He does, however, love his wide-brimmed hat, which is feathered with an inked pheasant's tail and festooned with many trinkets and jingling baubles. His clothes smell heavily of incense and old blood, and to top off his look, he always tends to carry a long, narrow examination cane wrought of solid iron. In addition, Azif carries with him a heavy brown leather bag full of apothecary supplies, medicinal tools, and magical offerings.

When at home or relaxing, Azif tends to wear a pair of dark red pantaloons, an orange vest and a pair of tight-fitting spectacles. It is when he is in these unguarded settings that the horror of his right arm becomes more apparent; it is a twisted, black, pulsating thing that only mockingly resembles that of a human extremity. It winds and twists in on itself in ways that outwardly appear agonizing, as if wound from several cords of flesh that threaten to snap at any moment, terminating in a sudden splaying of ebony flesh into an approximation of his right hand. It audibly creaks and snaps when he moves it, and seems to ooze with a slight wetness as well.

Personality: Azif does his best to maintain an amiable bedside manner, not just in his practice, but also in everyday life. After all, so many people in this world might be secretly grieving or hurting from the loss of a loved one, he considers it best just to show as much outward compassion as possible at all times. Warm, soothing and soft-spoken, Azif goes out of his way to listen and mend the hurts he encounters around him, not just out of a sense of duty, but out of genuine concern for his fellow man.

First and foremost, Doctor Alhazred is a healer, but only to those who wish to be saved. To those who wish to take half-measures or easy paths to well-being, he is aloof and uncaring. While he is swift to forgive and aid those who recant their reluctance to give themselves over to the tender mercies of his medical practice, those who continually spurn his offered help with most quickly gain his ire. Granted, even his anger is soft and distant, manifesting more as a quiet nonchalance rather than a heated sense of vindication.

He is mostly pragmatic, but not above creature comforts when they would not impede on work. It should be noted that, despite his best efforts, most people still find Azif to be a bit...off in a hard to define way. Though his mannerisms and words are pleasant and caring enough, it is hard to believe that there is not some darker, broader motivation to every one of his calculated actions, especially considering his tendency to take magical catalysts from foregone or dead patients.

History: (WIP)
Azif Alhazred spent his life far away from the troubles of the Druids and Romulus in a sandy, castelated semi-tropical paradise. He was a wealthy merchant's son, and as such, was exposed to exotic cultures and books from a very young age. As he grew older, he shied away from the life of a merchant and became a wandering scribe. It was during these adventures that he discovered his natural aptitude for magic, and subsequently mapped out a long family bloodline that had origins in the land of the Druids.

Azif gradually made his way north, and upon coming to his ancestral homeland, found it rife with pestilence and squalor. The suffering inspired Azif to try and become someone who could do something about that . He headed home for a short time, learning the extent of medical practice and the magical supplementation for standard practice of the day. He took his Hippocratic mission back North to the Druids, and spent many long years learning the extent of his craft. During that time, he developed a unique technique of creating necromantic prosthetics from the patient's own flesh and blood. This was usually in high demand, since the standard treatment for signs of Archfiend transformation was to amputate the altered limb in question. Having done his fair share of these procedures, Azif only considered it sensible to find an arcane solution.

Indeed, as time went on, Doctor Alhazred came to see Archfiends and their afflictions as another form of disease that had to be cured. Given that the fiends themselves were vectors for transmission, killing the fiends seemed like the natural way to combat the plague of magical maladies. Azif knows all too well that Archfiends were once humans, having 'treated' many of them who were half way gone, and regrets the need to kill him. Doctor Alhazred came to the unfortunate conclusion that extermination is the best method to remedy this plague, and has since hired his medical services to Avalon to help combat this epidemic directly.

Preferred Magic:

White Necromancy

While Azif is certainly capable of raising dead bodies to fight for him, he considers such magic to be distasteful and banal. Instead, Azif sees great potential within the Necromantic arts to act as a supplement for modern medical practices. While he trusts genuine medicine more than magical healing, there are certain problems that a mastery over dead flesh can solve, such as reanimating dead organs within someone's body, or even grafting entire limbs from one person to another. The best part is that the blood, bone and tissue that are usually removed to make room for these procedures can often be used as a magical catalyst to provide the initial spark for the magical properties. After that, patients simply need to keep offering human or animal blood to power their grafts and prosthetics to keep them active. A true breakthrough, if Azif dares say so.

Of course, Necromancy can be inflicted to deadly effect against would-be enemies of the doctor. Enfeebling rays of entropy and sickness can be sent hurtling towards ne'erdowells at the expense of a few carven bone fragments or grams of human tissue, often harvested from patients and preserved with additional Necromantic rites.

Apothecary

On a slightly less flashy note, Azif is also highly trained in the art of potion and salve brewing. He finds it relaxing to walk the land, harvesting unique ingredients to grind, blend, boil, purify and distill into concoctions to achieve a wide array of beneficial effects. Many of these are simple balms or lotions to help fight infection or acute pain, but Azif can also put together interesting mixtures that produce smoke screens, sticky nets of goo, slippery oils, or even acidic compounds. This takes quite a bit of time and effort, of course, but Doctor Alhazred is always eager to make plenty of preparation in any undertaking.


Other: Medieval doctor, with all the freaky medical practices thereto.
 
Last edited:

TheSequelReturns

Faithful Crusader
@Solsabre: Approved.

@Andydemon: Approved on one condition. Hes a bit young to have that many active years of monster hunting under his belt. Add a few years and you'll be good to go.

WIPs noted.

I'll be happy to answer any and all questions by whatever means you prefer to ask them.
 
Top