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 An Elegy of Magic

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NineTailedTrickster

NineTailedTrickster

Posts : 326
Join date : 2014-08-22
Age : 24
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An Elegy of Magic Empty
PostSubject: An Elegy of Magic   An Elegy of Magic I_icon_minitimeFri Aug 22, 2014 12:29 am

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An Elegy of Magic An_elegy_of_magic_logo_by_ninetailedtrickster-d7wh5fs

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The Legend...

In an age so long past that not even Elves remember it, the mortals of Erasol lived in peace amidst each other, and love blanketed the land like a sheet on a bed.
It was the golden age for mortalkind, an age where Lambent, the creator of the world, walked among his creations.
In an age so long past that not even Elves remember it, the mortals of Erasol sinned against their creator, as Umbra, a creature of hatred and evil, spread across the world, whispering lies into the ears of the people.

As the people began to sin, they turned upon each other, and then upon their creator.
Lambent, angered by what the dark creature had done, used The Will and The Word to strike down Umbra; by willing the creature to be destroyed and by speaking the word.
The dark one was destroyed, but not killed; his mind and spirit remained, though his body was gone.

Looking upon the now tainted world, Lambent ascended into the sky, the tears of his angels becoming the rain.
Lambent refused to walk among the mortals again, though he smiled down upon those that still did their best to follow him in this new sin filled world.

___________________________________________________________________________
The Story...
In an age here and now, many fight the evil.

There had been an increasing number of reports about bandits showing up in the area surrounding Bellmare, a small village a few miles from the city of Kalkulus.

A group of knights and a few members of the church were been dispatched to protect the people; and seeing as the road to the city passes directly through the village, it's possible that a few adventurers would stop to help as well...


<::The Rules::>
Forumotion rules apply, obviously.

My basic Roleplay Rules apply, though I will post one that I can't stress enough.

Character Knowledge vs Player Knowledge. If players know something about a certain character, object or place, that the characters don't know about, your character cannot suddenly have a great epiphany about said thing. Example, if a character is a noble in disguise who is running from their family due to some kind of dark curse, and the player mentions this in his/her bio; your character may not, under ANY circumstances, make an offhand joke about how maybe they are actually a noble in disguise who is running from their family due to some kind of dark curse. This is an annoying thing that pops up every so often in Roleplays, and I won't tolerate it here. Just because you know, that doesn't mean your character knows. It's not funny, it's stupid.

___________________________________________________________________________
When making a character, you should know that this is High Fantasy.
So we want to see more of this.

An Elegy of Magic Armor_good_by_ninetailedtrickster-d7wi54t
(Well this looks good, at least I can actually tell what they are.)

And much less of this.

An Elegy of Magic Armor_bad_by_ninetailedtrickster-d7wi5st
(OH GOD, MY EYES!! WHAT IS THAT THING SUPPOSED TO BE?!)

___________________________________________________________________________
<::The Races::>
Humans
Humans are one of the most prominent races of Erasol, and are jacks-of-all-trades, yet masters of nothing.
Humans are a point of balance between the races, as they are capable of adapting quickly and jumping to new tasks.
Humans usually have a life span of only 180-200 years, but sometimes one can live up to 250 years of age. The prime of a Human is 25-35, while age begins to show for a Human around 65.


Elves
The Elves are the race with the most magic flowing through their veins.
Elves are highly intelligent and are very much in tune with magic; so much so that it's possible for even an Elvish student to be a danger when it comes to their magical abilities.
Elves cannot die of old age, and are never hindered by the effects of time.
Though they are strong and efficient magic users, Elves have weaker bones than other races, making them soewhat fragile.


Dwarves
Dwarves are a race that appear to be Human, but they are much shorter, with an average height of 4'.
Dwarves have the ability to withstand physical and magical punishment moreso than other races, though they are 100% incapable of using Magic.
The average Dwarf lives for about 250-300 years, and aren't as restricted by the effects of age as Humans are.


Minotaurs
Minotaurs are a fearsome yet honorable race of bull people that stand at 7'1" to 7'5.
Minotaurs are covered from head to ankle in thick fur, have a tail, and have a set of large horns that is not only their greatest weapon, but also their greatest weakness.
Minotaurs are proud warriors and are physically the strongest race in Erasol; they live on the plains and have been at war with the Centaurs for thousands of years.
The average Minotaur lives for about 700-800 years, and aren't as restricted by the effects of age as Humans are.


Centaurs
Centaurs are a prideful and arrogant  race of horse people that stand at 7'.
Centaurs look just like Humans from their torso and upward, but underneath their Human upper half, is the body of a horse.
Centaurs are majestic people and are the fastest race in Erasol; they are very traditional, live on the plains and have been at war with the Minotaurs for thousands of years.
The average Centaur lives for about 500-600 years, age begins to show for them when they are around 300 years.

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<::The Magic::>


<::SPELLS USABLE BY ALL MAGIC USERS::>

Magic Missile
This spell launches a blue bolt of magic across the ground in a straight line.
Can only be used seven times a day.

Fireball
Launches a small ball of fire at an enemy.
Can only be used five times a day.

Iceball
The second most basic spell.
Iceball fires a small ball of ice at an opponent.
This ice ball flashfreezes a small area of the limb that it touches.
Trying to remove the ice without letting it melt, will peel skin away.
Can only be used three times a day.

Stone Blast
The third training spell.
Stone Blast causes the ground underneath the foot of an enemy to explode, injuring the foot.
Can only be used five times a day.



<::MAGE SPELLS::>



Night Vision
Allows the caster to see in dark areas.
Can only be used three times a day.

Sleep
Makes a weak minded enemy fall asleep.
Can only be used twice a day.

Terror
Causes a weak minded enemy to become terrified.
Can only be used twice a day.

Slow
Slow down the reaction time of an enemy.
Can only be used twice a day.

Haste
Speeds up the reaction time of an ally.
Can only be used twice a day.

Element Shield
The Element Shield is a barrier that protects the caster or an ally from Magic for one RP minute. (That's one whole page of the RP.)
Can only be used twice a day.

Confusion
Plunges an enemy into total confusion, making him go and attack his comrades.
Can only be used twice a day.

Detection
Helps detect magic objects, which then glow blue. Cursed items glow purple.
Can only be used five times a day.

Teleportation
Allows a character to move instantly to anywhere he/she chooses. Please note that some places are not accessible via teleportation, and the only places they can teleport, are places they can currently see; be it in mind's eye or physical sight.
Causes great stress on a character's mind.
Can only be used once a day.

Reflection
Rebounds any spells cast or projectiles thrown at characters onto their aggressor.
Can only be used four times a day.

Forgetfulness
Temporarily causes the weak of mind to suffer memory loss.
Can only be used three times a day.

Telekinesis
Can be used to open up chests or doors, pick up objects or pull levers from a distance.
Can only be used twice a day.



<::SORCERER SPELLS::>


Freeze Flesh
Fires a ray of ice at an enemy, if it touches the enemy, an entire limb is frozen.
Trying to remove the ice without letting it melt, will peel skin away.
Can only be used five times a day.

Blizzard
Creates a small blizzard and flashfreezes any enemies caught in it.
Can only be used once a day.

Firestorm
Huge pillars of flame fall from the sky, crashing down to earth and turning anyone and anything they touch to ash.
Can only be used once a day.

Magic Bomb
Sets down a single magical bomb. Is similar to a mine and explodes on contact with the opponent or when detonated by the caster. It can be used to booby-trap objects.
Can only be used three times a day.

Spark
Throws burning sparks at a target.
Can only be used seven times a day.

Wall of Fire
Creates a wall of fire.
Can only be used once a day.

Poison Cloud
Produces a green cloud which poisons anyone who is caught within it.
Can only be used twice a day.

Stone
Turns the enemy to stone.
Can only be used once a day.

Flame Thrower
Projects a jet of flames from the casters palm.
Can only be used three times a day.

Surge
An electrical pulse surges from the caster's body and pushes back any enemy or comrade at close range.
Can only be used four times a day.

Storm
Causes lightning bolts to strike at enemies from the sky.
Can only be used five times a day.

Explosion
A massive explosion erupts from the heat of the air, making the surrounding area turn into a wasteland.
Only the most powerful of Casters can use this spell.
Can only be used twice in a character's lifetime.



<::CLERIC SPELLS::>



Light
Creates a small light around the Monk/Cleric, illuminating dark places.
Can only be used eight times a day.

Heal
Heals lesser wounds.
Can only be used seven times a day.

Cure Poison
Cures Poison and Venom.
Can only be used three times a day.

Cure Paralysis
Cures Paralysis and Petrification.
Can only be used three times a day.

Heal All

Heals all allies, heals serious wounds.
Can only be used twice a day.

Purify Air
Destroys toxic fumes, clouds of smoke, etc.
Can only be used twice a day.

Restoration
Restores all allies to full health, and cures any abnormal conditions.
Can only be used once a day.

Resurrection
Brings an ally back from the dead.
Can only be used twelve times in a character's lifetime.



<::PALADIN SPELLS::>



Banish
Banishes the undead and other dark forces.
Can only be used three times a day.

Remove Curse
Removes a Curse from an ally.
Can only be used three times a day.

Bless
Makes the Magical and Mental resistance of an ally go up for one RP minute. (That's one whole page of the RP.)
Can only be used twice a day.

Sacred Bastion
Creates a protective dome around a character. Protects from projectiles and kills any enemy that walks inside.
Can only be used twice a day.

Berserk
Increases the character's speed and pain tolerance.
Can only be used three times a day.

Invocation
Invokes a fire golem which attacks enemies.
Can only be used once a day.

Heal
Heals lesser wounds.
Can only be used seven times a day.


___________________________________________________________________________
<::The Classes::>

MELEE

Warrior
Warriors are melee fighters that are skilled in using all forms of melee weaponry, be it one handed or two handed.
They prefer to use medium weight armor so as to not slow themselves down, and they don't like using shields.

Barbarian
Barbarians are melee fighters that are skilled in using all forms of two-handed weaponry.
They prefer to go without heavy or medium armor so that if they are injured in battle, the pain will urge them to fight on even more.
It's possible for a Barbarian to use a shield by strapping it to his wrist or forearm.

Knight
Knights are melee fighters that are skilled in using all forms of one-handed melee weapons, polearms and shields.
They prefer to use heavy armor so that they will not be injured so easily, and are also experts at fighting on horseback.

Rogue
Rogues are melee fighters that are skilled in using short weapons and deception to fight their foes.
They prefer using light armor or just simply clothes so that they can move about quickly without being detected.



RANGED

Ranger
Rangers are ranged fighters that are skilled in using bows and short blades to protect themselves.
They prefer using medium armor so that they will be protected and can make quick getaways from predators or enemies.

Thief
Thieves are ranged fighters that are skilled in using throwing knives and daggers.
They prefer using just their clothes so as to keep silent and reduce weight whilst they steal things.

Assassin
Assassins are ranged fighters that are skilled in using crossbows and short weapons.
They prefer using light or medium armor so as to be both protected, and quick on their feet.

Alchemist
Alchemists are ranged fighters that are skilled in using daggers and flasks or potions.
They prefer wearing light armor or just their clothes, as anything else could mess up their alchemy.



MAGIC

Mage
Mages are magic users that are skilled in using staves and different forms of magic.
They prefer wearing simple robes, rather than armor.

Sorcerer
Sorcerers are magic users that are skilled in using blunt weapons and pure offensive magic.
They prefer wearing simple robes, rather than armor.

Cleric
Clerics are magic users that are skilled in all forms of one-handed melee weapons, and shields.
They prefer to use medium and light armor so that they will not be injured as easily.

Paladin
Paladins are magic users that are skilled in all forms of one-handed melee weapons, polearms and shields.
They prefer to use heavy armor so that they will not be injured so easily.


___________________________________________________________________________
<::The Character Sheet::>

Character Name: First Name and Surname required.

Character Age: Your character's age. Depends on the Race.

Character Gender: Male or Female?

Race: Your character's Race.

Class: Your character's Class.

Equipment: Your character's equipment. This is for weapons, armor and other things.

Appearance: Describe your character in detail. Don't include armor here. Don't grab a random picture off of google and place that here either. That's just being lazy.

Personality: Your character's personality. Try to Roleplay inside this personality.

Bio: Your character's Biography. Be detailed.

Strengths: What are the pros of your character?

Weaknesses: What are the cons of your character?

Other 1: Something else about your character. Not for off topic or "theme songs".

Other 2: Something else about your character. This is only for things significant to the character. not for little random snippets of conversation you want to add.

___________________________________________________________________________
<::The Lore and Land::>

THE CALENDAR OF EVENTS

Unknown era: Lambent sings the world into existence, populating it with creatures.

Unknown era: Lambent creates the five races, giving them free will so that they are not puppets.

Unknown era: The free will of mortalkind leads to dark thoughts.

Unknown era: Umbra is born from the darkness in the hearts of mortalkind.

Unknown era: Umbra whispers in the ears of people, turning them against each other, and Lambent.

Unknown era: Lambent destroys Umbra's body.

Unknown era: Lambent ascends into the heavens, seperating himself from mortalkind.

Unknown era: Umbra creates monsters.

Unknown era: The Church of Lambent is created.



First era: Eras are recorded, starting with the first era.

First era: Kalkulis is built.

First era: The king of Kalkulis is appointed.

First era: Elves begin to study Umbra's monsters.

First era: Umbra sends his monsters to attack the Church of Lambent; the attack fails.

First era: Rain falls for the first time, ending the first era.



Second era: Lambent appoints Orlando Charlemagne as the first Paladin.

Second era: Longdale is built.

Second era: It is rumored that the Minotaurs and Centaurs are about to go to war. Orlando is sent to calm the situation.

Second era: Orlando is unable to stop the two races. The Minotaurs and Centaurs go to war.

Second era: The Church sends Orlando and an army of Clerics to keep the fight from coming too close to Kalkulis.

Second era: The king sends soldiers as reinforcements.

Second era: Orlando is killed by a poisoned arrow.

Second era: "Iefan Madulf" is born.

Second era: The Minotaurs defeat the Centaurs, forcing them to live in the flatlands and ending the second era.



Third era: The king of Kalkulis dies of sickness, his son takes over.

Third era: The Elves finish studying all of the monsters.

Third era: Tree Ents are discovered.

Third era: The Cult of Umbra is established.

Third era: Umbra grows in power.

Third era: Morgan Le Fay is born.

Third era: Lambent appoints Michael Alabandar as the second Paladin.

Third era: Morgan Le Fay demonstrates magical abilities similar to that of a Wizard.

Third era: Asteron Sumarr and Adrasteia Stratis are born.

Third era: Lambent appoints a group of devoted Clerics as Paladins.

Third era: A tsunami destroys Longdale, ending the third era.



Fourth era: Michael Alabandar dies.

Fourth era: Ariana Alindria is born.

Fourth era: Ariana studies alchemy, becoming a child prodigy.

Fourth era: Ariana creates the first potion usable in battle.

Fourth era: Asteron and Adrasteia meet.

Fourth era: Morgan Le Fay sides with Umbra.

Fourth era: Asteron and Adrasteia begin seeing each other.

Fourth era: The village of Bellmare is built.

Fourth era: Iefan Madulf and Morgan Le Fay fight; Morgan is defeated and vanishes in the aftermath.

Fourth era: Lambent appoints Tristan Beowulf as the Paladin Commander.

Fourth era: Adrasteia tells Asteron that she is carrying his child.

Fourth era: The Centaur and Minotaur tribes find out about the forbidden union.

Fourth era: Asteron and Adrasteia flee to the Yth Woodlands.

Fourth era: Longdale is rebuilt.

Fourth era: Bilario is born.

Fourth era: Bilario's mother disappears.

Fourth era: Iefan stays in Bellmare.

Fourth era: Bilario's father disappears.

Fourth era: Ariana turns twenty.

Fourth era: Ariana begins a relationship with a Human knight, Maurice Marcelles.

Fourth era: Maurice proposes to Ariana, she turns him down because she isn't ready.

Fourth era: Kalkulis is attacked by an army of rebels.

Fourth era: Maurice is killed in battle due to slipping in the rain.

Fourth era: Bilario is raised by Tree Ents.

Fourth era: The king dies, his son takes over.

Fourth era: Unbeknowst to the world, Morgan Le Fay reappears, ending the fourth era.



Fifth era: Ariana manages to carry on with her life.

Fifth era: The Ent Wizard sends Bilario off into the world.

Fifth era: The Church of Lambent learns of the Cult of Umbra; the rest of the world laughs it off as a joke.

Fifth era: Morgan Le Fay manages to create the undead.

Fifth era: Roland Constantine is born.

Fifth era: Iefan Madulf feels a buzzing in the back of his head, warning him that a "wizard" is using powerful magic.

Fifth era: Jill Argent is born.

Fifth era: Bilario stays near the village of Bellmare, living near a giant tree that rises out of a lake.

Fifth era: Roland becomes a page.

Fifth era: Jill's best friend is kidnapped by an old woman.

Fifth era: Roland becomes a squire.

Fifth era: Lambent sends the Griffon and Unicorn to keep watch on the Cult of Umbra.

Fifth era: Roland becomes a knight.

Fifth era: Morgan Le Fay raises the undead and sends them to attack Kalkulis.

Fifth era: Rumors rise that the village of Bellmare is going to be attacked. Knights and members of the Church are sent off.



THE LAWS OF THE LAND

The Laws of Kalkulis:


The penalty for trespassing is a small fine.

The penalty for attacking a soldier is a few years imprisonment.

The penalty for illegaly trafficking goods is a few years imprisonment.

The penalty for stealing is the loss of a limb.

The penalty for smuggling spell components is a considerable fine and twenty years imprisonment.

The penalty for fighting in public is a small fine.

The penalty for breaking curfew is a fine.

The penalty for plotting murder is a lifetime of imprisonment.

The penalty for murder or treason is death.


The Laws of Longdale:


The penalty for trespassing is a fine.

The penalty for attacking a soldier is ten years imprisonment.

The penalty for illegaly trafficking goods is fifteen years imprisonment.

The penalty for stealing is the loss of both hands.

The penalty for smuggling spell components is a considerable fine and twenty years imprisonment.

The penalty for fighting in public is a large fine.

The penalty for breaking curfew is a week long imprisonment.

The penalty for plotting murder is death.

The penalty for murder or treason is public humiliation, possible torture, and then death.


The Laws of The Church of Lambent:

Do no evil.

The price for killing in cold blood is exile from the ranks of the clergy.

Clerics and Paladins are only permitted to marry other members of the church.

If forces from the Abyss are seen, members of the clergy must destroy them.

If the prescence of Umbra is felt, the church Elders are to be notified immediatly.

Joining the Cult of Umbra is punishable by death.


THE LOCATIONS OF THE WORLD

An Elegy of Magic An_elegy_of_magic_map_by_ninetailedtrickster-d7zg9bt

The City of Kalkulis:

Kalkulis is a large city where many adventurers go to make a living, as it is ripe with many wonderful places and things.
The surrounding countryside is filled with many villages and locations of interest.

Kalkulis is the city in which the Church of Lambent is situated, and it is said that the sword of the old hero, Erick, still resides somewhere in the palace.

Being a big city means that Kalkulis also has big problems, as it is not only attacked from outside, but also from within.


The Village of Bellmare:

The Village of Bellmare is a small settlement on the outskirts of Kalkulis.
It often sees travelers, as the road to the great city leads right through the middle of the village.
The villagers have been whispering about a strange man on horseback that quietly searches the village at night.


The Yth Woodlands:

Situated to the west of Kalkulis, the Yth Woodlands are home to the Tree Ents of Erasol, though the Ents are rarely seen.
Despite the name, the Yth Woodlands is actually a large forest that spans 35-square-kilometres, and is filled with many creatures, both normal and exotic.
The forest is in no way dangerous or inhospitable, but people have recently been seeing strange things inside of it; making them weary of the woods.


The Lonely Plains:

A large grassland on the other side of the Yth Woodlands.
The Lonely Plains are very unsettling for most people, as there is little to no scenery or cover, making the plains feel very empty, and making people feel as if they are exposed due to there being nothing to hide behind.
At night and even sometimes during the day, people have reported that they had an uneasy feeling of being watched.


The Western Depths:

The Western shores near the City of Longdale are home to the Western Depths; a huge lake that spans approximately 37 kilometres and is 52 feet deep.

The waters of the Western Depths are dark and cold, making it almost impossible to see underwater.
Even worse, the lake is filled with hundreds of underwater caves, some that even open up into dry, albeit, dank, caverns.
It's said that water monsters reside under the lake's waters.


The Whispering Mountain:

The Whispering Mountain is a huge, craggy mountain that is hard to navigate and where the whispers of the dead can be heard.
Somewhere near the top, are the ruins of a large castle with many strange runes and tapestries.
What was this place, and what happened here?


The City of Longdale:

In the Northwest sits the City of Longdale, a small and very strict city near the Western Depths.
The city, though small, is well fortified and is goverened by a council, rather than a single ruler;
Longdale has been blessed with a long period of peace and has yet to see enemies upon their gates.


The Misty Marsh:

The Misty Marsh is a marshland covered in mist and fog.
Deathly quiet and always carrying a feeling of gloom around them, the Misty Marsh is seldom traversed, as nobody wants to go inside.
There have been reports of people going in and never coming out.


THE SETTING AND CULTURE OF THE LAND

The setting and culture of the land, is that of a medieval Germanic period.

A picture speaks more than a thousand words, so here are pictures for reference.

Lower Class Male

An Elegy of Magic 121268-1


Upper Class Male

An Elegy of Magic Big_img_2008070895838


Lower Class Female

An Elegy of Magic Costumes014


Upper Class Female

An Elegy of Magic Ss-grmn


Lower Class House

An Elegy of Magic Medieval+village+001


Upper Class House

An Elegy of Magic Medieval-building01


Castle

An Elegy of Magic Maria_Lach_02


Last edited by NineTailedTrickster on Thu Sep 18, 2014 8:55 pm; edited 11 times in total
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The Dark Deceiver

The Dark Deceiver

Posts : 237
Join date : 2014-08-24

An Elegy of Magic Empty
PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeSun Aug 24, 2014 3:37 pm

Character Name: Lance de Clare.

Character Age: 21

Character Gender: Male

Race: Human

Class: Knight

Equipment: N/A

Appearance: 21 inches tall, white feathers, narrowed eyes with a mean look to them, beautiful red crest, sharp talons and beak. This, essentially: An Elegy of Magic 10610756_929187160441433_3763226279304727089_n

Personality: Lance is EXTREMELY temperamental, and will fly off the handle if anyone makes a comment about his appearance, size, or anything else in general about him. However, he is fiercely loyal.

Bio: Lance was born to a noble family in an average farming village. Then, at the age of 12, Lance was taken under a Knight's wing as a Page. He trained for years, eventually becoming a Squire. However, on the day he was to be Knighted, a sorcerer invaded his village. While trying to protect his childhood friend, Mai, he was turned into a rooster. Now he and Mai are traveling the land, looking for any magic user powerful enough to undo the spell cast on Lance, or looking for the sorcerer who cast it, to kill him.

Strengths: Lance is loyal, intelligent, and thoughtful. He will often comfort those who need it, and stand by those who have been wrongfully accused.

Weaknesses: Lance's temper is legendary among those who have met him and Mai, and it is known to land him in hot water with those around him. He is also very gruff with how he speaks.

Other 1: Due to an unknown side-effect of his polymorphism, Lance is actually immune to most magic that would kill or otherwise harm him.

Other 2: Lance detests spiders, and refuses to eat any insects while polymorphed.


Last edited by The Dark Deceiver on Mon Dec 01, 2014 8:01 pm; edited 2 times in total
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Jay
Admin
Jay

Posts : 741
Join date : 2014-05-22
Location : CANADIA

An Elegy of Magic Empty
PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeSun Aug 24, 2014 8:29 pm

(PREPARE YOURSELVES FOR A WORDWALL. GOOD LORD, HOW DID IT GET THIS BIG?!)

Gwynavr Merialeth, a female Elvish Paladin

Age thirty-two, she still possesses a youthful appearance that no human at that age should have, owed to her being an elf.
___________________________________________________________________________________________________________
Appearance

Gwynavr was born to an upper-class family of honourable merchants in Kalkulis, and owes her beautiful patrician facial features to that. She has the slim body of an elf, with a thin waist and feminine curves at her hips and breasts. There is however, very little fat on her body thanks to the rigorous training that she forces herself to go through during her daily life in the church.

There are clear signs of strong muscles on her arms, back, abdomen and legs. But ever as it is with women, their muscles don't grow to the size of a males without actively trying to pursue a body type such as.

She has long auburn hair that she combs straight early in the morning, and doesn't bother with it for the rest of the day. She lets it flow and go where ever it may. More often than not, she has two long bangs that frame the side of her face, and the rest flows over the back of her shoulders.

Gwynavr has soft brown eyes that have trouble looking angry. While the rest of her face can make the expression, for some reason her eyes can never stop looking bright and happy.

She stands tall and proud at all times, often commanding the attention of those in whatever room she enters. That is unless there is a more powerful personality in the room, or she wilfully lets herself appear smaller, so to speak.

https://2img.net/h/i1298.photobucket.com/albums/ag54/1littlefinder/060cz_zpsbc0a9d02.jpg
This is an image I found that can help you get a clear picture of what she looks like, just without the clothing in the image, or the white eyes/ hair which are instead, Auburn hair and brown eyes.

___________________________________________________________________________________________________________
Equipment – Armor and clothing.

Gwynavr's armor is made up of two different layers.

The first layer is a skin-tight blue bodysuit that covers her body, ending at the ankles, wrist and neck. It's made of an elvish-weaved and lightly enchanted cloth that is as strong as scale-mail. Aside from it's appearance and flexibility, it has the properties that come with scale-mail; equal effectiveness at blocking blunt, piercing and slashing attacks. This first layer of lightly enchanted elvish cloth gives her more options for movement, as opposed to other warriors or paladins who opt in for full-plate armor.

The second layer of clothing in her combat get-up is mostly plate, with a little bit of decorative cloth. A very lithe cuirass covers her chest, connected near perfectly and hardly restricting body restricting movement. The abdomen is exposed with only her Elven mail to protect her, but around her waist area it continues as smoothly as the flow of cloth, large pieces of plate to protect her sides gracefully worked into beautifully ornamented greaves that cover her knees, lower legs and part of her upped legs. The same can be said for her arms which are fully protected by form fitting plate, the only exposed area under her armpit where the shoulder pads don't reach. However, both the exposed parts at her upper legs and around her armpits are covered with cloth as to provide elegant yet effective protection against blows that would easily be bounced off by the armor she can so easily manoeuvre and protect herself in.

Gwynavr possesses several other pieces of clothings that would fit in with everyday life, but their style and quality clearly mark her out from the standard citizen. They're mostly gifts from her parents or bought with her personal coin.

She has her own set of the Clerichood's robes for wear during worship, services or if the priest so desires, to wear about their daily lives even if they are not in the church and are instead, going about the city.
http://media-cache-ec0.pinimg.com/736x/89/4b/d3/894bd34a44000f0d4b55820d524157e7.jpg

___________________________________________________________________________________________________________
Equipment continued – Weaponry.

Gwynavr possess two weapons, in addition to a shield.

Her shield is a massive round-shield, which has a radius of 2ft from the center (4ft tall from any edge, to the opposite edge.) This sort of large shield, commonly called a Hoplite shield, is made from a 1 inch thick steel base. It is slightly concave, it's slight curvature improving its capability to absorb blows. The inside of the shield is padded cloth, with a hand and forearm grip bolted on to it. The rim of the shield is a sharpened edge, useful in striking. Placed in the center of the shield, is a ring of steel welded on to the base. The ring has a diameter of 1 foot, and is 2inches thick from the outermost part, to the innermost part of the ring. Inside the ring is a painted design of the Lambent's holy symbol.

Gwynavr wields a Bastard sword, with an elegant cross-guard, handle and pommel. The blade is 2ft long, and lacks the standard fuller, common in most blades. The blade has a hexagonal profile.

Gwynavr also wields a glaive, a polearm weapon, consisting of a single-edged blade on the end of a pole. The blade is just over a foot long, while the pole is 6 feet long. Unlike her sword, the glaive lacks in elegance and design. It's a bare weapon, that seems to radiate with cold brutality.

___________________________________________________________________________________________________________
Personality

Gwynavr tries her best at all times to embody the ideals of her church. Kindness, empathy, charity and gentleness. She will try her best to sympathize with, and help those who are less fortunate. Often times, her idea of helping can come off as a bit forceful or heavy-handed. It's often difficult for warriors to keep their commanding personality out of their daily lives, even if those warriors are also priests.

There are also times when she can be extremely insensitive towards a persons feelings, if she believes that her way is the correct way. There have been many a times when she has wanted to protect or help someone, who did not want either of those. So instead, she ignored the persons wishes and tried to help anyway. Some times, it only made the matter worse.

And all of her attempts to be kind, gentle and merciful are thrown away the second someone speaks ill of her religion, one of her order, or someone she cares about. She can be like a blunt hammer, often beating these ill-speakers down in to submission with either abusive words, or physical power.

Towards her friends and fellows of the order, she is a protector, a shield against harm, and a reliable sister to battle with. She had always been protective, but when she ascended to a Paladin, her first ever miracle was one of defense, a mighty barrier of divine protection. She knew then, that it was in her heart to defend others.

___________________________________________________________________________________________________________
Biography so far.

Gwynavr was born to an upper-class family residing in Kalkulis. They were not nobility or anything like that, but they were a wealthy family with a successful mercantile business. They had respect that came with their name. Gwynavr lived a very easy early life, but one where she was held to certain expectations. She had to carry herself with expected dignity, and she had to be smart and understand how economy and politics work. It's quite a bit of stress to put upon a young elf, but she tried as hard as she could to do well in her studies and public appearance (usually at the side of her parents and not saying much.)

The one thing that she would not put up with however, was an arranged marriage. She would not be a wallflower in this matter and go along with it. When she was 19 and supposed to be married away to a man not of her choosing, she ran away from her parents home. Gwynavr ran to the church and asked to join it with a heavy heart.

Because she was now a cleric of the church, she was protected from being married away. This created a huge divide between her and her parents, not only just because she broke up the possible joining of two families. It was that she ran away, and seemingly abandoned them without warning.

Gwynavr tried her best to acclimate with the life of a cleric, but it took some time. She was  already used to the rigorous mental training that she would have to go through, but it was very different in it's goal. She wasn't forced to remove all comforts and luxury for her life, but she did have to learn to enjoy it in moderation. “Happiness can come through material possession, but you must find other sources” she was often told. She enjoyed the community within the church, one of support and enlightenment. In the church, she also went through physical and combat training to hone her body, alongside her mind.

During an excursion through the wilderness with a fellow cleric, her life changed. The other cleric, a human woman named Maralyn and Gwynavr had been sent to travel to a distant town and check in on a smaller church there. They were picked by the Arch-Cleric to go together, as their close friendship was known by all in the church. A severe rainstorm had drowned a large section of the road, turning the surrounding area for 5 kilometres in every section in to flood lands. They were forced to enter the forest to get around. In the forest, they were met by a brigand ambush. With no warning save for quiet clicks, Maralyn was struck with several crossbow bolts, while only a few had hit Gwynavr. Both the clerics fell to the ground, rife with pain. Maralyn so much more than Gwynavr. The brigands started to reload their weapons, preparing for another volley. To Gwynavr, time froze around her, everything halted in place. An androgenous, featureless body appeared before her. A shining being of light, reached down to her. It took her chin in one hand, forcing Gwynavr to look up, while it's other hand pulled her up to stand. Then, the being started to flow in to Gwynavr's body, becoming absorbed in to her. She was left physically unchanged, but with the feeling of a new power dwelling within her. She only had a vague understanding of what had happened to her, a story that is not oftenly told. One about Paladin's, champions of the Lambent. She only knew of a dozen or so living paladins, and none resided at the Kalkulis church.

She rose, as the time-lock ended. She raised one hand to the heavens, enacting her first miracle, Sacred Bastion. A mighty shield of protection, and destruction of any transgressors. The volley came on, the bolts striking it's radiant dome and becoming naught but puffs of dust. A couple brigands attempted to enter it, and Gwynavr watched as they too, became dust wherever their bodies touched the shield. She took up her arms, and with this deadly protection, ended the brigands lives.

Much to her sadness and pain, it could not save Maralyn from the wounds she had already taken. Her life slipped away from her body as Gwynavr fought the brigands.

Gwynavr did not finish her mission to the town, instead taking the body of her friend back to the church. She told the Arch-Cleric of everything that happened.

Now called a Paladin, Gwynavr felt the same as she did on her first day of coming to the church. Lost, unfamiliar and distant from the people there. The title of Paladin came with a lot of weight and severity to it. People were unsure how to treat her. It eventually came to be that she was expected to be so much more than she was before. Gwynavr felt that she expected to be perfect, something she tried to be, but knew could never achieve.

___________________________________________________________________________________________________________
Strength: Protective, kind and gentle.

Weakness: Too protective in some cases, and often heavy-handed in her attempts to be sympathetic and helpful towards people.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeSun Aug 24, 2014 11:14 pm

Testing mobile posting.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 2:07 pm

Jesabel Dorlan, Half Elf female, age nineteen.

Sorcerer

Appearance
_______________________________________________________________________________________
Jesabel has naturally pale, blemish-free skin. Her facial features are beautiful, with just a hint of her elvish heritage, but it's obvious that she comes from a lower-class family. It's a simple sort of beauty. She has brown eyes and long chestnut brown hair. Her bangs are parted on the left side, swept over to the right. It partially covers her right eye. She wears a hairpin in the front to keep it in place. The rest of her hair on the right side of her head flows down, ending just below her chest. The hair around the back of her head is kept loose, and it reaches down below her rear end.

She stands at 5' 7”, slightly above average for a half-elf girl of her age. Jesabel's body type is stuck in between slim, and hourglass, but leaning more towards “pear-shaped.”

Example of the face http://digital-art-gallery.com/oid/78/640x768_13776_Elf_Child_2d_fantasy_portrait_elf_girl_woman_picture_image_digital_art.jpg
Without the adornment and make-up.

Armors and Arms
_______________________________________________________________________________________
Jesabel wears the clothes shown in the image below, exept that she has travel boots.

http://images2.alphacoders.com/121/121922.jpg

She primarily wields a cross-hilted steel messer sword. She has three daggers. Two of them are tucked away in her boots, and the other is hidden in her bra.

Personality
_______________________________________________________________________________________
Jesabel is a wanderer, but that often comes in conflict with the part of her who hates to be alone. She's quite energetic, and that can make her eagerness off-putting for some people. She loves to just have fun and laugh, even if she's easily embarrassed by some of the things she does. Often times how it goes, is that she does something silly or strange, and then later feels embarrassment over seemingly nothing. It's left some people confused at her apparent mood swings.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 5:30 pm

Musical Reference:
 

The village of Bellmare was a small settlement situated at the bottom of a small hillside; the great city of Kalkulis which overlooked it, while distant, was close enough to reach in only a few hours of walking.
The moon shone brightly over the small village, casting it's pale glow down on the small figure that made it's way to the well in the village's center.

Jill Argent was a Human girl of fifteen years, her pale brown hair done in a simple long braid, and her blue eyes looking at her surroundings as she lifted a large bucket out of the well and up to the edge of the hollow cobblestone construction.
She rubbed her hands together to soften the sting that lifting such a heavy burden left behind, and proceeded to fill a wineskin with the cold water that the bucket contained.

Letting her eyes fall on an old and rundown house, she couldn't help but wonder about it's inhabitant, Iefan Madulf, the old storyteller.
He was a strange old man, but was kind and caring; he listened to her problems, which was something she wasn't used to.
Jill had grown accustomed to harsh words and the sting of a hand, rather than a comforting smile and pat on the head; with a drunkard father and a mother that looked the other way so as to save herself, the young girl had decided that this was life, and that she should just take what she was given.

When the wineskin was filled, she did her best to carefully lower the bucket into the well, before taking a quick glance at the forest.

The Yth Woodlands as it was called, was a large forest that was closer to Bellmare than it was to Kalkulis.
Rumors nowadays were circulating around that there was a strange horseman that rode about the forest at night, and would sometimes come into the village for mysterious reasons; this story scared Jill, as she was usually the one who was supposed to fetch water each night, so the thought of a strange horseman riding into the village for reasons unknown was a scary idea.

Walking back to her house, Jill was greeted by her grandfather, who relieved her of the wineskin and ushered her inside.

It was just another night for Jill, there was nothing that could have foreshadowed the events yet to come; no rain, little wind.

It was just a normal night.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 5:36 pm

A knock comes on the door, from a small half-elf with beautiful brown hair. "Helllo?" she calls. She had tried a few other houses before this one, but nobody wanted to help her.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 5:45 pm

Jill's father, Walentin Argent, looks at the door in annoyance, grabbing a plate, he holds it above his head.

"Jill, get the door!" he shouts as he throws the plate at the girl's feet, causing her to quickly step back as it breaks on the wooden floor.

Jill quickly looks through a hole in the door at the visitor, opening it slightly, she pokes her head outside.

"Can I help you?" she asks.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 5:47 pm

Jesabel heard the smashing plate. "Er, hello!" she says, brushing it off as being unimportant. "I've uh, found myself a bit lost these few days and in need of some food..." Jesabel scratches the back of her head, laughing to make it sound less serious.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 5:57 pm

"Oh...Just one moment please."

Jill shuts the door, and there are a few moments of silence before she opens it again.

"Alright, you can come in." she says.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 5:58 pm

Jesabel steps in after thanking the girl many times. Jesabel wears simple clothes that mark her as a traveler; and one that shouldn't be tried. At her hip, rests a fair sized sword in it's sheathe.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:11 pm

Jill's mother, Nia Argent, keeps her head down as she gathers the dishes from the table.

"I apologize, if we had known you were around, we would have saved some dinner." she says.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:12 pm

"Oh, none's left?" Jesabel is disappointed. "You couldn't have known so don't worry! I didn't plan on being hungry." she says, laughing it off.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:16 pm

Walentin sizes up the Half-Elf as he asks.

"Who are you, exactly? What brings you to Bellmare?"
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:18 pm

Jesabel puts her hands on her hips. "I'm Jesabel, just a wandering half-elf! I'm here cause... I don't know. I got lost in the forest a while back and when I got here, just today, I was so relieved."
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:25 pm

Jill seems to be aghast as she quickly questions the Half-Elf.

"Wait, you were in the forest? The Yth Woodlands?" she asks.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:26 pm

Jesabel shrugs. "I guess, I didn't know that's what it was called."
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:53 pm

Jill continues questioning her.

"Did you see the rider that people say is in there?" she asks.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 6:54 pm

"Er, no? I don't think so... I didn't really see much of anything." Jesabel quirks her eyebrow.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 8:32 pm

Jill's grandfather shakes his head.

"Where are our manners?" he asks no one in particular. "I am Vandar Moris, and this is my daughter, Nia Argent, my son-in-law, Walentin Argent, and my granddaughter, Jill Argent."
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 8:34 pm

"Nice t' meet all of you!" Jesabel bows her head.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 9:48 pm

Jill, ever curios, let's another question fly forward.

"So you're a traveler? What's the world like?"

Before an answer can be given, her father snaps in an annoyed manner.

"Jill, leave her alone, she's probably tired and needs some rest!" he shouts.

To the untrained eye, it seems as if he actually cares about the health of the Half-Elf, though to any that understand abusive drunkards, it would be easy to see that this was not the case.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 9:50 pm

Jesabel decides to ignore the fathers outburst. "Well uhm... It's different I guess. There's so much to see, and I don't think I could describe it well enough!" Jesabel giggles.
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 10:12 pm

Jill waits for her father to start saying something to her mother before she continues.

"If you'd like, we can talk in my room." she says. "There are two other beds, so you can also stay there if you want to."
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PostSubject: Re: An Elegy of Magic   An Elegy of Magic I_icon_minitimeTue Sep 16, 2014 10:13 pm

Jesabel agrees. "Thanks. Lead the way, please."
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