Southward On (Signup Topic)
- Prince Toad
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Southward On (Signup Topic)
The massive continent of Anskalis is a desolate shell of its former self. Formerly a beacon of civilization the world over, hordes of terror have come from the south and driven all defenders northward. Despite the warnings of the survivors from each successive country as it was taken, the nations refused to put aside their squabbles and unite until now. Nearly the entire continent now belongs to the Unknown Enemy. Only a heavily fortified castle situated in a guarded mountain pass, and some tiny reaches of farmland to the north, remain in the hands of the men who had formerly ruled thousands upon thousands of miles of land. The environments from which the components of this motley confederation come are highly diverse-- deserts, jungles, forests, grasslands, steppes, swamps, highlands, mountains-- and the remaining warriors of every nation have finally banded together... but is it too late?
Castle Virilain is now renamed Castle Anskalis, and every inhabitant knows that this is Anskalian civilization's last stand. Every proven knight, archer, and warrior is needed to fight off the almost daily assaults. Food is provided from the sufficiently fertile northern tip; captains and their crews have so far done as well as a job as their land counterparts in keeping the enemy, who are fortunately incompetent and unaccustomed sailors, at bay.
However, this cannot last forever. The vile creatures of the south seem to be without number; the only reason the castle still stands is that these numbers can be reduced to manageable amounts due to the narrowness of the pass. A desperate sally is needed.
Leading an army out of the gates would result only in annihilation, and consequently ultimate defeat. Battle-hardened warriors are too valuable to be sent on such a risky expedition, and most are unwilling to leave the families they have found (or, in many cases, adopted) in the castle. The council of leaders searched for an answer, and they have found you.
For whatever reason, your mind has been made up to leave the castle on what is most likely a suicide mission. Perhaps you have nothing to lose here; perhaps there is a loved one you must avenge; perhaps your sense of altruism is such that anything you can do to aid those embittered allies you have come to know must be attempted. Parallelling the current situation, your backgrounds are different, but your purpose is one: to find the root of these unholy masses and destroy it.
You are all talented but unproven, making up for in raw ability and courage what you lack in experience. Your destination is South. It is said that beyond even the tip of Anskalia lies a mysterious island, called simply Darkhell. The few mad sailors who have ventured near it never returned, but you believe that this cursed jut is your destination. If you get there, perhaps you will find the Unknown Enemy (man or demon or force, no one knows), and perhaps you will deal with it. Perhaps light will return to the land, and civilization will pour out from Castle Anskalis like a cosmic sowing, seeding the nations anew. Perhaps you will return as heroes of the kind unknown since the Remnants returned from the enigmatic eastern continent, the terrible invasion from which hundreds of years gone still has echoes across the land.
Perhaps...
Okay, this is a free-play. Since URPG doesn't work without a certain few people to remember things and help it along, but I've been wanting to do another free-play, here's this. I'm still running Dagger Silent, for the... two of you that still play it, so don't worry 'bout that. If any of you aren't sure how free-plays work, check Ultimate RPG: Glory or the thing in the forum introduction. If there's questions you want to clear up (or raise), go ahead. The first thing you'll want to know is the plot. Basically, all the stuff that's above is background. The actual topic will be the journey south to the island where the Unknown Enemy is thought to reside, and consequently the kicking of said Unknown Enemy's ass. Not that it'll get that far, but we can dream. Of course before we get there, there's several thousand miles of land to cross (we don't need specific numbers but think the Oregon Trail of Death... well, actually, longer than that), and since it's north-south there's a lot of different terrain types and whatnot along the way. Plus they're all infested with unholy hordes o' doom that want to kill us-- that is, as soon as they find out about us and who we are. On the journey undoubtedly a lot of things will die, many of them due to us, and we can pick up some survivors of the invasion along the way to add to the party, if you want. It oughta be cool. Here's Mr. Sign-Up Sheet.
Name: Your character's name. Since no one likes anything but swords-and-sorcery (at least things that aren't that don't run for very long), keep it to that.
Sex: Male or female. Duh.
Age: They'd all be very young. Mid- to late teens, probably. Maybe one older guy to lead, but probably not, and if there was he might die anyway.
Role: Sorta like class, but since free-plays aren't stat-based the concept of "class" is somewhat nonsensical. But you can say thief, or healer/priest/cleric, or fighter, or whatever. And you can be specific-- archer or monk or something would be fine.
Weapon(s) of Choice: One or more things you use to kill stuff. Could be fists. Keep it general, like swords, staves, axes, or bows. You can have as many as you want. If it's something weird like dual-wielded swords, say that. If it's too exotic don't expect upgrades as the story progresses-- unholy hordes don't use numchucks.
Starting Weapon(s): The weapon you start with. Have something for each of your weapons of choice. It could be something cool, but no crazy artifacts or anything (we'll get those along the way).
Description: A physical description of your character. Just so we can get a better idea of what he or she looks like. Doesn't need to be long.
Personality: A general outline of your character's personality. As with the description, doesn't need to be long, and obviously your character might end up doing things that don't agree with it. But not too much.
Bio: A short history of the character. Don't need much here either, but at the very least say why they volunteered for such a seemingly impossible task. Most people wouldn't do this. Also, you should definitely include the land from which the character came. You can name the country if you want, or use countries named by others, but definitely at least say the kind of terrain they lived in before the invasion-- it was really fast, so it's not like they grew up in the castle.
Magic: Can they cast magic? If not, just put N/A. If so, say what kind-- can be specific, like offensive fire magic, or general, like white magic, or somewhere in between, like conjuration. If you put something that might need explanation (like mysticism or alteration or something), then explain it. You could know more than one type of magic, but probably the more magic you know the worse you are at hard combat. Try not to be cheap, that ruins it for everyone and somebody'll end up getting your character killed in a rockslide or something.
Beast: This is optional. If you don't want one, put N/A. Your Beast is basically the animal you have a special affinity with. Be specific here-- eagle, not bird. You probably won't have a familiar, unless you're magic-heavy, but you'll still have a unique connection with all animals of this kind. You can explain in some detail the actual connection if you want, but that's not necessary, and don't be cheap here either. You can have an Emblem that strengthens the bond between you and your Beast. If you choose to have a Beast, you'll probably have an Emblem. You can put it on stuff (your shield or arm or sword or whatever), do it please ya.
Okay, I think that's it. I'll probably post my character tomorrow, sorta late to be thinking of all this stuff.
[ December 11, 2005, 01:52 PM: Message edited by: Prince Toad ]
Castle Virilain is now renamed Castle Anskalis, and every inhabitant knows that this is Anskalian civilization's last stand. Every proven knight, archer, and warrior is needed to fight off the almost daily assaults. Food is provided from the sufficiently fertile northern tip; captains and their crews have so far done as well as a job as their land counterparts in keeping the enemy, who are fortunately incompetent and unaccustomed sailors, at bay.
However, this cannot last forever. The vile creatures of the south seem to be without number; the only reason the castle still stands is that these numbers can be reduced to manageable amounts due to the narrowness of the pass. A desperate sally is needed.
Leading an army out of the gates would result only in annihilation, and consequently ultimate defeat. Battle-hardened warriors are too valuable to be sent on such a risky expedition, and most are unwilling to leave the families they have found (or, in many cases, adopted) in the castle. The council of leaders searched for an answer, and they have found you.
For whatever reason, your mind has been made up to leave the castle on what is most likely a suicide mission. Perhaps you have nothing to lose here; perhaps there is a loved one you must avenge; perhaps your sense of altruism is such that anything you can do to aid those embittered allies you have come to know must be attempted. Parallelling the current situation, your backgrounds are different, but your purpose is one: to find the root of these unholy masses and destroy it.
You are all talented but unproven, making up for in raw ability and courage what you lack in experience. Your destination is South. It is said that beyond even the tip of Anskalia lies a mysterious island, called simply Darkhell. The few mad sailors who have ventured near it never returned, but you believe that this cursed jut is your destination. If you get there, perhaps you will find the Unknown Enemy (man or demon or force, no one knows), and perhaps you will deal with it. Perhaps light will return to the land, and civilization will pour out from Castle Anskalis like a cosmic sowing, seeding the nations anew. Perhaps you will return as heroes of the kind unknown since the Remnants returned from the enigmatic eastern continent, the terrible invasion from which hundreds of years gone still has echoes across the land.
Perhaps...
Okay, this is a free-play. Since URPG doesn't work without a certain few people to remember things and help it along, but I've been wanting to do another free-play, here's this. I'm still running Dagger Silent, for the... two of you that still play it, so don't worry 'bout that. If any of you aren't sure how free-plays work, check Ultimate RPG: Glory or the thing in the forum introduction. If there's questions you want to clear up (or raise), go ahead. The first thing you'll want to know is the plot. Basically, all the stuff that's above is background. The actual topic will be the journey south to the island where the Unknown Enemy is thought to reside, and consequently the kicking of said Unknown Enemy's ass. Not that it'll get that far, but we can dream. Of course before we get there, there's several thousand miles of land to cross (we don't need specific numbers but think the Oregon Trail of Death... well, actually, longer than that), and since it's north-south there's a lot of different terrain types and whatnot along the way. Plus they're all infested with unholy hordes o' doom that want to kill us-- that is, as soon as they find out about us and who we are. On the journey undoubtedly a lot of things will die, many of them due to us, and we can pick up some survivors of the invasion along the way to add to the party, if you want. It oughta be cool. Here's Mr. Sign-Up Sheet.
Name: Your character's name. Since no one likes anything but swords-and-sorcery (at least things that aren't that don't run for very long), keep it to that.
Sex: Male or female. Duh.
Age: They'd all be very young. Mid- to late teens, probably. Maybe one older guy to lead, but probably not, and if there was he might die anyway.
Role: Sorta like class, but since free-plays aren't stat-based the concept of "class" is somewhat nonsensical. But you can say thief, or healer/priest/cleric, or fighter, or whatever. And you can be specific-- archer or monk or something would be fine.
Weapon(s) of Choice: One or more things you use to kill stuff. Could be fists. Keep it general, like swords, staves, axes, or bows. You can have as many as you want. If it's something weird like dual-wielded swords, say that. If it's too exotic don't expect upgrades as the story progresses-- unholy hordes don't use numchucks.
Starting Weapon(s): The weapon you start with. Have something for each of your weapons of choice. It could be something cool, but no crazy artifacts or anything (we'll get those along the way).
Description: A physical description of your character. Just so we can get a better idea of what he or she looks like. Doesn't need to be long.
Personality: A general outline of your character's personality. As with the description, doesn't need to be long, and obviously your character might end up doing things that don't agree with it. But not too much.
Bio: A short history of the character. Don't need much here either, but at the very least say why they volunteered for such a seemingly impossible task. Most people wouldn't do this. Also, you should definitely include the land from which the character came. You can name the country if you want, or use countries named by others, but definitely at least say the kind of terrain they lived in before the invasion-- it was really fast, so it's not like they grew up in the castle.
Magic: Can they cast magic? If not, just put N/A. If so, say what kind-- can be specific, like offensive fire magic, or general, like white magic, or somewhere in between, like conjuration. If you put something that might need explanation (like mysticism or alteration or something), then explain it. You could know more than one type of magic, but probably the more magic you know the worse you are at hard combat. Try not to be cheap, that ruins it for everyone and somebody'll end up getting your character killed in a rockslide or something.
Beast: This is optional. If you don't want one, put N/A. Your Beast is basically the animal you have a special affinity with. Be specific here-- eagle, not bird. You probably won't have a familiar, unless you're magic-heavy, but you'll still have a unique connection with all animals of this kind. You can explain in some detail the actual connection if you want, but that's not necessary, and don't be cheap here either. You can have an Emblem that strengthens the bond between you and your Beast. If you choose to have a Beast, you'll probably have an Emblem. You can put it on stuff (your shield or arm or sword or whatever), do it please ya.
Okay, I think that's it. I'll probably post my character tomorrow, sorta late to be thinking of all this stuff.
[ December 11, 2005, 01:52 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
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[Edit] Heret is now weakened in magic, considering everybody else is a spell-caster.[/Edit]
Name: Heret
Sex: Female
Age: 18
Role: Back-up Fighter/Priestess
Weapons: Spears/Polearms, Maces (not flail, mace as in the small blunt weapon), Crossbows
Starting Weapons: Blessed Long Spear, Small Mace, Light Crossbow
Description: Heret is tall with brown hair and brown eyes. She's in decent shape, and fully takes advantage of the lack of muscle-man strength required for her weapons. She wears green robes with leather armor underneath, and has leather gloves. Heret wears no helm or skullcap.
Personality: Heret is immensely spiritual, and religion is the center of her life. She is extremely focused, and is irritated by slackers and laid-back people. To prevent anybody hitting on her, let's say she took a vow of celibacy that she fully intends to keep. Hell, that helps explain why people would let her (and thus potential children) die. We have to be honest here; women weren't typically involved in warfare probably because they were needed for future generations. Women adventurers aren't practical, but I guess that people being able to cast magic isn't too realistic either.
Bio: Heret is a priestess of Ulath, the walking godess. She worked as a bodygaurd for the avatar of Ulath, one of 10 valkyrie-esque woman whose entire purpose was to serve the avatar. Temple after temple fell, and the avatar was slain in a surprise attack as they fled. Depite Heret's and the other bodygaurd's efforts, the avatar died. Heret has failed her duty as a bodygaurd, and thus must atone for her sins according to the gospel of Ulath. Although she could cleanse herself by simpler means, Heret feels that she must personally avenge the avatar and thus earn redemption. This isn't about Heret wanting to get revenge, she must. Heret grew up in the highlands of Narvain.
Magic: Light White Magic and Walking
- White Magic as in curative, holy, smiting, and defensive magic. 'Course light means Heret won't be cheaply turning undead or blasting dozens them with holy powers like some sort of holy weapon of mass destruction.
- Walking is the special ability of Ulath. Walking is a form of magic that allows the user to walk on water, on air, or through solid objects (Water Walk, Wind Walk, and Wraith Walk respectively). I'll probably make up some more as situations arise.
Beast: N/A
[ January 19, 2005, 06:21 PM: Message edited by: Lord Umbra ]
Name: Heret
Sex: Female
Age: 18
Role: Back-up Fighter/Priestess
Weapons: Spears/Polearms, Maces (not flail, mace as in the small blunt weapon), Crossbows
Starting Weapons: Blessed Long Spear, Small Mace, Light Crossbow
Description: Heret is tall with brown hair and brown eyes. She's in decent shape, and fully takes advantage of the lack of muscle-man strength required for her weapons. She wears green robes with leather armor underneath, and has leather gloves. Heret wears no helm or skullcap.
Personality: Heret is immensely spiritual, and religion is the center of her life. She is extremely focused, and is irritated by slackers and laid-back people. To prevent anybody hitting on her, let's say she took a vow of celibacy that she fully intends to keep. Hell, that helps explain why people would let her (and thus potential children) die. We have to be honest here; women weren't typically involved in warfare probably because they were needed for future generations. Women adventurers aren't practical, but I guess that people being able to cast magic isn't too realistic either.
Bio: Heret is a priestess of Ulath, the walking godess. She worked as a bodygaurd for the avatar of Ulath, one of 10 valkyrie-esque woman whose entire purpose was to serve the avatar. Temple after temple fell, and the avatar was slain in a surprise attack as they fled. Depite Heret's and the other bodygaurd's efforts, the avatar died. Heret has failed her duty as a bodygaurd, and thus must atone for her sins according to the gospel of Ulath. Although she could cleanse herself by simpler means, Heret feels that she must personally avenge the avatar and thus earn redemption. This isn't about Heret wanting to get revenge, she must. Heret grew up in the highlands of Narvain.
Magic: Light White Magic and Walking
- White Magic as in curative, holy, smiting, and defensive magic. 'Course light means Heret won't be cheaply turning undead or blasting dozens them with holy powers like some sort of holy weapon of mass destruction.
- Walking is the special ability of Ulath. Walking is a form of magic that allows the user to walk on water, on air, or through solid objects (Water Walk, Wind Walk, and Wraith Walk respectively). I'll probably make up some more as situations arise.
Beast: N/A
[ January 19, 2005, 06:21 PM: Message edited by: Lord Umbra ]
\"Be kind to your neighbor. He knows where you live.\"
- Anon.
- Anon.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
Name: Cian Awen
Sex: Male.
Age: 16.
Role iviner/Attack Mage
Weapon(s) of Choice:Knives.
Starting Weapon(s):Twin Daggers, Spellbook.
Description: Short, just barely taller than 5. He has short light brown hair and greenish-blue eyes. He has a somewhat weak build for a male, but makes up for it with magic. Wears Red robes, fading to white at the sleeves and at the bottom, and under that wears plain clothes underneath that.
Personality: Shy, quiet, sort of serious. Has a bright mind and is fairly resourceful. Dislikes careless people and those who act like fools.
Bio: He originally lived in a house in a plains country called Raesis. The country was just south of the current border of Anskalis. Cian lived their with his family there and read constantly, learning about magical spells, him favoring divination. However, his life there didn't really last long, because when he was about 12 the unknown enemy tore through the land. His parents and the rest of the country all prepared for battle and tried to stop the invaders, yet none succeeded. They did however buy enough time for their young to be sent off to a safer area. Cian then lived at the castle since then, studying magic there so that he could avenge his parents when he became older. He has fears about the mission, but he feels that he needs to try and avenge his family by attacking the unknown enemy; however hopeless it may seem.
Magic:Moderate Divination. Minor Combat based Magic.
Divination- Draws information from magic forces about something or something to happen. It is always in effect, but unless being focused on it is weak. When focused upon he can get a somewhat clear idea of a person or of an area. When trying to predict things it is not as effective as the other divination abilities.
Combat Magic- Casts spells by speaking out ancient words. Cian has memorized several basic attack and defensive spells, such as conjuring flames or barriers. He knows some other spells from the spellbooks he carries, but he has not memorized them, so he needs to read from the book to properly cast it. Cian had just began to study this magic as he moved to the castle, so that he could use it to fight the unknown enemy
Beast: N/A
[ January 18, 2005, 10:32 AM: Message edited by: KirbyBoy2000 ]
Sex: Male.
Age: 16.
Role iviner/Attack Mage
Weapon(s) of Choice:Knives.
Starting Weapon(s):Twin Daggers, Spellbook.
Description: Short, just barely taller than 5. He has short light brown hair and greenish-blue eyes. He has a somewhat weak build for a male, but makes up for it with magic. Wears Red robes, fading to white at the sleeves and at the bottom, and under that wears plain clothes underneath that.
Personality: Shy, quiet, sort of serious. Has a bright mind and is fairly resourceful. Dislikes careless people and those who act like fools.
Bio: He originally lived in a house in a plains country called Raesis. The country was just south of the current border of Anskalis. Cian lived their with his family there and read constantly, learning about magical spells, him favoring divination. However, his life there didn't really last long, because when he was about 12 the unknown enemy tore through the land. His parents and the rest of the country all prepared for battle and tried to stop the invaders, yet none succeeded. They did however buy enough time for their young to be sent off to a safer area. Cian then lived at the castle since then, studying magic there so that he could avenge his parents when he became older. He has fears about the mission, but he feels that he needs to try and avenge his family by attacking the unknown enemy; however hopeless it may seem.
Magic:Moderate Divination. Minor Combat based Magic.
Divination- Draws information from magic forces about something or something to happen. It is always in effect, but unless being focused on it is weak. When focused upon he can get a somewhat clear idea of a person or of an area. When trying to predict things it is not as effective as the other divination abilities.
Combat Magic- Casts spells by speaking out ancient words. Cian has memorized several basic attack and defensive spells, such as conjuring flames or barriers. He knows some other spells from the spellbooks he carries, but he has not memorized them, so he needs to read from the book to properly cast it. Cian had just began to study this magic as he moved to the castle, so that he could use it to fight the unknown enemy
Beast: N/A
[ January 18, 2005, 10:32 AM: Message edited by: KirbyBoy2000 ]
- [sage]
- Member
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- Location: Florida
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Sure, why not. Kino's basically my fighter/mage guy if you hadn't noticed, like tiran's my usual wizard character.
Name: Kino
Sex: Male
Age: 16
Role: Fighter/Mage.
Weapon(s) of Choice: Quarterstaff, Knife, handcrossbow.
Starting Weapon(s):
Ironshod quarterstaff: He uses it as a walking stick a lot, but its a quarterstaff with some iron built in, so it can parry metal weapons without being destroyed.
Knives: He carries a Dirk on his belt, and a few hidden knives for throwing and backup.
Hand crossbow. A little pistol sized crossbow, concealable. He carries several regular darts, and a few with a poison in the tip that will knock out people for around an hour.
Description: Kino isn't too tall. He prefers plain clothing (a brown cloak, and normal clothes otherwise). He likes to travel light and usually doesn't carry much past what he carries in his pouches. He has blue eyes, brown hair.
Personality: Kino's pretty quiet. He's a nice guy, he stands up for friends and companions, but he doesn't make friends well. He's brave to the point of being suicidal. Although he's a brilliant fighter, and it adamant in his training, he can be sort of lazy in other ways. He prefers to be alone, unless he has to be with others, and hates staying in one place for long periods of times.
Bio: Kino grew up in a small village. This village was one of the early ones slaughtered, and with almost no guards, it was easily taken. He has mostly forgotten where the village was. Kino managed to escape, but he was left as an orphen. He learned how to survive, and to fight. He found the Castle at around Age 14 and learned some magic and improved his fighting style. The attack left Kino feeling as if he had nothing to lose, and he became insanely brave to the point of him being suicidal.
Magic: Kino's spells primarily improve his physical combat abilities. They allow him to run faster, jump higher, dodge better, strike more lethally. He also has a barrier spell which can be cast when needed and held, although he can't do anything else while doing so. He knows some minor healing charms.
Beast: N/a
[ January 25, 2005, 09:54 PM: Message edited by: Marth ]
Name: Kino
Sex: Male
Age: 16
Role: Fighter/Mage.
Weapon(s) of Choice: Quarterstaff, Knife, handcrossbow.
Starting Weapon(s):
Ironshod quarterstaff: He uses it as a walking stick a lot, but its a quarterstaff with some iron built in, so it can parry metal weapons without being destroyed.
Knives: He carries a Dirk on his belt, and a few hidden knives for throwing and backup.
Hand crossbow. A little pistol sized crossbow, concealable. He carries several regular darts, and a few with a poison in the tip that will knock out people for around an hour.
Description: Kino isn't too tall. He prefers plain clothing (a brown cloak, and normal clothes otherwise). He likes to travel light and usually doesn't carry much past what he carries in his pouches. He has blue eyes, brown hair.
Personality: Kino's pretty quiet. He's a nice guy, he stands up for friends and companions, but he doesn't make friends well. He's brave to the point of being suicidal. Although he's a brilliant fighter, and it adamant in his training, he can be sort of lazy in other ways. He prefers to be alone, unless he has to be with others, and hates staying in one place for long periods of times.
Bio: Kino grew up in a small village. This village was one of the early ones slaughtered, and with almost no guards, it was easily taken. He has mostly forgotten where the village was. Kino managed to escape, but he was left as an orphen. He learned how to survive, and to fight. He found the Castle at around Age 14 and learned some magic and improved his fighting style. The attack left Kino feeling as if he had nothing to lose, and he became insanely brave to the point of him being suicidal.
Magic: Kino's spells primarily improve his physical combat abilities. They allow him to run faster, jump higher, dodge better, strike more lethally. He also has a barrier spell which can be cast when needed and held, although he can't do anything else while doing so. He knows some minor healing charms.
Beast: N/a
[ January 25, 2005, 09:54 PM: Message edited by: Marth ]
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- Prince Toad
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Okay, looks like everyone's got it. Marth, it'd probably be better if you said where the village was. Could be Raesis or Narvain or someplace else. The region that still belongs to Anskalian civilization is called the Northern Reaches, if you wanna use that, although obviously your story wouldn't work if he grew up there.
Glad to see you in good spirits, LU. And I'm also glad to see you read that site, but... you don't really have to flaunt it. Supercorn, man... supercorn.
Name: Tashir Dakharo
Age: 17
Sex: Male
Role: Scout (Ranger/Thief)
Weapons of Choice: Crossbow, Longbow, Dagger
Starting Weapons: Light crossbow w/about 100 quarrels, strings for a longbow (bow was lost and no replacement found), brace of throwing knives, dirk
Description: Tashir grew up on the steppes of Koreikala, and is every bit a nomad. He has naturally light skin which has been somewhat darkened by the sun, light brown hair, and brown eyes. Not exactly handsome, he has a hardened look about him most of the time. He wears tracker's clothes-- muted brown boots, tunic, breeches, etc., and has a black cloak for more urban work. He avoids gloves and headwear, believing they interfere with his tracking and perception. He's short for a nomad, but that translates to about average for most people. He's sturdily built, very tough, and runs like the wind, but does not possess notable quickness or strength. He also avoids horses, unlike many nomads, not trusting what could potentially amount to his life to such an easily startled animal.
Personality: Tashir is tacit to the point where it can unnerve any companions he has. When possible, he communicates with his eyes or his body, gesturing instead of telling. Part of this is natural, and part of this is that he maintains it makes those around him more attuned to body language-- and that can give away a lie easier than any number of inferences made from speech. Of course, he will talk when necessary, but in his line of work it usually isn't. He's brilliant at tracking, scouting, lockpicking, and sneaking, deft to back it up, has a good memory, and possesses people smarts, but elementary subjects like arithmetic come to him with some difficulty. For this reason (combined with his upbringing), he is illiterate, although he is not proud of it and is trying to learn to read. He's slow to laugh but quick to anger, making friends with few and holding grudges against many. Underneath all that, he's actually a decent guy, but it's hard to tell.
Bio: Tashir spent his childhood roaming the Koreikalan steppes, living a happy albeit simple life as a nomad of the Ghaneris clan. Like any good Koreikalan, he learned to track expertly, tell the time by the sun, shoot a longbow, and find north by the sun or stars. The steppes were one of the first areas taken, despite the fierce resistance, and so Tashir took his pet hawk Keen and fled north, leaving the few remaining members of his clan behind. Accurately believing that the invasion could not be stopped, only delayed, he went as far north as he could, finally stopping in a small city not far outside Castle Virilain called Pine Forest. There was not much call for hunters and trackers, and he lost his longbow (never finding one good enough to replace it), so for a year he apprenticed with a locksmith, giving himself "private lessons" each night-- stealing out of his room to pick locks, sneak around town, and gamble, and also practicing with weapons (listed above) he took off of a dead bandit a few days before reaching the city. He became a minorly skilled thief, and is fairly familiar with most locks and traps. After hearing about the startling proximity of the invasion, he picked up and left for the Castle, where he has lived for several months. His personality has endeared him to few. Having little to lose, he volunteered to go so that he might see the steppes of his youth once more, and reclaim them from the Unknown Enemy for future generations of Koreikalans. He also wishes to gather the remaining members of his clan and begin the Ghaneris anew, and like so many others, seeks revenge upon the foe that ravaged his homeland.
Magic: Ancestral Blessing. This minor form of magic is granted to all members of nomadic clans via their tribal ancestors, though the shamans (which Tashir is not) channel it most effectively. The ancestors can aid or perform certain small actions, like disarming a tough trap, making a path illuminate, or sending a message to allies. However, the ancestors will only guard their descendants, not become their slaves, so this is reliable only when Tashir's (or any nomad's) life would otherwise be in danger; likewise, they do not want their descendants becoming soft, so they will not answer if called upon too frequently. Also, no matter how grave the situation, they cannot perform anything very spectacular, having been so far removed from their life essences.
Beast: Hawk. Tashir's pet hawk Keen died on the journey north, shot down on the wing by some unknown bandits, but since then he has found that on the rare occasions he sees hawks, he can sometimes give them orders and divine their feelings towards a general area. For example, he could tell one to scout over a nearby hill, and possibly determine such basic things as "danger," "food," or "water." As with his magic, though, it does not always work, and so he prefers to rely on his own abilities. In honor of Keen, he had hawk Emblems tattooed upon the backs of his hands and across his forehead. They are purely symbolic, but hold a great deal of meaning to Tashir.
[ January 21, 2005, 07:59 PM: Message edited by: Prince Toad ]
Glad to see you in good spirits, LU. And I'm also glad to see you read that site, but... you don't really have to flaunt it. Supercorn, man... supercorn.
Name: Tashir Dakharo
Age: 17
Sex: Male
Role: Scout (Ranger/Thief)
Weapons of Choice: Crossbow, Longbow, Dagger
Starting Weapons: Light crossbow w/about 100 quarrels, strings for a longbow (bow was lost and no replacement found), brace of throwing knives, dirk
Description: Tashir grew up on the steppes of Koreikala, and is every bit a nomad. He has naturally light skin which has been somewhat darkened by the sun, light brown hair, and brown eyes. Not exactly handsome, he has a hardened look about him most of the time. He wears tracker's clothes-- muted brown boots, tunic, breeches, etc., and has a black cloak for more urban work. He avoids gloves and headwear, believing they interfere with his tracking and perception. He's short for a nomad, but that translates to about average for most people. He's sturdily built, very tough, and runs like the wind, but does not possess notable quickness or strength. He also avoids horses, unlike many nomads, not trusting what could potentially amount to his life to such an easily startled animal.
Personality: Tashir is tacit to the point where it can unnerve any companions he has. When possible, he communicates with his eyes or his body, gesturing instead of telling. Part of this is natural, and part of this is that he maintains it makes those around him more attuned to body language-- and that can give away a lie easier than any number of inferences made from speech. Of course, he will talk when necessary, but in his line of work it usually isn't. He's brilliant at tracking, scouting, lockpicking, and sneaking, deft to back it up, has a good memory, and possesses people smarts, but elementary subjects like arithmetic come to him with some difficulty. For this reason (combined with his upbringing), he is illiterate, although he is not proud of it and is trying to learn to read. He's slow to laugh but quick to anger, making friends with few and holding grudges against many. Underneath all that, he's actually a decent guy, but it's hard to tell.
Bio: Tashir spent his childhood roaming the Koreikalan steppes, living a happy albeit simple life as a nomad of the Ghaneris clan. Like any good Koreikalan, he learned to track expertly, tell the time by the sun, shoot a longbow, and find north by the sun or stars. The steppes were one of the first areas taken, despite the fierce resistance, and so Tashir took his pet hawk Keen and fled north, leaving the few remaining members of his clan behind. Accurately believing that the invasion could not be stopped, only delayed, he went as far north as he could, finally stopping in a small city not far outside Castle Virilain called Pine Forest. There was not much call for hunters and trackers, and he lost his longbow (never finding one good enough to replace it), so for a year he apprenticed with a locksmith, giving himself "private lessons" each night-- stealing out of his room to pick locks, sneak around town, and gamble, and also practicing with weapons (listed above) he took off of a dead bandit a few days before reaching the city. He became a minorly skilled thief, and is fairly familiar with most locks and traps. After hearing about the startling proximity of the invasion, he picked up and left for the Castle, where he has lived for several months. His personality has endeared him to few. Having little to lose, he volunteered to go so that he might see the steppes of his youth once more, and reclaim them from the Unknown Enemy for future generations of Koreikalans. He also wishes to gather the remaining members of his clan and begin the Ghaneris anew, and like so many others, seeks revenge upon the foe that ravaged his homeland.
Magic: Ancestral Blessing. This minor form of magic is granted to all members of nomadic clans via their tribal ancestors, though the shamans (which Tashir is not) channel it most effectively. The ancestors can aid or perform certain small actions, like disarming a tough trap, making a path illuminate, or sending a message to allies. However, the ancestors will only guard their descendants, not become their slaves, so this is reliable only when Tashir's (or any nomad's) life would otherwise be in danger; likewise, they do not want their descendants becoming soft, so they will not answer if called upon too frequently. Also, no matter how grave the situation, they cannot perform anything very spectacular, having been so far removed from their life essences.
Beast: Hawk. Tashir's pet hawk Keen died on the journey north, shot down on the wing by some unknown bandits, but since then he has found that on the rare occasions he sees hawks, he can sometimes give them orders and divine their feelings towards a general area. For example, he could tell one to scout over a nearby hill, and possibly determine such basic things as "danger," "food," or "water." As with his magic, though, it does not always work, and so he prefers to rely on his own abilities. In honor of Keen, he had hawk Emblems tattooed upon the backs of his hands and across his forehead. They are purely symbolic, but hold a great deal of meaning to Tashir.
[ January 21, 2005, 07:59 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
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Don't play coy with me, boy. Remember that site... the one that said stuff like women couldn't fight 'cuz they had to give birth, and lone archer adventurers were unrealistic, and even with supercorn 80% of the population or something would have to be farmers... maybe you didn't see it, Marth or KB might know what I'm talking about.
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
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Name: Zax
Sex: Male
Age: 15
Role: Defensive Mage
Weapon of Choice: Staves
Starting Weapon:
Description: A kid with has short brown hair, with brown eyes, and slightly has pale skin. He wears white robes with gold colored fabric on the bottom of his robes, his sleeves, and neck.
Personality: Zax generally attempts to avoid confrontation with any enemy and will take in as much as he can to keep the peace between him and others around him.
Bio: Zax grew up in the town of Raverna, about 20 miles to the west of castle Anskalis. It was a rather small but flourishing town, for there was an abundance of lumber in the north region of the small town, and rienforced walls that were built by men in the south to ward off attackers. The town was brutally attacked, however; its gates flew open and the town was scorched. The townsfolk were ordered to evacuate back to the castle for protection, while General Merelak ordered another attack as soon as possible and retook the town while the enemy was off guard. General Merelak set up an encampent at the town and personally rode back to Anskalis to ask for rienforcements. The king was reluctant at first, but sent General Ramncil to aid General Merelak to defend the town. Unfortunately, the wounded General Merelak lost the town and died, while General Ramncil was forced to retreat back to the castle with his remaining forces.
Magic: Defensive Magic (Healing and Supportive Spells)
Beast: N/A
So when do we start?
[ January 19, 2005, 04:41 PM: Message edited by: Guy That Goes To The Roleplay Forum ]
Sex: Male
Age: 15
Role: Defensive Mage
Weapon of Choice: Staves
Starting Weapon:
Description: A kid with has short brown hair, with brown eyes, and slightly has pale skin. He wears white robes with gold colored fabric on the bottom of his robes, his sleeves, and neck.
Personality: Zax generally attempts to avoid confrontation with any enemy and will take in as much as he can to keep the peace between him and others around him.
Bio: Zax grew up in the town of Raverna, about 20 miles to the west of castle Anskalis. It was a rather small but flourishing town, for there was an abundance of lumber in the north region of the small town, and rienforced walls that were built by men in the south to ward off attackers. The town was brutally attacked, however; its gates flew open and the town was scorched. The townsfolk were ordered to evacuate back to the castle for protection, while General Merelak ordered another attack as soon as possible and retook the town while the enemy was off guard. General Merelak set up an encampent at the town and personally rode back to Anskalis to ask for rienforcements. The king was reluctant at first, but sent General Ramncil to aid General Merelak to defend the town. Unfortunately, the wounded General Merelak lost the town and died, while General Ramncil was forced to retreat back to the castle with his remaining forces.
Magic: Defensive Magic (Healing and Supportive Spells)
Beast: N/A
So when do we start?
[ January 19, 2005, 04:41 PM: Message edited by: Guy That Goes To The Roleplay Forum ]
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Gah, so many spell-casters. I guess I'll try to minimize my char's mage-ness.
_____________________________________
I've been thinking, and do recall a superwheat from somewhere. Wheat, not corn. Something to do with horses 'n whatnot. I'll try to find a link, but this was from ages ago...
_____________________________________
I've been thinking, and do recall a superwheat from somewhere. Wheat, not corn. Something to do with horses 'n whatnot. I'll try to find a link, but this was from ages ago...
\"Be kind to your neighbor. He knows where you live.\"
- Anon.
- Anon.
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Here.
But don't read too much into it. I'm more interested in a good story than concrete realism. We can take some liberties.
[ January 18, 2005, 08:30 PM: Message edited by: Prince Toad ]
But don't read too much into it. I'm more interested in a good story than concrete realism. We can take some liberties.
[ January 18, 2005, 08:30 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
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Look at my 2nd post in that horrific topic. October 25th, 2003. That's probably why I didn't remember. I found this when I was looking over old topics, but it's kinda odd... Why is RC: Bobbo still around, while all the other Campaign topics gone?
\"Be kind to your neighbor. He knows where you live.\"
- Anon.
- Anon.
- Prince Toad
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- [sage]
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- Location: Southern California
Name: Kironlo
Sex: Male
Age: 13
Role: Monk/Necromancer
Weapon(s) of Choice: Fists (and fist weapons of course) and Wands
Starting Weapon(s): Hardened Shomynx leather gloves - During Kironlo's right of passage test, at a very early age of 6, he was forced to kill a Shomynx and skin it. After completing this test, he formed these offensive, yet protective gloves.
Hnir Wand: After Kironlo was exiled from Bejiaj, he took shelter in a cave many miles away. This is where he met his teacher and was given a shard with which he also thrust into his teacher's heart. He later carved it to be embedded in a wand made of the purest wood he could find, and the shard can be taken out to be put in better wands. The shard also appears to "grow" with the wand as Kironlo gains strength.
Description: Kironlo is in excellent shape, training both his mind and body on a daily basis. He is agile and possess an almost undeniable strength, able to devistate most foes with a flurry of varying fist attacks. Kironlo also bears a scar in the shape of a ragged crescent moon on his left cheek. Aside from his physical attributes, he generally wears a worn, black cloak. It was willed to him by his parents aftery they were killed by Kironlo's first teacher, master Togujei.
Personality: Kironlo keeps his cool most of the time, but sometimes his youth blinds him. He sometimes take an appealing choice, however it may not pay off in the long run. He is distant from most other friends he has, maybe even considered shy by some. For some that only glimpse at him, they may notice some innocence in him, however they have no idea of the war that goes on between his heart and his mind.
Bio:
Long Version:
Kironlo was born into a chaotic world. High atop on the mountain of Bizenan, on the very peak, was where Kironlo spent the first 9 years of his life. In the Bejiaj monestery, Kironlo was trained in the many fighting styles of the Bejiajan monks. Although it was indeed a strange thing, for parents to raise a child in the monestary, the masters of Bejiaj made an exception for Kironlo. He was always a quick learner, and both his parents, and his legendary master Togujei, the best among all monks, were pleased with his progress. During the customary "Right of Passage" trial, Kironlo was told to find and kill a Shomynx and take from it something of value. Kironlo questioned why he had to kill such a creature of innocent beauty, and Togujei told him an important Bejiajan lesson. Togujei said "If a man kills, he is a murderer. Only if a man ends another life with a noble reason, is the man not." Kironlo didn't understand such a concept at the time, but he did complete his test. He then skinned the animal and made a pair of leather gloves out of the animals hide. For the next few years, Kironlo would be happy and continue to learn from the ways of the monk, until war broke out.
Rumors of a resistance within the monks had started to spread. The say was that a group was teaching forbidden things within the monk monestary. Kironlo heard about this betrayl within the monk society and immediately told his parents. His parents, always having a cheerful look in their eyes, suddenly seemed to grow stiff, their eyes dimming. They told him that what he heard was true, and that it was they who were teaching the forbidden arts to others. They said one day he would understand, but that it was too late for all of the other attendants of Bejiaj to learn. They said that Kironlo was destined to be greater than he was. They told him a lesson that he remembers to this day. They told him sometimes you have to follow your heart and let it guide you, even if your mind won't allow it. Then, they said they had to do something their hearts guided them to do. Those were the last words he ever heard from them.
Kironlo's parents had gone to confront the masters of Bejiaj and tell them about their teachings, and to bring to light the faults of the Bejiajan teachings. The masters were not pleased with this, and had Kironlo's parents put to death for their treasonous words. Kironlo was later informed of this information from a messenger. With a heart full of rage and revenge, he ran as fast as his feet would carry him to the place where the masters resided. He saw his master, Togujei, standing over the freshly beheaded corpses of his parents as he re-sheathed his sword.
Kironlo demanded to know who did this, and Togujei just stared at him. Kironlo didn't know what to do, for the next few moments he felt as if he had no control over his body. He rushed at Togujei with nothing but hatred in his heart. Togujei raised his weapon, thrusting it before him. Kironlo barely cared to dodge, and was cut deeply on his left cheek, and he continued to rush forward, breaking Togujeis blade with his bare hands as he struck at it.
Togujei jumped back, suprised for an instant, and went into a defensive stance, while Kironlo rushed at him with anger, landing many punches to Togujeis chest, knocking him over. What Kironlo did next was unthinkable, as he jumped on Togujei and continued to deliver a barrage of punches to the face. He didn't seem to stop, even after his hands were covered in both the blood of the fallen man he once called master and his own, until the rest of the masters forced him off. They were all shocked at his actions, and were about to put him to death, however the eldest master raised his hand and spoke. He told of how their had been too much death in that day, and that they would need time to deliberate what to do with Kironlo at this point. After many hours of discussion, the judgement was determined. Kironlo was to be exiled. After gathering his things, he was sent off, never to return to his home.
He wandered for many days and nights after that, not knowing where to go. He was only 9 years of age. Spotting a cave in the distance, he decided to go there for shelter. When he went inside and lit a candle, he found he was not alone. There in a corner, sat a starved old woman. Kironlo rushed to her aid, offering her his rations he had brought, as well as anything else she may need. The woman said Kironlo was a fool, and should let her die here, in peace. Kironlo told her that he would not let her die, that his heart would not let him make such a choice. The old lady said that it was his mistake and he would have to live with it now, and so she ate.
Over the next few days she got better, but she still had a cryptic look about her. She introduced herself as Hnir, a master in the ways of Necromancy. Hnir said that she saw some potential in Kironlo, and a desire to learn more about the forbidden teaching of Necromancy. Kironlo denied this statement, saying that he had no desire to get involved with such a dark and mystic art. Hnir asked Kironlo a simple question, that if he had the power to bring back his parents, would he use it? Kironlo was shocked, how did she know his parents were dead, and he demanded to know why she knew. Hnir repeated the question. Hesitantly, Kironlo listened to his heart once again.
Two years had passed, and Kironlo was shown the ways in Necromancy. Hnir told him all along that his potency in the art was impressive, and would exceed even hers in short time. Kironlo doubted that he would ever exceed her, but Hnir assured him he would. Sensing a troubled look in Hnir's eyes, Kironlo asked what was bothering her. Hnir replied that it was time for his final test, to see if he was ready or not. Kironlo asked what his final test would be, and Hnir handed him a shard that she had in her pocket. The shard was incredible, a perfectly clear thing of beauty. Hnir then stood up and told Kironlo something that shocked him.
She told him that he must thrust this shard through her heart. Kironlo's life seemed to shatter at those words, he couldn't understand why he wanted him to kill her. Kironlo hated killing, and refused to do it. He wanted her to keep teaching him, he loved Hnir and her gentleness. Hnir asked once again, and said to Kironlo that he must overcome such flawed emotions and do her bidding. Kironlo paused for a long moment, his heart telling him not to do what was set before him, however his mind knew it had to be done. In all of Kironlo's life, this was the one time he hadn't listened to his heart.
The shard turned a deep red color as it passed through her heart. During her last gap of breath, she thanked Kironlo and told him that he had passed. The shard pulsated and came to life, he could feel Hnir's life force within the shard, and it seemed to guide him in times of deep despair, just as Hnir would. Kironlo then wept, holding the shard, and fell asleep. When morning finally came, he knew he had to leave this place. Packing up all of his belongings, he headed for the nearest residency, Castle Anskalis, determined to find a new life within it's walls.
When he arrived, he learned of the Unknown enemy, the war waging between them, and what had to be done. Knowing of both holy monk fighting techniques and how to maniuplate and even control the spirits of evil and dead, he figured he owed it to them to help the fight. He also fights for his own reason, to learn more about bringing the dead back to life, in hopes of helping his deceased parents.
Short Version:
Kironlo was a holy monk from the ages of 3-9, training in all sorts of combat, mastering some as well. It was here that Kironlo was first taught of the precious balance between life and death, when he had to kill a Shomynx (a mystical feline like creature known for it's beauty and innocence) and form gloves out of them, as this was part of the monks customary "Right of Passage" trial. His parents were killed by Kironlo's own teacher for their treasonous teachings amongst his people, so Kironlo then took revenge by killing his teacher. He was punished for his crime, and sentenced to be exiled from his home.
He found shelter in a cave after he wandered on for many miles, where he met his next teacher, Hnir, a master in the ways of the necromancer. He saved her life by feeding her, as she was near starved, and in turn she tought him all she knew. For Kironlo's final lesson, he had to overcome what his heart felt and do what was best, to kill Hnir and master Necromancy. And so Kironlo stabbed Hnir through the heart with a shard, which absorbed Hnir's life force. Kironlo uses the shard in his wand, and he feels as if it guides him at times.
Kironlo left the cave, his home for the past few years, and headeded for Castle Anskalis. He heard of the threat of the Unknown enemy and decided to join to try and find out more about how to revive the dead, and ultimately bring back his parents.
Magic: Curses, reanimate dead, animation the inanimate...Necromancy basically
Beast: N/A
[ January 24, 2005, 06:34 PM: Message edited by: Wahsapa ]
Sex: Male
Age: 13
Role: Monk/Necromancer
Weapon(s) of Choice: Fists (and fist weapons of course) and Wands
Starting Weapon(s): Hardened Shomynx leather gloves - During Kironlo's right of passage test, at a very early age of 6, he was forced to kill a Shomynx and skin it. After completing this test, he formed these offensive, yet protective gloves.
Hnir Wand: After Kironlo was exiled from Bejiaj, he took shelter in a cave many miles away. This is where he met his teacher and was given a shard with which he also thrust into his teacher's heart. He later carved it to be embedded in a wand made of the purest wood he could find, and the shard can be taken out to be put in better wands. The shard also appears to "grow" with the wand as Kironlo gains strength.
Description: Kironlo is in excellent shape, training both his mind and body on a daily basis. He is agile and possess an almost undeniable strength, able to devistate most foes with a flurry of varying fist attacks. Kironlo also bears a scar in the shape of a ragged crescent moon on his left cheek. Aside from his physical attributes, he generally wears a worn, black cloak. It was willed to him by his parents aftery they were killed by Kironlo's first teacher, master Togujei.
Personality: Kironlo keeps his cool most of the time, but sometimes his youth blinds him. He sometimes take an appealing choice, however it may not pay off in the long run. He is distant from most other friends he has, maybe even considered shy by some. For some that only glimpse at him, they may notice some innocence in him, however they have no idea of the war that goes on between his heart and his mind.
Bio:
Long Version:
Kironlo was born into a chaotic world. High atop on the mountain of Bizenan, on the very peak, was where Kironlo spent the first 9 years of his life. In the Bejiaj monestery, Kironlo was trained in the many fighting styles of the Bejiajan monks. Although it was indeed a strange thing, for parents to raise a child in the monestary, the masters of Bejiaj made an exception for Kironlo. He was always a quick learner, and both his parents, and his legendary master Togujei, the best among all monks, were pleased with his progress. During the customary "Right of Passage" trial, Kironlo was told to find and kill a Shomynx and take from it something of value. Kironlo questioned why he had to kill such a creature of innocent beauty, and Togujei told him an important Bejiajan lesson. Togujei said "If a man kills, he is a murderer. Only if a man ends another life with a noble reason, is the man not." Kironlo didn't understand such a concept at the time, but he did complete his test. He then skinned the animal and made a pair of leather gloves out of the animals hide. For the next few years, Kironlo would be happy and continue to learn from the ways of the monk, until war broke out.
Rumors of a resistance within the monks had started to spread. The say was that a group was teaching forbidden things within the monk monestary. Kironlo heard about this betrayl within the monk society and immediately told his parents. His parents, always having a cheerful look in their eyes, suddenly seemed to grow stiff, their eyes dimming. They told him that what he heard was true, and that it was they who were teaching the forbidden arts to others. They said one day he would understand, but that it was too late for all of the other attendants of Bejiaj to learn. They said that Kironlo was destined to be greater than he was. They told him a lesson that he remembers to this day. They told him sometimes you have to follow your heart and let it guide you, even if your mind won't allow it. Then, they said they had to do something their hearts guided them to do. Those were the last words he ever heard from them.
Kironlo's parents had gone to confront the masters of Bejiaj and tell them about their teachings, and to bring to light the faults of the Bejiajan teachings. The masters were not pleased with this, and had Kironlo's parents put to death for their treasonous words. Kironlo was later informed of this information from a messenger. With a heart full of rage and revenge, he ran as fast as his feet would carry him to the place where the masters resided. He saw his master, Togujei, standing over the freshly beheaded corpses of his parents as he re-sheathed his sword.
Kironlo demanded to know who did this, and Togujei just stared at him. Kironlo didn't know what to do, for the next few moments he felt as if he had no control over his body. He rushed at Togujei with nothing but hatred in his heart. Togujei raised his weapon, thrusting it before him. Kironlo barely cared to dodge, and was cut deeply on his left cheek, and he continued to rush forward, breaking Togujeis blade with his bare hands as he struck at it.
Togujei jumped back, suprised for an instant, and went into a defensive stance, while Kironlo rushed at him with anger, landing many punches to Togujeis chest, knocking him over. What Kironlo did next was unthinkable, as he jumped on Togujei and continued to deliver a barrage of punches to the face. He didn't seem to stop, even after his hands were covered in both the blood of the fallen man he once called master and his own, until the rest of the masters forced him off. They were all shocked at his actions, and were about to put him to death, however the eldest master raised his hand and spoke. He told of how their had been too much death in that day, and that they would need time to deliberate what to do with Kironlo at this point. After many hours of discussion, the judgement was determined. Kironlo was to be exiled. After gathering his things, he was sent off, never to return to his home.
He wandered for many days and nights after that, not knowing where to go. He was only 9 years of age. Spotting a cave in the distance, he decided to go there for shelter. When he went inside and lit a candle, he found he was not alone. There in a corner, sat a starved old woman. Kironlo rushed to her aid, offering her his rations he had brought, as well as anything else she may need. The woman said Kironlo was a fool, and should let her die here, in peace. Kironlo told her that he would not let her die, that his heart would not let him make such a choice. The old lady said that it was his mistake and he would have to live with it now, and so she ate.
Over the next few days she got better, but she still had a cryptic look about her. She introduced herself as Hnir, a master in the ways of Necromancy. Hnir said that she saw some potential in Kironlo, and a desire to learn more about the forbidden teaching of Necromancy. Kironlo denied this statement, saying that he had no desire to get involved with such a dark and mystic art. Hnir asked Kironlo a simple question, that if he had the power to bring back his parents, would he use it? Kironlo was shocked, how did she know his parents were dead, and he demanded to know why she knew. Hnir repeated the question. Hesitantly, Kironlo listened to his heart once again.
Two years had passed, and Kironlo was shown the ways in Necromancy. Hnir told him all along that his potency in the art was impressive, and would exceed even hers in short time. Kironlo doubted that he would ever exceed her, but Hnir assured him he would. Sensing a troubled look in Hnir's eyes, Kironlo asked what was bothering her. Hnir replied that it was time for his final test, to see if he was ready or not. Kironlo asked what his final test would be, and Hnir handed him a shard that she had in her pocket. The shard was incredible, a perfectly clear thing of beauty. Hnir then stood up and told Kironlo something that shocked him.
She told him that he must thrust this shard through her heart. Kironlo's life seemed to shatter at those words, he couldn't understand why he wanted him to kill her. Kironlo hated killing, and refused to do it. He wanted her to keep teaching him, he loved Hnir and her gentleness. Hnir asked once again, and said to Kironlo that he must overcome such flawed emotions and do her bidding. Kironlo paused for a long moment, his heart telling him not to do what was set before him, however his mind knew it had to be done. In all of Kironlo's life, this was the one time he hadn't listened to his heart.
The shard turned a deep red color as it passed through her heart. During her last gap of breath, she thanked Kironlo and told him that he had passed. The shard pulsated and came to life, he could feel Hnir's life force within the shard, and it seemed to guide him in times of deep despair, just as Hnir would. Kironlo then wept, holding the shard, and fell asleep. When morning finally came, he knew he had to leave this place. Packing up all of his belongings, he headed for the nearest residency, Castle Anskalis, determined to find a new life within it's walls.
When he arrived, he learned of the Unknown enemy, the war waging between them, and what had to be done. Knowing of both holy monk fighting techniques and how to maniuplate and even control the spirits of evil and dead, he figured he owed it to them to help the fight. He also fights for his own reason, to learn more about bringing the dead back to life, in hopes of helping his deceased parents.
Short Version:
Kironlo was a holy monk from the ages of 3-9, training in all sorts of combat, mastering some as well. It was here that Kironlo was first taught of the precious balance between life and death, when he had to kill a Shomynx (a mystical feline like creature known for it's beauty and innocence) and form gloves out of them, as this was part of the monks customary "Right of Passage" trial. His parents were killed by Kironlo's own teacher for their treasonous teachings amongst his people, so Kironlo then took revenge by killing his teacher. He was punished for his crime, and sentenced to be exiled from his home.
He found shelter in a cave after he wandered on for many miles, where he met his next teacher, Hnir, a master in the ways of the necromancer. He saved her life by feeding her, as she was near starved, and in turn she tought him all she knew. For Kironlo's final lesson, he had to overcome what his heart felt and do what was best, to kill Hnir and master Necromancy. And so Kironlo stabbed Hnir through the heart with a shard, which absorbed Hnir's life force. Kironlo uses the shard in his wand, and he feels as if it guides him at times.
Kironlo left the cave, his home for the past few years, and headeded for Castle Anskalis. He heard of the threat of the Unknown enemy and decided to join to try and find out more about how to revive the dead, and ultimately bring back his parents.
Magic: Curses, reanimate dead, animation the inanimate...Necromancy basically
Beast: N/A
[ January 24, 2005, 06:34 PM: Message edited by: Wahsapa ]
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