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Role Play Sign Ups & Discussion Sign up for and discuss Role Plays here. Have anything to ask about a Role Play you're in, or need to put up extra info for people to refer to? What if you need help with an idea that's missing that extra kick? Do it all here!


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Old 06-05-2011, 08:23 PM
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Default [WAR X] WAR X RP - The Circle of Life and Death [SU]





History

The Fall


The Nether Gods were the first. Rising from the swirls of the creation itself, they emerged into a formless universe with inestimable curiosity and immeasurable power. They began to form the Nether to their will, and the darkness erupted with the light of the first galaxies. Stars and planets wheeled overhead, and for a time, it was good.

But the gods were not satisfied with their loneliness, so they began to create life to fill the void. Of the creators, one proved more successful than all others, and it was this world that flourished amidst the sea of failed experiments. Life swam and crawled and ran and flew from highest peak to deepest cave, and for a time, it was good.

Then, to the god’s surprise, the tumultuous symphony of this world gave birth to a new race of beings, forged by the universe itself out of its very fabric. Though these humans were weak individually and mindlessly primitive in comparison, the gods, for the first time, knew fear—for humanity was boundless, as they were, and the only leash upon their potential was time. And their experience of it was orders of magnitude faster than the gods, the rise and fall of entire civilizations being but the blink of an eye.

In panic, for humanity seemed to be growing at an overwhelming pace, the Nether Gods prepared to destroy mankind. Alone, the creator of the world that had birthed them vowed to protect them, yet he could not do it alone. So he chose one man from the teeming multitude to take his power. Using the strength of a Nether God, this chosen one waged war against the heavens, slaying the other gods before they could react. Yet the world was turned barren by the battle, and the chosen one set out bringing life back into it. For this he became known as the Lifemaker, ruling a domain of the world reborn stronger than ever, and for a time, it was good.

The War

Man’s heart had always been open to sin, and it was through this opening that the dreams of the dead gods took root. Though wise and pure, the Lifemaker could not create a utopia for the imperfect, and was assaulted from all sides for his failure. Soon he was slain by his most trusted friends in his most vulnerable state. His power was spread across the globe, open for any and all to grab. Civil war erupted, parent against child, brother against brother, between those who remained loyal to the Lifemaker’s memory, and those who had slain him. No corner of the world was left untouched, no man, woman, or child did not feel the cold hand of war, as the armies of the loyal and the self-proclaimed “redeemers” scorched their way across continents. Even nature, its balance torn apart by the void formerly occupied by its guiding hand, took sides.

At the war’s start, the redeemers, slayers of their own guardian, had overwhelming power. Marching across land, sea, and air, they lay siege to the White City, capital of the Lifemaker’s empire, and threatened to tear down the stones in which his legacy was described. But as before, in times of crisis a hero emerged, and through his leadership the armies of the Lifemaker rallied, driving the redeemers back into the heartland of their resistance, the great underground city of Mongiru Barro.

The Wave

Blessed peace returned as the world was given a chance to rebuild while the forces lead by the great hero lay siege to the rebel capital over a period of decades. Soon the defenses collapsed, and the hero marched into the city. Yet at the apex of their victory, he was given his greatest defeat. As he fought into the depths of the rebel capital, the enemies that he battled changed—the deeper he went, the less human they became. When he and his soldiers finally reached the palace of the rebel leader, they found a monstrosity, a creature that had lost all its humanity, its veins filled with that magical substance that is the ultimate form of power incarnate: Ichor, blood of the gods.

The hero was defeated, but not slain. Soon, the dreams took him as well, and he became the Slayer. The world was again opened to the horrors of war, but this time against an enemy that, although having its origins as part of the world, had now been turned utterly alien. The Black Wave poured forth from the gates of Mongiru Barro to swell and multiply, leaving no life in its wake. Once again, however, new heroes rose up, and the Wave was defeated, divided and conquered, driven back into the depths of Mongiru Barro, its origins exposed, its secrets given up, and its existence vanquished.

Yet the world was irrevocably scarred. The empires of the past era had faded, their technology and magic lost, and the people of the world had been left to rebuild from scratch. These people would forge new nations on the ruins of the old, to command and conquer. Centuries have now passed, and the Black Wave is now little more than a bygone era in the minds of most. Yet the Dead Gods remain, ceaseless and eternal.

Magic

All magic in the world has its ultimate origins in the Nether Gods. However, there are two main “branches” of magic in the world today, classified by the split that occurred during the Fall of Heaven: Life magic, which derives from the power of the Lifemaker, and Death magic, which comes from the deceased lords of the Nether, also known as the Dead Gods.

To some extent, every human is born with some innate degree of Life magic flowing in their veins. This power once belonged to the Lifemaker, but at the time of his death it was released into the world and found homes in every human being. Most people do not possess Life magic in sufficient quantities for it to have a noticeable impact on their lives, but those that do are considered mages, and wield varying degrees of power over the element that they control.

Death magic, contrary to its name, has nothing directly to do with necromancy or ghosts. Although it can indeed be used for such, so can Life magic. In terms of classification, Death magic is merely every form of magic that isn’t Life magic, i.e. innate to human beings. Thus, the powers that Pokemon wield are considered a type of Death magic. The primary way humans can wield Death magic is through Ichor. A rare, glowing, blue-green crystal-like substance found deep in caverns, Ichor can be tapped by any living creature or even inanimate objects as a source of magical power, but they must be physically joined with the user through a process called “infusion” that blurs the line between crystal and user. Although Ichor crystals never technically run out of power, they can only provide a small certain amount of magic at a time, like a thin pipe connected to a vast ocean. When refined into special liquid, Ichor becomes even more potent, but at the cost of volatility; liquid Ichor has a tendency to explode when disturbed too much.

Humans, however, were not meant to use magic, and as such, all mages take upon the risk of corruption. To be a mage means not only to wield incredible powers, but to be plagued by the whispering songs of the Dead Gods. The strength of these songs is directly related to the strength of a human’s magical power; the stronger their magic, the stronger the Call. The dreams of mages are eternally plagued by this song, and in mages that have started to be corrupted they even penetrate the waking hours. No mage gets to live to a ripe old age: either they go insane, turning into inhuman monsters that kill everything in their path, or they die before they go insane. It is for this reason mages are feared throughout the world, and in most places the use of magic is either strictly controlled or banned entirely, with violations usually punished by execution.

Life magic already poses a considerable threat, but for a human to use Death magic is to virtually assure their immediate corruption, for Ichor is nothing less than the blood of the Dead Gods. While it is possible for exceptionally strong-willed people to resist being corrupted for years after infusing oneself with Ichor, they either die or are corrupted soon after. Pokemon and even magical artifacts infused with Ichor also gain its benefits as well as its corruption. Yet Ichor infusion is tempting to many mages who need a quick jolt of power, perhaps to defeat persecutors, and there is a thriving black market for the substance. In dark corners of the world, experiments with Ichor run amuck, the legacy of mages looking for a way to increase their power.

The greatest fountains of magical power, however, are the Dead Gods. These gargantuan corpses, miles in length, are so dense with magical energy that even non-mages can sense the power in the air when nearby. So far, only one has been discovered, but others are surely around, buried deep within the earth. Being near a Dead God for long periods of time is highly unrecommended, and it was the corruption of the miners of Mongiru Barro over generations that unleashed the Black Wave upon the world. Nevertheless, miners continue to sneak into the tunnels of Mongiru Barro through the natural Crystal Caverns to their north to mine Ichor, believing that as long as they do not spend too much time near the Dead God, they will be unaffected.

Knights of the Red Circle

To become a Circle Knight means to set aside all other responsibilities for the supreme one of protecting the realm of Aria from magic. Headquartered in Itum, the Red Circle is viewed primary in two ways: as an oppressive band of hypocritical haters of sorcery, or as the guardians of the people of Aria from the evils of the Dead Gods. Regardless of how one views it, the Red Circle is one of the most powerful organizations in Aria, with branches and great political influence in every city-stated except Venefinia. Officially sanctioned by all governments other than Venefinia, Circle Knights constantly patrol the city and countryside for signs of magic. Most of the time, magic is only legally allowed to be practiced with a Circle Knight supervising, ready to kill the practitioner at the slightest hint of corruption, although this rule is often difficult to enforce. Known mages are cataloged in an enormous book held at the Circle's Itum headquarters, known as "Histre's List," after the founder of the Red Circle.

Circle Knights are extremely dedicated towards their cause. Upon joining the Circle, a would-be Knight enters one of the longest and hardest training regimens in Aria to become one of an elite group of warriors. Contrary to its official end goal of stopping the practice of magic everywhere, the Circle is not opposed to allowing mages within their ranks, although this can be seen as a practical matter as only a mage can enchant the armor and weapons of Circle Knights to be resistant to magical attacks. The Red Circle is also known for its brutal, scorched-earth methods when it comes to rooting out and destroying rogue mages, and often does not care about civilian casualties despite its professed values of caring for all (non-mage) people. For these reasons Circle Knights are often regarded as hypocritical.

Pokemon

The role of Pokemon in the world remains much the same as it always has been. The vast majority of Pokemon live in the wild using the same methods their ancestors did thousands of years ago, with no awareness of history. Domesticated Pokemon are either kept as pets or beasts of burden, forging relationships with masters that can be friendly or cruel. Very few people own more than one Pokemon, as taking care of even a single one can be a full-time job. Nonetheless, Pokemon battles remain one of the most popular sources of entertainment. Official matches, taking place in sanctioned arenas of every city-state, often draw audiences that can number in the tens of thousands. The rules vary from city to city; for example, while it is illegal to draw blood in Parasanti, matches in Mancia often are battles to the death. And of course, there are unofficial battles taking place all of the time, for the business of being a Pokemon battler can be lucrative to the successful.

A special relationship exists between a mage and his Pokemon. Being both wielders of magic, the two sides of this bond find themselves able to amplify the other's power, and in some cases, the mage can even wield the magic of his Pokemon without ill effects, provided the bond is strong enough. In addition, having a strong bond with a Pokemon has a stabilizing effect on a mage's mind, shielding them somewhat from the call of the Dead Gods. Pokemon, however, are not immune to the Call themselves, and experiments with Ichor have shown that although the infusion process will boost the power of a Pokemon exponentially, it also drives them insane. Prolonged exposure to the vicinity of a Dead God has a similar effect.
__________________

Art Gallery
Dali: "I know what the picture should be ... We take a duck and put some dynamite in its derriere. When the duck explodes, I jump and you take the picture."
Halsman: "Don't forget that we are in America. We will be put in prison if we start exploding ducks."
Dali: "You're right. Let's take some cats and splash them with water."

Last edited by Lusankya; 06-24-2011 at 01:39 PM.
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Old 06-05-2011, 08:24 PM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Aria

Although it is said that in ancient times the layout of the world was different, the Fall of Heaven massively reshaped its geography, and only bits of pieces of the original landmasses survive. Aria is a continent in the northern hemisphere of the globe, near the equator. To the north lies the region Corriban, separated from Aria by a vast mountain range at the northern side of the Estrun desert. To the southeast is Qunnui, and to the east and west are the vast Atlan and Parun oceans, respectively, and whether there is any land beyond them is unknown. However, the sea that ought to be southwest of Aria has been consumed by the Ending World.

Due to the location of Mongiru Barro at its heart, Aria was the hardest-hit by the Black Wave. While the other regions possess functioning, region-scale governments, Aria’s people have divided themselves into a series of city-states. In past centuries these cities were constantly at war with each. It was only a few decades ago that, with the threat of invasion from Corriban, that the Arian city-states banded together to present to the world a united face. Magnasanti, both the largest city in the region and its strongest military power, houses the Arian Council, an embassy of the larger cities in Aria. Nonetheless, old grudges remain, and the city-states are constantly vying for power through political and economic means.


Magnasanti, the Machine City

Before the Black Wave, Magnasanti was the provincial capital of Aria, and its ruler reported directly to the Lifemaker at Lamentur Vail. Its people remember its past glory, and generally regard the other cities as lesser. Magnans, as the people of Magnasanti are called, are extremely industrious and traditional, and there is little in the way of new art or entertainment here as all citizens toil day and night for the glory of their king. The city’s nickname derives from this character; Magnasanti is like a single giant machine, with all its citizens working in industrial harmony.

However, the people also have a deep respect for history, and the few surviving buildings from before the Black Wave are preserved as historical artifacts. This respect for history has often driven Magnasanti into conflict with Saffron, which contains many relics from the ancient past.

Magnasanti is ruled by a king under a harsh police state. Even minor crimes are punishable by death here. Pokemon must be kept under the watch of their owner or a city guardsman at all times, and magic is expressly forbidden unless supervised. Magnasanti also boasts the largest population and army in all of Aria, all of whom are fiercely loyal to their king.

Saffron, the City of Ancients

The oldest city in Aria, possibly the oldest in all the world, Saffron’s oldest ruins are rumored to date back to before the Lifemaker. These ruins, however, are not easy to find; Saffron has been destroyed and rebuilt so many times, with each new version of the city being built on top of the wreckage of the last, that what remains of the original Saffron is buried miles beneath the surface. Cracks and tunnels in the ground let adventurous explorers descend into the darkness, and some come back with tales of magnificent ruins of glass and steel, of light emanating from glass orbs without sun or fire, and things that still prowl the dark. Most dismiss these tales as rubbish, but at night, if the city is exceptionally quiet, one can almost hear what might be the rumblings of ancient machines coming online. If true, then enormous riches await those who can properly explore the depths of Saffron's ancient history.

For much of post-Wave history Saffron has been ruled by Magnasanti; it was not until the Magnan-Paran War that it finally overthrew Magnasanti rule. However, Saffron still retained the title of Lord, the position that ruled the city under Magnan rule and continues to do so today. Saffron’s primary revenue source come from the tourists that arrive from all across Aria to see the ancient ruins.

Itum, the City of Progress

A city based on free enterprise and the march of science, Itum has been a powerhouse of technological progress since the Wave. With recent innovations like the variable Pokemon-drawn cart that can change its shape to attach to different species of Pokemon, or the Efron Lamp, an oil-burning lamp that boasts a 200% increase in efficiency over the standard oil lamp, Itum is seen by people all across Aria as the shining, futuristic capital of progress.

Living in Itum, however, is not without its drawbacks. The loose reigns the government has on the city make all but the most violent crimes (and violations of patent laws) go unpunished. A lack of ethical consideration among innovators makes it easy for a rogue Pokemon to go berserk from mistreatment and flatten several houses. Worst of all, the failed experiments of alchemists are simply poured into the river, poisoning the Itum poor that get their water from it. In addition, the use of magic is completely banned from Itum; any mages caught are killed on the spot by the city guard.

Itum is ruled by a triumvirate. Although who gets to enter the triad is based on elections, usually the three most wealthy people in the city are elected, due only in part to Itumites’ worshipping of wealth and the wealthy. Itum is a city where, it is said, anyone can become great if they have an idea and the drive to work for it.

Parasanti, Soul of the Earth

Often described as Magnasanti’s opposite twin, Parasanti was founded in the days of the Lifemaker under the idea of a peace and equality. Parasanti has been protected from attack by the impenetrable Endla Forest. Parans live in communion with nature, often speaking of becoming “one with the forest”, and there are more Pokemon working together with humans here than anywhere else in the world. This character is even present in the architecture of the city, whose buildings are often made to look like enormous trees.

To assume Parans are uncivilized folk, however, would be an egregious mistake. A city of the arts, Parasanti is a capital of all forms of expression, with artists and musicians and entertainers praised as being paragons of its society. Technologically, Parasanti is no less advanced than any other Arian city (Itum asides), boasting an impressive waste disposal and aqueduct system. It is not long before many visitors are captured by the splendor of the city and decide to stay.

Parasanti is ruled by a democratically-elected governing body. Party politics are omnipresent in Parasanti, and there are so many always-changing political parties that few citizens can remember them all. As a result, Parasanti’s government is criticized as inefficient, ineffective, and slow, a stark contrast to Magnasanti’s elegant ruler. Nonetheless, Parans really do believe in equality for all, and for them, an inefficient government is a small price to pay for every voice to be heard.

Mancia, the City of Chains

For centuries Mancia was a small fishing town, named after the island it was founded on. That all changed with the discovery of Ichor in the hills around the city. Almost overnight the population of Mancia exploded with prospectors, and soon Mancia was rolling in money from exporting the precious substance to all of Aria. During the World War, Mancia fell under control of the redeemers, who imported slaves from around the world to work the mines. When loyalist forces approached, the slaves rebelled and fought alongside them, and were rewarded with freedom.

Nevertheless, Mancia’s society is irrevocably stained by that slavery. Today, the city is divided between Upland, where the rich aristocracy, inheritors from the great merchants from before the Wave, and Lowland, descendants of the slaves, living in the same clay brick hovels their forefathers did. Although they are not formally slaves, most Lowland residents still have little choice but to toil for the aristocracy for little pay. Very few remain in the Ichor mines due to what happened in the Wave, but there is plenty of other work to be found. And no matter where one is in Mancia, there is always a view of the enormous bronze statues of despairing slaves, wrapped in giant chains, that dot the island, relics of the height of redeemer rule.

Protected by the waters around it, Mancia’s army is very weak, due in large part to the mistrust the aristocracy has for the everyday workers. The king of Mancia is mostly a symbolic title, as the aristocrats generally do whatever they like and make the king do whatever they like.

Venefinia, the Mage’s Dream

Venefinia is the one place in Aria where one can proclaim oneself to be a mage and not have bystanders recoil in fear. Founded by refugees from Magnan persecutors, Venefinia is a city overflowing with magic and mages. An enormous amount of good-intentioned magical experimentation takes place here, with the result being that Venefinia has enough humans that don’t look quite human anymore to the point where it’s a common sight. Although the smallest of the great Arian city-states, Venefinia is regarded with respect, if not outright fear, by all. To their credit, Venefinians have yet to show any real danger to the other city-states, preferring to exist in isolation. To the north, Magnicar Castle defends the only land-based route to the city, while natural cliffs make any invasion from the sea a laughable idea.

Despite the freedom that mages have here, or perhaps because of it, Venefinia has an enormous government presence in the Mind Police. The Magister Circle, the ruling body of Venefinia, knows better than anyone the risk of corruption that mages face daily, and as much as they would like, they cannot ignore it. There is no place anywhere in the city that is not under the watch of the Mind Police, and all citizens automatically assume that every word and action is known to them. As a result, the crime rate in Venefinia is virtually zero, as is the amount of privacy. The slightest hint of corruption in any mage, and it’s off to the Ministry of Truth for re-training in resistance, or, in the rare cases where a mage is too far gone to be saved, execution.

Fort Aer, the Infinite Harbor

Straddling the nebulous edge between the Ending World and Aria, Fort Aer is the last living remnant of the Lifemaker’s empire, an enormous city floating in the sky. Its inhabitants are the Architects, a machine race whose progenitors were the great information engines of the worldwide data network before the Fall of Heaven. Alone, they remember. Fort Aer is a memory of the empire at its height, and possesses a powerful combination of technology and magic dubbed “hextech” unlike any other that exists in the world.

The Architects themselves are gargantuan machines, mostly immobile, mere brains housed in huge structures built into the floating city that have only a few manipulators with which the control the outside world. However, Fort Aer is populated with humans—volunteers from throughout the world that give up their old lives for a chance to live in the heavens. It is these humans that take care of the day-to-day maintenance of Fort Aer and the Architects. Nevertheless, the Architects are a dying race, as a few-but-vital processes can no longer be replaced or repaired in the post-Wave world.

Fort Aer is the home base of the Armada, a vast fleet of flying, sentient ships that once was the Lifemaker’s aerial arm; hence its nickname, “The Infinite Harbor.” Unlike the Architects, however, Armada vessels are not true hextech machines. During the World War, the Armada was devastated by traitors within, resulting in the deaths of over 80% of the people crewing the ships. In order to continue fighting the war, the captains of the Armada bound their souls to their ships with magic, effectively making themselves “ghost ships.” When spirit meshed with metal, Armada vessels could control themselves, dispensing with the need for large crews. Nevertheless, the Armada suffers from the same problems of the Architects, and the vast majority of the fleet now never leaves Fort Aer. The ships that do are but shells of their former selves; still incredibly powerful, but with many of their facilities no longer functional.

Mongiru Barro, the Gate of Oblivion

Mongiru Barro had originally been an Ichor mine, carved into the underground stone as workers labored day and night in the enormous caverns that extended downwards for miles. They knew the truth about the mines, but thought nothing of it.

Those caves were the veins in a gargantuan corpse. The miners knew the Nether God was dead, but they foolishly thought it was harmless. But a god is a force, something that changes reality with the mere fact of its existence, the fact that it ever existed. The dreams of the Dead God invaded their minds, and consumed them…

Now Mongiru Barro is empty, devoid of all life. The gate into the underground city was sealed by a magic-induced landslide. Outside the gate, the Fort Magus was built to prevent anyone from entering the city again. Yet the Dead God’s power had not been contained, and Magus itself was corrupted, becoming animate. The upper half of the tower took on the form of the upper body of a man as magic infused the stone, and Magus, the Tower of Rage now stands as a testimony to the danger of a Dead God. Ironically, Magus now defends Mongiru Barro better than any simple fortress could have, hurling fire and lightning at anything that moves for miles around it. Nevertheless, it is the eternal fear of everyone in the world that another entrance into Mongiru Barro might exist, and that fools might enter and begin a new Wave.

Lamentur Vail, the Wailing Capital

Once known as the White City, Lamentur Vail was the capital of the Lifemaker’s empire, home to his palace and the center of the entire world. Suspended in the heart of the Ending World—that vast, empty void with neither floor nor ceiling that formed from the battle between the Lifemaker and the last Nether God, formerly a place of endless sun and now a realm of eternal darkness and dotted with enormous islands that float motionless in the void—the White City was the pinnacle of human civilization. Now it is the Wailing Capital, and the Lifemaker’s palace is now the Necropolis, and the city is a place where the dead walk, unable to rot or rest. Their screams permeate the air, leading the few who have been brought here by the Armada (usually to capture the numerous Ghost-type Pokemon that live here) to give it its name, the Wailing Capital.

Deep within the Necropolis, one voice screams louder than all others.

“What sin have we committed for this?
In this nightmare that can never end…”


Sign-Up

Name:Try to avoid ordinary-sounding names. No John Smiths, please.
Age:
Gender:
Class: Human, Mage, or Ship (Armada only). If mage, describe your powers here.
Description: Pictures acceptable, but must be put in spoiler tags or linked. A few sentences is also a must, but if you have a picture try not to describe what's in the picture.
Personality: Your character's personality.
History: Your character's life history.
Pokemon: If your character has a Pokemon, name it here. Maximum of one. You may catch new Pokemon over the course of the RP, but they must be realistically handled. Remember, there are no Pokeballs to carry them around with in this RP (yet).
Other:

The Cast

The Armada
Charizard Michelle as Mary Advent
Lusankya as Sovereign
Dr Scott as Harbinger
Grassy Aggron as Twisted Tornadic Terror

The Cullen
Saraibre Ryu as Amaryth Velza
White Wolf of the Snow as Kozanar Estrada and Tsuki Estrada and Butters
k_pop as Portia Thrice
Kamikaze as Belcarth
Latio-Reol as Vyraz Inxi and Avalon
Altrius as Garonn
bronislav84 as Renita Myrian

Pokemon Elemental
Moonkit as Niusha Marazina
Charmander009 as Caoimhe Alistriona
Altrius as Garonn
The pokemaster as Derrick Kuraena

Octopus Babies

The Scientists

Villainous Incorporated: League of Evil
CloudOfNines as Cloud Shion
alaskapidove as Nerezza Rinato
SCX as Darcell Vautour
Kai-Mei as Inari Delaavesta
ChainReaction01 as Tschaveh Tenk
Skull Kid as Fin
Ayotui as Sua Verbrand
Noble Six as Noburu Asher
__________________

Art Gallery
Dali: "I know what the picture should be ... We take a duck and put some dynamite in its derriere. When the duck explodes, I jump and you take the picture."
Halsman: "Don't forget that we are in America. We will be put in prison if we start exploding ducks."
Dali: "You're right. Let's take some cats and splash them with water."

Last edited by Lusankya; 08-07-2011 at 06:13 PM.
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  #3  
Old 06-16-2011, 10:15 PM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

What's up with there being no sign ups? Are we not allowed to sign up yet or something? Anyways...

Name: Cloud Shion

Age: 25

Gender: Male

Team: Villanous Incorporated

Class: Mage

Powers: Specializes in healing and manipulation magics. AKA He can heal and move things around. He also has some knowledge in fire magic.

Description: Cloud is about average height (5'8") and does not stand out in a crowd. He has slightly tan skin, as he seems to be in the sun quite often. He wears a plain black t-shirt with blue pants. His shoes are gray. His eyes are a dark blue and he has short eyelashes. His eyebrows are thin and his hair comes down to about an inch above them. His ears are pointed on the top and give him an elf-ish look. His lips are light red in color and are also thin. His face is free of blemishes

His back bears quite a lot of scars, from blunders while learning magic, while other parts of his skin are relatively un-marked. He has the look around him of someone who only will talk to you if you talk to him first and thus intimdates people when they first see him. His eyes also show a look of intelligence in them and he has the calmness around him that makes people seem to congregate to him.

History: Cloud was born in Venefinia under a family of commoners. Until about the time he was five, everything in his life was normal and then the voices in his head began talking. For a few years he endured it without telling his parents until he had learned of how mages heard voices in their heads. Upon hearing this, Cloud told his parents and they rejoiced, after all their child was talented in the one city that he could learn how to use his powers. His parents immediately made him begin studying what they deemed "friendly" types of magic.

His life continued on this path for a few more years and he found himself mastering the two types of magic his parents had made him indulge in. Healing and Manipulation. Neither of these were a type of warring or killing magic and so his parents thought Cloud would never shy towards destruction or evil.

It was around the age of 15 when the voices started getting louder, twisting his mind in the process. His powers were finally awakening and he started having sudden outbursts when he couldn't control his power. After he had punched a few holes in the wall (and in one case destroyed a side of a house) with his magic, his parents sent him on a journey to a Mage school outside of Venefinia. On the way there, he came over a Ralts and managed to defeat it and make it his own. At first the Pokemon took a disliking to its new master. After Cloud saved him from a wild Sableye attacking it, it started to become closer to Cloud.

Four years after that meeting, and Cloud's admission into the Mage school, everything changed. Cloud had just started learning how to control fire magic, the first "war" magic that he had ever attempted learning. He found that it came easier to him than healing had. It was then that one of his friends approached him about the group Villainous Incorporated. By then, even with the strong bonds of his Gallade, as his Ralts had evolved in the 4 years, his mind had still become more and more twisted. He listened to his friend of the group and finally agreed to join it. He has since left Venefinia for Parasanti, as he believed he might be able to serve Vill. Inc. there sometime in the future.

Cloud is now 25 and has ingrained himself into the politics of Parasanti, even if at a lowly level. He has won some, if very little, influence in the city. He has practiced magic in secret so that no one knows he is a mage. His fire magic skills are still not nearly that of his manipulation or healing magic but he has become proficient in it.

Pokemon: Gallade
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Old 06-18-2011, 02:27 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

People just don't seem interested I guess >.>

Welcome to the RP, Cloud.
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Dali: "I know what the picture should be ... We take a duck and put some dynamite in its derriere. When the duck explodes, I jump and you take the picture."
Halsman: "Don't forget that we are in America. We will be put in prison if we start exploding ducks."
Dali: "You're right. Let's take some cats and splash them with water."

Last edited by Lusankya; 06-26-2011 at 11:27 PM.
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Old 06-20-2011, 04:31 PM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Name: Caoimhe (KEEV-ah, it's Gaelic xD) Alistriona

Age: 21

Gender: Female

Team: Elemental

Class: Mage, who is gifted in some Life Magic--mainly with elemental magic dealing with water (by extension, ice) and earth (plants and healing).

Description
: Some people might find Caoimhe beautiful; others might find her modest or plain. She doesn’t try to fit anyone’s expectations, and cares little for her looks. Still, she has an elegant figure, standing taller than some men. Her long, silky, light brown hair she usually keeps up in braids, pulled away from her gentle face. Her hazel eyes are full of compassion and patience, and those who follow her feel her almost motherly love for them.

Personality: Calm and ever patient, Caoimhe is slow to anger, and bears little hatred, even her enemies. She will think things through, and act with caution and deep meditation. Yet despite her kindness and mild nature, she can be strict and harsh when needed. She will resort to violence, but only if there is no other way, but she doesn’t bear hate or anger for her enemies. Instead, she feels a great sadness for the corruption in the world, and longs to be rid of it. Life is precious to her, and would preserve it if given the chance. She doesn’t like to think herself as a leader, but believes that every individual in her camp has a right to speak or act.

History: Caoimhe was born into a wealthy, aristocratic family in Itum, where she had everything she wanted and the respect her family thought she deserved. Occasionally her father won a position of power within the triumvirate. Being as set for life as she was, she thought that she had it all. But deep down, she knew there was some things that she would never had: the love of her parents, and true happiness. With every day that went past, the more she became aware of the void left by this lacking, and the more she began to despair. She quietly played the aristocrat game with her family—showing proper etiquette, manners, and respect as she stayed “seen but not heard”—but the same old act grew old.

But that was all until the day she fell in love.

He was a wild, reckless youth—the trouble child of another rich family in Itum. He did everything to defy his parents and the stuffy customs of “civilization”, and this rebellious behavior caught her eye. His name was Brayan. At first, she tried to ignore him. She had the family honor to keep up, after all, and it just wouldn’t do to be seen around such a troublemaker. Brayan was persistent, however, and soon even Caoimhe couldn’t resist his charm. She started sneaking away with him, taking part in his adventurous excursions. The more she went with him, the more she wanted. For once, she was getting the taste of freedom—and perhaps, of love.

Yet one day, Brayan found new interest in something especially unspeakable in Itum—which quickly turned into an obsession. He discovered Death Magic, and the secrets of Ichor. After stumbling into it at an underground market, he desired to know more and more about forbidden magic, and eventually he dragged even Caoimhe into it. They nearly went mad with this new source of wild rebellion. They were doing something so bad, so extreme, shoving everything their parents represented back into their faces.

Eventually, that journey came to an end. They were caught by the authorities, and would have been killed for their crimes if their families hadn’t intervened. Not wanting further embarrassment, Brayan and Caoimhe’s parents all decided to put them away quietly. After practically disowning them, they sent their “corrupted” children to Venefinia. There, at least they hoped, the children could be “put in sorts” and “controlled somewhat.”

Brayan and Caoimhe didn’t know what to expect—and for the first time in their young lives, they were afraid. When they finally reached Venefinia, they received some “royal” attention. Right away they got their first taste of the city’s Mind Police. The governmental presence took them to the Ministry of Truth, to “retrain” them to resist corruption. For Caoimhe, it was especially trying. Eventually, both of them pulled through—growing even closer together.

Eventaully, both were allowed to rejoin the Venefinia society, and began their true education of their new gifts. The things they learned amazed them, but scared them at the same time. They came to a grim realization of what they had gotten themselves into—that they would continually face the threat of corruption every day. Brayan felt wholly responsible for dragging Caoimhe into this mess, and promised to her that he would protect her.

But once again, things didn’t go as well as planned. Brayan wasn’t happy with how controlling the Mind Police were. He didn’t appreciate the violations they made on his and Caoimhe’s privacy. Being the kind that never liked rules and restraints, he didn’t respond well to their monitoring. He developed a bitter enmity with one of the agents, which grew deeper and deeper with every meeting. Such rivalry didn’t end well. In the end, it cost Brayan his life—and Caoimhe’s heart.

Broken and miserable, Caoimhe nearly lost herself. The Mind Police took her again back to the Ministry of Truth, where they tried to revert her process of corruption yet again. Months passed without much progress, and soon the Ministry debated ending her life. However, something abruptly changed in Caoimhe. She regained her sanity, and almost seemed at peace with herself. She made a remarkably speedy recovery, enough to allow her release—though the Ministry let her go reluctantly. Afterward, they kept a close eye on her, but still she showed no sign of breaking.

But the moment they glanced away—even for a brief second—she disappeared.

Caoimhe fled from Venefinia for the forests north, fading from the knowledge of old friends and family. Rumors are spreading that somewhere in the Endla forests, surrounding Parasanti where their ideals agree with her, Caoimhe is living on. The wildest stories say that she leads a band of renegades and outcasts, who fight against corruption of all kinds, in memory of her lost beloved. But whether or not that is true, remains to be seen.

Pokemon: Grace -- Glaceon

Other:
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  #6  
Old 06-21-2011, 05:02 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Name: Nerezza Rinato

Gender: Female

Team: Team VILE

Class: Mage, able to access human's and Pokemon's minds and view their memories, making her able to understand them completely. Can also shield her own mind from other mages with similar abilities.

Description: Shoulder length black hair and gray eye (one is missing). About 5'6" tall and emaciated. The left side of her face is scarred and burned from a fire she was in. The scar stretches from her hairline to the corner of her mouth and destroyed her left eye. Where it was is an empty, scarred socket. Wears a black cloak to cover the burns on her arm, left side, and leg. The burns on her body are less serious, but still disfiguring. On her arm and leg, they seem to make an almost serpentine pattern. The cloak has a hood that, with her hair, covers the burns on her face. She walks with a slight limp, because of the pain in her leg and side, but has learned to compensate for it, so she can still fight and get around. She is 20 years old.

Personality: Nerezza has fits of insanity where she is at the mercy of the voices in her head. The rest of the time, she is very quiet and reserved. She avoids other people, even other members of team VILE out of fear of persecution. The constant killing has turned her cold and hard-hearted and she is unlikely to grant her enemies mercy. Rather than talk to people, she uses her abilities to find out more about them. There are few people whose minds she can't access. She has no qualms about systematically breaking into someone's head and stealing their memories to gain valuable information. She doesn't show much emotion and is completely devoted to team VILE, out of a mistaken belief that they saved her from a painful death on the streets. Her only companion, and the only living thing she cares about, is her Skarmory, Rae, who she has a deep affection for, and she would be willing to die for him.

History: Nerezza was born into an upper class family in Mancia. Her father was the head of one of the old families and her mother was a servant girl that worked in their house. However, her father's wife claimed to be the mother so as not to bring dishonor on their family, though Nerezza was always reminded that she was not her stepmother's true daughter. Her stepmother was killed in an accident at a Pokemon battling stadium and her father hung himself soon after. Because her stepmother could produce no children of her own, Nerezza was the sole heir of the family's fortune and of their only Pokemon, a Skarmory. Nerezza had never been allowed to play with other children as a child and formed a close bond with the Skarmory, named Rae, and began to train him.

She became quite successful at battling and added a great deal to her fortune, before she was in an accident while battling a Charizard. One of its bursts of flames completely missed Rae and hit her, permanently disfiguring her. She is now afraid of fire and fire Pokemon and avoids battling altogether. Rae, however, misses battling, and wishes she would battle again.

Her entire life, Nerezza constantly heard voices in the back of her head, telling her to do terrible things. However, they were only whispers and she found she could ignore them. She never dared tell either of her parents, fearing that her stepmother would want to abandon her. After her accident, when she was exposed to the magic of the Charizard's fire attack, the voices became louder and she found that she could reach into other people's minds. Her ability frightens her and she is afraid of using it malevolently. She constantly fights herself and the voices in her head to try to remain good. Nerezza would have been happy to hide in her family's mansion for the rest of her days, but recently, her neighbors started noticing something odd about her. Her and Rae left their home in the middle of the night and never looked back. She wandered the streets for days, not knowing where to go, until one day she came across a hole-in-the-wall bar.

Inside the dirty bar, Nerezza noticed a man watching her from across the room. The lighting was so bad, it obscured most of his features, but she could see the glint of his eyes following her. She sat down at the bar, and the man approached her.

"Can I buy you a drink?" he asked.

Meekly, she nodded, and he spent the rest of the night telling her about an organization that protected mages. One called VILE....

Now Nerezza is being taken to VILE's base, along with a few other new recruits. None of them have any idea what they're getting into.

Pokemon: Skarmory (Name: Rae)
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Old 06-21-2011, 07:46 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Everyone is a freakin' Mage >_<
I'll be different and reserve a human for the Cullen~
Regular humans can have [shiny?] Pokemon right?

Name: Amaryth Velza, AKA the Magna Deserter
Age: 24
Gender: Female
Team: The Cullen
Class: Human Craftsmith and Warrior
Description: Amaryth is 5'10 with an athletic build hidden under her clothes and armor. Her eyes are a piercing emerald green colour and her hair is a dark auburn usually tied loosely back. She has scars all over her arms and legs from mishaps in sword practice , though she thinks nothing of them when mentioned. Some scars on her arms are from other Pokemon encounters. She has an armor shoulder plate and plating under her vest leather, of which is adjustable thanks to her ingenuity in smithing. Her casual attire consists of a soot stained grey tunic and black pants, and brown leather boots and brown leather vest. She has specially made gloves, made from the hide of a Rhydon, with small armor plating over the joints of the fingers for added protection.

In her Magna Deserter persona, her armor is a dark silver trimmed in black and crimson and on the left shoulder has a self scratched in insignia of unknown origin. Thanks to her ingenious design, this armor is durable and is tucked away under the armor she wears just as her usual self. Metal plating goes over her leather boots, held on by a metal clasp just around her ankles. Her gloves she keeps on, however covers them also in another metal clasp, similar to the one she wears around her elbows. Her helmet is one thing she can't hide within her unique armor design, but however is the most unique part of it. The single face plate helm, only having small slits to see and breathe through, but not to be recognized in, also keeps her true self hidden, by having her voice altered by the reverberating metal, making her sound like a phantom. Four horns going along the top and following down the helmet add to the sense of ominous ambiance to this form.

Personality: Amaryth is a very strong person in all sense of the word. She is physically strong, but hides that prowess under her sharp wit and even sharper tongue. She isn't afraid to back down from a challenge, unless it is absolutely ridiculous and she knows there is some sort of deceptive cheating behind it, and is never one to shy away from proving a man that he is wrong. An incredibly focused individual who notices many small things about people, and can make educated, and often correct guesses about their personality or habits. Her interest lays in machines, ingenuity and creating the unusual and new. Her main goal rests in learning about the lore covered mystery machines that may live under Saffron. She isn't much of a people person due to living much in seclusion most of her life, though doesn't mind the company of one or two people every so often. when asked about her specially made sword, rather than claiming it as her own, she will simply state that she is searching for a particular person to give it too.

When acting as the Magna Deserter, she often acts cold and almost merciless towards others. There are few who have met such a person and lived to tell about it, leaving her shrouded in dark myths and fear. She uses this fear to manipulate those who are weak of heart for information she needs or items, even money. Still there are times with glints of Amaryth shine through, most often when she allows someone to leave without severe injuries, or with their life. There may be only one or two people on the entire known earth who know who the Magna Deserter really is.

History: Amaryth for as long as she knew was an orphan. Her parent’s death was blamed on a ravaging riot of wild Pokemon of which she never knew was the truth or not. She was taken in by an old blacksmith who forged everything for the Magnasanti army and guard. during the years, all Amaryth knew was a black anvil, a hammer, and mounds of metal. Life wasn’t easy, as she lived in the forge, ate, slept, rarely had the chance to go outside. There was a window however, and Amaryth always watched out that window any chance she wasn’t working. She saw the people, and those who lived under such pressure and watch, she almost feared outside. Her guardian always told her never to fear the outside, but make the outside fear you.

Over the many years, Amaryth grew up in the same forge, taking over the duties of her guardian as he grew older. She slowly started to learn the secrets of what she always thought of as an enclosed and masked prison. She was taught of secret passages leading out of the forge and off the castle grounds, some of the small Pokemon that hid in the shadows and crevices, and soon came the time where Amaryth learned of her guardian’s biggest secret.

One night, as Amaryth was working late on her special armor project, her guardian came to her and watched her for a moment. After the hammer and anvil sang their usual working on, Amaryth asked why the fires were always burning constantly, without them ever being checked before. She was brought into an underground room where a large, ash covered, orange and green dragon-like Pokemon. Amaryth was startled by him at first, but found that the dragon was rather fond of her already. Her master explained to her that this wasn’t any regular Pokemon, it was a special and very rare kind. After Amaryth looked at him more, she found that the Pokemon was a Druddigon, and based on books she red about legends of Pokemon, she knew them to have red faces, whereas this one, had an orange one, and a green body.

A few weeks of interacting with the Druddigon, Amaryth grew more comfortable around him and slowly more fond of him. As another week went on, Amaryth started to notice something strange in the air around the forge. There was a bad feeling in the air and she didn't like it. She wasn't the only one who liked it. One evening in the forge, and what was to be the last, Amaryth noticed that her guardian and master had not returned from the market. When she herd a pounding on the door, she hadn't even reached it yet before the castle guards broke it down, and searched the place. Amaryth was shocked and confused, and when one of the guards noticed she was the apprentice of the old man, and a woman at that, he attempted to drag her out of the forge. Amaryth wouldn't have that, and took the special blade she had been experimenting with and swung it hard at the guard. His armor rang loud and his arm stung from the impact, forcing her to be released. She stood firm, despite being outnumbered and outmatched. The one guard was furious but his captain told him, and the rest of his men to stand down.

Rather than punishing her for attacking a castle guard, he saw potential in her to be a great warrior. So, from then on, she was marched into the schools and training academy of the Royal Magnasanti Guard. She was athletic enough to be passed off as a tomboy, due to not being the most chesty female, and her hair was just long enough to prevent and feminine comparison. Amaryth tried her hardest to return back to the forge for the shiny Druddigon, but any chance she had, she was always turned around and back to her quarters.

Years after harsh training, proven by scars all over her arms, and disciplinary codes, and Amaryth was still kept most of a secret. She despised the Royal Guard more and more in her years of training, and bided her time wisely, configuring a plan to get free. Once the time of her graduation came, she was to prove her self by fighting a rare fearsome beast. When the beast was revealed, Amaryth recognized him immediately as the shiny Druddigon from the forge. However, something was different about him. When he came out, he was fierce and angry, almost as if something in him was torn. She recognized what was wrong with him, and the way his scales covered scars on his arms and tail, even his wings, she knew; it was terrible abusive treatment. She was surprised they found him in the forge at all, and prayed her special armor wasn't found.

The Druddigon attacked her wildly, and Amaryth did her best to not harm her one and only friend. The Druddigon would not stop failing his claws wildly at her however, so she had no choice but to raise her sword and strike from above. The crowd went silent for moment, as did everything else. Amaryth lifted her helm and looked at the Druddigon in the eyes, knowing that swinging her blade at the ground and faking the assault would be enough to make him stop for a moment. The dragon recognized the face of the female craftsmith, and his previous self slowly returned. As the guards approached her,wondering what was going on, Amaryth stood to oppose them in the defense of her friend. Immediately, the Druddigon took Amaryth on his back and fled the grounds of the castle with haste, managing to escape through the special tunnels that were shown to them by the forge and with her special armor in hand. The pursuing guards found the uniform left behind by Amaryth, and thus dubbed her crime desertion.

From then on, the Magna Deserter was born.

A few months after leaving Magnasanti, Amaryth and her Druddigon, of who she called October, wander the lands alone, with no map, and not much of a plan. The only thing they are focused on is finding the mythical machines said to slumber under Saffron, and relieve Magnasanti of it's terrible political ways, be it with the machines, or by the ways of the Magna Deserter.

Pokemon: October, [shiny] Druddigon
Other: Amaryth can summon October with a special pipe when she's in danger and needs help. She can also read a bit of micro expressions, is very good at climbing because of the intense training.
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Last edited by Saraibre Ryu; 06-26-2011 at 08:14 AM.
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  #8  
Old 06-22-2011, 01:08 PM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Quote:
Originally Posted by alaskapidove View Post
Name: Nerezza Rinato
Gender: Female
Team: Team VILE
Class: Mage, able to access human's and Pokemon's minds and view their memories, making her able to understand them completely. Can also shield her own mind from other mages with similar abilities.
Description: Shoulder length black hair and gray eye (one is missing). About 5'6" tall and emaciated. The left side of her face is scarred and burned from a fire she was in. Wears cloak to cover the burns on her arm, left side, and leg. The cloak has a hood that, with her hair, covers the burns on her face.
History: Nerezza was born into an upper class family in Mancia. Her father was the head of one of the old families and her mother was a servant girl that worked in their house. However, her father's wife claimed to be the mother so as not to bring dishonor on their family, though Nerezza was always reminded that she was not her stepmother's true daughter. Her stepmother was killed in an accident at a Pokemon battling stadium and her father hung himself soon after. Because her stepmother could produce no children of her own, Nerezza was the sole heir of the family's fortune and of their only Pokemon, a Skarmory. Nerezza had never been allowed to play with other children as a child and formed a close bond with the Skarmory, named Rae, and began to train him. She became quite successful at battling and added a great deal to her fortune, before she was in an accident while battling a Charizard. One of its bursts of flames completely missed Rae and hit her, permanently disfiguring her. She is now afraid of fire and fire Pokemon and avoids battling altogether. Rae, however, misses battling, and wishes she would battle again. Her entire life, Nerezza constantly heard voices in the back of her head, telling her to do terrible things. However, they were only whispers and she found she could ignore them. She never dared tell either of her parents, fearing that her stepmother would want to abandon her. After her accident, when she was exposed to the magic of the Charizard's fire attack, the voices became louder and she found that she could reach into other people's minds. Her ability frightens her and she is afraid of using it malevolently. She constantly fights herself and the voices in her head to try to remain good. Nerezza would be happy to hide in her family's mansion for the rest of her days, but recently, her neighbors have been noticing something odd about her. Soon she'll have to move on....
Pokemon: Skarmory (Name: Rae)
You need to expand your description and history a bit more, look at CloudofNine's SU for a good idea of what is expected. Also, please paragraph, no one wants to read huge blocks of text.
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Dali: "I know what the picture should be ... We take a duck and put some dynamite in its derriere. When the duck explodes, I jump and you take the picture."
Halsman: "Don't forget that we are in America. We will be put in prison if we start exploding ducks."
Dali: "You're right. Let's take some cats and splash them with water."
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Old 06-22-2011, 09:08 PM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Riiiight, sorry I'm new at this. I'll edit it.
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Old 06-23-2011, 03:14 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Finished my sign-up ^^

Hopefully, I'm not the only one for Elemental :x
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Old 06-23-2011, 03:54 PM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death

Ok guys, I just realized I didn't include a personality section in the SU (I honestly have no idea how it took me this long to notice). So while CloudofNines does not have to add that part in since he's already accepted, everyone else has to include a personality description in their SUs. Sorry!
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Dali: "I know what the picture should be ... We take a duck and put some dynamite in its derriere. When the duck explodes, I jump and you take the picture."
Halsman: "Don't forget that we are in America. We will be put in prison if we start exploding ducks."
Dali: "You're right. Let's take some cats and splash them with water."

Last edited by Lusankya; 06-23-2011 at 03:57 PM.
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Old 06-26-2011, 12:01 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death [SU]

Name: Belcarth
Age: 21
Gender: Male
Team: The Cullen
Class: Mage - Think of a mix between a druid and an Aura Guardian. He has the ability to sense, understand and 'hear' the presence of both plants and animals. Because of his bond to Jayde, his Lucario, he is able to sense and manipulate aura the same way as Lucario, and the mix between the two is that he can sense and use the aura of others, in order to heal himself, to channel power for healing others, or in rare cases weaken others. By forcefully manipulating someone else's aura, he can weaken them, while he himself is a sitting duck as all his focus goes into upholding this bond, as the person who is gettign weakened would try to ward of his mind. Sensing the aura of others, he can 'hear' the basic feelings that area on the surface, such as happiness, sorrow or anger, but not read the actual thoughts of the person. Belcarth and Lucario can speak telepathically, but only with each other(or pokemon/humans who also posess the ability to use telepathy, such as Lapras), as they have spent years together, and practiced every day. Any form of manipulation drains him of power, varying amounts depending on what he does.

Description: He stands almost 6 feet tall, with fairly long black hair. His eyes are of a deep blue color, comparable to that of the ocean. His skin is light but not pale, although his face sometimes have a red overtone due to his work as a blacksmith. Save for a cut along the side of his neck, he has no visible scars, although his hands show signs of the many hours spent by the forge and the anvil, processing and shaping the hot pieces of metal into their desired forms. The same work has subsequently hardened his body, and while he is quite strong, it does not show quite as well as one could expect.

When not in his smithy, he usually wears a leather outfit, not quite as sturdy as a piece of leather armor, but still better for protection than regular clothes. Over this outfit he wears something that looks like a mix of a long coat and a hooded robe. It's made of a light yet durable fabric, and is dark in color. This too is not for protection, but rather privacy. While wearing this coat, people will not be able to see what he carries under it, and with the hood on, he is quite adept at hiding in the shadows.

When he is armed, which more or less is every time he leaves his home, he wears a slightly curved sword on his back, looking very similar to a katana, with the blade diagonally positioned, and the handle right above his left shoulder. This is usually the only visible weapon, but under the coat he has more knives and other 'tools' hidden than any given knight, rogue or assassin. These are the tools of his trade when he is not working as a blacksmith. And should you ever be unfortunate enough to go up against him, you would do best in reevaluating the situation before acting. Belcarth is of the firm belief that 'if anything has a size and wight at least that of a coin, then it can be thrown; if something can be thrown it can cause damage'. So far that belief has never been challenged.

Personality: Because of the events of the past, Belcarth is now a very cautious man, weary of whom to trust, and always prepared to defend himself. Because of this mentality, his appearance and mood frightens many, even those who have nothing to fear from him. And the only ones who see him in any other state of mind is his companion, Jayde, as well as the brothers and sisters of the creed. While he don't trust anyone but Jayde, he is at least not as tense around the brotherhood, because he knows that they all serve a common master, Justice...

History:
Spoiler:
Belcarth's life began a cold winter in Itum, City of Progress. He never knew his mother, for she had died shortly after giving birth to him, but that only strengthened the bond between father and son. His father was a blacksmith, and actually quite successful at what he did. Due to their home, and the smithy, being located on the north-western outskirts of town, a lot of traders who were buying the iron ore in the mountains passed by their home on their way to the city, where they would sell it and make a profit. It didn't take long before several traders who regularly traveled that route became aquainted with Belcarth's father. As the years passed by, more and more of the traders would stop by to share a meal or drink with the inhabitants of the house, and each time they visited, they discussed business. It became a tradition that the traders would separate the better quality ores from the beginning, and for a fair price they sold it to the blacksmith who had shown them such hospitality every time they visited. And with better quality ores, his wares were far better than that of his competition within Itum.

As was tradition, Belcarth bagan working with his father at the age of 10. Simple tasks at first, but gradually he was given more and more responsibility. By the time he was 14, he was given his first proper assignment. He was to work through the entire process himself, from taking the customers order, chosing the raw materials, and actually making it from beginning to end, then sell it. And no idea did he have that this one simple task would shape his life for several years to come.

It was a late afternoon in the beginning of the summer. And the task was a simple knife. A Knight of the Red Circle had broken his, and needed to replace it.
"I'm looking for the blacksmith", the knight said, as he entered the room and looked at Belcarth's father.
"That would be me", was the reply. "What do you need?"
"My knife", the knight held up a knife, with the blade broken.
"A knife, eh? Well, that's simple enough. Would you mind talking to my son? It's about time he get his own assignments."
"I suppose that could work", the knight said and looked at Belcarth. "Are you any good at what you do kid?"
"I've been working here for 4 years, sir. Although I have never done anything on my own, not for a customer that is." Belcarth said, not quite prepared for the question.
"What do you think, can you fix this?" The knight held up the broken knife again.
"Well, that depends on how you use it." Belcarth said, while examining the knife.
"What do you mean, it's a knife, I use it like a knife." The knight said, slightly annoyed, slightly confused.
"Depending on how the knife it is used, it put's strain on the blade in different ways. Do you use it for cutting, slicing, stabbing?" Belcarth said, realizing that he might not want to know the answer to that.
"Throwing." The knight answered. "Can you fix it?"
"If it is for throwing, I would suggest reforging the blade from scratch, since I assume that balance is of importance?"
"Yeah, how it should be balanced depends on the user, but I prefer the wheight to be in the handle. How long would it take?"
"Come back the day after tomorrow, and it should be done." Belcarth said as he took the two parts of the knife.
Said and done, the knight came back, and the knife was finished.
"Show me how it works", Belcarth said. "Throwing the knife I mean."
"Now, why would I do that?" The knight said, looking at a very serious face of a 14 year old boy.
"To see if it will stay in once piece for one, and to see if the balance is ok."
"Very well, let's go outside then, it's not very safe to throw things around inside."
Once outside, the knight took out the knife, and explained that to throw the knife properly, one holds the lighter part of it, in this case the tip of the blade, then you throw it in such a way that the knife starts spinning, and what you want to do is adjust the speed and strength of the throw so that the blade is pointing in the direction of your target at the moment of impact. He then threw it at a nearby tree, and it sunk into the bark by almost an inch. Belcarth walked over to the tree, pulled it out, and examined it. The blade seemed to be intact, and he walked back to the knight.
"Can I try?" The boy asked.
"Go ahead, don't feel bad if you don't succeed though, it takes a lot of practice to make it work the way you want it."
Belcarth nodded and looked at the tree, then hi changed his grip of the knife, holding it atthe tip of the blade, and threw it. It didn't end up exactly where he wanted it, but rather below, and a little to the right of the mark left by the knife the last time. Without a word, he walked back to the tree, pulled out the knife, wiped of the blade, and handed it to the knight.
"You sure you haven't done this before?" The knight asked as he took the knife at put it in his belt where it used to be.
"Never, but it's not so difficult to understand. It's all about balance. If the balance in the knife is off, the throw isn't going to end up where you want it, right?"
"That all depends on how well the thrower can adapt, a skilled knifethrower can adapt his throw according to the imbalance of the knife.

From that day onwards, Imos, for that was the knight's name, was a regular visitor at the smithy, and as Belcarth honed his skill as a smith under his father, so he honed his skills in the art of war under Imos. And as the name of the smithy became more famous, Imos was not the only knight who came looking for their services. As Belcarth had yet to specialize in any specific area of smithing, and his father had rarely dealt with weapons, it came to be that Belcarth handled most of the knights and their requests, and in the process learned the various ways that blades could be shaped, balanced and used. And shortly, an extension to the main building was built, where Belcarth's own smithy would be located.

While the building was being constructed however, Belcarth had started to feel a bit strange, for some reason he had an unusual urge to wander around in the forest. And during some of the busiest moments of the construction, when it was impossible to get any work done, he could spend hours doing so. Eventually he began to hear things. Not voices, yet not unorganized sounds. It took him a while to figure it out, but as he spent more time in the forest, he noticed that what he heard was stronger among the trees of the forest. And that it could be nothing other than the forest itself. Then the other voice began...

As days became weeks, weeks became months, and months became years, his skills as a weaponsmith was increasing at a rapid speed and his training sessions with Imos tilted from a major disadvantage to equal, even gaining the upper hand on a few occasions. His understanding of the forest, down to the smallest of plants was amplified, and his battles to keep the lid on the other voice was growing more and more violent. And never did he tell anyone of this power of his, even though he very well understood what it was...Magic had been awaken inside him, and the dead gods were calling out to him, reaching for his power, trying to corrupt his mind.

Then, one day, early in the summer after his 16th birthday, rumors had been spreading in town. Rumors of uncontrolled magic being on the loose. To others, he seemed as concerned as any other citizen fearing for their wellbeing, but little did they know that he feared he was the source of these rumors. At training sessions with Imos he tried to ask about the rumors, but the knight was confident that it was just that, rumors, ad nothing to be afraid of. Belcarth did however never leave the smithy without the sword that he had made a few months back, and a small collection of knives hidden here and there. His father didn't like it, but he didn't care. He wanted to be able to defend himself should someone figure out who was the source of the rumored magic. To avoid contact with people, he spent most of his free time in the forest, seeking the calming effect of the forest that he had come to depend on. This calming effect that he sought was probably what saved his life.

After an unusually long walk through the forest, Belcarth arrived back late at his house, and what he saw that day would haunt him for the rest of his life. His father was lying on the floor of the smithy, his body lifeless with a knife stuck in his body. Belcarth instinctively drew his sword, and turned around to see if someone else was present. None else seemed to be in the room though, and as he looked out through the window, he saw a group of people disappearing towards the city, and the sight sent chills down his spine. The banner which was visible amoung the people was none other than that if Imos' banner. Quickly turning back towards his father, Belcarth pulled out the knife to look at it, but a glance was enough to shock him enough to drop the knife. This was the very knife he had reforged two years ago, and left little doubt as to who was responsible. As shock was replaced by anger, the 'other' voices multiplied in strength, and he suddenly felt the urge to chase after the one who had betrayed him. Halfway through the door however, his mind was clear long enough for him to remember who the voices belonged to, and he once again began to fight them. After struggling to get back the control of his own body, he let the anger be replaced with sadness, and a feeling of emptiness. His mother he had never known, the man whom he had trusted had betrayed him, and lifeless on the floor lied the last shred of family he had left.

Unsure of how long he had been sitting there on the floor, he realized that they could very well come back at any time. As he thought things over in his head, he reasoned that he could not linger any longer than absolutely necessary. He put his sword back into it's position, he picked up the knife that had been the means of betrayal, and promised himself that one day he would return it to it's rightful owner, in a manner similar to how it had been left behind. He then packed as much food as he could bring with him, along with some of the tools of his trade. He then moved his father out of the smithy, and to the house where the two of them had lived, and lit a torch. He circled around the house, setting the roof ablaze, before throwing it inside the house. With the bag on his back, and a burning building in front of him, he said a short prayer, directed at the spirit of the Lifemaker, asking for guidance on his father's behalf. He then turned around, and headed for the forest, and to the Iron Mountains.

For over a week he had been walking. The distance to the forest had not been very long, and the walk through the forest had not taken much more than a couple of hours. Then came the mountains...The Iron Mountains were relatively small at the place where he currently was, but the terrain was still quite hard to maneuver, and all the walking up and down increased the walking distance quite a lot. Almost out of food and water, he made it to the other side, but he had been completely exhausted in the process. Sitting down near a small lake he fall asleep, only to be woken up by someone standing over him. Half surpriesd, half scared, Belcarth jumped up, put his hand on the sword and turned to look at the creature standing in front of him, a Lucario. Seeming just as startled by the quick movement as Belcarth had been startled by someone standing over him, Belcarth slowly let go of the handle, tried to communicate with Lucario. While it seemed to understand what he said, it seemed to be nervous, and just stood there watching Belcarth as though it was the first human that the Lucario had ever seen, which was probably very likely considering where they were. After it had been looking at him for a while, it closed it's eyes, and to Belcarth's surprise he heard something that was similar to the voice of the forest, but somehow seemed to be more alive, or active was perhaps a better word. As the Lucario opend the eyes, the feeling faded, though not completely. And the look Belcarth received showed just as much surprise that he had just experienced. Slowly he realized that the new presence must have been the Lucario, and thus his first connection with something other than nature was born. Whatever the Lucario had done, it seemed to be enough to make it trust Belcarth. Again he felt the presence in his mind, and while the voice wasn't words, it was more like feelings and impressions that were transmitted. While it wasn't crystal clear, the basics were understandable. The Lucario, who apparently was female, lived in a cave nearby, and she were asking Belcarth to follow her, and so he did.

For over a year he lived in that cave, his bond with the Lucario growing, his understanding of the forest, and now also the creatures that inhabited it, was growing, and he rarely had to speak to the Lucario any more. She had learned to comunicate in words as well as images, and she was facinated with Belcarth's ability to understand the forest. Another year passed, and the boundries between their minds were becoming more and more blurred. The Lucario, who had always been able to distinguish between individiuals by their aura, could now distinguish between diferent species of trees and plants, and eventually even between two trees of the same kind. They were not individuals of the kind that one would see among humans, animals or pokemon, but they were different nonetheless. In reverse, Belcarth had started to develop an ability to see the aura of others, not only hear them as faint voices. As they realized that their powers were intermingled, Lucario started to train Belcarth in the manipulation of aura, and to Belcarth's amazement, he found that he could manipulate the energy of nearby trees and animals and not just himself. Over the course of this mutual training, Belcarth noticed that the eyes which had once been red, was now a dark green color. And her aura shifted to green as well.


Pokemon: Jayde(Lucario), Female - Eyes are a darker green color, compared to the regular red color, hence the name. The color of Jayde's aura, and aura abilities, are also more to the green rather than the blue which is seen in the show, movie, games. This green is a reflection of the strong bond to nature that Belcarth has, and thus shares with Jayde.


Other: If the powers described, or the changes made to Jayde aren't allowed, tell me and I will change it. I have tried to balance it though.

Last edited by Kamikaze; 06-26-2011 at 01:55 PM.
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  #13  
Old 06-26-2011, 01:33 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death [SU]

Please separate them, makes reading easier.
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Old 06-26-2011, 04:06 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death [SU]

Okay, then, I added the personality section. Um... I hope it's okay now ^^'
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Old 06-26-2011, 07:52 AM
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Default Re: [WAR X] WAR X RP - The Circle of Life and Death [SU]

Name: Mary Advent
Age: Undetermine
Gender: Female (Appearance)
Team: Armada
Class: Ship
Description: Base Appearance

Mary doesn't necessary needs clothing but in order to blend in with the people of the word she wears a tight black jacket that has pink cherry blossoms on it and blue gloves. The jacket is long enough to cover mostly her legs thus making it look like a dress. A compact tool belt is wrapped around her waist that she uses to repair herself if needed. On her back are cords that can come out of her back that would allow her to connect to the Gurren.

Mary can levitate but it takes up a lot of her power so instead she can form 'feet' to allow her to walk from place to place if needed. A pair of blasters could be seen on her side long with a katana.

Personality: Mary is mostly a quiet person until something catches her attention. She likes to thinks about things due to her past which leads people to think she is very knowledgeable. Due to the passage time though it actually made Mary slow as she believes she needs to spend as much time as she needs to figure out the whole situation.

Mary also have a thing for cute things. The long jacket she has was the first thing that she got when she was about to locate a body.

History: Mary began her life in the slums of the world back when war was running with fury. The memories of the World War and the peacemaker are blurry due to how long ago it was but Mary knew that eventually she joined the air force of the Peacemaker.

Mary remember that when she was younger that she wanted to be part of the movement that would end the war but didn't want to do it alone. She decided that it would be best to become part of the Peacemaker's air force. She moved to Infinite Harbor as a volunteer to become part of the maintenance crew for the large ships. Mary ended up being on a crew of a medium floating ship called the Gurren. It wasn't one of the impressive huge ships but it would do. Each member of the crew worked hard to make sure it was ready for battle and Mary soon joined. Everybody on the crew acted as one mind and body. May it be in battle or during times of rest. Eventually Mary rose up the ranks to become an engineer for the ship and knew it inside and out. She knew how to engine worked and even figure out how to man the guns.

Then it happen. The Gurren and it's crew found itself in a battle that they couldn't win. Her crew was becoming smaller as the battle raged and the armada that the Gurren came with was following suit. The crew didn't want to retreat though since they all believed victory was close. The battle was slowly becoming one of honor due to the fact the air force was at the moment seeing bouts of traitors from within.

It was then that a mage suggested that they bound their souls with the ship. The problem was that they needed a 'healthy' soul that wasn't close to dying. Nobody wanted to take up the task and the battle was still raging. Everybody saw that this could give them an edge in the battle and help maintain the ship for many years to come. Eventually Mary stood up and volunteer. She didn't want to see the ship she called home be destroyed and as a head engineer she did knew the ship inside and out. That was the last of Mary's flesh and blood life as her soul along with the recently dead's were bounded into the ship.

With Mary as the 'core' of the ship, the Gurren saw victory. The Gurren kept going and Mary made sure to keep running. The crew worked even harder to make sure she was well taken care of but eventually they began to pass away. It would have seen that battle was keeping them alive but the time of peace was making them each go one by one. The fact that her comrades were dying sadden Mary and then the fact that she was limited to so few places made her feel restricted. The place that she once consider a haven of happiness was now a prison of despair.

It was then that Mary came up with an idea. If it was possible for her to inhabit a ship then she maybe able to inhabit other things such as a body. Not just any kind of body, a mechanical body. Mary soon travel as far as she could for the parts that she may need. During her travels she met other 'ghost ships' and joined the Amanda which acted as a support group in sorts. Eventually she got all that she needed and used her 'ghost ship' powers to create her body. The body was the best she could do but was happy to say that it looked human. Then Mary began to procedure to the best of her abilities with the help of mage that she employed to transfer most of her soul into the new body.

Mary found the whole thing amazing. Most of her soul was in the mechanical body that had a bit of Ichor to help fuel the body. The rest was within her ship body, the Gurren. She could feel as if she was in both places as if the Gurren was an extension of her body. Still in order for her to have full control of the Gurren she would have to connect with the Gurren. Her new body had connects that will make Mary literally 'one'. Mary would have full control of the weapons system, something that she couldn't if not connected.

Mary now wanders as much as she can in her new body with her ship. She finds happiness in a way since she can even maintain the ship with her own hands. Still she can't help shake off that things feel off and hoping that traveling will help.

Pokemon: Lucario

Other: Has some control of fire magic but that takes up more of her fuel that Mary doesn't want to waste.
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