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 Post subject: The Rangers OOC
View Likes PostPosted: Mon Jul 31, 2017 8:40 pm 
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"You better watch yourselves around these parts, Zeldor ain't no place for heroes"

-Pirate Lord Soran to Grandmaster Durnil


Ill times have fallen on the Rangers, the former guard to the Emperors of Zeldor. After the assassination of Emperor Regulus X, who left no living heir, the Zeldoran Empire fractured into many warring states, after being unable to elect a successor. From the snowy land of Drakenwuld where there hardy people rode drakes into battle, to the southern realm of Torandail where gleaming knights take the field alongside peasant militia, war erupted as all tried to carve out larger borders, and eat what remained of the old capital lands of Ar Dornast. The Rangers, then known as the Phoenix Guard, did all they could to defend the old lands and maintain order, being one of the few able to utilise magic, living long lives which they used to perfect their martial prowess. But as their numbers dwindled, and the capital of Al Dornast was burnt to the ground along with the knowledge of how to create more, they took the name Rangers and began to roam.

Lead by Grandmaster Durnil, they took an oath to encourage and safeguard peace, and to defend the states until the were united once more. However they were universally unaccepted by all nations, who viewed them not only as former enemies, but monsters to be eradicated. For decades they wandered the continent, fighting hordes of Dark Ones, warbands of Orcs and occasionally armies sent to deal with them until they were slowly pushed into the far east to the Forests of Shadow where they met an unlikely ally, the Elves. The Elves had been pushed to the edge of annihilation after the boom of the other races, and the race who once ruled a continent had been reduced to one city in the forest, Elacrai. Finding it under siege by a Toranian army from the south, Durnil ordered the attack on the rear of the besiegers, routing the superior force. Meeting with the Elven Council of Nobles, they gave their thanks and offered them access to the city, where no other race had entered for years. The Council and Durnil struck a bargain, where the Rangers would lend their power in casting a powerful illusion to hide Elacrai to all but those deemed friends to the Elves, and in return the Rangers would forever find a home within its walls. Sadly afterwards, Durnil died from a poison wound suffered in the battle.

The wars began to die down as borders began to settle in place, with only sporadic wars between 2 or 3 nations and not the continent engulfing civil war that had raged for nearly 50 years. The Rangers under their second Grandmaster Vulcan, began their crusade against those who would harm the nations of Zeldor. Believing wholeheartedly in Durnil's vision, he frequently ordered the Rangers against the Dark Ones over the mountains to the east and the warbands of Orcs to the north of the forest and with over 400 years of near constant warfare the Rangers dwindled from 5000 to merely 1500 due to the attrition of battles. But unknown to them, a new, more dangerous enemy was about to arrive on the shore of Zeldor.

The Varricus Imperium arrived on the south eastern shores from a continent far away. Worshippers of the Ruinous Ones, and highly militarized, they posed a threat to the balance that had managed to take root on the continent, and with their vast, highly trained armies, not much could stop them. Upon hearing of the arrival of the invaders, Grandmaster Vulcan decided that it would be better to destroy this fledgling bud before to turned into a tree. Mobilising the Rangers, they marched to the encampment of the invaders determined to drive them back into the sea. The Rangers experienced some success at first, and looked set to defeat them until the powers of the Ruinous Ones intervened. Within the ranks of the Imperium were sorcerers. Wielding dark magic not seen on Zeldor for over a millennium, they summoned a warp portal behind the Rangers which dispatched a horde of demons to cut off their retreat, with the lieutenants of each Ruinous One accompanying their demons. And this is where our story truly begins, with the Rangers facing an impossible enemy and faced with annihilation.

Yet fate has decreed that not all should perish this day. Several Rangers, chosen by destiny, are chosen to escape this slaughter and unite the lands against the Varricus Imperium and the Ruinous Ones. Will they do so by being shining beacons of virtue, fighting until the bitter end to uphold the old oath? Or will they forge their own path with fire and blood, bringing the rebellious states to heel and reforming the old Empire?

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Ranger History

The Rangers

"Let my blood seal my vow, to defend the lands of the old Empire and protect the weak. I give my life to the Rangers, and neither men nor gods will stand in my way. Like a storm I will tear through the enemies of the land, like my brothers and sisters I will fight until the end. In war, I will fear no evil. In peace, I will remain vigilant against the darkness. In death, I will have victory"

-Ranger Oath


When the Zeldorn dynasty first conquered the whole of the continent and named it after their family, the threat of rebellion from the conquered kingdoms and tribes was still a major concern for the new Emperors. With this threat and attempted assassinations, the imperial scholars began to research how to create super soldiers to protect the Emperor Regulus I. The result was the Phoenix Guard, soldiers that were stronger and faster, able to utilise the primal form of magic and as time would soon tell, immortal. Boys and girls were chosen from the populace at the age of 7 and subjected to extensive training and conditioning to ensure they would survive the Trials. On their 18th name day, they would be brought blindfolded to the Tower of Sarnost, the centre of learning for the scholars and where the Trials would take place. Tied down, they were injected with an unknown substance which caused extreme pain that would either kill them, or cause them to pass out where the senior members of the Phoenix Guard would continue the Trials. At the end, a new Phoenix Guard was created, with power over a lore of magic and blessed with immortality.

The few rebellions that did fire were swiftly put down by the overwhelming power of the Phoenix Guard. With sword and spell they were brought to heel, and as decades passed of imperial rule, the rebellions ceased and the Phoenix Guard settled into their role as the Emperor's guards. The capital of Ar Dornast was also guarded exclusively by them, and peace and prosperity would follow. At their peak, the Guard numbered at around 10,000 strong, until the collapse of the Great Warp Gates far to the east, and the Ruin Wars began.

The Warp Gates were the barrier between this world and the realm of the Ruinous Ones, dark gods of primal human emotion. Anger, lust, pride and envy all took form in the Ruinous Ones, and each commanded legions of demons and greater demons. After their collapse, a massive horde of Ruin came rumbling over the mountains to the east, sweeping above the Forests of Shadow and dispelling the warband of Orcs in their wake. The Zeldoran Empire mobilised, as did the Guard, and at the Battle of Darrondell, the first Ruinic Invasion was defeated at great cost. But the collapse of the gates would also come to bring down the Empire itself in the form of the second Ruinic Invasion.

The second invasion came only 20 years before the fall of the Empire, when the Emperors two eldest sons perished alongside 4,000 of the Guard in protecting the realm, leaving the old Emperor with his only son Geralt, who would come to take the name Regulus X on the death of his father. Regulus has not been groomed for rulership, and the taxes and new laws introduced by him created much animosity among his subjects and the common folk, and only 10 years into his rule, he was assassinated after he sent the Guard out to deal with a rebellion to the north. Upon hearing the death of the Emperor, the Guard returned and the Grandmaster assumed control of Ar Dornast and attempted to restore order. But already the realm has fractured and war began between the upstart nations.

Unable to quell the civil war, the Guard protected the central lands of Ar Dornast, hoping to mediate peace and vote on a new Emperor. But as it became clear the fighting was not to cease and the armies encroached on the capital, the Guard began to fight back. After realising they would not be able to defend from all sides, and after the death of the Grandmaster, Durnil assumed command and ordered the retreat from the capital. The city was burnt to the ground as fighting over it ensued, and with it the loss of the Tower of Sarnost and the knowledge of how to create more Phoenix Guard.

It was Durnil that renamed them to the Rangers, warriors without a home that would roam the land and defend it until a new empire would be born from the ashes like a phoenix. Noble intentions, but the Rangers were not appreciated by the common folk and the new nations, and clashes were common. Even in the free city of Ionia, ruled by pirate lords and merchant princes were they unwelcome, and so they made their way to the north east, keeping the barbarian horsemen and the Dark Ones in check until they entered the Forests of Shadow. Finding the Elven capital of Elacria under siege from a Tolranian force. Despite being outnumbered, Durnil decided their help was required to save the last Elven city. The Battle of Elacrai was a significant conflict for the Rangers, as after it they had gained a powerful and eternal ally in the Elves, and once again had an home. Training alongside the Elves, they learnt techniques of battle vastly superior to their own, and their archery skills were now legendary.

Sadly Durnil had passed after establishing a home for the Rangers, and Vulcan was named as his successor. However Vulcan fanatically followed Durnil vision and saw the end of the Rangers struggles as when the last fell in battle defending their ideals. He made all reaffirm their oath laid down by Durnil and sent the Rangers out on countless attacks against threats to Zeldor for over 400 years, even attempting raids into the Darklands where the Great Warp Gates collapsed. While he met with some success, defeating the uprising of a doomsday cult and further protecting the last Elven city, his bold nature led to the greatest decline in the Rangers since the second Ruinous Invasion, leaving less than 2 thousand of the warriors left. But it was his next decision that would lead to the near destruction of the order.

The Varricus Empire had set their eyes on Zeldor, and after conquering their own lands set sail with a force of legionnaires. Worshipping the Ruinous Ones, they sought to subjugate the land and sacrifice all to the dark gods. Upon hearing their landing in the south east, Vulcan summoned all Rangers to Elacrai before setting out to drive the invaders back into the ocean. Rather than defend the narrow pass they would be forced to take, Vulcan met the enemy on the open fields in his arrogance. Rather than to play to the strengths of his men, in ranged combat with bow and spell, he ordered an all out assault to blitz the enemy and force them back to their ships. And while the sudden ferocity of the Rangers pushed back the numerically superior enemy, Vulcan has underestimated them. The sky turned black, and with a sudden deafening boom and loud screech, dark sorcerers of the expeditionary force opened a rift between the realms, summoning a warp gate behind the Rangers. Lieutenants of the Ruinous Ones came forth, and for the first time since the last invasion over 500 years ago, the forces arrayed against them were Ruin Undivided. As hordes of demons assaulted their rear, and pinned against the legionnaires as they were, the Rangers were all but wiped out, with only several escaping the bloodbath to face a new challenge. How to save the world.

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The Nations of Zeldor

"Zeldor. As diverse a land as you could ever hope for. From rolling hills, to snowy peaks and the scorching desert, and all of it is mine"

-Emperor Regulus X before his assassination


Drakenwuld

Located to the far north and stretching from the Shivering Bay to the Darkpeak Mountains that runs from the top of the continent all the way to the Igonia Sea, it is a land of snow and ice. It's northern borders is protected by the Darkpeak Mountains and to is left the Shivering Bay keeps them separate from the Vikingr Jarldoms. The River Saurun which flows from Mount Sky, separates it from the old Imperial Heartlands, leaving the only easy land route through the Highlands. The people here are hardy, and in war their knights ride drakes into battle. Agriculture does occur in the cold north through the blessing of the Eternal Dragon, and Valonbray the capital rests where the River Saurun meets the Shivering Bay. A feudal society, it's current ruler is King Henryk Frostwyrm.

The Highlands

While not a nation, the entire area is more or less under the control of the various warbands of Orcs that roam the land. Located to the south-east of Drakenwuld, the area is a vast craggy area, with deep crevices cut into the stone peaks. The Orcs here have a 'might makes right' policy of ruling, and while the trolls are much more powerful than the Orcs, they are remarkably stupid and are controlled by them, while the goblins do the tasks that the Orcs can't be bothered with completing, and serve as light infantry in battle.

The Forest of Shadows

Located to the south of the Highlands, the forest is a highly dangerous place. Warbands of Orcs make their way here, as well as the occasional horde of Dark Ones and yet the ones who rule over here are the Elves from their hidden city of Elacrai. The trees are so dense that the floor is in perpetual darkness, which suits the Elves fine as they can eliminate invaders from afar with their bows. The only agriculture here takes place on Elacrai where the only land clearance has taken place, as well as a variety of hunting. Monsters are also known to roam the area.

Jeraldain

West of the Forest of Shadows, Jeraldain has become a hostile place for any outsider. After losing much of their manpower in a failed attempt to invade the Drakens alongside the Vikingr, Jeraldain was subject to many invasions from Drakenwuld and the Southern Kingdom, they became hostile to any foreigner and are experts at siege defense. Mammoth walls surround their few cities and fortresses, layered and containing all agriculture and industry. The hilly terrain of the land adds to their defensive nature, and their King Alaric Ashfell is as hostile as his land. The people here also have a deep hatred for elves, often raiding into the forest in the hope of capturing them to sell into slavery. Solanoth the capital of the region is mammoth, one of the largest population centres in the world and with 3 ringed walls defending it.

Henglewend

The second largest of the Southern Kingdoms, Henglewend is south of the Forest of Shadows and the forests of the north give way to more fertile plains and white cliff coastline. At the very south-east of the continent aside from the Darklands, Henglewend is relatively peaceful and has the third largest trading hub of the continent and it's capital, Lossar. It fields similar armies to its southern brothers, of heavy noble cavalry, with professional men-at-arms supported by peasant militia, which mainly faces off against Rivera as it tries to claim their fertile farmland, something King Randall Carrow would greatly appreciate.

Rivera

The smallest of the Southern Kingdoms but immensely fertile, lies to the north-west of Henglewend, where many men have died defending the land. In control of the vast river basin of the Great River Oscolos where it splits to join the Ionian Sea, it's agriculture is immense compared to its neighbour despite its smaller population and as such had been in many wars against Henglewend and Tolrandail. Rather than using heavy cavalry in the soft lands inundated with rivers, their nobles train to use the longbow and are second only to the Elves and Rangers. In addition, all peasants must practise the javelin or shortbow and they together make easy work of the invading forces. Queen Dalia Leon rules from her seat at Oscoford, the only of the Southern Kingdoms to treat their female offspring the same as males.

Torandail

The largest of the Southern Kingdoms and west of Rivera, it is often thought as the most dominant and prosperous of all the nations however hampered by their neighbours. Haruvain, the capital and known as the City of Culture, lies atop and around a sacred hill where many cathedrals and wonders have been built to honour their gods, and ruled over by King Louis the Splendid. The rolling plains to the east of the nation gives way to savannah and exotic animals, which are often captured and sold at Ionia, the second largest trading hub and a free city separate to Torandail. The north is barred off to them by a deep gorge that splits the earth, leaving their only neighbours Rivera, which it has failed to conquer several times and the Kingdom of Shirbi, one of the most hostile and well protected areas on Zeldor.

The Kingdom of Shirbi

Located west again of Tolrandail, Shirbi is a hostile land, a vast desert stretching on for miles except around the River Vitae and the coastline. It is on this river that one of the most powerful nations has grown. Through the worship of the god of death, the River Vitae floods regularly making the land around it highly fertile and perfect for the more exotic crops of the continent. From her great pyramid of Nagashi, Queen Nefareti has grown her cities around the river and coast into thriving trading posts, and the slave market in Nagashi is the biggest in Zeldor, rivalled only by the pirate lords. And yet Shirbi is hardly undefended, with many light infantry, skilled archers and fast chariots as well as the undead if any is foolish enough to cross with an army.

The Grand Republic of Isri

Caught between the Kingdom of Shirbi and the Vikingr Jarldoms, the largest free city of Isri is the beating heart of all trade in Zeldor, where one can find anything their heart desires from cloth to slaves and wine. It is also the most accepting culturally and religiously, with strict laws in place to punish those who persecute those based on race or religion. It has a healthy trading agreement with Shirbi while fending off raiding parties of Vikingr with their elite mercenary armies. The Republic is the richest of all nations, matched only by the Pirate Lords and it's conclave of merchant princes has one goal. To ensure the wine and spice continue to flow.

The Vikingr Jarldoms

Located to the far north-west and across the Shivering Bay from Drakenwuld, this collection of smaller lords comes together to form the Jarldoms. From its pine forests in the south, over the mountain range and the icy plains to the north, hundred of smaller jarls vote for their high king, voting for the fiercest and most wealthy of jarls to ruin Ragandaur, the City of Blades. The current High King Frofnir Bloodraven has led the Vikingr on many raids and captured a great wealth from the other nations, using their longboats to sail up the rivers and attacking isolated settlements, as well as testing the defenders of Isri.

The Kolor Isles

A series of four islands not far off the shores of Shirbi, with very little of note except each is ruled by a powerful Pirate Lord who all come together to form a council and pool their riches. The Pirate Lords rule over their own city, each with extensive ports and usually named after the Lord who currently rules over it. The Pirate Lords excel at naval combat, and are terrors for the trading ships of Isri, Ionia and Lossar who must always have a significant escort or risk losing their goods to the greedy pirates the plague the Ionian Sea.

The Dead Lands

Located directly in the center of Zeldor, from the ruins of the old capital At Dornast, a necromancer who was once a Ranger has taken up residence, raising the undead from their deathly slumber. Drawing in bandits to serve as living auxiliary, he rules the center making it especially dangerous to attempt any trade of movement, unless they risk joining his undead army.

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Main Religions of Zeldor

"May the Eternal Dragon guide your swords"

-King Gregor Frostblade at the siege of Valonbray


Many wars have been fought on the name of gods on Zeldor, but none know that in fact, all gods are in fact real. The realm of the gods, known as the Void, is a vast, empty space that stretches on for miles. A mirror of the world, The beliefs of all create gods of various power. The widespread belief of the Eternal Dragon In the north created a powerful entity in the Void, that can affect the material world in great ways such as miracles and the ability to manifest itself in the world. However the pantheon of Tolandail, with dozens of gods each with their own role, can work smaller miracles and blessings.

The Eternal Dragon

Worship of the Eternal Dragon began after the fall of the Old Zendor Empire in Drakenwuld, when their lands were under threat from their bigger more prosperous neighbours. When their capital city of Valonbray was under siege by the Vikingr forces, the people prayed for deliverance and in the Void, the Eternal Dragon was formed. Saving the Drakens, the Dragon continues its blessings by giving them the ability to tame drakes to ride into battle and providing them respite in the harshest of blizzards.

The Tolrandail Pantheon

The Tolrandail Pantheon has existed since before the empire, worshipped by the lords that once fought against the budding empire and is primarily worshipped by Tolrandail, Rivera and Henglewend. Each god has its own blessings in regards to what they govern. For example, Politar the God of the Harvest is mainly worshipped by farmers, and blesses the crop for a more plentiful harvest. The most notable of the gods is Zarandur, God of Gods who leads the pantheon and is mainly prayed to by nobility.

Yormandir, The God of Battle

The main religion of the Vikingr Jarldoms, Yormandir is another religion that predates the Old Empire, and is a brutal god that encourages war and conflict. The Vikingr show their faith in battles or duels in his honour, and when enough blood has been shed then Yormandir blesses the crop to begin to grow and that infants will be born safely. All prayers to him must be met with a sacrifice of blood before they will be heard.

Tazargomet, Dwarven God of Science and Perfection

A god strictly worshipped by the Dwarven Under-Empire, Tazargomet teaches that the future is in science and in craftsmanship, granting the Dwarves long lives to pursue and master their craft as well as filling the earth with the abundance of minerals the dwarves use. Dwarves are more innovative than those above, having managed to create rifles, cannons and even an experimental gatling gun. However their pursuit of perfection means these weapons will not be available for hundreds of years while they perfect their testing.

Zargonast, Black Dwarven God of Industry

After their split from the original Dwarves, the Black Dwarves or the Daruhi as they call themselves, began to worship their own, cruel god. The God of Industry, fire and slavery gifted them with the power to create powerful engines of War and craft enchanted armour and weapons in exchange for the souls of the Daruhi. It is believed this compact is what makes Zargonast so powerful despite his relatively low worshipper count.

Mordain, God the Death

No one truly knows when the worship of Mordain began, but those in Zeldor who openly preach his power is the Shirbi Kingdom. Worshipping him and the dead in their desert home, the dead are embalmed and their souls pledged to Mordain, who blesses the living by flooding the River Vitae ensuring their land is lush and bountiful, with wildlife and farming aplenty. He also raises the undead to defend the land should they come under harm, leaving the Shirbi Kingdom as a powerful and prosperous nation.

Da Great Green One - Orc Deity

While many consider the orcs, goblins and trolls nothing more than barbarians and in many ways they are, they still worship a god in the form of Da Great Green One. Not much is known about how the Orcs revered their god, but totems built all over the Highlands serve as monuments to him and warnings to others. It is believed the god is responsible for increasing the population of the green Orcs, which grow stronger and taller than their other grey and red counterparts.

Sapphira - Elven Goddess

The Elves have worshipped Sapphira as their primary deity since the collapse of their kingdoms at the hands of the inferior races of men and beasts. Sapphira is the goddess of protection and is worshipped through song and dance, and giving praise to her for every new day. She blesses the Elves with immortality, their agility and the ability to bless arrows under a full moon.

The Ruinous Ones - The Dark Gods

The Ruinous Ones are said to be the most powerful of all gods, and are generally worshipped by all in the emotions that fuels them. Those who swear fealty to a Ruinous One are called Dark Ones, and as they pursue their gods goals they are granted immense power, and if they live long enough they are chosen by all to become Ruin Undivided, given the power of a god and ordered to attack Zeldor. The Ruinous Ones are Daruga, God of Bloodshed and Torment, and is feed through anger and pain, as well as war. The next is Yarula, Goddess of Lust and Excess. She is feed through lust and gluttony, preferring her followers to go to excess in all things and also relishes extreme pain. Valora, Goddess of Change and Rebellion, is feed through pride and greed. Her followers move to enact change in her name, and were responsible for the doomsday cult uprising put down by the Rangers. Lastly is Savarga, God of Fear and is feed through the fear of all things. His followers are often mutates into monsters and let loose on the world. It is said all monsters such as werewolves and vampires were created by him.

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Lores of Magic

"Magic has always been intriguing to man. And why not, who wouldn't like fire to erupt from their fingertips?"

-Grand Scholar Tyrence in his Treatise on Magic


Lore of Alorn - Elemental

The Lore of Alorn is one of the rarer forms of magic that the Rangers are blessed with, with maybe one in a thousand blessed with the power to use all the elements. While most can access it to a small degree, maybe to specialise in one form such as fire or water, most prefer to channel their given power. The elements are fire, water, air, earth, and aether. The magnitude of the spell determines how taxing it is. Aether is also the rarest of them all. It was known as the life force and "oxygen", the gods used in order to breathe and create the world. While no mortal is able to wield this power, it can be used as a tether to learn a new sub element from the primary elements (ex. Fire to Lightning).

Lore of Mordain - Death

The Lore of Death is another rare talent, mainly associated with necromancy and the raising of the dead. However those who can use this lore can also banish the undead and create powerful wards of protection to protect against curses. A highly taxing form of magic. Highly taxing on the caster.

Lore of Ashif - Life

A highly sought after magic, Rangers that can access this lore can heal the wounds of others, generate protective shields as well as the removal of poisons. The Lore of Life can also be used to curse many disabilities such as blindness. Highly taxing on the caster.

Lore of Vormal - Champion

Those who are blessed by the Lore of Vormal can be a powerful assets to allies on the battlefield, able to cast various buffing spells on their allies while debuffing enemies, and as such many crowd around these Rangers for their protection.

Lore of Edglast - Nature/Beast

Those adept in the Lore of Edglast will find much to gain from association with wildlife. Animals bend to their will, and the most powerful of which can include the great reptiles of Ingri or the drakes of the North. Plants will also bend to their will, causing trees to come to life to attack their enemies. Can also buff allies with a berserk rage.

Lore of Tyrol - Heavens

Those Rangers who can draw power from the stars can call down the very wrath of the heavens on their foes, or look into the future to get a vague glimpse of what is to come. Cosmic powers include being able to summon meteors or channel starlight into a concentrated beam. Highly taxing on the caster.

Lore of Ungol - Shadow

This lore of magic is a unique form aimed at deception. Rangers born with the power of Shadow can turn themselves invisible, create copies of themselves that can harm others and create other illusions, like the one hiding Elacrai to this day. Highly taxing on the caster.

Lore of Ruin - Ruinous

The lore of Ruin is not among the powers of the Rangers although it is recognised as a lore of magic. Coming directly from the Ruinous Ones, it's power is highly destructive and diverse that ranges from mind control, dark magic and the power of Ruin itself, a destructive and warping magic. The least taxing magic to use.

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Ranger Identification

Name:
Age:
Lore of Magic:
Weapon(s):
Appearance:
Personality:
Bio:


Last edited by iiReaper on Sun Aug 20, 2017 12:48 pm, edited 7 times in total.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 03, 2017 9:22 pm 

Suuuuper bored, hmu with RP ideas ^^

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Name: Wren (Nickname: Rue) Alders

Age: The immortal equivalent to 26

Lore of Magic: Rue was naturally gifted with the Lore of Ungol, though through years of persistence and training she has become capable with fire elemental magic as well. Her ambitious nature has lead to her attempting to try most forms of magic, but she finds absolutely no success in the other lores and elemental categories; an expected result of course.

Weapon(s): Typically, she has a broad sword at her side and a dagger sheathed in each boot. She keeps a small vile of poison close to her chest in the event she needs to use it for any reason. She also wears a metal gauntlet on her remaining arm to balance out the weight distribution of the prosthetic and uses it if hand to hand combat is necessary.

Appearance:

Image


Personality: Colds and harsh. She wastes no time with pleasantries and is quick and blunt when voicing her opinion. She is ambitious and often takes on much more than she can handle. Incredibly frustrated by any of her own short comings, she will do whatever it takes to improve herself and reach her goals. She finds it difficult to trust others, but is fiercely protective of the ones she does.

Bio: Rue was honored to be apart of the Phoenix Guard. Her status made her incredibly prideful and even a bit arrogant at times. She used to be a jovial trickster, often using her given abilities to sneak up on others and set up elaborate pranks. On the battlefield, she was incredibly reckless. She had a tendency to take substantial hits in order to inflict fatal wounds as opposed to biding her time and waiting for a proper opening. She has accumulated many scars on her body mostly from that. When Zeldor fell with the first ruinic invasion, she lost her arm in battle, bloody and battered down, she barely made it off of the field. Soon after though, an old Dwarven friend of hers crafted and enchanted metal arm for her to replace the one she lost. Seeing all that she knew destroyed, she slowly became more withdrawn. The constant rejection that followed dug away at her more and more. By the time the rangers found a new home in Elacrai, she had grown into a serious fighter with much experience. Most of the mischief making tendencies of her youth were long gone. With time healing emotional and physical wounds though, she smiled more often and started back on the path to being as she once was. However, the invasion of the Varricus Empire, and the near elimination of the rangers all together, shattered the last of her hope and has left her colder than ever before.


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 Post subject: Re: The Rangers OOC
PostPosted: Fri Aug 04, 2017 1:32 pm 
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Accepted. Let's see how Wren fares inside the world of Zeldor, shall we?


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 Post subject: Re: The Rangers OOC
PostPosted: Mon Aug 07, 2017 5:15 pm 
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Joined: Sat Oct 18, 2014 4:06 pm
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Name: Astraia Nyx (Nickname: Rai)

Age: She stopped counting the years long ago. Looks to be around 20.

Lore of Magic: Lore of Tyrol, Lore of Alorn (Water)

Weapon(s): Bow and arrow, twin swords, throwing knives

Appearance:
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Personality: Astraia is a hard one to get a read on. She is enigmatic and illusive. One might even go so far as to say that she is a contradiction. She seems nice, friendly, and open, but she doesn't often truly let people in, and despite her friendly words, it's difficult to pinpoint what she is actually thinking. Likewise, it is often difficult to determine whether her words are merely teasing, or if they are sincere or serious. She is very rarely seen without an amicable smile on her face. Many even say it's a permanent part of her face. She rarely talks about personal matters, and almost always dodges personal questions with an answer such as "who knows?" or "I can't give you an answer I don't have." She is something of a conundrum. She is bright and happy, almost always joking or teasing, rarely seeming to take anything serious, yet she had a darker side, and she is far wiser and more intelligent than she lets on.

She is highly skilled, a natural at just about anything she tries, but she doesn't see the need to train all of these abilities, so she doesn't often excel at many things, despite her natural abilities. Many others find this frustrating, for one reason or another, but she brushes it off with a statement about how she doesn't need to master so many different things. Being really good at a few things and having time to enjoy herself is preferable to spending all of her time training to be the best at every little thing. She is someone would prefers to enjoy life, to try new things, explore, or simply relax and enjoy some time alone.


Bio: Not much is known about Astraia before she was found on the streets as a child, and brought into the Phoenix guard. Not surprising, considering she refuses to talk about it. There's probably not a person alive today who knows anything about her life before the Phoenix guard. There was once all kinds of speculation regarding her origin. Many liked to imagine that she was some orphan found on the street, as most of them had been, or even that she was chosen after being offered by her parents. The reality was much more harsh. She was, indeed, found on the streets, but she was not an orphan, nor was she voluntarily offered by her parent.

In reality, her parents, who were poor and had not intended to have a child at that point in their lives, often neglected her. She was a burden, unloved, unwanted, useful for nothing but eating whatever food they could provide. As time went on, her father turned to alcohol as a means to cope with reality, and with the constant fighting with his wife. His drinking only made matters worse, taking money that would otherwise be used for food or clothing, which in turn increased the fighting until it eventually became physical. This violence was not only directed at the woman who he felt was constantly nagging him, but also the child who had caused all of their problems in the first place.

One night, after one of her father's tirades and subsequent violence, she decided to run away, sneaking out of the house in the middle of the night. She had nowhere to go, and she was only 7, so she slept on the streets. Even so, it was better than what she had left behind. After this she stayed on the streets alone, eating what she could find until she ended up with a group of orphans, and eventually ended up being chosen by the Phoenix guard.

Unlike most others, who saw this as some grand opportunity, something to be proud of, she merely saw it as a way to escape her old life. While many worked hard to train, to be the best, letting their positions go to their heads in one way or another, she seemed rather carefree, almost as though she took it lightly. She was grateful for the opportunity, of course, and she trained when it was required, but she usually only did what she had to do to get by. She didn't seem to take much seriously, always joking around, seeming to slack off, not seeming not to care what anyone thought. It was when no one was looking that she studied and trained.

Nowadays she doesn't seem much different. When she fights, she seems carefree, even reckless, but that's far from the truth. If one truly pays enough attention, they will see that every single move she makes is carefully planned, everything is thought out ahead of time, several moves ahead, to be precise. She does nothing, on the battlefield or off, without a purpose.

Despite her seemingly carefree attitude, she shoulders more than anyone, whether it be responsibility or emotions. Despite her apparent reckless and carefree nature, she was given a position of leadership, which she took very seriously, even if she didn't seem to. Her outward attitude may not have changed from her carefree, amiable nature, but regardless of how it seemed to most, those she commanded knew that she took her position seriously, that she would look after them, that she was loyal to them, and that was all that mattered. Because of her position and her nature, she felt as though she were responsible for the lives of all of those under her command, and she shouldered each of their deaths, an ever-growing burden weighing down on her. You'd never know all the things she carries around, all the guilt, because she pointedly avoids showing it or talking about it, continually passing everything off with jokes and other evasive comments, no matter how much it hurts.

Even after the invasion by the Varricus Empire and the near destruction of the rangers, she never seemed to change much. Even when everyone else lost hope, she continued to remind them that hope remained, so long as they lived, so long as they didn't give up. As usual, it is unclear whether or not she truly believes this, but all that matters is that others do.

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Last edited by Amara on Mon Aug 14, 2017 10:39 pm, edited 10 times in total.

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 Post subject: Re: The Rangers OOC
PostPosted: Mon Aug 07, 2017 8:13 pm 
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Accepted. Astraia will be a powerful ally to the Rangers.


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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 4:53 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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Basic Information:
Name: Has no given name. Goes by Orphan
Nick Names: N/A
Alias: Gem of the Streets
Age: Unknown and immortal. Has the appearance of a teenager around fourteen.
Birthday: Doesn't know
Zodiac: Doesn't know
Gender: Male
Ethnicity: N/A
Home Country/Location: Unknown
Current Country/Location: The Kingdom of Shirbi
Race: Unknown. The race he is, is a long forgotten species, and the name no longer exists.
Occupation: N/A
Sexuality: N/A
Blood Type: N/A
Family: None
Other Medical Information: N/A
Lore of Magic: Edglast and Alorn (Earth element)

General Appearance:
Height: 5' 7" / 170.18 cm
Weight: 126 lbs / 57.1 kg
Eyes: Has beautiful hazel eyes that have a more green and brown tint to them. They are very large, as in Orphan's race, they are known for their extremely large eyes and feminine appearance. Has long eyelashes, and low brows that are more straight than curved.
Hair: Has medium length light ash blonde colored hair. It is usually messy and everywhere, taking care of it is not a priority. However, a few bits to the front near the jaw (which is the longest bits of hair) are held in place with metal like bands. Has bangs as well. The majority of Orphan's hair reaches down just enough to touch his shoulders.
Skin: Has slightly pale skin but is tanned in a few places. Also has a vast expanse of freckles, mainly focused in the shoulders, face, and back.
Body: Thin, but fit. There are places in his body around certain bones that shows he has broken them before, and they didn't heal properly.
Markings/Tattoos/Scars/Etc: Has a large expanse of varying scars all over his body, as well as the markings/tattoos of previous owners branded onto his skin in various places.
Clothing: Wears a rough tunic made of wool, and a pair of baggy brown pants tied in place with a rope. Doesn't wear shoes, but has wraps of bandage/cloth around the most vulnerable part of his foot (the arch/middle of the foot). He also has bandages around his hands and fingers.
Jewelry/Accessories/Etc: A collar of metal, much like one would wear for shackles, and a chain coming from that, as well as shackles around his ankles and wrists. On his ear is what looks like an i.d. tag of sorts, but instead of a name, there is a serial number. Has pointed ears that are covered with a fine for a shade lighter than his hair color. They are from base to tip, six inches in length, and taper in a downward like way. He also has very sharp teeth, and a tail almost like that of a gerbil's in appearance. It is four feet in length, and the tuft of fur at the end is the same color as his hair, and the rest of the tail is covered in a fine fur the same color as his ears.
Weapon: Chakrams. It is a basic style but has a split down the middle that can be used as a handle or can be taken apart and used as two separate weapons. He has two of these, and they are silver, with a green and bronze embellished design around the side. He also has two small daggers. Also, the chakrams have unique markings on them and are believed to be some form of ancient writing.

Personality: Orphan grew up in a tough situation, and due to this, his personality became warped. He can be very rude at times, but on the other hand, he can be extremely sweet. It all depends on how you treat him first. He's not all too trusting, due to what he's been through, and it takes a while for him to open up to others. He's curious though and will latch himself to a handful of people just to find out what they are like. He has a child like a persona, playful and rambunctious, but can be reserved and quiet.

Courteous: Rarely
Risk-Taking: Often
Ambitious: Generally
Curious: Often
Self-Controlled: Generally
Nurturing: Occasionally
Trusting: Rarely
Honest: Occasionally
Loyal: Generally
Affectionate: Occasionally
Romantic: Rarely
Flirty: Rarely
Sympathetic: Rarely
Altruistic: Occasionally
Optimistic: Occasionally
Observant: Often
Logical: Occasionally
Social: Somewhat solitary
Emotions: Fairly unstable

Full Saying: "I'm no one's property but my own. I belong to no one..."

Background/History: Grew up as an orphan, and as such was taken into the whole slave ring. Was tossed from place to place, ever since he was a child, due to his stubborn and rebellious attitude. At one point he escaped from the "family" that had taken him in, and since then he's been on the run. He's always been different, and the reason why he was so popular despite his attitude was his appearance and his species, which had thought to have died out long ago. More will be revealed later on.

Extras:
Voice: Has a semi feminine voice. Is known to have a rough pattern of speech, and profanity is often in his words of choice.
Strengths: Individualized, strong in morals and personality, dexterous, has a high affinity toward his element, high endurance and physically fit
Weaknesses: Tactless, afraid of fire, distrusting
Quirks: Prone to muttering when nervous. Has difficulty speaking to strangers.
Dreams: Becoming a someone instead of a no one
Fears: Dying without ever being considered a person
Hobbies: Practicing things (i.e. writing, reading, fighting, etc.), drawing, playing the harp


Likes:
✓ Animals of all kinds
✓ Nature
✓ Freedom
✓ Warm food
✓ Having a bed to sleep on
✓ Music


Dislikes:
✗ Being 'owned'
✗ Containment
✗ Being abused and those who abuse others
✗ Pain
✗ Being picked on/judged
✗ Ill treatment of life


Abilities/Other:
✻ Can talk to animals
❈ Has a 'beast' mode. His already sharp nails become longer and sharper, his fangs become longer, and his skin toughens. What one might say a 'werewolf' transformation looks like, except not as grotesque. He does get fur on his skin, and his face becomes a bit more feral in appearance, his eyes turn completely green with slitted black pupils. His body grows in size and gets a more animalistic appearance.
✻ He may not be book smart, but he holds his own on being extremely street smart.
❈Physically fit despite the scrawny appearance, Orphan has high endurance and stamina. He can fight well unarmed or with a weapon and is knows many different styles of fighting, especially the kind he made himself which is a type of mixed martial arts. He's extremely adept and quick, even a gymnast would be envious of him, and his parkour skills are second to none.
✻ More to be revealed.

Attributes:
★ Str: 9/10
☆ Sta: 9/10
★ Res: 8/10
☆ Dex: 10/10
★ Int: 5/10
☆ Cha: 6/10
★ Wis: 5/10
☆ San: 5/10
★ Per: 8/10
☆ Luc: 9/10
★ Fire Attribute: N/A
☆ Water Attribute: N/A
★ Air/Wind Attribute: N/A
☆ Earth Attribute: 10/10

Theme Song(s): https://www.youtube.com/watch?v=YL2AB1Y2vgA
https://www.youtube.com/watch?v=QnR8z0k2C6s
https://www.youtube.com/watch?v=M-Z_0rjOMvM

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Last edited by Shadow_Heart on Fri Aug 11, 2017 10:55 am, edited 2 times in total.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 5:09 pm 
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I'm assuming Orphan is not a part of the Rangers?


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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 6:03 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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oh, wait, yes. I forgot to put that...unless he can be immortal and NOT be part? I don't mind either way.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 6:04 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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Or he could join later...if that's an option.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 6:23 pm 
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He could be initiated into the Rangers, hm... Would you be fine with surviving on your own until you met with the Rangers? Your powers would also be a bit weakened until you're initiated.


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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 6:35 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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Yeah, I'm fine with that :)

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 6:37 pm 
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Alright, then accepted. A ton of information XD but nevertheless, accepted.


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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 7:26 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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What are the limitations on the races that one can use for a character? I have two that would be my characters, but more of side characters. Not quite NPC, but not used as often as my MC. Right now I have them as a sort of demigod type (offspring of gods) but if that's not acceptable I can make them something else. I just thought it would be an interesting twist. But since this is your RP, it is your choice.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 7:27 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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They are more like offspring of gods. God of life and god of death sort of thing, having twins, etc, etc. So not quite gods themselves, but still sort of...well...god like.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 7:28 pm 
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Ah, it would be a good idea but sadly the gods don't have children or any offspring in Zeldor. Do you have another race in mind?


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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 7:29 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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Hmm...one I made up, lol. It's kind of like a mix between god and demon and yet not god or demon but their own thing. If 'self created' species are okay that is.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 7:30 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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Unless instead of offspring, they were created by the gods? I'm okay with anything really.

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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 7:33 pm 
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Alright, PM me your ideas on the races you have in mind


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 Post subject: Re: The Rangers OOC
PostPosted: Thu Aug 10, 2017 7:34 pm 

“Even if you can't see me, even if you can't hear me, I'll be by your side.”

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Basic Information:
Name: Zephyr and Airis
Nick Names: N/A
Alias: Twins of Light and Dark
Age: Immortal, but appear as eighteen year olds
Birthday: N/A
Zodiac: N/A
Gender: Male
Ethnicity: N/A
Home Country/Location: N/A
Current Country/Location: N/A
Race: (demi)gods, Immortals
Occupation: Exorcists, Hired Assassins, etc. (will be assisting the Rangers later on)
Sexuality: Bisexual
Blood Type: N/A
Family: Each other, their surrogate parents, and Zarandur (their TRUE parent)
Other Medical Information: N/A
Lore of Magic: Airis: Ashif and Alorn (Element of Fire); Zephyr: Mordain and Alorn (Element of Water)

General Appearance:
Height: 5' 9" / 175.26 cm
Weight: 142 lbs / 64.4 kg
Eyes: Both have one glowing red eye, and one gray eye. But it differs on each. For Zephyr, his red eye is on the left, and Airis' red eye is on the right. They both have black eyelashes and eyebrows.
Hair: Zephyr has onyx black hair that is kept at a medium short length, though has long bangs. Airis has pure white hair that is kept long and up in a ponytail. While Airis' hair is more smooth in appearance, Zephyr has a more shaggy look to his hair.
Skin: Medium ivory, with a slight tan.
Body: Thin, but well fit.
Markings/Tattoos/Scars/Etc: Zephyr has the Yin symbol tattooed on his back, while Airis has Yang tattooed on his back.
Clothing: See image.
Jewelry/Accessories/Etc: Each has half of a demon mask, Zephyr's is white in color, and Airis' is black.
Weapon: Broadswords. Zephyr wields the black, and Airis wields the gold. http://img04.deviantart.net/76e3/i/2017 ... bbzxjn.png

Personality: They are, as their scheme suggests, complete opposites, and yet they compliment each other well. Zephyr is more dark and brooding, content with being by himself (albeit having Ailis there with him). He is what one would call the 'emo' of the two, as he's, of course, the dark side of the pair. Quiet and secluded, he gives off a vibe of mystery and strength, but kindness as well, a poetic sort of side to him that you can feel just being around him. It takes a bit of time to get to know him, but once you do, he's friend for life. Airis, on the other hand, is the loud one, hyper and fun, with a smile a mile wide. He's bright, cheerful, and a bit of a handful. However, he's known to be a bit rough around the edges, and cruel at times. He's the Yang to Zephyr's Yin, that's for sure. He's more open to friendship if one can get past his loud mouth and constant off the wall ideas.

Zephyr:
Courteous: Occasionally
Risk-Taking: Occasionally
Ambitious: Somewhat
Curious: Occasionally
Self-Controlled: Almost always
Nurturing: Never
Trusting: Occasionally
Honest: Typically
Loyal: Occasionally
Affectionate: Rarely
Romantic: Rarely
Flirty: Rarely
Sympathetic: Occasionally
Altruistic: Sometimes
Optimistic: Rarely
Observant: Always
Logical: Somewhat often
Social: Fairly solitary
Emotions: Somewhat Stable

Airis:
Courteous: Typically
Risk-Taking: Almost always
Ambitious: Almost always
Curious: Always
Self-Controlled: Rarely
Nurturing: Occasionally
Trusting: Somewhat often
Honest: Typically
Loyal: Occasionally
Affectionate: Typically
Romantic: Occasionally
Flirty: Occasionally
Sympathetic: Generally
Altruistic: Generally
Optimistic: Generally
Observant: Occasionally
Logical: Occasionally
Social: Fairly sociable
Emotions: Somewhat stable

Saying (Ailis): "We are alike, but different. We are different, but very much alike."
Saying (Zephyr): "One in the same, we are two beings separate, but one soul united. We are two, but one."


Background/History: When one wishes to be given chance, one must turn their eyes to the heavens. That was how it was for the middle aged couple who, sadly, held the inability to reproduce and have children of their own. No matter what they tried, no matter what they did, no magic spell, no potion, nothing...could cure them of their barren womb. Only after several years of attempts with magic, did they finally turn to the gods, praying and offering sacrifices for a movement of their hands, to bless them with fertility. Days turned to months, and months to years, as no sign that any higher being had heard their pleas for help. After five years, finally, an answer was delivered. In the form of twin baby boys. Now, the couple knew not the true intentions of this unexpected birth, thinking it was the gods blessing. On the other hand though, in reality, gods could not reproduce themselves, so, they decided to grant the woman her wish, whilst turning their own plans into motion. Through the woman, the gods created their children, watching them grow as a normal child would, but over time they realized their gifts and their true nature, leaving behind the couple to live their own lives. For years pass and times changed, so too did Airis and Zephyr. They grew powerful, strong, and wise, as well as well known throughout the land as the Twins of Light and Dark. However, they were still children in the eyes of the ancient gods that were their true parents and were not yet ready for the task that was to be their own. For now, as they move through the land, taking on more experience, learning more of the world and those within it, waiting for the day that destiny prevailed, and they learn the true meaning of their existence.

Extras:
Voice: Have medium pitched voices, Ailis being slightly lower in pitch than Zephyr.
Strengths: Ailis: Intelligent, quick witted, thorough, decisive, supportive; Zephyr: Intelligent, strong connection with magic, deep thinker, thorough, disciplined, determined, independent.
Weaknesses: Ailis: Too trusting, Talks too much, unrealistic; Zephyr: Excludes feelings from decisions, Too rigid or demanding of self/others, Has trouble operating with others
Quirks: Ailis: Bites his nails when he is bored, has a fear of snakes, and annoyed by muttering; Zephyr:
Dreams: Ailis: Finding out the meaning of life, finding his true love; Zephyr: Becoming one with his inner self
Fears: Both: Death Airis: Losing his brother's trust, losing his friends Zephyr: Opening up to people in fear of them finding out and judging him for what he is, losing his brother.
Hobbies: Airis: Training, Going on walks; Zephyr: Practicing music, training, writing poetry

Airis:
Likes:
✓ Sunny days
✓ Going on walks in warm weather
✓ Summer
✓ Dogs
✓ Spicy food
✓ His brother


Dislikes:
✗ Getting extremely wet without consent (he likes swimming)
✗ Cold days
✗ Seeing his brother upset or sad
✗ Being turned down by people
✗ Harsh and cruel language
✗ Meaningless violence


Zephyr:
Likes:
✓ Cool days, with rain
✓ Winter
✓ Watching the leaves turn colors
✓ Rainy days
✓ Reading poetry
✓ Cats


Dislikes:
✗ People who are too loud
✗ Rude people
✗ Interrogation
✗ Being talked down to
✗ Being bothered unnecisarily
✗ Incompetence


Abilities/Other:
✦ They are both physically fit and quite capable at fighting, with or without magic. Usually, they fight as a duo, complimenting each other's fighting styles. Airis is more of a wild fighter, all out and reckless (but of course with a certain tact), while Zephyr is more refined and calculating, striking where it hurts the most. They both use a unique style of martial arts, which they called twin demons.
✧ They have the ability to merge and become one being, becoming stronger. However, this is extremely taxing on both of them, so they don't do this that often. When merged they appear a bit older, gain a bit of height and body structure, with both eyes being red, and their hair is split between black and white. When they merge, they are 6' 2" tall and weigh around 165 lbs. They appear more powerful in this form. Their weapons combine as well and becoming a Tachi of both elements of life and death.
Image

Image

✦ They travel a lot of places, so don't really have a home to call their own.
✧ Have a unique ability that is roughly known as Yin and Yang. It is slightly like the powers of shadow and light, but not entirely like it. It is connected to their abilities of life and death, using the 'light' and 'dark' aspects of each one, to initiate the ability. This ability is uniquely specific to only them, and no other being has their abilities. When merged, this power becomes known as 'Balance', in which both can be used to create a sort of heavenly/chaotic energy, which is thus manipulated to do all sorts of things at will, from creating weapons to energy blasts.
✦ What they truly are is a mystery, but one would go so far as to say they are a sort of demigod, due to their abilities and appearance.
✧ More to be revealed

Attributes:
✪ Str: 10/10
★ Sta: 10/10
✪ Res: 10/10
★ Dex: 10/10
✪ Int: 10/10
★ Cha: A: 8/10 Z 2/10
✪ Wis: 10/10
★ San: A: 5/10 Z: 5/10
✪ Per: 10/10
★ Luc: 10/10
✪ Fire Attribute: A: 10/10
★ Water Attribute: Z: 10/10
✪ Air/Wind Attribute: N/A
★ Earth Attribute: N/A

Theme Song(s): https://www.youtube.com/watch?v=4kLlrITa_m0
https://www.youtube.com/watch?v=xSgSB5341fI

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 Post subject: Re: The Rangers OOC
PostPosted: Fri Aug 11, 2017 12:37 pm 
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Posts: 97
Location: Massachusetts
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Name: Authryn Lithvathar (Nickname: Ryn)

Age: Immortal equivalent of 24

Lore of Magic: Lore of Alorn (Lightning)

Weapon: Ryn primarily uses a one-handed sword for both offense and defense. His sword style is one of the ancient elven ways, the water dance. It consists of fluid movements and favors agility and sword thrusts, rather than hacking and slashing. He is also proficient with the use of a dagger for assassinations or stealth situations.

Appearance:

Image

Personality: Ryn, deep within, is a caring person who seeks to protect those he calls family and friends. If a threat is endangering one or the other, he does not hesitate to move against the forces hurting them. He is known to be extremely protective about those close to his heart, but doesn't like to show his emotions much. "Too easy to be taken advantaged of" is what he tells people when they usually ask why he doesn't open up about things in his life. But besides that, Ryn is a highly intelligent male that enjoys fast paced action and sparring, which is shown through his enthusiasm for fights.

Bio: Born to an human father and elven mother, Ryn inherited the traits of both elves and humans. The village in which his family lived in was to the west of the Forest of Shadows, but not so far west that it was located in Jeraldain. Instead, the village was located between the two and for many years, the village had seen prosperity and peace. Dwarves, humans, and elves lived in synchrony with one another, until Jeraldain discovered the existence of the village.

The nation sent a large garrison of soldiers to the village and the massacre began. Dwarves, humans, and elves alike were slaughtered or imprisoned. When a pair of soldiers invaded Ryn's house, his father held them off while his mother told Ryn to head east of the village. Ryn, being six years old and not understanding the grave situation he was placed in, followed his mother's command, believing that his father was merely just sparring against some of his friends, as he usually did. This way of thinking, however, changed when Ryn, meters away, turned around and saw what would haunt him the rest of his childhood: his mother's and father's heads on a spike. Ryn screamed and the sound caught the attention of a few soldiers.

The soldiers spotted Ryn on the boundaries of the Forest of Shadows and rode in after him. Just as they were about to cut him down, several arrows flew over the young boy and found themselves stuffed within the chests of the soldiers. The men fell off their horses and just as Ryn was about to scream once again, a hand covered his mouth. Another hand appeared and spun him around, revealing the face of an elf. The elf made the silent gesture and pointed behind him, revealing even more elves. The elves then led the boy to the hidden city of Elacrai.

Ryn spent five years in Elacrai, training with his people and mastering the sword art of water dancing. When he reached the age of eleven, Ryn was sent to the capital of Ar Dornast in order to learn magic and become a member of the Phoenix Guard. After showing the guards protecting the headquarters of the Guard his skills, he was quickly allowed entrance and began the Trials, even though he started at a later age than most children. He survived the Trials and became a full member, but for some strange reason, was not gifted with magic, only the element of fire. He was sent all over Zeldor and fought at many battles in the name of the Guard.

During one of his expeditions, Ryn came in contact with the element of aether, enabling him to transition from fire into the element of lightning. When he returned to Ar Dornast, he revealed the knowledge he'd gained to the Phoenix Guard, which in turn was noted down in the Lthanzl mh Yqarln, which roughly translates to "History of the Guard". Soon after, some brave Guards sought after the element. While a few succeeded, most failed. Many Guards came to Ryn, begging that he ask them where he found it, but the memory of the location had vanished from his mind. It seemed that after learning a new element, the memory of the location was wiped, as it had with the other Guards who had succeeded to find it. After then, the Guard stopped questioning Ryn about the element and returned to their normal duties with their own non-transformed powers.

Years after the second Ruinic Invasion and the destruction of the Phoenix Guard, Ryn relocated back to his home city of Elacrai along with the rest of the now Rangers. He assisted with defending Elacrai and felt at peace for once, until the invasion of the Varricus Imperium.


Last edited by iiReaper on Sat Aug 12, 2017 4:46 pm, edited 2 times in total.

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