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E'doa A'nii
Posted: Jul 5 2009, 06:06 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Eddy's To-Do List
• Put up pictures of Idris,Elvina, Farah, Rosie, Riasa and Eve
• Finish Riasa and Jeanette's profile and add personalities and histories to rest of incomplete profiles
• Put up race Profiles for Underworld/ FFs
• Finish Underground Faction Sheet


Name: Rowan “De’Havilland” McPherson
user posted image
[If A Sword Could Remember, It Might Thank the Forge, But Never Love It ~Rand Al’Thor]
Gender: M
Height: 6’ 4”
Hair: Black
Eyes: Green
Age: 23
Build: Stocky and Broad


Clothing and Weapons:

Clothing: (Hope to have pictures of him in various outfits soon.) When not in combat he wears a simple pair of dark green breeches with a white blouse and soft leather shoes.
When performing, Rowan wears a patterned jester’s outfit of black, white, and gold.

Weapons: Short knife

Armor and Brief Description: Vendyl (Vhen-deel)-Vanishing Bond. The armor consists of a breastplate, winged helmet, waist/groin and shin guards. Vendyl is a special crystal found deep in the mines of Mt. Eramoor. Semi-transparent and incredibly durable, Vendyl withstands heavy battering from normal weapons with ease. When the wearer channels the armor gives off a faint light. At the age of 4 warriors-to-be are introduced to the strange crystal. If the crystal accepts them, the smithy will forge it into its proper shape. The shape and amount of armor is unique to each warrior, as the Vendyl dictates how the smith can shape it. Once bonded with a warrior, vendyl grows to fit as the child grows into adult hood. Vendyl armor is heavy and only the strongest of mind and body can wear it. Yet the crystal is also flexible, when worn. This type of armor bonds with the person’s bones when not in use, granting them extra strength and endurance. During combat, the substance is rapidly and painlessly excreted through the pores to form the armor. None may wear Vendyl except a True Blood of E’do, and no True Blood except a warrior born.

Powers:

Magic: Elemental – Light
Rowan can absorb and manipulate light from the sun. However, his powers are limited as he can only hold so much light at a time.

Magical Items: Vendyl Armor – Enhances his elemental powers and grants him increased stamina and physical strength.

Skills and Abilities (Power): *Note: I know Rowan seems powerful, but please keep in mind that most (8) of these are 'support abilities'.
(Which means their combat roles are secondary if at all.) The other 3 are directly combat related. If anyone has an objection about what's listed here, PLEASE tell me. Thank you.


•Sight- By using light to see, instead of his eyes, Rowan is able to see very clearly for a radius of 30 feet. Measuring shadow and light he can sense disturbances in the landscape around him, and make note of very small details. Because he can See so well, it is very hard to sneak up on Rowan.

•Healing- Light is a very powerful medium for healing everything from poisoning to deep wounds. However, certain conditions apply to the quality and even ability to heal. The subject must want to be healed, and must be strong enough to be healed as healing is a draining process. Defects/illnesses acquired at birth cannot be healed. The longer a person has had a wound, the more power it takes to heal it. Wounds/illnesses acquired more than 5 years prior to the date of healing cannot be completely cured. Wounds/illnesses acquired more than 10 years prior to the date of healing cannot be cured at all. At best, they can be soothed. Light cannot heal metallic poisonings. Evil creatures and persons cannot be healed as efficiently. Healing also causes pain (and even death depending on the level of trauma) in such persons. Heal is strictly an offensive move. This means that Rowan cannot heal himself.

•Creation- Rowan can create things out of light. Light can become solid, or liquid at will and if done correctly can stay that way permanently, without additional effort on the part of the creator. This is a time consuming and difficult task, however, because each object has a unique and fragile weave. Light created objects are fire, heat and water resistant. However they give way in front of mirrors and metallic objects. (this is why no one makes clothing out of light.) Created objects cannot be larger than a normal sized dining room chair.

•Illusion- Rowan can create illusions much like he creates objects. This is probably why he’s such a good court jester. Illusions however, must be sustained and will not work in front of reflective surfaces. Illusions can be any size from an ant to a room or a building. However they cannot be more than a 200 sq foot radius. The larger the illusion the more power it takes and therefore the shorter it lasts.

•Irradiate- Rowan can use the radiation in light waves as a weapon or even a small bomb. However this requires a great deal of effort as he must refract and filter the light he poses many times. It is horribly inefficient and takes up a great deal of light, so he can’t use this skill more then 3-5 times in a row. (depending on how large his attacks are). Radiation cannot be sustained for long periods of time.

•Filter- Rowan can refract light to sense body heat or cloaked persons. He can also sense hidden objects, using a combination of Filter and Sight. By projecting a field of refracted light, Rowan can block out heat, water and fire. The size of the field determines length and power usage. Power usage can be further magnified by the intensity of the attack being blocked.

•Swiftness – Being aligned with the light means that Rowan gains a hefty advantage in speed. He has excellent reflexes with a knife and is much swifter then an ordinary being. His fastest speed is about the equivalent of a speeding bullet. However, Rowan rarely reaches this speed because as he gains in speed he loses his ability to use his other skills. When he has maxed out his speed he can no longer use any other skills.

•Recovery – Light is an excellent age repellant. Rowan will never look older than 23. And will live for about 1,000 years. He recovers very quickly from wounds, illness and poisoning. However, since recovery uses light, every injury takes away from his current holding. This means he can only recover for so long. It also means that use of his other powers is limited with every amount of damage that he takes. Length, light spent and speed of recovery are determined by the nature of ailment inflicted.

•Charge- Well, naturally Rowan must get his light from somewhere. He charges directly from the sun. Just standing under the sun gives him very minute amounts of light. However when he focuses he can draw light from the sun in large quantities. During this time he is unable to respond to any stimuli, which leave shim extremely vulnerable to attack. Therefore he usually charges very early in the morning before everyone else is up. Attacking him on cloudy days or during the night is the best way to ensure that he will only fight once.

•Strength- The Vendyl armor which Rowan wears grants him great strength. While naturally strong (being born stocky and heavily built) he is now capable of lifting 3xs his strength with ease.

•Stamina- Rowan’s vendyl armor enables him to take more hits then would a normal man. In addition, Rowan is a terror to behold outlasting even the enraged berserkers in endurance and matching them in the power of their fury.

Description and Ethnicity

Physical Appearance: Rowan stands a very imposing 6’ 4” and weighs about 300 lbs. He has short, night black hair cut in a page’s bob. The youth has extremely fair, white skin and stunningly green slanting eyes. Born partially blind in his right eye, and totally blind in his left, he is forced to rely solely on his elemental abilities for any kind of long distance sight. Rowan’s vision fades out completely at about 2 feet. The youth’s face is broad and oval, yet not square being rounded at the jaw. He has a wide mouth.

Race: E’doa A’nii (Eh-doe-ah Ah-nee)
Occupation: Jester
Languages: E’do, English
Kingdom/Place of Origin: Nerandor

Talents and Personality:

Skills and Abilities (Occupation):

•Juggling – What’s a court jester if he can’t throw up properly? Rowan is extremely adept at juggling. You have only to ask and he will grab any three (or four) items and through them about expertly.

•Satire- The son of the Lord High Councilor has a keen mind and a sharp tongue. He does not mind making fun of virtually everything upon request and has even been so bold as to make fun of his employers upon occasion.

•Magic- Rowan is a skilled magician, being able to perform magic tricks upon request. He has a whole repertoire of pre-rehearsed shows for performance upon the spur of the moment.

•Court Skills- Rowan understands how to behave in court. Has a court lady ,herself, Reena felt it her duty to teach the young heir of the Lord High Councilor the customs and ettiquete of court.

Personality Summary: Witty, slightly spoilt, loyal, adventurous, creative, laidback, easy going, protective, slightly depressed.

Personality: Rowan has a keen sense of humor and a bright outlook on life. His motto is ‘laugh lest you cry’. He can always find the most humorous/happy side of any situation and takes special pride in his clever wit. Since his parents died this side of rowan has dampened somewhat, but not enough to spoil his success as a court jester. If anything he has learned to master both the simple and derisive side of wit, mingling biting sarcasm with good hearted joviality. Rowan was just old enough when he was thrown out of the castle to remember some of the more lavish days of his life. He longs to have those days back for himself and his sister. Having been 15 when his parents died, Rowan still has his depressed days when he misses them; but he is gradually overcoming the great sorrow of his loss, and returning to his old happy self.
Strangers find Rowan entertaining (as they should), easy to please and friendly. On his depressed days, Rowan can be spoiled, ill tempered and downright cross. For a guy, Rowan is fairly talkative and like most witty boys is ready with an ever witty (if annoying) response. Having had to raise his sister by himself, Rowan has had to grow up very quickly. At times he can be very reserved, especially if he decides that he doesn’t like or trust you. But reserved is about as bad as it gets. Rowan’s temper is very slow to come to a boil on most things, and he is not prone to violence. Beware those, however, who treat his sister in a manner he deems poor. That is the fastest way to get on his bad side, and receive a violent thrashing.

While he may not truly care about anyone else, Rowan cares the world about his sister. He dotes on her incessantly, almost to the point of spoiling her. The youth probably would spoil her, except that he can’t afford to; which is a saving grace in their relationship. For Olivia, the Lord High Counselor’s son makes a special effort to recover from the loss of his parents. Olivia is very sensitive to emotions, and the least bit of concern in her brother is enough to upset her. This is part of the reason they get along so well. Rowan is convinced that he has a duty to his sister to reclaim his rightful inheritance as the Lord High Councilor of E’do. He spends his non-working days training and practicing to that effect. As far as communication goes, Rowan taught his sister to read and write; as well as to form sign-language and read lips. They also have a secondary code which they use to signal each other, should they discover that someone else can read their language.
Had Rowan and Olivia not been thrown together the way they had, the relationship might not have turned out as it did. What it would have been is unknown.

Personal History:

Rowan McPherson was born the illegitimate son of the Lord High Counselor Marlin McPherson. Pampered and spoilt as the palace pet (for he was at the time an only child. And his father unmarried) he became a very self-centered heir-to-the throne. For a time the boy lived on his father’s vast estate, riding horses and taking lessons under Sir Eustace ,the Lord’s residing General Knight Templar, and generally doing whatever he pleased. Then one day his whole world came crashing down about him. It wasn’t exactly an instant transformation. His father had been courting the woman for a long time (unbeknownst to Marlin’s mistress). Marlin Macpherson’s marriage to Winifred DeWinters changed everything. Rowan was declared an illegitimate child and thrown from the palace with his mother. The pair lived in poverty for much of Rowan’s life. His mother, took up being a seamstress to support him, but as her reputation never recovered, she had a hard time making money. That was, until she married Artur DeHavilland. The fellow was a priest and healer by trade, with a heart of compassion and a disdain for violence.

Being nobly (if illegitimately) born, Rowan had certain privileges ,which, by law could not be denied him. However, Artur refused him the art of combat and trained him in the art of healing instead. Secretly, however, Rowan practiced the little he’d learned from Sir Eustace, implementing his knowledge with his own discoveries, and variations of his step-father’s teachings. During this time, Marlin and Winifred had a daughter named Olivia who became the new heiress. This changed things once again for the Dehavilland’s. Now, Rowan was perceived as threat to Olivia’s inheritance, and was to be captured and executed. But things were happening in the court of the Lord High Counselor which made this course of action impossible. Winifred McPherson had powerful friends in the court, and had used Rowan’s existence to blackmail her husband, leaving him at the mercy of Winifred’s lover Sir Gyle. (Guile) Sir Gyle, promptly set about in his plans to become Lord High Counselor of E’dora. For the moment, Rowan was forgotten as Marlin’s castle became a bloody battle ground between Sir Gyle and the Lord High Counselor. Betrayed by her lover for another woman, Winifred was forced to flee the castle, under cover of night taking her baby girl with her. In her flight, the mother was mortally wounded. Before she died she left the child in the hands of Rena DeHavilland.


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E'doa A'nii
Posted: Jul 5 2009, 06:13 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Name: Olivia McPherson
user posted image
[“We dance round in a ring and suppose/ but the Secret sits in the middle and knows ~Robert Frost”]
Gender: F
Height: 5’ 6”
Hair: Black
Eyes: Hazel
Age: 18
Build: Willowy

Clothing and Arms:

Clothing: A simple red, cotton dress
Weapons: Short Knife
Armor: None

Power:

Magic: Empathy
Magical Items: Ferr’a’dyn (Fehr-ah-deen) A small white gem (much like a pearl)in the center of Olivia’s hair ribbon. If Olivia is threatened, and unable to defend herself it will generate a weak forcefield for the span of 10 minutes (or until it takes too much battering. whichever comes first.) The gem was a parting gift from Winnifred before she died.

Skills and Abilities (Power):

•Feel- Olivia can feel the presence of other through their emotions. She can also differentiate emotions from each other, and people. However, Differentiating emotions from people depends more on proximity and intensity than any other factor, and so she could lose someone easily in a crown of people. Also, the closer she is in a relationship to someone, the more easily she can differentiate that person’s emotions from everyone else’s.

•Substitute – Olivia can absorb damage/ailments from other beings/people; removing it from them and bearing it herself. This is best accomplished through physical contact. The better she knows a person the farther away she can be standing when she substitutes. For example: She can take a wound from her brother, Rowan, standing up to 100 feet away.

•Transfer – Olivia can take damage/ailments from herself and give it to someone else. This is best done through physical contact. However, the more she dislikes a person the farther away she can be when transferring. (Pity Sir Gyle tongue.gif)

•Impact – Olivia can impact the emotions of others; inducing them as well as soothing them. This of course depends on the will of the person, and her relationship to them as well as the recipient’s personality. For example: it would be very hard to induce fear in a strong willed courageous individual, whereas it would be very easy to induce fear in a coward.

•Regenerate- Olivia can regenerate rapidly from substituted damage. However, she cannot regenerate from damage given directly to her. Regeneration also depends on her emotional state at the time and also who is inflicting the damage. E.g. Depression or guilt have a tendency to slow down regeneration; she will take longer to recover from a knife wound inflicted by her brother vs. a knife wound inflicted by Sir Gyles.

Description and Ethnicity

Personal Appearance: Olivia is tall for a woman and very thin. She has the constant appearance of being underfed at her healthiest moments, and being pathetically anorexic when she has not eaten for long periods of time. The girl weighs about 120 lbs. The ex-heiress wears a simple red dress with a high collar and a sweeping skirt. She does not wear a corset, as she doesn’t exactly need one, and they tend to show through the bodice of the dress because she is so thin. Olivia has night black hair and white skin like her brother. Her hair hangs down about mid back and is tied in a ponytail with a red ribbon. Her face is thinner and a bit longer with a smaller mouth. The biggest differences between Rowan and Olivia are their eyes and stature. The girl has hazel eyes.

Race: E’doa A’nii
Occupation: Dancer
Languages: Sign-language, Lip Reading
Kingdom/Place of Origin: Nerandor

Talents and Personality

Skills and Abilities (Occupation/Disability):

•Agility- Olivia is very agile, and as extremely fine balance. She could probably turn quite literally on a dime.

•Inner Beat- Because Olivia is deaf, she cannot hear music. However, she has been blessed with her own internal metronome and gets along just fine. This also gives her a keen sense of time, and helps her keep rhythm to the vibrations of the music. Inner Beat and Agility make her an excellent dancer.

•Sensation – Olivia is very sensitive to touch and vibrations. Small things like feathers and gentle breezes can be felt very keenly. Whispers send vibrations that become more perceptible as proximity increases. But they can be felt if one sits in the chair opposite her.

•Eagle Eye – Because Olivia cannot hear, she relies on her sight to tell her what’s going on around her. She can see very well, (though not especially well in the dark). Objects approaching from distances which blur detail for the normal eye, are detailed to hers.

Personality Summary: Timid, introverted, quiet, observant, clever, patient, steadfast

Personality: To most people, Olivia is unusually quiet and lifeless. Not only is she verbally silent, but she has a habit of sitting very still and not moving. Once people learn that she is mute/deaf, they tend to ignore or avoid her. Why they choose to do so various, but common reasons tend to be ignorance and fear. Olivia’s ‘statue impression’ (as Rowan affectionately calls it) is most prominent in public. That’s because Olivia is very shy, and extremely timid. Her sensitivity to emotions constantly exposes her to the darker and more unpredictable side of humans, their inner selves. This coupled with her natural introversion and the traumatizing events of her life have rendered her veritably people phobic.

To those that do get to know her, Olivia is very sweet and kind. Once she’s decided that you’re ok, she will treat you like one of the family… or rather the family she never had. Olivia doesn’t say much, not even to her brother. She prefers to sit and observe the goings on around her. In this way she has learned much about other creatures and why they feel the way they do. Gradually she has come to accept the presence of other beings, and be almost comfortable with being around them by herself. But observing is what Olivia does best, and is the way she enjoys most to interact with others.

If Olivia is motionless and withdrawn in public, she comes to life for her brother. He has only to cast a glance her way and she knows what he wants. That’s mostly because they spend so much time together, that if Olivia could talk she would finish the last half of every sentence he spoke. Olivia would walk round the earth barefoot over hot coals if it would please her brother. She has braved large crowds and gotten a job as a dancer just for him. Since he is the only family she has ever known, and currently the only person she trusts, Olivia never leaves his side if she doesn’t have to.

This works out fine because the pair travel together as a entertainers: Rowan with his humor and Olivia with her grace. When Rowan is in the room with Olivia her eyes never leave him. And if they do it’s only because she perceives some danger to his person. If Rowan leaves the room, Olivia does too, unless he tells her to stay. If anything were to happen to Rowan, it might just very well kill the young daughter of the Lord High Councilor.

Personal History:

Olivia McPherson was born to Winifred and Marlin, Lord and Lady High Counselor of the Kingdom of E’do and Chief advisors to the King. Born a Deaf-Mute her parents were at a loss as to how to deal with her. Influenced by his wife, Marlin allowed her to live, placing her under the best caretakers available. Her training was not long however, because Winifred’s lover, Sir Gyles had managed to steal the castle away from its rightful lord. Sir Eustace fought valiantly against sir Gyles and his invaders, but all in vain, for Winifred had poisoned the inhabitants of the castle at the night’s banquet; and their strength did not last. Before dawn the castle belonged to Sir Gyles and Lady Winifred. Being attached to her daughter, if not her husband (who was slain in battle) Winifred pleaded for Olivia’s life. Sir Gyles (the heartless) however, ordered the girl killed, and her brother the same. Winifred would be taken to the dungeons on the charge of conspiracy against Sir Gyle.

For Gyle had fallen in love with another woman, and wanted Winifred and her child heiress gone. Desperately, Winifred planned to escape in the night. On her way out of the palace grounds, she was seen by the guards. Struck by an arrow in the back, she willed herself to live long enough to ride to Artur DeHavilland’s (Winifred and Rena having been friends before their attachments to Marlin). Little did Winifred know of her child’s assistance during that time. Rena took the toddler, though for Olivia’s sake and not Winifred’s. (For Rena still bore her a grudge for taking Marlin.) Rena would have offered care to Winifred as well, but at Winifred’s urging the DeHavilland’s packed up and fled the city. (By this time Rowan was old enough to manage on his own if he had to). But the Dehavilland’s were too late. Sir Gyles had rousted his knights and was hot on Winifred’s trail. The usurper’s men slaughtered Winifred, Rena and Artur, but Rowan narrowly escaped with the toddler and his life.


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E'doa A'nii
Posted: Jul 6 2009, 10:30 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Name: Ilka Tuon (Ill-ka too-on) “Ya Raath’ma a’Karduus”

user posted image

[“Let Blow the Winds of Time and Change, Let Disaster drum. Let the Storm and tempest Rage, the Sons of Karduus come”.]
Gender: Male
Height: 6’
Hair: Grey
Eyes: Blue
Age: 53
Build: Broad, yet thin

Clothing and Arms:

Clothing: Red shirt and long brown pants; a leather vest and a pair of leather bracers.

Weapons: A large 2 handed, double bladed axe of solid steel. A pair of matched swords.

Armor: A steel breastplate which bears the Dove Sun of Karduus. Black leather gloves with brass studs at the knuckles. Steel shin guards.

Power:

Magic: Shape-shifting (animal)

Magical Items: Pendant. A small circular emerald which hangs on a silver chain and reaches his chest. Allows him to transform himself into a grey field mouse at will.

Skills and Abilities (power):

Because Ilka is a half-breed, he does not gain many of the benefits of either race. While he is capable of turning into a field mouse, he is no more powerful than any other non-human mouse.

Description and Ethnicity:

Physical Appearance: Ilka Tuon has slightly shaggy, short grey hair with bangs that partially obscure his eyes. He is a wide man, yet very small boned. A combination which makes him look much like a poorly built, disproportionate scarecrow. He weighs 250 lbs. The Knight Templar has the pale skin, long face and diamond ears of the E’doa A’nii ,and the unusually large eyes and long pointed nose of the Mythos.

Race: E’doa A’nii and Mythos Half-breed

Faction: Ya Raath’ma Karduus- The Sons of Karduus (ee-ah Wrath-ma car-doos)

Rank: Knight Templar: Knight Advocate (E'doa)
Occupation: (when not a knight, a blacksmith)
Languages: E’do, Common
Kingdom/Place of Origin: Almaterre/ Nerandor

Talents and Personality:

Skills and Abilities (Occupation):

•Metal Crafting – Give him a forge and a hammer, and Ilka Tuon can work almost any base metal into almost any object. (steel, Iron, bronze etc.)

•Drop Forge- The Knight Templar can set up a make-shift forge almost anywhere. Simply get him enough wood to make a fire, and some stones to put over it.

•Strength- Forge work is difficult, and taxing. It requires great endurance and bodily strength. From his constant work in the forge, Ilka Tuon has grown very strong.

• Heat Resistance- Forge work is hot, and sweaty and dangerous. Fire is everywhere. As a blacksmith Ilka Tuon has gained a small amount of heat resistance.


Personality Summary: Loyal, stubborn, determined, noble hearted, valiant, a bit controlling

Personality: Ilka Tuon is perhaps the hardest headed individual you will ever come accross. Once he has got an idea in his head, he is the only one who can change it. With a never dying love for all that is good and a terrible hatred for injustice, Ilka Tuon seeks to find the son and daughter of Marlin Mcpherson and restore them to their rightful place. His second goal in life is to slay Sir Edmund Gyle. Ilka does not take orders well despite the fact that he is a military man. The knight templar preffers to be in control of any given situation, even if it means (almost) riding over everyone else to do it. He has a quick temper and a hasty hand, as well as a bit of pride. Though, he can, occasionally, suck up his desire for controll, when he is left no other choice. (A choice that results in grumpy irritableness and grudgingly minimal compliance.)

Personal History:

His father was Mythos (Mee- Thos) and a Son of Karduus. Ilka’s mother was an E’do. They lived on a farm in the mountain of Nerandor, where young Ilka learned the trade of blacksmithing. During his teen years, Ilka served as a page in the service of Sir Ulster Gilford. Having performed many brave deeds in his 20 years of service as a knight, Ilka Tuon was promoted to the rank of Knight Templar. In that capacity he served another 10 years; till the slaughter of his Lord High Counselor Marlin McPhereson at the hands of Sir Edmond Gyle. The Knight Templar fought bravely, until he was hit on the head by one of his enemies. Luckily he was considered dead. (He was merely unconscious). The Knight Templar awoke to find the battle field silent and strewn with the bodies of his friends and comrades in arms. Ilka Tuon is the sole survivor of the Castle of Morgwin in the land of E’do on the Island of Nerandor. He is one of the 150 remaining Sons of Karduus. Since the fall and capture of Castle Morgwin, Ilka Tuon searches for the missing heir of the Lord High Counselor. He will not rest, till his lord recovers his rightful place as King of the E’doa.

Animal Companion

Name: Branwin the Magnificent
user posted image
"The wind made for him a song, but he dared not stay over long"~The Unicorn by Ella Young
Type: Horse
Breed: Clydesdale
Age: 13
Weight: 1,500 lbs
Temperament: Feisty
Special markings: Branwin has a scar which starts just above one eye and runs accross his face, stopping on the far side of his nose.
Current Status: Gelded Stallion
Total Weight Capacity: 800 lbs
Ilka (With armor): 320 lbs.
Ilka's Weapons and pack: 170 lbs
Current Total Weight Usage: 490/800


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Eddy's Characters

Active Topics

And His Blood Dripped on the Snow (open)
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Mankind's Introduction (for AOC)
Unconventional Rescue (for Ish)

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E'doa A'nii
Posted: Jul 9 2009, 11:34 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



(Finally got 'round to finishing this. Anyone is welcome to make a character for any race with a status marked 'open'.)

Race: E’doa A’nii (Children of Life)

Attributes:

Physical Description: The E’doa vary in height and build, though none are shorter than 5’ or taller than 7’. All have snow white skin, colorless skin and diamond shaped ears. Hair color varies, but stays on the darker side, with browns and blacks being predominant; dark blues and deep purples are rarer, but not uncommon. Eye colors tend to have the widest variance in both color and tone, but the shape is generally almond or slanting.

Life Span: E’doa generally do not live beyond 80, though some make it to the ripe old age of 100. Very few are so blessed as to have powers that grant them longevity into the hundred or even thousands of years.

Magical Abilities: These vary greatly as The Children are each born with their own unique powers, strength and abilities. (powers are generally referred to as ‘a Gift’ or ‘the Gift’.) The Gift is considered the mark of a True Blooded Child.

Political Attributes

Land: The Children poses as relatively small tract of land (100 miles) near the heart mountains of Nerandor. The capital of E’doa A’nii is Ty’ranath Kum.
Government: E’doa A’nii is ruled by a successive monarchy. After the monarchy is a series of social ranks starting with the nobles and ending with the peasants.

Alignment: Popular Alignment varies; the king has some influence over this depending on the character of his rule. People, however, are ultimately in control of their own allegiance.

Government: The E’doa are ruled by a successive absolute monarchy. After this is a series of ranks with the nobles at the top and peasants at the bottom.

Religion: All are free to choose their own religion, and many do. However, the majority favors the God of Life who is believed to sustain all things.
Interracial/International Relations: Currently, the E’doa tend to get along fairly well with other races and nations. Historically, public relations have varied with the rule and policies of kings and their advisors. However, since the usurpation of power by Sir Gyles, public relations have taken a turn for the worse. Currently, the despot behind the throne is seeking new lands to conquer and is therefore causing much friction with many nations.

Language, Culture, Life Cycle and Social Ranks


Occupations: 4 Categories
• Military: (Soldiers, Mercenaries, Assasins, etc)

• Farming: (Crops, animals, both)

• Crafting: (Blacksmith, Tanner, Artist, Printer, etc.)

•Clergy: (Priests, pastors, monks etc.)

Nobles tend towards the military and the church, while peasants tend more towards crafting and farming. There are exceptions towards these tendencies.

Language: E’doa (obsolete, spoken by only a few well learned scholars and nobles.) Common is currently the predominant language.

Culture: The E’doa value life greatly, believing that murder and suicide are the highest forms of contempt for life. Both the elderly and young are very well treated, and highly valued. Creatures are well tended to, and animal abuse is not tolerated. To ‘Do Unto Others’ is the E’doa way of life. The soul is the most important part of a person. The most common way to show respect for that is to look someone in the eyes when interacting with them. This says that one deems the other as worthy to commune with their soul, and/or as having a soul worth considering; and therefore says that one values the person with whom they interact. Flowers are the symbol of life. One is considered well taught if he can communicate with flowers.

Life Cycle:

•Marriage: Lovers must get patriarchal approval on both sides before they can become engaged. Engagements tend to last about a year. Marriages are monogamous. Weddings are in high style with much feasting and many exchanges and decorations of flowers. A red and white rose pair is the symbol of marriage.

•Birth: Children are typically born small and hairless after a 9 month gestation period in the womb. Within the first 2 weeks the children grow their hair and their eye color finalizes. After 9 weeks children receive their first shave. A baby shower is given for the mother 1 month after birth. Baby showers are lavish affairs, more so then the wedding. The Father has the privilege of naming the children. First names tend to be British, while last names are typically Irish or British in nature.

•Death: The dead are generally cremated, and their ashes scattered over a moving body of water. Burials are rare, but do happen. Turn out for funerals is often large, as death is an unusually tragic event, and people are more than happy to be supportive in the family’s time of need. Inheritance favors the male children, but goes to girls if there are no males. If there are no children the inheritance goes to the nearest male relative, with women being secondary in precedence.

Ranks:
•King- The highest in the land
Current: Eugene McPherson (puppet)
Heir: Rowan McPherson

•Lord High Counselor – Chief Advisor and 2nd in Command
Current: Sir Edmund Gyle (by usurpation)
Heir: Olivia McPherson (if married her inheritance becomes her husband’s)

•Earl of Nov’orod - The Kingdom's Amabassador
Current:
Heir: (to be appointed, or born)

•Lords, Ladies and Knights Advocate - (knights advocate bear land and swear allegience equally to both king and people. They are both generals and nobles in their own right; and lobby for te cause of the populace.)

Notable: Rena DeHavilland (deceased)
Notable: Ilka Tuon (considered dead. Will be killed on sight.)

• Knights
Current:
Notable: Ormad Essvorenthit (foreigner)

• Clergy:
Notable: Artur DeHavilland (deceased)

•Merchants and Craftsman:
Notable:

•Farmers and Peasants
Notable: Marszenka (foreigner)

• Military Misc
Notable:

Status: Open (anyone is free to make a character for any of the ranks, save Lord High Counselor and King.)


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E'doa A'nii
Posted: Jul 10 2009, 12:32 AM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Language of Flowers

(Please note: This guide to flower meanings is ripped directly from the text of The Complete Guide to Calligraphy: The Essential Reference for All Calligraphers by Oceana. All copyright goes to them.)

------------

Emotions

• Agrimony- Thankfulness
• Aloe- Grief
• Anemone- Forsaken
• Balm- Sympathy
• Basil - Hatred
• Carnation (pink) - A woman'sl ove
• Carnation (striped)- refusal
• Campanula- gratitude
• Carnation (white) - disdain
• Crysanthimum (red) - I love
• Crysanthemum (yellow) - Slighted love
• Eldeflower- Compassion
• Forget-me-not - True love
• Gorse- love in all seasons
• Lavender - mistrust
• Lime Blossom - conjugal love
• Myrtle - wedded love
• Orange Blossom - Marital love
• Lobelia - malevolence
• Love Lies Bleeding [or perhaps Bleeding Heart] - hopelessness
• Marigold - pain and grief
• Mint - suspicion
• Pear Blossom - lasting friendship
• Periwinkle - remembrance and lasting happiness
• Moss Rose- confession of love
• Rose (red)- love
• Rose (yellow) - jealousy
• Rosemary - remembrance
• Rue - regret
• Snowdrop - hope
• Tulip (red) - declaration of love
• Tulip (yellow) - hopeless love

Personal Qualities

• Alyssum- worth beyond beauty
• Azalea- temperance
• Bachelor's Button - celibacy
• Bee Orchid - Industry
• Bluebell - constancy
• Broom - neatness, humility
• Canterbury Bell - constancy
• Carnation (cover) - dignity
• Cherry - good works
• Daisy - innocence
• Dock - patience
• Fennel - praiseworthy strength
• Fuchsia (scarlet)- taste and gracefulness
• Geranium (red) - comforting
• Hyacinth (blue) - constancy
• Jasmine (white) - amiability
• Iris (rainbow) - the bearer of good news
• Ivy - eternal life [/eternity], fidelity, and friendship
• Laurel - victory and triumph
• Larkspur (pink) -fickleness
• Lemon Blossom - fidelity in love
• Lilac (white) - purity, modesty
• Lily of the valley - humility, happiness
• Marshmallow - mildness
• Millein- good nature
• Oak - faith and endurance
• Olive Branch - peace
• Peach - unequaled
• Pink (veriegated) - refusal
• Poppy - consolation
• Poppy (seeds shown) - fertility in our times, remembrance
• Rose (full open with 2 buds) - secrecy
• Rose (red and white together)- together in unity
• Sage - long life and esteem; wisdom
• Salvia (red) - energy
• Speedwell - feminine fidelity
• Star of Bethlehem- purity
• Strawberry - righteousness
• Sweet William - gallantry
• Thistle - earthly sorrow / sin
• Valerian (pink) -unity
• Veronica - fidelity
• Violet - faithfulness, innocence; modesty
• Wallflower - fidelity in misfortune
• Waterlily - purity of heart
• Wheat (a sheaf) - Thanksgiving, riches
• Wheat (a single straw) - agreement, bounty
• Wheat (a single broken straw) - quarrel

Direct Messages

• Burr - 'you weary me'
• Burdock - 'touch me not'
• Pansy - 'I think of you always'
• Pansy (blue and brown) - 'think of me'
• Salvia (blue)- 'you are wise'
• Tansy - 'I am your enemy'

Other

• Hawthorne -bread and cheese (staple foods)
• Iris - sorrow and suffering
• Narcissus - triumph of divine love
• Cowslip - divine beauty
• Bull Rush - hope, by the faith of salvation. (So I guess, like the Aes Sedai Oath?)
• Acacia - immortality of the soul
• Almond - divine approval, favor and also hope


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E'doa A'nii
Posted: Jul 15 2009, 12:10 AM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



(This is that character I was telling you about. The one I said didn't fit in any known world. I have found a way to make her fit. So here she is. Right now she does not have a name. You are welcome to suggest names, or if she RPs, she will be named whatever your character decides to call her.)

Name: ???
user posted image

["'One thought in agony of strife
The bravest would have by for friend,
The memory that he choose the life;
But the pure fate to which you go
Admits no memory of choice
Or the woe were not earthly woe
To which you give the assenting voice"

And so the choice must be again,
But the last choice is still the same;
~The Trial by Existence by Robert Frost]


Gender: F
Height: 6' 4"
Hair: Dark Pink
Eyes: Golden Yellow
Age: 42
Build: Lithe and Supple

Clothing and Arms

Clothing: leather shirt, sewn crudely together at the seams, and a pair of leather capris, also sewn together crudely.
Weapons:A pair of sharp stones hewn to a point. Used like knives.
Armor:None

Power

Magic: None
Magical Items: None
Skills and Abilities (power): (see Rith Race Profile.)

Description and Ethnicity

Physical Appearance: Tall and lithe with wild curly pink hair and feral golden eyes. She has sharp incisor teeth like a wolf and the ears and tail of a cat. She projects an impression of brute wildness; much like an aggressive bear. There is nothing graceful or feminine about her. Perhaps her time in civilization will tame her and make her a woman. Currently she is filthy, having never taken a bath in her life.

Race: Rith
Occupation: None
Languages: Animal, A smattering of Common
Kingdom/Place of Origin: Rith

Talents and Personality

Skills and Abilities (occupation):

She was put to work, hauling and lifting, so she has no current skills to speak of. Can work on a farm.

Personality Sumarry: Fearful, wild, impetuous, curious, loves learning, playful, mistrustful, guarded, cold, hard, aquaphobic.

Personality:
She is wary of humans, her pack having had bad experiences with them. Most people consider her cold, and distant. She is not very talkative, understanding more then she speaks. She also has little understanding of human culture; As such she is considered uncouth and often bold. When she does speak, she often lapses back into her native tongue, sounding much like a babbling idiot. Her speach along with her eccentric habits cause some to consider her crazy. She is timid around people, her past experiences fresh in her mind. Fearful of them, yet curious about them, she does her best to learn their ways without interacting with them.

With those few whom she is comfortable around, she comes accross as hard and tough. She is very direct when she talks. Always, she does her best to take care of those she deems her responsibility, and has appointed herself Pack Leader amongst her friends. Wild and impetuous she often makes rash decisions which she even more frequently repents. She's often getting into trouble, whether it's because her hot temper flared up, or her curiosity threw her into mishap.

She will fight just as easily as look, and the oddest things provoke her. She has not been unknown to throw dishes at customers merely because they smiled. And the Inn keeper warns everyone of her disposition. He seems to be the only one who can maintainany sort of relationship with her; and keeps her around because he pities her.

Personal History: She came into existence 42 human years ago. For twenty years, she lived with her pack, as it's weakest member and poorest hunter. Things were hard for her pack, because food was scarce. (for they did not eat the meat, only traded it; keeping the skins for use.) In an effort to survive, the pack made a Purge throwing out those they considered weakest.Thrown out, and with no place to go, she found herself wandering near the human settlements. Kidnapped, she was forced into hard labor, and treated poorly. One year ago, she escaped and used her smattering of Common to gain her a job as a waitress at an inn.


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Eddy's Characters

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And His Blood Dripped on the Snow (open)
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Unconventional Rescue (for Ish)

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E'doa A'nii
Posted: Jul 15 2009, 12:41 AM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Name: Rith

Attributes

Physical Description: Tall, with warm colors in their eyes, hair and skin. Have cat ears and tail. Well formed, hearty physique.

Magical Abilities:

• Teleport: The Rith may teleport to any place they have ever been; however since the magic in the air is so thin, they may only teleport short distances at a time, three times in a row. They may take one 'passenger' with them. They cannot teleport objects, unless they carry them.

• Camoflage: Just like chameleons, the Rith can blend in expertly with their surroundings.

•Animal Tongues: The Rith can communicate with Animals the same way people talk to each other.

•Power Swap: The Rith may add one power to their arsenal if they absorb magic from a magician. This power temporarily replaces one of their own for a duration of 2 uses, and must be related to the power type of the magician.


Life-Span: When Rith first came into existence they lived for thousands of years. Now they are lucky if they make a millennium.

Political Attributes

Land: The Rith are a nomadic peoples, flitting about the Island as they please. They avoid other civilizations, keeping to themselves.

Government: They have no government to speak of. Rule is dictated by the strongest member of the pack.

Alignment: None. They stay out of the affairs of men for better or worse. Those who do become involved, usually align themselves with the side of good; finding it a better way of life then their own.

Religion: There really isn't any religion to speak of, though animals are highly esteemed among the Rith. So in a way they worship nature. Rith who leave the pack often adopt the religion of the people they join.

Interracial/ International Relations: They avoid everyone preferring to keep to themselves. Every once in awhile they show up to trade skins and meat, for weapons or animals. (a practice which others find puzzling.) The Rith are highly mistrusted and greaty disliked; considered pagan and linked with the dissapearance of villagers.

Language, Culture and Life Cycle

Occupations:

• Hunter: (Hunting Animals)

• Mate: (Raise the pack's young)

• Guard: (Helps the Leader protect the pack)

• Leader: (leads the pack)

Culture and Brief History:
When the Magician accidentally created the Island of Rith, He also inadvertantly created it's first inhabitants. Spawned of excess magic, and given intelligence and a voracious appetite for knowledge, they grew rapidly in population; readily a formidable foe for any arriving colonists from the other Islands. The first creatures they met were the animals of Rith. And so, from the animals they learned. They learned the fear of humans, and the thrill of the hunt; they learned to commune with the animals and to live in packs. And thus their way of life became that of the animals. As the first humans came, they offered no resistance; preffering to run and hide. But as their land was encroached upon they took up make-shift arms and rose to defend their home. To no avail. Their territory became so small that the Rith were forced to fight amongst themselves. Soon, they learned the adavantage of other races, and began to trade with them for better weapons, and farm animals. Occasionally people go missing when the Rith arrive. Nobody knows why. Usually those missing are magicians of some sort, whether the victims themselves realize they have magical potential or not.

But the magic in the air began to settle, and the Rith found their once vast powers diminishing. Legends tell of their former glory. What remains now is the last vestige of power.

Marriage: Male and female Rith pair off into mates, with no ceremony to speak of. Fidelity is very common however as mates tend to be extremely possessive and have been known to kill those they deem a threat to the sanctity of their marriage.
They are monogamous.

Birth: Rith are born of the magic on the Island. A few come into existence every 500 years. However they are also capable of reproducing sexually; though there has never been a need until now. With the magic settling, and Island becoming increasingly stable, fewer Rith are spawned every year. The current sum population numbers just under one hundred with about two new Rith every spawning every five hundred years. Rith have a 'litter' of 5 children on average; but mortality rates are high, stunting population growth. Children are not named. Most Rith do not have a name as rule. To be named is a high honor, in recognition of a deed or a notable chracteristic. To receive a name is called 'being adopted'. Most names are given by animals or other races.

Death: Death is death. It is an accepted and unimportant part of life. When a Rith dies they simply dissapear; the magic that composes them dissipating, never to be used again.

Diet: Rith eat magic. Without it as food they slowly fade away. The Rith cannot retrieve magic from the air, so they get it by capturing magicians or wizards and draining the magic off them.

[Open]


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Unconventional Rescue (for Ish)

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E'doa A'nii
Posted: Jul 16 2009, 02:39 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Name: Mapiya (Wind Runners)

Attributes

Physical Description: The Mapiya are short beings, no taller then three feet at their tallest. They are thin and willowy in appearance with very long, pointy ears and impish faces. Mapiya have large monochromatic, glowing eyes, which change intensity with mood. They have skin and hair in varying shades of purple; wearing long billowy clothing that flaps in the slightest of breeze.

Life-Span: The Mapiya can live up to ten thousand years.

Magical Abilities: The nomads have a special affinity with the wind, and have abilities that range from a simple gust to complicated manipulation of electricity.

Political Attributes

Land: The Mapiya are a nomadic race, and so do not own any land. Their territorial range is about one hundred miles on the western tip of Rith.

Government: The Mapiya are ruled by a cheif, under which come Headsman who rule the various factions that make up the tribe.

Religion: The mapiya worship the God of Joy, who brings joy and happiness to all things. Those who do not worship this God find other dieties to whom they swear.

Interracial/International Relations: Peaceful. THe Mapiya are an almost unprovocable nation, preffering to play then fight. It is a truly contentious king who successfully rouses them to battle. So long has it ben since the Mapiya took up arms, that only the vaguest of legends remain to tell of it.

Language, Culture, and Lifecycle

[/u]Occupations:[/u] Six. With Entertaining and Sports being the main category.

•Military (Soldier, General, etc.)
•Crafting (Tanning, Carving, Lettering etc.)
•Clergy (priest, pastor etc.)
•Herding (Birds)
•Entertaining (Jesters, Bards, Poets, Minstrels etc.)
•Sports (Atheletes)

Note: The chief serves as the general, while the populace serves as the standing army. Any military jobs are solely career. Flocks of flamingoes are most common, but other birds are herded as well.

Culture:The Mapiya love to play, sing, dance and frolic. Any form of entertainment is welcomed and heartily appreciated. Festivals are held once a week, and parties are thrown for every occasion. The saying goes 'It is not just the greatness of the party that matters, but the number."

The Bard/ Poet is the greatest job, as they are rare and in high demand. Only those with true talent are christened bard/poet, as the power they wield is great and terrible. For the Mapiya fear their curse more then anything else. Because they can both bless and curse with their words, they are higher then the cheif himself, and can over rule anything he says.

*Note: The Poet's Curse only affects the Mapiya unless other players wish otherwise. Any Bard/Poet who enters Mapiya gains the power of the Curse while he is there.

(The Poet's Curse is taken from Celtic Myths and Legends by Peter Beresford Eliis)

Marriage: The couple get permission to marry from the faction Headsman or the tribe's cheif. A Bard conducts the ceremony and blesses the couple. Much feasting is had by all and celebratory parties go on for the next seven days.

Birth: Mapiya children are formed from the love of both parents. (Mapiya do not reproduce sexually.) Couples ,still in live anhd married longer then a year, can join their mental energies and spawn a child. Mapiya only get one, so the population does not grow very quickly. CHildren are highly valued because of their rarity. The loss of one's child is the greatest calamity under the sun.

Death: Mourning goes on for a week, during which none of the loved ones attend or host parties. At the end of the week, the loved one is placed in a cyclone and blown out to sea.

Ranks:
•Bard/Poet -the highest in the land, and most feared by the people
•Cheif - the tribe leader
• Headsman - the clan/faction leader
• Tribesman -every body else

[open]


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Eddy's Characters

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And His Blood Dripped on the Snow (open)
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The Hyacinth Trail (open)
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The Price of a Crown (For Renna and Ormad)
Mankind's Introduction (for AOC)
Unconventional Rescue (for Ish)

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E'doa A'nii
Posted: Jul 17 2009, 03:16 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



(Here is a character I haven't used in a really long time. I couldn't even find her old profile, so I'm rebuilding it from memory. Please note that the name is *not* original. It is comprised of Robert Jordan's Old Tongue from The Wheel of Time.)

Name: Seia Doon d'Aiel (Se-ee-ah Doon de-I- el) (Black Eyes of the Faithful)

Physical Appearance: (This image comes from photbucket and is by KimCandy2)user posted image

[" Funny how you can cut off feelin'
And tell yourself that your wounds are healing
When all you've done is turn the pain inside
And when your sure that no one can get to ya
Someone smiles and it goes right through ya
And wakes up somethin' that you thought had died " ~Alone Too Long by the Partridge Family]


Gender: F
Height: 5' 3"
Hair: Black
Eyes: Black
Age: 18
Build: Slender

Clothing:
Weapons: Qiedra (kee- eh-dra), a dagger
Armor: none

Magic: Darkness
Magical Items: Qiedra. The dagger is poisoned with Tendryl (ten-drehl) a powerful poison. Since the poison is forged into the blade, it is a deadly weapon indeed, as the slightest scratch can be fatal. In addition, this poision transfers to her other state, if she is holding the dagger at the time.

Skills and Abilities (power):

Unknown. Seia doesn't even know she *has* powers.


Physical Appearance (Shadow Form):

Unknown at this time.



Race: Human
Occupation: Apothecary
Languages: Common
Kingdom/Place of Origin: Almaterre


Skills and Abilities (occupation):

•Botanist: She can recognize almost any plant, and tell you what it does

•Apothecary: She is capable of mixing herbs in the right doses to produce medicine.

•Gardener: She has a green thumb

Personality Summary: Sad, depressed, lonely, frightened, gentle, quiet, mistrusting.

Personality: Seia Doon is cold, and often unfriendly at first encounter. Simply put, she doesn't want to make friends. Infact, she's rather anti-social. But once someone gets to know her, they find a whole different person.

To her friends, Seia is sad and often depressed. She is very naieve not knowing much about life (surprisingly) or about people for that matter. Her opinion of her fellow man is very dark, as she views the whole human race as evil and out to get her. --But she is suprisingly compassionate, as she mounrs over the deaths of those around her.-- You might even say that Seia was a bit paranoid. And indeed, something is out to get her. Or that's how she sees it anyway.

Seia firmly believes that she is being hunted by a great beast. She believes somehow, she has wronged it or angered it. This beast pursues her everywhere and usually comes upon her at the worst times. It has slain her friends and destroyed her family and her life. If Seia knows, somehow, that she cannot defeat this beast, and so holds herself aloof from the world and stays on the run. Hopefully, if she doesn't make any friends, no more people will die.

Personal History:

Seia grew up in a little farming community. When she was not more then six, she was bullied by some of the boys in her village. Very young, and quite frightened she felt that the boys were going to kill her. (They had proceeded to beat her up rather badly and didn't seem close to relenting after a goodly space of time). She fainted under their assault and awoke to find them all brutally killed.

From then on she was feared by the village.

One lady in town did not fear her, and took her in. This particular lady was known in town as a witch and so was also feared by the populace. The witch placed a rune on Seia's shoulder and said it would protect her from the beast. Which had murdered the boys. Seia has accepted this explanation; though in reality it is not so.

The witch believes that Seia is the one long prophesied to save her village from the witch herself (who is thousands of years old and rules the village like a small feifdom. As such, the rune actually seals Seia's powers, preventing her from using them. The rune will flash bright red if Seia tries to use her powers, and will cause great pain. With the rune, however Seia cannot be killed, as her powers will take over upon threat of death.

This association with the fictional beast and the subsequent adoption by the witch has caused Seia to be quite the outcast in her village. She could not so much as get a drink of water without resistance from the townsfolk. The witch allowed this, not particularly caring for Seia; and wanting her to feel isolated (so she would rely further upon the witch) she ,herself, would kill Seia's friends.

Seia and the witch got along quite fine for many years, until Seia realized that the witch was using her. It was at this point in time that Seia ran away. Feeling that the world was out to get her, and that her sins were unpardonable, she roams the world doing what good she can, without staying too long or getting to attached. The witch can still influence Seia's life through the rune on her shoulder, and often, uses this small access to destroy those Seia loves, and any hopes she might have...

Perhaps one day Seia will truly be free of the witch's clutches.


--------------------
Eddy's Characters

Active Topics

And His Blood Dripped on the Snow (open)
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The Hyacinth Trail (open)
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The Price of a Crown (For Renna and Ormad)
Mankind's Introduction (for AOC)
Unconventional Rescue (for Ish)

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E'doa A'nii
Posted: Jul 18 2009, 06:49 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Race: Mythos (Men of Many Faces)

Attributes:

Physical Description: The Mythos have very long, pointy noses and unusually large eyes. Skin color varies slightly, from tan to light brown. Hair tends to be on the lighterside, with whites, greys and blondes being the most common. Rarer colors are light green and pale blue. Eye tone is light, and tends to be one of four shades: Blue, Grey, Gold and Purple. But Hazel and Pink are rarer but not unheard of.

Life Span: A typical Mythos averages about 80 years. forms that live longer the 80 years can add 1 year for every 10 extra years, the form lives. Strong forms never add more then 10 years to the life-span. Weaker forms take off 1 year of life, for every ten years less they live. Weaker forms never take off more then 10 years from the total life-span.

Magical Abilities:
Mythos are shape shifters. They are able to shift into the form of any animal or insect. Once in that form, they gain some of it's abilities. Very good shape shifters can shift partway between human and animal form. (so a mythos could sprout butterfly wings, etc.)

Political Attributes

Land: The mythos hold a two hundred square mile tract of land in the mountain ranges of Almaterre.

Government: The mythos have a sucessive monarchy, under which comes a tier of ranks.

Religion: The people of mythos follow the God of Justice, who protects and avenges all things. But the people are allowed to choose their own religion; so there are people who follow other things.

Interracial/International Relations: The mythos believe in the concept of a just war. They will not attack unless provoked. They believe that an unjust war will incurr the wrath of their God. As such, it is very difficult even for an evil king to go to war.

Language, Culture, Life Cycle and Social Ranks


Occupations: 4 Categories
• Military: (Soldiers, Mercenaries, Assasins, etc)

• Farming: (Crops, animals, both)

• Crafting: (Blacksmith, Tanner, Artist, Printer, etc.)

•Clergy: (Priests, pastors, monks etc.)

Nobles tend towards militaristic and theistic jobs. Peasants tend to be farmers and crafters. Of course, there are exceptions.

Language: Mythos

Culture:
The mythos have a society heavily based upon honor and respect. Courtesy is always required, no matter what the situation. Restitution for wrongs commited is expected to be swift, if not immediate. It is considered an insult to besmirch someone's honor. The greates insult is for one to turn his back on someone else. To tunr one's back is to tell someone that they are honorless; so much so that they are not even capable of inflicting damage, much less holding your attention.

Life Cycle:

Marriage: Couples tend to measure worth by honor and/or military prowess. Parental approval is required on the woman's side, if the marriage is to be honorable. Courtships last about ayear, with engagement being about a couple of months. Weddings are simple; yet rife with ceremony and symbolism.

Birth: The more children, the better. Girls are just as valuable as boys. Children are born after a ninemonth gestation period in the womb. The first twelve years of their life, they are raised by the mother. Then they are handed over to the father till they come of age at twenty four.

Death: Those who die are given a warrior's burial: with a shield over the chest and a sword in the hand. Death is an accepted, even welcomed aspect of life. It is believed that those who die in rightousness are guranteed a better life.

Ranks:
•King - Highest in the land
Current:

•Sons of Karduus - The first Tier of nobles

Those selected by the king serve as his advisors and war counsel. They have the ultimate say when it comes to permission for war. The rest serve as the king's body guard, while a second group serves as mercenary reinforcements to the King's allies. The Sons of Karduus only hire themselves out to those considered just.

Current: Ilka Tuon

• Nobles and Ladies-The warlords, generals and governors. Second only to the Sons of Krduus.

Notable:

•Clergy- those who guide the hearts of the people
Notable:

•Craftsmen - They who make our tools and our clothes

Notable:

• Farmers - those who feed us

Notable:


[open]


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E'doa A'nii
Posted: Aug 9 2009, 09:10 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Name: Aurora Rose
Gender: F
Height: 3' 2"
Hair: Golden Blonde
Eyes: Blue
Age: 18
Build: Slender and delicate

Clothing: A simple tunic of red and gold.
Weapons: Kagari-bi a Fire Katana (Pretty much a japanese sword with a tinted orange blade), Magic wand.
Armor: Pheonix Armor. Looks to be made of solid gold, but in reality is made of Feoria, a special metal which resists water and enhances her fire powers. Her helmet is styled in the beak of a bird, and her arm guards have feathers as if they were wings.

Magic (Faerie): Faery dust, Fire, limited light control, Faerie tears
Magical Items: Pheonix Medallion. A golden disc about the size of a coaster and an inch in height, with a pheonix ornately engraved in the center. If given to another, it will protect him from harm by enabling him to summon the Guardian Pheonix as when he is in danger. The Medallion also enables the carrier to magnify his own powers.

Skills and Abilities (Faerie):

•Fire Control: Aurora may use any attack/ability within the range of fire. However, for this board I will limit her to quintecessence as the highest level of attack. (Quintessence is the purest form of elemental energy, and is very powerful. However it is not as powerful as the puissant class. Use of quintessence energy is extremely draining and requires a recovery period of at least a day.)

•Light Control: Aurora has a very limited control over light. She may perform basic healing, and minor force fields.

•Magic: All faeries have magic. Aurora is no exception. The dust on her wings and the energy in her wand are under her control. Her magic is neither elemental nor healing. Rather it has uses as a variable, much like the Fairyg Godmother's from Cinderella.

•Faerie Tears: A fairy's tears have the ability to melt hearts and enchant them. If someone touches her tears, they will find themselves willing to be her servants, eager to do her bidding. As such Aurora never cries in public. Her tears cannot reform the evil hearted, and will not permanently enslave the pure. Effects of the tear wear off within a couple hours.

•Wish: If Rosie is captured and cannot escape within a fortnight, she must grant her captor one wish of his own choosing. Wishes use up energy, however, and a wish that is too large will kill the faerie. As the saying goes: Be careful what you wish for.

Magic (Pheonix): Pheonix Tears, Fire, Light, Renewal
Magicsl Items: Pheonix Medallion: Amplifies powers, grants a small amount of magical resistance.


Skills and Abilities (Pheonix):

•Pheonix Tears: Pheonix Tears consist of Water of Life, which has some power to revive the dead. So long as a corpse has not been dead more then 3 days, they can be revived.

•Fire Control: See Faerie Powers

•Light Control: The Pheonix has total control over light. This too shall be limited to Quintessence only, with the same penalties as fire.

•Renewal: So long as the pheonix is not instantaneously killed, she may burn herself in her own fire. This act takes about an hour, and is an incredibly painful process, during which the pheonix is litterally torn apart and rebuilt. When completed, the pheonix is as good as new. However, if attacked before the transformation is complete, the pheonix will die.

Physical Appearance (Faerie): user posted image


Physical Appearance (Pheonix): user posted image



Race:Fire Fairy
Rank: Pheonix
Occupation: Guardian
Languages: Common, Sylvan
Kingdom/Place of Origin: Underworld


Skills and Abilities (occupation):

•Combat: Self explanatory

•Healing: Can heal certain wounds. Can revive people who have not been dead longer then 3 days.

Personality Summary: Cheerful, sacrifical, determined, considerate, thoughtful

Personality:

Personal History:


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E'doa A'nii
Posted: Aug 17 2009, 08:19 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Name: Idris Armel

*will have a new avatar soon*

Gender: M
Height: 6' 4"
Hair: Blonde
Eyes: Brown
Age: 23
Build: Muscley
Clothing: Lots of rich purples and golds. Much jewelry. Leaves his shirt hanging open in such fashion.

Weapons: A gilt dagger.
Armor: None

Magic: Fire
Magical Items: None

Skills and Abilities (power):

None to speak of. (Did I mention this guy was totally irresponsible and woolheaded? He couldn't even pay attention long enough to learn anything during combat class.*tsk tsk*)

If threatened he might attempt something. But it's not very likely to work.


Physical Appearance: Gorgeously built, well muscled... generally cute with lots of shaggy blonde hair. Viril. Very gaudily dressed. Proud of his physique.

Race: Human
Occupation: Prince/heir to be
Languages: Common
Kingdom/Place of Origin: Erenor

Personality Summary: ...spoiled, self-centered, irresponsible, impulsive.

Personality: Idris was unfortunately raised a pampered palace brat. He's very used to having what he wants, when he wants it, how he wants it, and not any other way. Even as a young adult he still throws tantrums when he can't get his way. He should know a lot of stuff about being a prince and ruling a kingdom...

But unfortunately his cute little head is pretty empty. Too much sleeping through lectures and playing hooky probably...

Idris is very vain, being quite proud of his good looks and vast array of jewelry. He considers himself to be quite manly and would probably taske up arms against anyone who told him otherwise.

Our wonderful prince charming is unfortunately, also a ladies man. He loves women, and they love him. In the course of his short life he has broken many hearts ,intentionally or other wise, and is constantly surrounded by the intrigue of all his exes. Unlike men, who find him to be incredibly nauseating and self-centered, women adore our charming prince. They find him compassionate, caring, thoughtful...

...until he finds someone else he likes better anyway. Then he breaks their heart, leaves them in tears and goes to work his magic on some other poor unsuspecting victim. One of these days his playboy attitude will catch up with him. Unfortunately, today is not that day.

Idris's will eventually have to get married at some point -It kind of goes along with his princely duties. - but he loathes the idea, and has been putting it off as much as possible.

Personal History: comming as soon as I can think of it


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E'doa A'nii
Posted: Aug 17 2009, 08:46 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Name: Rowena Evadnedyr (eh-vahd-neh-deer) Admauntedla (ad-mawn-tehd-lah)

user posted image
~^Bubble Fairy by Josephine Wall~

Age: 1,000
Gender: Female
Race: Fairy


Weapon: Magic wand; bubbles

Bio: Rowena is one of the last surviving fae of the Realm of Lyberia in the homeworld of Alvear. She is the fourth cousin twice removed on her father's uncle's brother's side of the Faerie Queen. She is a Keeper in training; learning the art of Guarding the Faerie Haven from humans and myths alike. Only the most trusted of myths are allowed within the borders of Lyberia. She has control over time and space as well as dreams. Since she is so very young, her powers are still budding and control is often precarious. Her power over dreams makes her excellent at interrogation. Add that to time and space, and her prophecies are unrivaled. That is how she became Cheif Foreteller of the Arbadian Faeries. (Her tribe of origin.) Even the Fairy Queen asks for her advice.

Special Skill: Interrogation/ Human Relations, Foretelling

Skills:

Dream Walker: She can enter and exit the dreams of others at will. Whether they are daydreaming, or sleeping. She can induce dreams in slumbering individuals and sleep in the wide awake. Rowena can communicate through/affect dreams.

Hourglass: Rowena can speed up and slow down/stop time in small areas the size of two people standing side by side.

Dream World: Each bubble can act as a small dimension; a world of her own choosing. She can send you to that world for short periods of time.

Cramped: Rowena can distort small spaces; often with comical effects.

(More skills to come)

Likes:
Bubbles
Flowers
Happy music
Dreams

Dislikes:
Serious things
Dark Myths (like Demons and Vampires)

Fear: Of being loved. (marriage will effectively null any powers she may possess.)
Unhappy dreams and negative prophecies


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E'doa A'nii
Posted: Aug 24 2009, 07:37 PM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



Love's Parsimony

user posted image
(From the Smithsonian Encyclopedia. The Hope Diamond)

Love's Parsimony is an ancient stone, which has been around for a very long time, passing from hand to hand during the course of the ages. It's original history has long since been forgotten and all that remains is the vague rumor of a curse. Jewelers these days don't even know the name of the large rock, nor do they know what the curse is. Most of them don't care. The general attitude is make-a- buck.



Love's Parsimony:[the curse]

Heart of fire
Now of ice
Hardest stone reaps heaven's ire
All frozen hearts must pay love's price:

Long forgotten
Depressed, despised
Empty heart no love's begotten
Of this warning be apprised:

He who has no love to give
Shall this diamond's torment live
Till heart of stone once more can find
He who bears true love's design

Only then shall suffering pass
For true love's heart's pure repast
Soul's torment e'ermore shall cease
For despair gives way to happy peace

Current Wearer:


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E'doa A'nii
Posted: Aug 25 2009, 01:10 AM


Bard


Group: Role Player
Posts: 220
Member No.: 203
Joined: 3-July 09



(Parts of this profile are missing or have been changed do to the fact that the original profile is currently beyond my grasp)
--------

Name: Arianna M'Hael (Her last name is from RJ's Old Tongue and means Leader.)

user posted image

["May angels rest beside your door,
May you hear their voices sing.
May you feel their loving care for you,
May you hear their peace bells ring.
May angels always care for you,
And not let you trip and fall,
May they bear you up on angel's wings,
May they keep you standing tall.
~The famous and oft quoted Unknown. AKA Mr. Anonymous"]


Gender: F
Height: 6' 4"
Hair: Blonde
Eyes: Blue
Age: 102
Build: Tall and slender, but not willowy
Clothing: A simple white dress with short sleeves and a hem which falls just below her knees. Dainty white slippers cover her feet.

Weapons: Bow of Justice and the Arrows of Truth, Her Halo
Armor: When she wears her armor our lovely lady of light looks very much like an avenging angel indeed. On her head is a winged golden helmet. The simple white dress is replaced by a shirt and pants made of solid gold chain mail. The feathers in her wings gain golden tips which act both as knives and a sort of protectant. The wing bones themselves gain a sheeting of armor so as to prevent her wings from being chopped off by weapons. The armor is blindingly bright.

Magic: Light (Arianna draws light from the sun)

Magical Items: none

Skills and Abilities(Power):

Arianna has full control over the Light spectrum including Order and Radiation as well as light quintessence. Order is seldom used, except to phase through solid objects. (and since order is hard to manipulate and taxing to use, it is seldom used).

Because Arianna is a guardian angel (and therefore needs to have enough power to do her job effectively) I am not going to pull back too much on her powers. I will say that powers will be used only as an absolute necessity, and that I will keep the big guns in the closet as much as possible.

Skills and Abilities (Weapons):

The Bow of Justice is a powerful bow five feet long in height. Only angels can wield it. It dissapears when not in use and materializes upon demand. The Arrows of Truth also dissapear and materialize. However, they are not dependant upon the bow's appearance to appear themselves. Arrows of truth can explode, or produce radiation besides functioning as real arrows. Arrows of Truth do not always kill. If shot into the soul instead of the body they can compell others to tell the truth.

Halo: The halo is a powerful weapon full of light and much like a frisbee. It is sharp all around and can explode upon impact. The halo can cut through most materials, and acts as a window to refract light so that soldi objects can be seen through. If absolutely necessary, the angel may give up her halo to another being in order to save his life. If she looses her halo, the angel will lose her immortality and her status as a Guardian. The halo also doubles as a protective shield to be worn on the arm or a sturdy forcefield to be placed about people. The larger the forcefield required, the weaker it becomes.

Physical Appearance: Arianna M'hael is a picture of grace and beauty. She has long blonde hair that falls in thick softly curling rings abour her neck and shoulders, ending at her waist. Fair skinned with intense blue eyes set in a soft oval face. She has a small, pink oval shaped mouth. She has a twelve foot wingspan from tip to tip. A golden halo sits above her head, glowing brilliantly. Arianna's person gives off a faint glow of light which adds to her otherworldly appearance.

Race: Angel
Occupation: Guardian and Healer, Musician
Languages: Latin, Common
Kingdom/Place of Origin: Lives wherever her current assignment happens to be / Heaven

Skills and Abilities(Occupation):

Personality Summary: Cheerful, bubbly, poetic, sentimental, optimistic, loyal, shrewd, persistent, self motivated, caring, thoughtful.

Personality: Arianna is full of life and energy. She has a type B+ personality and thoroughly enjoys doing any task set before her. She has enough energy to last at least two men a lifetime. Arianna loves people and nature. She is one of the friendliest most outgoing people one could ever find. She has a deep love for humanity and is not unknown to go out of her way to help someone in need. Her natural sentimentality and caringness make her an excellent healer. Her poetic streak makes her a wonderful musician, and her lovely voice adds to her skills.

Personal History: Arianna was sent to earth as a guardian and watch keeper of humanity. She is what one might call, a Guardian Angel. Her job is to assign herself to one particular person and watch over their life. She is their life guardian; often invisible to them. When her ward is finally called home she is assigned a new person to look after. So far, Arianna has been assigned to five people and has served them all without fail.

Every once in awhile, when Arianna does not have a life assigned to her (The transition period between assignments); she is sent on a short mission to prevent someone from dying on a certain day. (So if bob was in trouble, Arianna might assist him out of that trouble, and then leave).

Arianna loves each of her wards dearly and always grieves over their departure. But she is happy for them as well, as they go to a better place.

To the mortal eyes Arianna appears much as an ordinary human being in a white dress. She is wingless, and halo-less and looses her ethereal glow. But otherwise, she looks the same. Arianna does wander about as a bard playing mostly for the commonfolk; though she has no objection to playing for those of nobler class.


Current Assignment:


Angel Mentions:

(Bits and Pieces of common knowledge about Guardian Angels)

•Angels cannot lie

•Angels must always protect their wards from outside harm.

•Angels do not make promises. If they say they will, they will.

•Angels are a nasty thing to tangle with so stay on their good side tongue.gif

•Assignments may be permitted to see their guardian angel under certain circumstances.

•Angels cannot get married or *play around*. Doing such will cost them their powers and their position as an angel.

•The 'Do-not-test-the-Lord-your-God-Clause': Angels are not required to protect anyone who goes out of their to see if they will be protected. (e.g. jumping off a cliff to see if your angel with catch you. Or sticking your hand into the fire to see if you won't be burned.)


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