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Post by zhunter on Dec 30, 2006 12:47:28 GMT -5
This is the North Wing of the Castle. Living quarters are found here so you are able to visit each Knight's room with ease. But please...Knock first. ^__^Here you may post your Knight's profile and all will be kept recorded so that you can modify them or delete them if necessary. You can find all the Knight's role-play as well as NTWF character's descriptions. All that you must do is copy the following form and fill it out... ATTENTION: Don't make a new post if you want to edit your profile. Just modify it. Name and title*: Knight color*: Title*: Age: Height: Complexion: Eyes: Hair: Build: Description*: History: Weapons: Armor: Magic: Other: Companion: Companion's description: Companion's history: Other: Repeat categories for multiple companions. Room description: Other: Each category marked with an asterisk (*) is required. It is encouraged that you fill out as much as you can.::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: LAST UPDATED 11/20/07Name and title: Lord Shino
Knight color: White
Title: The Strategist, Twin Dragon of Lord Wolf, Master of the Halberd, Second-in-Command, Council Member
Age: 21 years old
Height: 6" 2'
Complexion: Pale, clear skin
Eyes: Crystal Blue
Hair: Silver-white, shaggy, shoulder-length hair that's always in an organized mess; also has a soul patch on his chin
Build: Athletic, slender, muscular and has broad shoulders
Description:
Shino has been described as noble, yet rugged. His adventurous side knows no bounds. Handsome, charming, and modest in dress, he can't help who he is. His sense of honor was always evident and seems to have been ingrained into his persona ever since he was very young. Shino is well-liked by the Lords and Ladies of the Court and is favored among the common folk. He sometimes goes with King Wolf into the villages surrounding and helps them with farming, cooking, and cleaning.
His usual wear is a white, intricately-embroidered robe, which has a hood attached to it, enabling him to conceil his features. He also wears white trousers, a grey belt, and the tip of a dragon's claw on a silver chain around his neck. A sheath containing his sword, Broken Foe, is usually mounted in his room unless under siege, in sparring, or teaching a Weapons Class. His only other normal wear is a dragon-mail undershirt which was given to him on a quest by a Silver Dragon. His Blue Dragon Spear was also given to him by that same dragon.
Shino has a mysterious x-shaped scar on the left cheek of his face. No one remembers how that happened though. A little detail: both of Shino's ears are pierced with steel rings.
History:
Shino was raised in the castle when his both his parents died and met many people to befriend. He became a Knight due to a favor for his father. In hopes of improving his education he was trained by scholars, knights, and mages. He has only two special abilities. First, he can become "invisible" from all senses, detectors, and seeking magic. His other ability is the power to persuade animals, people, and others to do what he wishes. This ability is hidden from others so no one knows about it.
The White Knight has knighted quite a few people during his time as a Knight of the Court. Indeed, he had been looked upon, during the time when there was no King, to knight those who were deemed worthy. Among these are Sir Kit, Lady Rider, Lady Ikkin, and the King himself, Lord Wolf.
Shino is a wise man of unprecedented nobility, his caliber in battle is now only matched by the same effort in strategizing. A passionate Knight, Shino now realizes he cares for the people of the villages just as much as the Lords & Ladies he lives with. He is no better than they are.
Weapons:
- Broken Foe, a sword - A beautiful crystal-like shield - His Blue Dragon Spear - An ivory bow with piercing, steel arrows
Armor: Chain-mail armor and the usual Knight armor worn by all Knights. (Think of the dragon scale shirt as Tolkien's mithril)
Magic: Shino is a Master Mage in Ice Magic.
Other:
Although no incredible accomplishments, Shino is credited for bringing the concept of battling with spears to the Kingdom. They were usually used only for throwing or for desperate means, but he has shown that a pole-arm can be used for much more. This includes thrusts, jabs, piercing, defending, and so much more. The pole-arms of the Castle include spears, lances, halberds, and pikes. Shino is considered a specialist in halberds and spears specifically.
It was Shino who actually taught the Indigo Knight, Lady Ikkin, two classes although he was the same age as her. The first class was Basic Pole-Arms, of which he specializes of course, & a Tacticianary Class. Both Ikkin excelled in so Shino let her pass quickly seeing as she knew of these things already from her original land. Most every other teacher teaching the Indigo Knight let her pass easily as well, all viewing her accompishments as most exceptional.
((Shino has no companion))
Room description: It's a simple stone room with no pictures. It has white curtains though, and intricate, silver & white embroidered tapestries. A bed, a table, and a dresser are also in his room. The table is always cluttered with tactics, strategies, and other plans which is usually the opposite of the rest of Shino's room. Even under a new day he still manages to keep everything spotless. His new, shining sword he named Broken Foe is mounted on the wall. There is also a washroom connected to his room, but has no door between the two.Shino was captured during the hidden attack by the Shadows and brain-washed to be their servant. A sleeper agent used to do General Barak's will until he was revealed in the secret Guild Wars. King Wolf caused everyone to forget the events as well as himself, but there are still traces of what happened
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Post by Deleted on Jan 6, 2007 12:12:46 GMT -5
UPDATED ON: 1/1/09 -- ADDED INFO ON SIDE CHARACTERS (SEE BOTTOM) Name and title: Lord Erros Wolf
Mantle: Green
Titles: King of Dunburrow, Dominus Luporum (Lord of the Wolves)
Age: 18
Height: 6'0"
Complexion: Fair
Eyes: Hazel/Green
Hair: Dark-brown, medium-longish length
Build: Slender but strong
Description: Wolf's usual attire is a pair of dark-brown trousers, his royal tabard (dark-green, embroidered with golden leaves, and hemmed with gold around the shoulders), his dark-brown boots and leather vambraces, and a pair of half-fingered leather gloves, the latter of which cover a pentagram-shaped scar on the back of his right hand that he wishes to keep hidden. On more casual occasions, Wolf may be seen wearing a simple leather vest over a green shirt instead of his royal tabard. Perhaps most importantly, Wolf also bears the crown of Dunburrow, a platinum circlet which he wears just beneath his hair.
Although Wolf is kind and friendly, he is unusually shy and often prone to nervousness around others. Because of his formal tone and wise demeanor, he is commonly mistaken for being older than he actually is, a fact that often embarrasses him. Though he is strong and capable of ruling, he often feels that he is weak and unable to rightfully serve as Dunburrow's king.
History: Wolf began as the lord of Glen Oak, a valley fief surrounded by mountains on three sides and by a dense forest on the fourth. After accepting an invitation to join the ranks of Dunburrow, he was dubbed the Green Knight and soon thereafter was appointed as the king of Dunburrow. When asked of his time in Glen Oak, Wolf often appears agitated and attempts to change the topic of discussion. It is unknown exactly who, or what, he was prior to his time in Glen Oak.
Weapons: Wolf is skilled in handling knives and swords and is proficient with the bow as well; he is poorly-skilled in hand-to-hand combat. He was formerly armed with the Dragon's Claw, though it was recently shattered and a new blade has been forged from its remains. Often called Wolfing or Wolfang, this sword was forged of only the strongest, highest-quality materials from Dunburrow and is embellished with a silver hilt wrapped in leather and a large emerald in its pommel.
Armour: Wolf wears many layers of armour, many of which have been fortified by the castle mages and remain unseen beneath his outer clothing. During battle, he frequently dons steel gauntlets, bracers, and tassets as well as a silver cuirass emblazoned with the emblem of Dunburrow; thankfully, however, Dunburrow has had few wars since his coronation....
Magic: Wolf's magical skills are minimal, largely due to disuse and a general lack of training. He has a great affinity for wolves and other forest animals, however, (some which speak to him in spirit), and he occasionally sees signs and omens in the natural world. Since his coronation, he has been able to sense the presence of other knights by thought alone, though this skill seems to be affected by such variables as distance, vitality, and the states of mind of both himself and the other knights.
Other facts: The other Knights do not know that his given name is Erros, and this is an aspect of himself that he desires to remain unknown. As well, even though he officially goes by the title of King, he still answers to the call of "Lord."
Companion: A larger-than-usual wolf frequently appeared to Wolf, and on some occasions physically came to the castle, though this wolf has not been seen for some time. Though his past and nature are known to Wolf, others only knew him as Taa'kan.
Sora is Wolf's sable mare, though after being impregnated by Rider's demon-horse Shiva, some of his demonicness rubbed off on her, and she grew leathery black wings and gained a small array of magical powers. Since giving birth to three young horsies (whom Wolf will RP with Rider about if he ever gets off his bottom!), she has retained her wings, but lost most of her powers.
Dunne is large kestrel falcon who lives in the mountains north of Falcorum; he is suspected of being the spirit of Dunburrow’s founder and first king, Æilric Dunne I, but such claims are still fairly uncertain.
Wardship: Shortly after his coronation, Wolf was approached by a man named Ruadhan who presented him with the presence of Sir Jonathan, a young boy orphaned in Glen Oak. By feudal law, Jonathan has become Wolf's ward and shall be raised by him until he comes of age. Jonathan is quiet but mischievous, has dark hair, and tends to see things that aren't always there. He is quick to get himself lost, though perhaps he knows more than he allows others to believe. Though at first adverse to the idea of living under Wolf's parentage, he has grown accustomed to the King and tends to stay out a trouble...most of the time.
Room description: Since his coronation, Wolf has been housed in the king's chambers, located in one of the watchtowers and carpeted with deep, mahogany floors, adorned with pale-green, sage-like walls embedded with the bones of leaves, and softly lit with golden chandeliers. His quarters are no doubt a stunning sight to behold, but he enjoys to keep them modest and plain, which not only gives the area an open and airy feeling but also stands as a testament to his simple persona and quiet nature.--- SIDE CHARACTERS --- Sir Mattathias Ruadhan: An older man with oily, rust-colored hair and a portly appearance, often cloaked in luxurious, opulent robes of emerald, sapphire, crimson, and gold, Sir Ruadhan was a man of great reverence and peacefulness in Glen Oak, from which both he and Wolf hail. However, beneath his outward demeanor lies a great horde of secrets--foremost among them his intense dislike and hatred toward the King. Not only this, he can also shapeshift and was once a knight of Dunburrow before the old kingdom fell into disrepair to later be rebuilt by the Knights of the NTWF. He is somehow involved with Casandra and Jared, to whom he has revealed that he is truly Jonathan's biological father. PRONUNCIATION: Roo-wen (like "ruin"), not rood-han.
Jonathan Wilhelm: A young boy of eight or nine, Jonathan was supposedly orphaned before being brought into King Wolf's care. However, Sir Ruadhan has told him that his parents are still alive, under the lock and key of King Wolf himself--and to rescue them, Ruadhan will need his aid in certain...tasks. Yet, despite his hatred towards Wolf, the boy may like his guardian more than he realises--providing he realises it before it's too late. Before leaving Glen Oak, he was the page of a prominent knight.
Makeo: Makeo was a companion of Wolf's before his arrival in Glen Oak. As is perhaps obvious from her needing to visit the Enchantrix to acquire a human body, it can be presumed through conjecture that Wolf wasn't always human himself, either.
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Post by Shadaras on Jan 6, 2007 16:50:58 GMT -5
Name and title: Shade Kolsire
Knight Color: Bronze
Titles: Royal Envoy, Phoenix of Darkness
Age: 20
Height: 5’ 5”
Complexion: Dark tan
Eyes: Blue
Hair: Black, usually messy, and shoulder length
Build: Slender
Description: “Thou art a shadow of darkness born of the light.” – At her knighting ceremony, those words were given with her title, Phoenix of Darkness. And Shade is a shadow, a fleeting darkness that keeps to herself most of the time, preferring the darkness of night. Though not nocturnal, or even an insomniac like Kit, Shade will wake up before the dawn and sit outside to watch the sunrise and listen to the chorus of birds that welcome it. Shade is a loner, and doesn’t make close friends easily. But when she does, Shade protects them with her life.
Though a loner, Shade will work with others, usually silently, sometimes offering her opinions on what they should be doing. And when with people she knows, Shade can and will laugh and joke with them, tease them, or just be silly in general. But as soon as someone she doesn’t know comes by, Shade will close up, fall almost completely silent, and watch the newcomer until she’s used to him, at which point she goes back to normal.
Even her coloring, dark skin and hair offsetting her blue eyes, is shadowy. Shade’s hair is left loose, shorn to shoulder length, and then mostly ignored, so long as it doesn’t get in her eyes. And in battle, when that is likely to happen, Shade wears a headband as black as her hair, with a bronze flame on each of the loose ends.
That theme of bronze on gray is hers, and most of Shade’s clothing follows it. What little doesn’t is bronze itself, with the markings that would be in bronze made in black instead. And those markings? A phoenix, wings held near the body, looking up with its tail falling down. Always. It’s always there, over her heart. And on her gloves, the same design, with the head of the phoenix facing out, towards her fingers.
Shade’s wings, however, are what mark her as being not completely human. When visible, they appear as draconic wings made of shadow and mist, wispy and only almost real. Only in bright light are they visible, unless Shade uses them to fly. When Shade is flying, they seem to be made of darkness, forming feathery patterns over the draconic structure of mist and shadow.
History: Shade is the child of a human and a demon. She was raised by her human mother as a perfectly ordinary child, though a loner, as she was slowly pushed out of the normal circles for being different. It wasn’t her appearance that drove her out, though. It was her personality. The girls avoided her because she wasn’t like them. The boys avoided her because she was a girl, and different from all the others they knew. So she took to wandering in the woods, though her mother feared for her, as the woods were where Shade’s father had last been seen.
In the woods, Shade would find herself following animal trails, though not far at first. Soon, though, she was ranging farther from Verdale, her home village, than anyone else save the trappers and hunters. And on one of her wanderings, she found her father.
And once Shade found her father, she went to him every day, beginning to learn how to fight from him, as well as the few skills in magic she has. The gift of seeing auras, however, is the only one she really took to. The inherent ability of being able to visit the Shadow Realm, though useful, is one that scares her, as her father is an outcast from it. And as for true magic, she never had the patience to learn it then, and now does not have the time.
Shade’s training under her father lasted until she was fourteen, when her father returned with her to her mother and claimed Shade as his child. Shade’s mother then cast both of them out, beginning the journey that led Shade to Kestrel Castle, where she was accepted as a squire, being too old for a page and as she’d already learned all the things a page had to, and soon became a knight.
Weapons: Savucu, her sword, is a gift from Lisengyre, her father. It’s made of bronze and magically reinforced, as well as being enchanted to have a fluid form. Savucu can take on any form that’s close to its natural one, that of a katana. She also carries at least two daggers with her at all times, some of which have been enchanted. The enchantments are mostly magic-breaking ones, though some are explosive or shatter non-magical things.
Shade does know how to use a bow. She’s just not nearly as good with one as with melee weapons. And hand-to-hand skills are included in the category of melee weapons.
Armor: Shade’s armour is made of leather, mostly of the thin, flexible kind. But attached to that are thicker, stiffer pieces to cover all the non-joint areas. Her torso, however, is simply covered with thicker, but still flexible, leather and has metal studs to help with protection. All of her leather is dyed in a shade of gray, though the colors don’t always match.
Magic: Shade can see auras, when she tries. This ability is limited, however, and when she’s looking at auras, she can’t see normally. Auras, in this sense, are the energies that all things, both living and dead, send out. It’s possible to hide them from Shade, however, as she doesn’t use this sense much.
Shade can also plane-shift, though only to the Shadow Realm, where her demon kin live. She doesn’t like using this ability, however, as the demons tend to dislike her and kick her out as soon as possible, though they rarely harm her. Well. Rarely harm her much.
And lastly, Shade has rudimentary transformation magic. The only form Shade knows well enough to use this on, however, is her own, and she can’t use it for much other than repairing wounds. And doing that hurts. And uses up a lot of energy.
Companion: Lisengyre Kolsire
Companion's description: ’Gyre, as he’s usually called by Shade, takes the form of an ordinary human male most of the time, his coloring similar to Shade’s. But in his true form, he’s more elfin, tall and thin, with the same feathered dragon wings that Shade has, and glowing green eyes and veins. He usually carries a katana that looks like it’s made out of obsidian, and when he wears armour, it would be made out of the same material.
Companion's history: Lisengyre is Shade’s father. He was kicked out of the Shadow Realm for that, too. That’s all that Shade knows, and the knights don’t really know he exists.
Room description: Shade's room only has one window, and it is kept closed. The only light in the room leaks through the door, unless Shade has visitors, in which case she lights a candle or opens the window. But assuming you can see her room, it’s very plain, with her bed, a collection of pillows and blankets in a pile, which is the only messy part of her room, in the right, near the bookcase.
On the left side of the room if you’re looking from the doorway, a closet on part of the wall in front of you. Beside the closet is a bookshelf, filled with books on demons and the art of warfare, written by humans and demons both, as well as some more random books on anything and everything. On the right is were she keeps her weapons and armor, beside which is a mirror, and in the center is a clear space, so that people don’t run into things when they enter.
Other: Um. I finally got around to making this all pretty and nice? Name: Jacob ‘Jay’ Fletcher Title, if applicable: Harlequin Knight; Guardian of the Falcon
Appearance: White-blond hair (short; maybe two inches long), silver-gray eyes (wide, sharp), pale skin (tans more than burns, though he doesn’t get why). His fingers are long and bony, and tiny cuts and scars mar the pale perfection of his hands. A lot of people make jokes about him being half-elven, but he’s not. His mother and father are both obviously human and obviously his parents. He’s 5’11” or so.
Jacob dresses in greens, blues, browns, and yellows, usually. His typical appearance is trousers (brown (leather) or green (cotton)), leather boots with buckles to keep them secure, a tunic (any of the usual colors; elbow-length sleeves), a leather belt (brown or dyed black), and, if it’s cool enough, a coat (green-brown). He also wears a necklace with a silver crow on it.
Typically he has a knife or two – a hunter’s and a whittler’s – sheathed on his belt. It’s also fairly likely for him to have a longbow bound onto his back, along with a quiver. His bow – which he carved himself – is his pride and his primary weapon. He’s been hunting since he was old enough and strong enough to draw a bow, and his years of training show. He often went to guard training fairly often before he turned eighteen and squired into the knights, so he knows both sides of Falcorum’s protective force.
Personality: Jacob is flamboyant when not hunting and near-silent when he is. He has a strong protective instinct, which was trained into him by parents telling him stories of the guards and knights as a child, and from having a quiet, retreating sister who he always tried to protect even though she’s older than him. When Gerry (Gerald) was born, Jay found a new way to help his family, and became a fiercer watchdog for Gerry than either of his parents.
He loves his family and would drop anything to protect them if it became necessary. He’d disobey the king himself if that was required. Anything for his family, especially his siblings. He worries about Gerry, because he still doesn’t see his brother as being old enough to take care of himself, something Gerry resents slightly.
His opinion of Dunburrow as a whole is that it’s there and he’s part of it, but his loyalty lies to his city, a mindset the guards have more to do with than anything else. Jacob’s willing to go outside the general area of Falcorum, but he considers Falcorum his home and refuses to be stationed elsewhere.
When he’s off-duty, Jay tends to be the sort of trickster he was named for; a jay or a harlequin. His everlasting good humor and quick wit make him a favorite of the pages and castle servants, as well as any children around. He mocks people easily, well, and typically in good humor. A number of people get annoyed at him for that, but it doesn’t make him stop. Despite – or perhaps because of – his good humor and wit, he’s quick to comfort those in pain, and knows well how to keep a secret.
History: Jacob was born and raised in Falcorum, in the poorest section. Not that the poorest section of the capital is that poor, but it’s the principle of the thing. His father (Marcus) works with the guard, and his mother (Anne) is a seamstress who devotes most of her time to her children. Jacob has an older sister – Bethany, who’s 26 to his 23 – whose passions are cloth, sewing, and design. He also has a younger brother – Gerry, 18 – who’s newly initiated into the guard. Jacob, being the middle child and the eldest male child, turned to hunting and the knights.
He learned a fair amount about hunting and archery as a child, simply due to having a father in the guard and a trapper for an uncle (Gerald; Gerry’s named for him). The uncle traveled in and out of Falcorum often, and his arrival was always a happy thing for the Fletchers.
Weapon of choice: Bow and arrows (primary), daggers (if he must be in close quarters). Interests: Family, the guards, hunting Special abilities/other: He actually has a living family he’s on good terms with and who he talks to fairly often. Gerald gave him the nickname Jay because he’s ‘As stubborn as those birds and just as fierce. And you call out anyone who looks suspicious’. No special abilities; Jay’s a normal human with training, nothing else. Color of choice: Harlequin green Note -- Shade is now a background character. She's too powerful for me to enjoy playing her, and her role as royal envoy is primary. Jay is a new character, but his loyalties and actual personality make him more interesting to me. He's my primary knightly character now.
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Post by Tam on Jan 6, 2007 17:42:29 GMT -5
Knight color: Orange
Title: One of the Last to Rise, (technically) Court Marshal
Age: late teens
Height: 5'6"
Complexion: fair
Eyes: light blue tinged with green (can be approximated as turquoise)
Hair: dark blonde
Build: slim, but wide-hipped. Looks shorter than she is.
Description: Despite being one of the younger knights, Tamia has lived and worked in the castle for longer than most. Yet, she frequently questions her place among the knights and faces doubts regarding whether or not she's worth her steadily increasing rank. She is extremely curious and has a thoughtful nature. However, she resents being tied down by obligations and expectations, and tends to be rather flighty and impulsive. She has a slight authority problem, but for the most part, she is warm-hearted and optimistic around other people, regardless of their rank or position.
Her formal uniform as the Orange Knight consists of an orange tunic over a long-sleeved blue shirt and a pair of stiff trousers, complete with a long cape the colour of a blood orange. She doesn't wear this uniform much anymore, preferring to dress in a plain shirt and breeches whenever she can get away with it. She almost always sports a pair of lace-up dragonhide boots and large gold hoop earrings. Her hair is thick, slightly wavy, and reaches to about her shoulder blades. It is usually worn down, or in a low ponytail.
History: Tamia was born and raised in the tiny riverside village of Millsford, on the edge of Peregrine Forest, not miles away from Castle Kestrel. There she was taught to read and write by her family's traveler friend, who also taught her the basics of swordplay. Tamia loved her home, a prosperous town on the outskirts of the Forest -- but on the night a sudden attack from a cursed spirit resulted in the death of her father, she swore an impulsive vow to become a defender of the land. Days later, her mother, a maid at the castle, relayed to her news that one of the knights of Dunburrow had recently lost his squire in battle. Eager to uphold her promise, Tamia became a squire to the Tawny Knight, Lord Giyer, at the age of fifteen. Not a year later, Lord Giyer himself died from a side wound he had received in a fight years earlier. After much consideration, Tamia was knighted shortly thereafter, the loss of her mentor still heavy on her heart. As she rose from the marble floor the Orange Knight of Dunburrow, she was given the title, "One of the Last", a phrase that Tamia does not understand or particularly like.
On her last trip to Millsford, about two weeks before the events of Silverkeep Sorcery, she had a misadventure with a demon and a disconcertingly vengeful mage that ultimately left her on a hilltop near Castle Kestrel with a week-long gap in her memory.
Weapons: Tamia's favourite weapon is her yew slingshot, a weapon that she has become quite accustomed to in her years of practice. Still training in swordsmanship, she also carries a more knightly weapon: a long double-handed sword that she likes even less than her title. She occasionally practices archery, but only as a pastime.
Armor: As she is nowhere near strong enough to bear a full suit of heavy plate armour without hindering her fighting ability significantly, Tamia usually wears only a mail tunic of copper-plated rings over her clothing, combined with long dragonhide gloves and her usual boots. She feels the most protected when she retains the ability to move more easily than her opponent.
Magic: Although a few small occurrences of strange happenings, presumably the results of magic, have surrounded the knight's existence, she has no control over what little magic she possesses, and no insight as to the extent of her ability. It is extremely rare that she performs an act of magic, and never when she needs it.
Other: Tamia is decently proficient with herblore and natural medicine, but is entirely self-taught.
She also harbors a strong feeling of resentment towards most things having to do with demons, which mostly stems from the death of her father. She remains in bitter conflict with herself over her own beliefs on this issue.
Companion: Oran
Companion's description: Oran is the cynical yet wise companion of Tamia, taking the form of a black cat with a white-dipped right paw and vivid green eyes. Inexplicably, he has the ability to communicate with her by sending his thoughts as messages to her mind. Tamia doesn't know whether a cat is Oran's true form, or why he always seems to sense presences that others can't, especially those having to do with magic or necromancy. However, Oran has long been a faithful confidant of hers, and has helped her to defeat many obstacles in her path.
Companion's history: In the spring several years ago, what Tamia had feared was a thief trailing her around Millsford turned out to be nothing but a lanky cat, its fur wet and scruffy from the rain. Oran followed her to her doorstep that night, and when Tamia gave in and let him inside, he proceeded to scare her out of her wits by looking straight at her and warning her that she was in danger from a powerful dragon spirit. Not coincidentally, later that night her father was killed in the demon attack.
Other: Although most of the other knights are familiar with Tamia's mysterious pet, Oran has made it quite clear that he does not wish for anyone else to suspect that he is anything more than an ordinary pet.
And also, he hates being petted or carried around. Don't try it. You'll regret it.
Room description: As knights' chambers go, Tamia's are relatively simple. Her living area is comfortable, but not particularly roomy. There is a small commode located in an adjacent room. Her bedsheets are made of soft, undyed cotton, with several warm knitted blankets piled on top. There is a large trunk in one corner, and both bedside tables are obscured beneath bundles of medicinal plants and wildflowers. A writing desk faces the window, a small supply of parchment waiting patiently on its surface it for her daily journal entries. Along the windowsill, a line of polished river stones from her old home has been arranged. Her favourite feature of the room, and the only one she finds particularly enchanting, is the large window set in the wall, overlooking the beautiful courtyard a storey below. The fine emerald drapes bordering it are complemented by a painstakingly handcrafted dreamcatcher her grandmother made for her. Something about its beauty, and the beauty of the legend associated with it, always appealed to her. It is one of the only things she had brought into her new life at the castle.
Name: Reik of Ryland
Nickname: n/a
Appearance: Reik is somewhat stocky in build, standing about 5'10", with very little softness about him. He is physically strong for his twenty-four years (barely an adult in his culture), particularly in the arms and shoulders, but not so much as to fit the Dunburrow standard of "brawny". His skin is naturally fair, but his face, neck and arms are rather tanned. He is missing his middle finger on his right hand, and the hand itself is covered in old scars. He has a handsome face, if a little rugged — strong chin, deep hazel eyes, slightly crooked nose that's clearly been broken once or twice. His coarse dark brown hair reaches slightly past his shoulders when let loose, but it is usually secured by a single braid along the back of his neck.
He wears a full set of dark leather armour specifically tailored to him, complete with gloves and buckled boots, and he is also capable of wearing mail and plate armour, but he prefers the more flexible leather when given the choice. When not fighting or travelling, his clothing style is extremely plain by Dunburrow standards, sometimes almost slovenly. His shirts are typically undyed and untucked, and his trousers sport many years' worth of patching and seam repairs. He often walks around the castle barefoot, although this is more of a personal thing than a cultural one. He also has a set of ceremonial clothes, made in Dunburrow, for more formal occasions. It consists of a russet and green tunic, leather trousers, and a dark brown cape. He almost always carries his sword with him, hanging by his right hip.
Personality: Reik is independent, street-smart, and capable, which sometimes leads others to the false belief that he is as mature and responsible as any knight. But since where he comes from adulthood is a status earned later in life than in Dunburrow, he can be perplexingly naive and childish at times. In particular, he is hotheaded, impulsive, and stubborn, particularly when he has a specific goal in mind. He is uncomfortable being around more than a couple of people at once, and tends to speak only when spoken to, using short, precise sentences. He is a wanderer through and through, keeping his Arthian blood on proud display at all times, with a distinctly short attention span. He values personal honour and the honour of loved ones above more abstract forms of loyalty, such as that which would be attributed to a king or a country. Although he is quiet, there is very little subtlety about him, and he is not one for sneaking around. He is certainly curious enough, but he prefers to take on his problems in a more up-front manner (hence the current shape of his nose).
Skills or abilities: First and foremost, Reik is a horseman. He knows horses, understands them, commands them, feels them — with more grace and ease than Dunburrow trainers twice his age. To him, horses are the equals of people, and he is uncannily good with them. Like most of his people, he connects well with most animals, but horses are on a completely different level. He is also an excellent swordsman, with many years of training and experience under his belt. He's fairly good in a fistfight, too (again, lots of experience).
Weapons/other combat enhancers: His sword, Houndstooth, is an elegant, slightly curved blade with an engraved brass handle wrapped in leather. It has no gems or other marks of wealth on it, but the engraving is painstakingly beautiful, depicting many of the symbols associated with his house. Reik also carries a hunting knife on his belt, but it is not generally used for combat.
Other special abilities: Reik has an excellent sense of hearing, and he's good at wilderness survival. He's surprisingly good with children, and, as per tradition, he was raised to be proficient at sewing, cooking, and most domestic tasks.
Interests: Most of his free time is spent outside. He is often in the stables, taking care of his horse, or other horses if he feels they aren't being looked after properly by their owners. He practises his swordplay and trains to maintain his fitness level as often as he can, and in the evenings, if he has absolutely nothing else to do, he can frequently be found in a lower town tavern, drinking and brawling and generally getting into trouble.
History: Reik was born into a noble house in the quasi-country of Arthia in the northeastern mountains, just north of the desert. As such, his family owns a fief and is well-off financially, although his status affords him more social standing than it does personal wealth, as excessive personal embellishment is not generally seen as important or appropriate in his culture. Arthians were, until fairly recently, a generally nomadic people, and as such the wanderlust still burns brightly in their veins. It is a common rite of passage for a young man or woman to spend several years away from home in their early adulthood in order to see the world, learn about life, and make a name for themselves.
It is through this journey that Reik has ended up in Dunburrow. His decision to train as a knight for the kingdom had more to do with the prospect of adventuring and free room and board than it had to do with any sense of loyalty to the King. He is, however, more than willing to serve with duty and respect, so long as his personal freedom is guaranteed.
He finds Dunburrow a bit of an odd place in general, though. It's too colourful and it hurts his eyes, the food tastes like wax, and everyone seems to go through most of their life attending dances.
Anything else: Arthia has a bit of a problem with rock dragons (bear-sized creatures more like giant lizards than anything else), and a lot of young Arthians' spare time is sucked up by beating the dragons back into the mountains. When he was seventeen, Reik had a memorable clash with a rock dragon that had been harassing his family's sheep, culminating in the loss of a finger on his right hand. Although he is ambidextrous, his right hand had been his sword hand and the missing finger forced him to switch to his left. However, even more devastating was the loss of the ring that had been on his finger and was now in the belly of a rock dragon — it had been a family heirloom, and he was quite fond of it. He has told no one that he lost it, and is still secretly hoping to get it back one day. He has held a particular vendetta against rock dragons ever since.
One of his major handicaps is his nearsightedness, making him all but useless with all forms of ranged weaponry.
He brought two animals with him from Arthia: Shaatha, his horse; and Sparrowhawk, his dog. Shaatha is a fjord horse, a gorgeous mare with a red dun coat — sturdy, agile, and dependable. She is quite literally his closest friend and practically his wife. Sparrowhawk is a mixed breed with a long, shiny red and gold coat, trained as a hunting dog. While to most people in Dunburrow this means a dog capable of retrieving the animal that its owner kills, Sparrowhawk takes this definition a little further and actually hunts in Reik's place. This is useful, as Reik's sense of aim is such that he can't usually hunt for his own meals while travelling. Now that he's settled in Dunburrow, Sparrowhawk still leaves a duck at the foot of his bed every morning — usually still alive, and usually from one of the king's duckponds. Like Shade, I am retiring my first character (Tamia) to a behind-the-scenes position. Tamia is still serving as a Knight on the Colour Guard, but Reik is now my primary Knight character.
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Post by Dice on Jan 6, 2007 17:43:26 GMT -5
Name and title*: Lady Pyro
Knight color*: Black
Title*: Black Knight, Flame of the Knights
Age: 16
Height: 5'2"
Complexion: Lightly tanned
Eyes: Dark Brown
Hair: Black, usually messy, a little longer than shoulder-length
Build: Slender
Description*: Pyro is a bit of a loner, slightly awkward in large groups, and can be slightly cynical, sarcastic, suspicious, or blunt by turns. She doesn't express her emotions much, which comes from her need in battle for iron control over her sword, and in everyday life over her fierce temper. She is intense, fierce, observant, intelligent, competitive, witty at times, deeply loyal and believes strongly in justice. When around friends, such as her fellow Knights, she is more laid-back and open to conversation.
Pyro's usual wear is that of an elbow-lengthed black shirt and black trousers, with boots. She also has a weapons belt and a long black cloak, which she doesn't wear that much in case of setting herself on fire. Sometimes she wraps strips of fabric around her hands, or wears fingerless gloves, to protect her palms.
History: Pyro doesn't much like discussing her past, but the information she will share is that she came from a different village because she didn't get along with her family there. When they disowned her, she became a knight.
Weapons: Pyro's primary weapon is the magic-forged Flame Blade, or Fire-Sword. It bursts into flames when she relinquishes her control over it (and, in the midst of battle, randomly). She also favors long knives.
Armor: Pyro's armor is traditional Knight armor, but she dislikes helmets.
Magic: Pyro does not know any formal magic, however, at times she suspects that she can use her will like a magical power--to control her Flame Blade, or to give her a power rush in battle and keep her going. Using this enhanced will-power, she can also break or crack simple hallucinations and visions (not necessarily escape from them, but realize that they're magic).
Other: Pyro enjoys Latin.
(Pyro has no companion)
Room description: A regular room, with a few books scattered haphazardly over a desk with parchment. There is a small bed and a small window, along with hooks on the wall to hang her armor and her weapons.
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Post by Kat on Jan 7, 2007 6:44:43 GMT -5
Name and title: Lady Kalianne Triss 'Kat' Lunara
Knight color: Purple
Title: The Amethyst Wildcat, Primoris Erus Ignis (First Master of Fire), Secundus Erus Aeris (Second Master of Air), Primoris Erus Lumen (First Master of Light), Tertius Erus Curatio (Third Master of Healing) [You gotta love English to Latin translators. XD], Mage - Second Order of Flamel
Age: 17 1/2
Height: 5'7"
Complexion: Fair, slightly tanned
Eyes: Brown
Hair: Black
Build: Tall and slender
Description: Kalianne - or Kat to her comrades and fellow knights - is confident, determined and very competitive - values instilled in her by her parents and archmage guardian. Even though her perfectionist attitude and straightforward thinking can be very daunting to some, she tries to be as kind and helpful as she can to her fellow knights and to just about anyone.
She is very studious, and yearns to become an archmage someday - a Gold Archmage, to be exact, the highest rank there was for any mage, and master all the elements and spells there were. For that reason, she tends to spend a lot of time in the library or in her workshop, but manages to balance her mage studies with her knight training, and brushes up on her swordfighting and archery every now and then.
Even though she doesn't have a familiar, as most mages do, Kat does possess a love for animals, and treats them like people. She has taken in hurt or lost animals quite a few times, but never takes in a familiar.
History: Kalianne's parents were two powerful mages who taught her how to read and write at a very early age. They lived in Fief Lunara, half a day's ride from Dunburrow. Her parents were called upon for their uncanny destructive spells or their aptitude at healing. For four years they lived in harmony, Kat often left in the care of several tutors whenever her parents had work to do.
But in the River Ethall War, the Lunara parents were killed in battle. Some say they exhausted their magic reserves; others say they were overpowered by more skilled archmages. Nonetheless, in their will, they requested that Kat be left in the care of Silver Archmage Morpheus Meridian, an old family friend, and that Kat be trained to become an archmage - a goal Lord and Lady Lunara were never able to achieve, as their lives were dramatically cut short.
At four years old, Kat started learning more about magical theory and the basics under Archmage Meridian, striving to fulfill her parents' will. But old age soon took its toll on the old master, and he died when Kat was only 10, forcing her to rely on self-study. She inherited the fief and left most of the matters with the family caretakers as she continued her studies.
Kat realized that she had to learn a new way to fight, so she didn't rely on magic like a crutch. Despite her parents' negative opinions on knights being mere guardsmen with titles slapped on them, Kat decided that she needed a crash course on Knighthood 101, not too long after Archmage Meridian passed away.
Many teachers doubted her, often told her to return to the mages' cloister. Bets were made on her not passing the tests, but of course, they all lost their bets, as Kat was knighted at 16 years old.
Today, Kat still strives to become an archmage - and hopes to surpass even Silver Archmage Meridian, but of course, she also tries to be the best knight she could be.
Weapons: A longsword with a gilded hilt decorated with amethyst gems arranged in the shape of a small star, and a staff nearly as long as she is tall, made of gilded steel. Its ends are shaped like two gold-washed flames, and when she says the right incantation, the flames can become two sharp blades. Sometimes she carries a knife, or uses a longbow. Her moon pendant is used for searching for evil magic. Very rarely will she use her earrings as throwing stars when she gets deperate.
Armor: Usually, the Purple Knight can be seen wearing a purple robe with a matching blouse and a matching skirt underneath, a blue cape with golden stars and moons, gold star earrings, and purple boots. She hides a silver crescent moon on her neck, which helps her scry for any hidden magic. When in battle, she wears semi-plate armor, either amethyst-washed or plain steel. She cannot move very well in complete plate armor.
Magic: Kat's signature magic is violet fire. She can control, manipulate and wield normal fire, light, wind, or anything related to these elements. She can heal, but not so much. Kat can use spells even without a channeling device like her staff, but they come out less powerful.
Kat can also sense evil magic (but not in a person), but cannot predict how, when or why it will strike.
However, she is weak with nearly anything else, especially darkness. For some reason, the Lunara clan has often found difficulty in controlling dark magic.
Because Kat wishes to become an archmage someday, she keeps on studying magic and wants to learn everything the world has to offer about it - not to mention the fact that it was in her parents' will.
Room description: Her room is behind the double oak and gilded steel doors a few steps away from the gate leading to the gardens and training grounds, with her name engraved onto the right door on a plaque and an identifying badge of a staff crossed with a sword on a burning shield - the mark of the knight-mage.
The doors lead to a simple workshop with a waiting area. This is where Kat works, or entertains guests. It has nearly everything she needs for her magic projects, like a shelf filled with books about magic (but of course, she still needs the main castle library and often scouts for hidden scrolls of arcane magic), a long work table, and lots of cupboards and cabinets. The west wall has a large window that takes up approximately 50% of the space.
The north wall is actually a couple of doors - the left one leading to the privy and bath, the right leading to the bedroom, which is composed of a four-poster canopy bed, a small study table and chair, two armchairs, a full-length mirror, two wardrobes, one chest of four drawers, and another shelf full of books and random stuff.
Between the two doors is where Kat keeps her weapons, and is guarded by a powerful magical ward that only opens on her command.
When she locks the doors of her quarters, she also activates a powerful security spell she made herself after mastering light magic at the age of 14. Of course, Archmage Meridian's notes did help.
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Post by KitClairvoyance on Jan 7, 2007 12:15:22 GMT -5
Name and title*: Sir Kit Winterstone
Knight color*: Grey
Title*: Wild Card, Fourth Generation Clairvoyant, Royal Arbiter
Age: 19
Height: 5'7"
Complexion: Pale.
Eyes: Dark hazel.
Hair: Black, straight and reaches down to the base of his neck.
Build: Light.
Description*:
Physically, Kit wasn't the most intimidating or striking person there was around. If it weren't for the insignia that was present on most of his armour he would have easily passed for one of the common-folk. His jet-black hair touched the base of his neck, the fringes trimmed to slightly below eye level. His eyes carried the look of being constantly tired, which was what he usually felt. Slightly larger than average, his eyes carried hazel irises and were set evenly apart below a pair of black eyebrows.
His light build gives the impression of one who is accustomed to running more than fighting, which isn't very far from the truth. He is quick on his feet, preferring an indirect approach to a straightforward frontal attack.
Kit tends to keep to himself when he can, although his divination and clairvoyant abilities mean that he works better in a team. He does not carry an air of dignity or nobility in his walk, rather he tends to be very critical of those around him. He has a tendency to judge people quickly based on their outward impressions, making him somewhat hard to deal with at first. Also, he assumes others are equally critical of him, pressuring him to look as if all is fine, even when he might be on the brink of death. He loathes to display any signs of weakness in his actions.
However, once he becomes accustomed to a person and likes him or her, he will be fiercely loyal to that person. To him betrayal is another form of weakness. Often he considers others before himself, preferring to be wounded than to see someone else get hurt.
Kit also suffers from insomnia, getting only an hour or two of sleep a day. Even when he does get any sleep, it is usually restless. His clairvoyant abilities often fills his dreams with those of others, contributing to his insomnia. Often he would stay up reading books on demonology and tarot instead of sleeping.
His proficiency in the art of demonology and tarot spells/curses also has taken its toll on his soul. Tainted with the mark of darkness and evil, he often finds himself contending with evil thoughts and intentions. This contributes to his fatigue, although so far he has been able to keep himself from succumbing to the forces of evil.
History:
Kit's father used to be the head of the Oracles, a guild for clairvoyants and divinators. He would normally serve at the courts of kings, his abilities gaining him respect in all kingdoms. Kit's mother on the other hand used to be part of a gypsy band, specializing in divination through the use of tarot cards.
Kit never had any specific land to call home. Ever since they married, his parents lived a nomadic lifestyle; traveling from one country to another. Although his father could have comfortably earned a living in the court of a king, his mother could not leave her affinity for the open road. As a consequence Kit grew up mostly in solitude, never having a permanent group of friends.
When they came to Dunburrow however, Kit's parents abandoned him in the city. His father mentioned something about a forthcoming disaster and decided it would be safer for Kit to be away from him. His mother stayed loyal to her husband and left her child in the inn, slipping away sometime at night. Kit never questioned the decision of his parents, he himself carried the burden of clairvoyance and knew how hard it could be to make decisions when you knew what would be coming.
For a good two years of his life, he grew up in the slums of Dunburrow, his clairvoyance giving him an advantage in surviving in a place where abandoned streetkids often never survive for long. His abilities however earned him the label of a 'demon', the residents shunning him at every chance they got. His thoughts sometimes ventured into the realm of suicide but he never carried it through.
That all changed when he was taken in by Kristen, a Knight by profession but had dealings in the darker aspects of politics. She caught him trying to steal from her house, the ease at which she did so leading Kit to believe that she was a clairvoyant herself. She never confirmed his suspicions.
Kristen taught Kit the art of demonology, augmenting his divination abilities greatly, the two branches of magic being intertwined. He found himself to be uncannily adept at that branch of magic, quickly learning whatever Kristen taught him.
Two years into his apprenticeship, Kristen was called to help rally the troops in battle against the shadows that haunted Dunburrows lower regions. She never came back. A week after the battle however; Kit was approached by Maya, a succubus who offered to be his familiar. Kit soon noticed striking resemblances between Maya and Kristen, but until now he hasn't approached her with his suspicions.
Having heard of Kristen's exploits as a knight, it was only natural that he soon took up the mantle of knighthood. His abilities proved useful in the training that led to his eventual knighthood. Once in the circle of knights, he continued to prove himself, driven by the fear of making a mistake and falling back into the ranks of the slum-dwellers. His determination and abilities soon saw him rise in rank to his present position.
Weapons:
Kit carries only two conventional weapons. Both of them are short daggers, the first having a clear crystal blade and the second a darker, almost opaque, obsidian-like blade. Both weapons shatter on usage against normal opponents, piercing the enemy with hundreds of shards. His knowledge in demonology allows him to regrow the blades, at the cost of his stamina. Against more spiritual opponents, the crystal blade allows him to attack evil-aligned enemies with greater ease and the obsidian blade against good-aligned enemies.
He is proficient in the traditional knight weapons, the sword and bow, but not as adept as the other knights with these weapons. He is able to summon as many blades as he and his companions may need using a combination of tarot and demonology. This however requires him to have his tarot cards ( or those from the suit of swords at the very least ) and may be time-consuming depending on how many and what kinds of blades are needed. Depending on the card used, he can summon anything from a simple sword to a strongly-magical one.
As a last resort, he is able to use his tarot cards as projectile weapons. Um, in other words, he throws them. Hard.
Armor:
Kit doesn't like the usage of traditional knight armour, considering it to be too restricting. Instead he goes for a simple, light chain shirt over which he usually wears a grey tunic emblazoned with the insignia of either a knight of the NTWF or an Oracle.
His other equipment consists of a pair of sturdy greaves, leather bracers, grey trousers and a silvery cloak.
Magic:
Kit is extremely adept at tarot magic and demonology. His clairvoyance and divination also gives him an additional edge against his opponents, especially when large armies are involved. He carries a single tarot deck wherever he goes, which is essential for his tarot spells to work. The deck uses the symbol format ( wands, cups, swords, pentacles ) and is used in casting curses, support spells and summoning of equipment. The spell cast is dependant on the card used. This deck is also often used to make readings.
An important rule when it comes to tarot magic, is that Kit cannot 'force the deck'. Whenever he goes into battle, he has to use the cards in the order which he draws them. If he tries to force the deck and chooses which card to draw, he runs the dangerous risk of having his deck turn on him.
Demonology is employed by Kit for several purposes. The first is to seek out the weakness of demon-type opponents. His familiarity with demons grants him knowledge of their strengths and weaknesses.
The other application is to summon demonic forces or demons themselves to aid him in battle. Because of the evil nature of demons, he tries to avoid resorting to this. Summoning them is one thing, controlling them is another. Often his soul is affected each time he uses something demonic in nature.
Companion: Maya
Companion's description:
Maya is Kit's spiritual familiar. Her natural form is that of a succubus, granting her deviously beautiful looks and grace. Her hair is a dark blue and flows down in blue cascades down to her waist. Her eyes are a bright sapphire blue and are set slightly deeply in. A series of fine, horizontal slits adorn her nose bridge, sometimes serving as a secondary respiratory organ but more as a decoration.
She wears a dark navy dress made of silk-like material which flows down to her feet. A light purple sash ties the dress at her waist.
Being a succubus, Maya is sly by nature. She is normally in a spiritual form, invisible to most except those that are magically inclined. She can however assume a physical form at the cost of Kit's consciousness.
Companion's history:
-unknown-
Room description:
Kit's quarters are bare to say the least. the only furniture being a wide table, a wooden chair, and a simple bed where he slept. The central floorspace of the room was the site of his rituals, some unearthlier than others. Often, an intricate pattern would be painted on the floor, depending on the ritual performed. At other times, half-melted candles would adorn the room, filling it with a ghostly light.
Other: This turned out a lot longer than I expected. D:
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Post by zarikrahia on Jan 13, 2007 23:24:37 GMT -5
Name and title: Lady Zari Ailden (Her birthname is Ailura Vaiderayle, and she has previously used the names Sarial Aylurive, and Zaria Aylurive. The latter one is the only other name the knights know of) Knight color*: Crimson.
Title*:The Blood Knight, As a knight can be addressed as "Dame" or "Lady" although she is more accustomed to the latter. Also, in Xenam she is occasionally called Zari-rami or Zari-niyren (The former translates roughly to "Miss" and the latter is used for a female knight or law enforcer.)
Age: 18,952, give or take a few hundred years.
Height: 5"10.
Complexion: Light golden-brown. This has lead to her being mistaken for a Dunburrow-Xenami hybrid.
Eyes: Amber.
Hair: Brown. Shows up auburn in bright sunlight.
Build: Tall and broad-shouldered, but skinny.
Description*: Zari wears a plain red shirt, with a crimson tunic over it, and black or brown pants. The tunic is tied at the waist with an orange scarf. Her footwear changes from day to day to suit her needs and the climate, but she's most often seen wearing a pair of fawn boots.
Zari was born into a wealthy family in Krahia, the Fae Capital city. At the age of fifteen she ran off, and made an exchange for the ability to travel through dimensions once and once only- The price she paid for this ability was she would become human for the next 1,000 years- Her magical abilities were diminished and her wings removed. Her knight-master found out she was Fae, and, unaware of the fact she was human for the next 999 years, turned her into the local authorities. This betrayal was her "Cataclysm"- A disaster that befalls each of the Others. From then on they can use the Sarial Notebook. She lashed out, escaped, and fell into a 3000-year hibernation. During this hibernation she reverted to being a Fae.
She made another exchange- The necklace her father gave her for the knowledge of how to hide her wings. She then joined the Xenami Cityguard under the name Zaria Aylurive - Nicknamed "Hawkeyes" by her trainers, the husband-and-wife team of Faotawn and Jaraniy Omivaise. The nickname stuck. Unfortunately, this life wasn't going to last- The spell broke after six months-in front of the Omivaises and their two children, no less.
Zari fled Xenam and fell into hibernation for another 20 years. Hiding her wings, she worked small jobs running errands, which caused her to bump into Ferdamei Omivaise- First known to Zari as a three-year-old. It was Ferdamei that introduced her to a few people in Xenam that led to her being called to Dunburrow.
The rest...you all know. :3
Weapons: The Sarial Notebook (this is the medium through which her emotion-powers are created) a red-bladed longsword of Fae make, four daggers of varying sizes- one hidden in the sleeve of her tunic, one in her boot, another, smaller dagger worn sheathed as a necklace, and one in plain sight next to her sword. An ankh stave, usually carried with her and her favoured weapon, as she can hit people with it as well as cast spells. See "Magic" for magic use.
Personality: Zari is wry and slightly cynical at times- at odds with her hopeless optimism and honest, loyal nature. She can be "sharp and blunt" at the same time- she says what she feels, rehardless of concequences. She's also very curious and likes knowing what's there to know- she spends a lot of time in the library reading histories and other things.
Armor: Five protection spells, layered over time. A few light plates worn casually over the backs of her wings. Sometimes in a batte situation she'll wear very light chainmail.
Magic: Zari can manipulate her the power created by her emotions into abilities she can't normally do. The use of these powers is heralded by a change in eye colour. These powers are as follows: Emotion - Eye Colour - Power
Embarassed/Flustered - Dark Red - Invisibility (Sometimes she can also pass through inanimate objects) Scared - Pale Green - Magnification of her normal powers Angry - White - Turns into a literal living fire or living shadow, depending on the kind of anger (Fire for the anger that causes one to lash out, Shadow for cold anger, which is the sort Zari feels for often.) Calm - No change - Empathy Cheerful - Orange - Two words- it spreads. Curious - Crimson - Better senses.
She is also adpet at manipulating fire and shadow magic, and has been teaching herself earth magic.
Other: Every item of clothing has a small gold ankh stitched onto it at one corner as means of idenitification.
Companion: Zahaere Emaya
Companion's description: White cat with gold eyes and black- tipped limbs and ears wearing a red piece of cord with an ankh hanging off it
Companion's history: Comes from a place called Feliastion. Ran into Zari when the Fae found herself transported to the human dimension. She has said before she doesn't need telepathy or magic powers to know Zari's thoughts.
Other: Is able to switch forms between a furry human (thus retaining her cat agility and hearing), a normal cat, and a human. Often says to people who ask why she speaks Dunburrows language. 'Zari learned my language and I learned hers. Fair trade, yes?'
Room description: Not too intricate- White walls, red carpet, red bedding, basket for Zahaere, desk, Wardrobe (The last one being of miserly size).
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Post by Frozen on Jan 14, 2007 22:37:07 GMT -5
Name and title*: Sir Frozen Knight color*: Blue (Cerulean to be exact) Age: 15 Height: 5' 7" Complexion: Tanned Eyes: Blue Hair: Sky-blue, waistlength, covers his right eye. Build: Muscular (but not Mjr. Armstrong muscular), quite well built for his height. Description*: He is quite a serious knight who tries his best to keep his cool at all times. Although, he tends to be a bit stiff at times, he is quite laid back when he has free time. Frozen, when not in uniform, wears a black, long-sleeved T-shirt, brown long pants, and a red sleeveless coat which ends at his feet. History: Fifteen years ago, Frozen was born Leonard Aldwulf. He had blue hair just like his mother and eyes just like his father. At the age of 7, he became a page at House Genoa and was assigned to Sir Raymond as a squire at age 13. Leonard worked hard to become worthy of knighthood under Sir Raymond’s guidance. On the 14th day of the 10th Moon last winter, Leonard followed Sir Raymond into battle and saved his life by taking an ice spell by an enemy mage. This act of courage got the boy knighted, although his body was permanently affected by the ice, thus giving him the name ‘Frozen’. After his knighthood ceremony, he was given a pardon and he eventually found his way to this very castle and has served here ever since. Weapons: A silver arming sword, an heirloom from his mother, is always with him. His room is also filled with other weapons such as polearms, and bows. Armor: Magic: Other: Room description: Other: [/glow]
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Post by Draco on Feb 1, 2007 12:28:29 GMT -5
Name and title*: Draco
Knight color*: Azure
Title*: Azure Knight, Dragon of the Skies
Age: 21
Height: 5' 7''
Complexion: Slightly tanned
Eyes: Hazel
Hair: Shoulder length, messy, black hair.
Build: Medium
Description*: Would rather work strategies then battle, but can hold his own in a fight quite well, and will enter a battle if needed.
Usually calm, can get a little excited at times.
When not in uniform/armor, wears a blue shirt and black pants, with a long black coat on top. Katana is worn at all times on waist, unless stated not to.
History: Traveled around for several years before settling down. He spent much of his time in the far east where he learned many things, mainly the joy of its food. While there Draco’s original sword was broken and replaced with the traditional katana of the region. After much training he decided to bid farewell to his current home and return back to Castle Kestrel. Occasionally he still tends to go on small trips, either for his own reasons, or on business.
For unknown reasons, ever since he left the far eastern country foxes tend to follow him. He doesn’t mind, but he still has yet to figure out why they like him…
Weapons: (Tou-Kage-Ryu) A Katana received in travels to the far east.
Armor: Light chain mail shirt, colored Black. Azure colored leather tunic worn over chainmail. The Knight’s Logo on the Left Sleeve, and on the Right Sleeve is Draco’s Family Crest.
Family Crest consists of a Dark Purple Shield, trimmed with Red, and a silhouette of a flying dragon in the center.
Rest of armor is Black Leather Pants, Azure Gauntlets, and the Long Black Coat worn when not in uniform.
Also has a set of normal Azure colored armor for rare occasions. (look similar to dragoon armor)
Magic: Some very basic ice and fire magic is known. Specializes in Shadow magic (the manipulations of shadows).
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Post by nocturne on Feb 15, 2007 8:34:53 GMT -5
Name and title: Lord Nocturne
Knight color*: Green (Emerald, to be specific)
Age: 19
Height: 6'0
Complexion: Tanned
Eyes: Deep brown
Hair: Brown hair, reaches just past shoulders
Build: Slim
Description: Relaxed and laid-back, good-natured, tries to find the good in everyone. Doesn't like being in the spotlight, except when the time calls for it.
History: Raised in a rich house, Noc stole away from his bedroom when he was child. He had grown sick of his pampered and spoiled life, and wanted to make something of himself. He wandered throughout the country, and collapsed near a cucco farm, lingering at death's door. The farmer there helped him recover, and let Nocturne stay at his home for a while. Frenzy, one of the farmer's cuccos, instantly became friends with Nocturne.
Years later, Nocturne left the farm with Frenzy, his only weapon a bow he had carved out of a fallen tree. He reached the Knights Guild soon after, was appointed Emerald Knights.
Weapons: A bow and arrows
Magic: Nocturne can pluck feathers from Frenzy and transmute them into arrows. Frenzy himself can alter the elements by tapping his beak against the ground.
Other:
Companion: Frenzy
Companion's description: An adorable, if occasionally ill-tempered, cucco
Companion's history: Frenzy was raised at the farmer's place since he was a baby. He always had a knack for doing queer things without noticing it. He once carved an intricate statue of Nocturne out of a tree without realizing it. With Nocturne, he found he had more control over his abilities. He doesn't mind Nocturne plucking his feathers.
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Post by Ikkin on Feb 15, 2007 23:21:53 GMT -5
Name and title: Dame Ikkin Knight color: Indigo Title: -none- Age: 19 Height: 5' 6" Complexion: Fair Eyes: Hazel Hair: Light brown Build: Medium Description: Ikkin is a kitsune from far away who found the knights while on on the journey she was expected to take to become a full adult in kitsune society. Trained in a very physical form of magic which she tends to use to manipulate the air pressure to create darts to throw at enemies and control fire by the movements of her sword, she was able to earn her knight's spurs faster than most (which was a good thing, since she was several years behind when she started). Her magic can also be used to fly by manipulating the air currents under herself to hold her up. She is generally pretty laid back, but she can have a bit of a temper if things don't go her way. She's fairly stubborn, and if she can't do something, she tends to keep trying until she either does it or realizes that it's impossible. History: Ikkin came from the kitsune city of Foxfire, where she was trained in magic and swordfighting. As a graduation requirement and coming-of-age ritual, she had to leave Foxfire on an adventure in the outside world. She came into contact with the Knights on this journey, and decided that she would come back to them once her own adventure was over. She joined the Knights' training at the age of 18, having to start at the lowest levels despite her previous experience. Fortunately, the trainers took pity on her once they saw that she already knew most of the low-level material, and she was able to earn her spurs in much less time than it would normally take. Weapons: Ikkin has two different swords, but she only carries one with her. They're both made out of a light purple metal that amplifies her magic, but one of them has the blade reversed so that she can use it to practice with or when she needs to fight someone who she does not wish to harm badly. Armor: See the image above. Magic: Ikkin uses a very physical form of magic which tends to correspond in some way to her movements. She controls the air pressure to create darts to throw at enemies as well as to allow herself to fly, and she uses her sword to control fire. She can use fire without her sword as well, however. Companion: Sev Companion's description: He's a snarky, sarcastic phoenix who was magically created from the memories of forumers at the Edge of the NTWF. He's softer than he seems, due to his extended time with humans, but he really doesn't like people to say it. His fire can either consume everything, up to and including the barrier to Mod Squad, like other phoenix fire on the NTWF, or bring back the dead. His tears have healing properties, but getting him to cry is a definite task. Companion's history: Short version: I found Sev at the Edge of the forum while searching for a phoenix to revive Kiddo after an unfortunate accident. I offered to bind my soul to his to keep him from fading in return for his help in bringing Kiddo back to life, and he's been helping me resurrect forumers ever since, though not very happily. Long version: See the story-comic Where Forumers Dare Not Tread.
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Post by Tirilia on Feb 16, 2007 7:14:35 GMT -5
Name and title: Lady Tirilia Knight color: ScarletTitle: The Knife in the Dark, Lady of the Spirits Age: 21 Height: 5’9 Complexion: Lightly tanned Eyes: Dark hazel, almost black, but with an odd hint of red can only be caught in your peripheral vision. If you try to look directly at them, all you'll find is a raised eyebrow. Hair: Worn long, very dark black-brown Build: Slim, lightly muscled (fit) Description: In armor- as in the left picture. Casual- as in the right picture. The piece of material around her mouth remains in public except when asleep or if she may remain silent in her present company. History: Tirilia has always been somewhat of a mystery. She has no love for any populated area on earth and prefers the company of spirits, mythical beasts and nature to that of the highest king. Her allegiance is reportedly unattainable if sought, and offered freely if not. Lady Tirilia is a ‘master’ tactician and is an expert in gathering information. Rumor has it that her affinity with the spirit world allows her to become a part of it and ‘vanish’ entirely. Other stories claim that she has the power to command mythological spirits and order them to do her will. Some also suggest that the purpose of the material across her mouth is to cover a set of fearfully long canine teeth.. Fangs. But these all may of course just be stories… Weapons: A very long, slim fencing sabre, its unusual black metal permanently polished to a perfect shine. The elaborately molded gold guard protects most of her hand and wrist. The the grip was crafted to suit her hand only, others who have tried to use it find themselves clumsy and unbalanced, and the moment they have touched it, a cold shiver had taken over their body and had not vanished until they let go of the weapon. Tirilia doesnt seem to notice this, and wields the saber with such ease and precision that it has been commented that she may as well be wielding a feather. Few have continued to insult the red satin bound grip or black blade after the afore mentioned experiences. Armour: Her amour is a mysterious metal crafted perfectly to her form. Its color is a rich blood red, and reflects very little light. Its colour is indeed unusual, as night or day, rain or shin, its colour remains the same. Her chainmail is the opposite. A figure hugging display of glittering beauty in what seems to be crafted of pure gold. It rarely appears tarnished and neither her armor nor her mail make much sound as she moves. Over all of this she wears a deep wine red cloak of crushed velvet, and though it appears heavy, will waver and lash in the slightest breeze. It seems to be somehow waterproof and always warm, even if abandoned in the snow. It is also quite rare to find Tirilia without the following items about her person.. for reasons yet unknown, the lower half of her face is permanently covered by a slip of deep red velvet material. She also wears a tarnished golden cross around her neck on a fine thread, as well as two golden hoop earrings Magic: Tirilia has a rare high affinity with the Spirit Realm. She appears able to communicate freely with the beings of this parallel realm, which can often make her companions quite nervous. It also seems that she can interact with the mythological beings that exist in the kingdom, she can also speak their language without saying a word aloud.. as mentioned, this makes her fellow knights quite nervous as few have seen the Myth-Spirits face to face, and not all of them are friendly or beautiful. That said, the most common creature she calls is a Hydraloq by the name of Aeilie, a Myth Spirit of Water. More on her later. She cannot heal people nor bring people back from the dead, but she can converse with a dead person quite easily. This allows her to gather information from any living or deceased being, this does include trees, animals, water, and even stones. She has also been known, on a rare and desperate occasion, to sink into the Spirit Realm and vanish entirely from the Living Realm. Tirilia is also gifted with a near perfect memory for detail, both in conversation and observation. She can flawlessly recall a three and a half hour conversation and if requested, include descriptions of the participants body language right down to the slightest twitch. As it is, the Lady Tirilia seems to be the most ideal Spy.. although she prefers "Intelligence Gathering". Room description: Tiri’s room is fairly simplistic and mostly features black and white velvets with dark wood furniture. Her bed is a thick feather mattress on a four poster bed, with a fireplace in the far corner and a white rug before it for meditation . She likes to leave her windows wide open, even in the worst of weather, and she has caused a few uproars with her habit of climbing out her window to stand on the tiny decorative balcony below the window. Companion: Tirilia has no companion with her permanently, however when she is seeking the company of nature, she finds herself sitting beside the most beautiful freshwater, sand-bottomed lake, conveniently near the castle. There she can be found conversing with the afore mentioned Water Spirit, a Hydraloq by the name of Aeilie (Ay-ell-ee). Companion's History:A long time ago, when mythological beasts such as unicorns, dragons, faeries and demi-gods could roam the earth freely, Aeilie was considered a sort of Water Goddess.. but in the dark years, the Myth Beasts, including Aeilie were banished from their living forms, becoming powerful spirits who troubled themselves very little over the affairs of man. Tirilia first came in contact with Aeilie when she was a young girl, no older than 7. She had no family and no ties to any kingdom. All she had was her precious slip of material across her face, her earrings and the cross around her neck. One harsh winter night, Tirilia was sleeping on the banks of a river, not even aware of her affinity with the Spirit Realm. Two men, slavers, came across her sleeping form and knew by her face that she would be beautiful when she came of age, she would be worth much gold.. But even as the men moved to pick her up, they found themselves staring instead into the glittering blue and silver eyes of a monstrously sized beast. It snapped its jaws and lashed its tails, the blade like quills along its spine rattled in a hideous din, it opened its mouth and howled a noise unlike any they had ever heard, somewhere between the howl of a wolf and the roar of a lion. Needless to say, the men ran for their very lives.. and suddenly somehow found themselves chest deep in the river... the water itself came alive and pulled them under, drowned and never to surface again. Tirilia still lay fast asleep, even as the fearsome Hydraloq curled its massive form around her protectively. Over the following weeks, Tirilia found herself drawn to the water whenever it came time to find a place to rest for the night. It wasnt until almost a month later that Aeilie revealed herself to the child, hoping the child would not fear her.. But Tirilia had only smiled and petted the beast. They had remained Soul Companions ever since. Companion's Description:Aeilie is described as being about the size of an adult African lion, with the figure and face of a starved wolf, very lean and delicate looking but at the same time muscled and powerful. She has sleek longish white fur (but not shaggy) and in the sun, a handful of silvery-blue tiger stripes appear across her back. She has two very long twin whip like tails which are as sharp as blades and three inch long claws. She has a wolf like face with very long gryphon like ears, and two fangs overbite her lower jaw just a little. Starting short from just between her ears a thick line of black quills flow down her back. The tallest of which are just between her shoulder blades (just a little over half a meter in length) and then taper off towards her hind. Her eyes are bright blue and glow with silver flecks in them. She holds power over all elemental water bases, rain, water, steam, ice and snow.
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Post by Trilly (18426 words) on Feb 16, 2007 21:40:04 GMT -5
Name and title*: Lady Tralira "Trilly" Pirul
Knight color*: Ivory
Title*: The Dawning Storm
Age: 15
Height: 5'5
Complexion: Pale, only slightly golden-tinged
Eyes: Aquamarine
Hair: Formerly mouse-brown, but magically altered to be bright, tomato red.
Build: Fairly short and slightly plump, though not hugely. Despite her shape, she is tough and capable.
Description*: Trilly usually wears a white, almost silvery gown underneath a dark grey tunic. During combat, she prefers a loose linen shirt and sturdy trousers, topped with an ivory-coloured leather tunic reinforced with steel rings, as she is not physically strong enough to wear full armour. Her most unusual features are her lynx ears, lion's tail, and her unnatural red hair.
History: Tralira Pirul has no idea where her parents came from, or even who they are. She has never met them or heard any talk of them from anyone, which she has always found extremely strange. She was raised in the small, superstitious village of Blackroots, which is located deep in the woods, by her grandmother, who was a yaga (a witch). As a child, Trilly was naturally inquisitive, cheerful, and very confident in her ability to do anything and everything better than anyone else in the whole world. When she was seven, Trilly was teased by a village girl about her mousy hair. Wanting to teach the girl a lesson, she went through all of her grandmother's spellbooks until she found a morphing incantation that she could use to change her hair colour. Unfortunately, the entire book was written in a language that Trilly only knew a few words from. She modified the spell in the book and put it into her own words, but she mixed that spell up with a permanent animal-morphing spell and succeeded in getting the red hair she desired, albiet the wrong shade, but also ended up iving herself lynx ears and a lion's tail. Trilly very quickly realized that she would not be able to stay in Blackroots, since she woud draw unwanted attention to her grandmother's yaga activities, but mainly because she felt like a freak around other humans. She left the village and set out to find a place to hide out until her grandmother found a way to reverse her disasterous spell, and found the Knight's guild. The idea of knighthood and chivalry had never occurred to her before, but she soon realized that she liked the idea of using her strengths to help people, and she decided to stay. Also, she likes the fact that she does not stand out like an oddball so much among the other knights as she would among her villagers.
Weapons: Trilly's main hand-to-hand combat weapon is a short sword, as a full sized one would be impossible for her to carry and fight easily with. There are magic runes carved onto the blade, to increase the amount of energy the blade can conduct. (see magic) Over a distance, her main weapons are a longbow and arrows, the same ones that she practiced with during her childhood.
Armor: Trilly is not really big on the knightly plate armour, as she finds it so heavy that she can hardly raise her sword-arm when wearing it. Until she grows into her knight's armour, she wears leather reinforced with steel rings.
Magic: Trilly can control electrical energy, although not consistantly; the effectiveness of her magic depends hugely on the environment around her. For example, her powers are strongest either in hot, dry weather or during an electical storm, and they are practically nonexistant in humid weather. As far as she can tell, her powers work by pulling static out of the air and converting it to a form that could be used as a weapon. She generally prefers not to use her magic, and finds her bow and sword much more reliable.
Other: Back in Blackroots, Trilly had an aptitude for healing by both natural and magical means, and she originally planned on being a doctor.
Companion: Feather
Companion's description: Feather is a fairy who lived with the rest of his rather large family in a hollow tree not far from Trilly's old home in Blackroots forest. Though he can't control magic of any kind or help Trilly fight in any large way, he is irrepressible, cheerful, and probably Trilly's best friend. He misses his family occaisionally, and often flys back to see them whenever he can. His family often invites her over for food, forgetting that she can't fit in the tree and doesn't eat insects. Feather's preportions are like that of a normal human, though he is about the length of her hand in height. He has brown hair and greenish eyes, and a pair of blue dragomfly wings on his back.
Companion's history: Feather has an incredibly normal life (for a fairy). He was born into a family of 9 children, and lived with them for the first few years of his life. He bacame friends with Trilly after she helped heal his elder brother Thorn, who had been attached by a human. When Trilly left Blackroots, he decided to come with her, an they've travelled together since.
Other: Feather helps Trilly in small ways by pelting people who annoy her with sunflower seeds and tying peoples' hair in knots.
Room description: Trilly's room is cluttered with books, potion ingredients, potted plants, maps, paper, quills, and junk, in general. She has an unexplained love of hanging all of her weapons and brightly coloured things off the walls, giving her room the appearance of a tent. She has a large hearth on one wall, and a large wooden worktable on the opposite wall, which is covered in marks, streaks of paint, and burns. Despite the mess, she has managed to dig out a path leading from the door to various pieces of furniture.
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Post by Deleted on Feb 26, 2007 19:05:47 GMT -5
Name and title*: Echo Dragonwolf Knight color*: CeriseTitle*: Age: 14 1/2 Height: Smallish. :3 Around 4ft10in Complexion: Fair skinned maiden Eyes: Blue, but they change like the sea. With anger comes a stormy blue gray color, with sadness comes a blue green. Hair: Dark dark dark brown, comes to shoulders. Usually messy and swept back out of the way Build: Small, skinny Description*: I have grey wolf ears and tail, and I wear a tricorn hat with a peacock feather. I wear a white chemise with lace detail under a gold bodice embroidered with crimson. I wear a functional royal blue skirt and soft leather boots. History: Not much is known about the little dragonwolf yet. Weapons: My trusty staff that, when weilded with my dragon magic, can transform into a sword or a glider. Armor: Basic armor. Usually just chainmail and a light helm. My skull's pretty thick though, from the dragonblood in my veins. Magic: Air magic and a little bit of dragonmagic. Other: She's skilled at tricking her enemies into defeat rather than defeating them with brute force. Since she has a weakness of being small, she has to figure out a way to destroy her enemies another way. Companion: A small catlike creature named Bottacelli ((AKA Botta)). xD ((actually got him at a RenFaire...I couldn't resist.)) Companion's description: Black fur with blue highlights, green eyes. Prob post a pic later. Companion's history: Showed up in my breadbox one morning munchin on sourdough and he's been with me ever since. Room description: My room is full of COLOR! I've got a large round doggy bed covered with an intricate quilt in red blue and gold and multiple fluffy pillows for cuddling. A spindly nightstand in dark wood perches beside it. There's a large dark wood chest of drawers against one wall with a mirror beside it. Various colorful rugs are strewn over the wood floor, and a large slate board hangs on the stone wall. Various pictures and decorations and ornaments and WHATEVER is throughout the room. It's a busy room. xD Other: EVERYTHING HAS TO MATCH or Echo gets crankyyyy. xDD Lol, this is how it is IRL.
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