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Posted: Thu Oct 09, 2008 12:56 pm
RETIREDUser Name:Tonas Name: Grimmand "Big Grim" Alesong
Age: 211
Race:Dwarf
Gender: Male
Rank:3rd Class
Faction:Knight of the Holy Light
Elements:Holy/Electricity/Earth
Weapons: Big Grim carries a mighty hammer, its lengthy handle allows it to not only serve as a melee weapon, but also act as a runestaff from which to channel the connection to the three chief gods of the dwarven pantheon. This trusted hammer is made of stone, with runes etched on the blunt faces of the weapon. The runes are just as magical as the holder himself; ironically, the hammer is almost as large as its holder as well. His armor is hidden beneath his priestly robes though it too is carved from a special stone craftable only by the finest smiths in the dwarven city of Proudanvil, called Truegranite that is flexible and bendable to the owner.
Techniques:
Rune Crafting Explanation: Runes have always been part of the dwarven tradition, however, there are those who are ordained by the clergy of the dwarven pantheon to wield runestaves, large hammers with lengthy handles in order to channel the energies of the dwarven gods. Runes are intricately designed images bound within circles of power. When crafted correctly, they come to life and grant whatever blessing the god of whom it depicts has promised. If the design is flawed in some way, the prayer goes unanswered. In order to deactivate a rune, the runemaster himself must break the circle of power surrounding the rune. Certain runes are more powerful than others, but of course all great powers have their drawbacks.
Duloc's Bounty: Rune of Light. When etched onto flesh, cures the target of minor to moderate wounds. Requires focus and uninterrupted time to cast.
Duloc's Touch: Rune of Light. When etched on skin, the power of the dwarven god of life surges through the body and seeks out any harmful substances that might be plaguing it such as poisons or disease. This rune can be created quickly, however depending on the time it is administered and the strength of the poison or ailment it does have a chance to fail.
Breath of the Lifegiver:Rune of Light. Extremely intricate rune, takes nearly an hour to craft correctly. If created properly, this rune when imprinted upon the body of the target, will bring the marked person back from the dead. This skill cannot be used during combat due to its lengthy cast time, nor can it be used on anyone who has been dead for more than three days. This rune is also extremely draining on the runemaster and upon successful completion, the dwarven god of life saps most of the energy of the caster and supplants it within the target, leaving the runemaster unconscious and allowing them to rest and regain their strength over a lengthy sleep.
Murgoth's Hammer: Rune of Electricity. When etched in the air, numerous bolts of lightning can be harnessed by the runemaster, typically used to summon the bolts from the heavens to the ground. However if etched onto weapons or armor, the power of Murgoth can electrically charge the piece with energy, making the runemaster faster or defensively stronger.
Murgoth's Fury: Rune of Electricity. The runemaster calls out to the chief god of the dwarven pantheon. This rune becomes activated when the runestaff is struck by electricity of any type. This rune infuses its holder with crackling power, allowing them to generate their own bolts of energy or shields.
Smirk of the Highfather: Rune of Electricity. This rune must be etched on the forehead of the runemaster himself. Most runemasters lack the skill to activate this rune, as it would require them to etch the rune without looking at their work. If activated, however, this rune instills the power of the avatar of Murgoth himself. The dwarf's eyes become white as electricity shoots from them and their entire form becomes engulfed in static power. This transformation is temporary and will leave the user drained of half their energy by the time it has run its duration.
Valdicia's Embrace: Rune of Earth. When etched upon the ground, the runemaster erects a powerful shield around himself of purest crystal. The hardened crystal is extremely difficult to pierce, however is susceptible to crushing attacks and will give way after enough stress has been applied.
Hands of Valdicia: Rune of Earth. The runemaster calls out to the mother god of the land by slamming his runestaff into the ground, leaving its imprint there. Once activated, the land becomes malleable and bends to the will of the runemaster. Often used to create earthquakes or fissures, or simply to reform a battlefield to something more to the liking of the artist.
Love of the Earth Mother:Rune of Earth. When etched upon a rock of any size that can hold the design, the rune activates and turns the runemaster's entire body and insides to stone. The runemaster cannot move his legs in this form as they have become fused to the ground itself. However, if used in conjunction with the Hands of Valdicia rune, the runemaster can be moved as if he were part of the stone itself. This form ends when the rune is deactivated or the runemaster runs out of energy.
Bio: Hailing from the northern reaches of the Shining Foothills, wherein Clan Stoutshield has made their ancestral home, Grimmand Alesong has forever defended his clan's underground city of Proudanvil along with all of his other dwarven brethren. Many wonder why there are so few dwarves out and about in the world, there is a simple answer to that, dwarves do not enjoy moving. As stubborn and set in their ways as the stones and earth that surround them, they have preferred the cold depths of earth over long days in the sun for millenia and Grimmand is no exception.
"Big Grim" always revered and preached the tenets of the faith of the dwarven gods, but it was not until he became a fully initiated runemaster that he began his true ministry: fighting on the battlefield. There are always far worse things in the earth than what is met on the surface. Grim, being a runemaster, controls the runes which represent the deities he serves, and has saved countless lives on the battlefield whether it be through his destructive or restorative means. As a result, demons and dragons were oft a pleasant sight to be seen in the depths of the underground.
However, the city of Proudanvil would not budge, for the blood of many a valiant dwarf had paid for their niche in the world and their children's children still fight to defend it. A recent report however had reached the dwarven lands of the Holy City of Light being under siege by an army of demons. Typically, the city's response was one of neutrality, however, Grimmand Alesong looked upon the situation as a snowball effect. Despite being over two hundred years old, Grim is only middle aged by dwarf standards but possesses a wisdom that surpasses his age and his race's narrow-mindedness.
Personality: Stout hearted and barrel chested as much as any dwarf, Grimmand Alesong is another example of the extraordinary race that, despite their detachment from the rest of the world, is truly an eccentric and amazing people. A ferocious fighter in both melee combat and at distance, Grim is a force to be reckoned with; and, as his surname suggests, he is quite partial to drinking potent alcoholic beverages, even those of the less gifted brewers of the realm (which to any dwarf means any race other than dwarves).
Appearance: By the Earth Mother an her blessed bosoms, how in bloody hell are ye?
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Posted: Sun Nov 02, 2008 4:38 pm
PENDING User Name: Insainbutterfly
Name: Ryu
Age: Unknown
Race: Demon?
Gender: Female
Rank: 3rd
Faction: Knights of Holy Light
Elements: Lightning, Wind, Water
Weapons: Staff, Silver Cross
Techniques:
Holy Strike: Ryu uses the silver cross as a purifying medium to strengthen her lightning and give it more precise aim and holy power.
Demon Release: Ryu releases her demonic power and aura in different degrees and levels.
-More to come-
Bio: Ryu is a demon who has a mysterious past. She has lived most of her life as a carefree demon, but after a strange event, she has completely turned from the darkness and is seeking redemption from God. She feels that Death is a privilege for her, and she should live forever in misery, praying for God's mercy.
Personality: Ryu is out-spoken and at the some time cautious. She will never reveal her true identity unless she absolutely must. She values others lives over her own and is a dedicated religious person.
Appearance:
Masquerading as a human : [ x ] [ x ]
As a demon: [ x ] [ x ]
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Posted: Fri Sep 18, 2009 2:57 pm
ACTIVE
User Name: Rin Kairiu
Name: Nina Elisia Tyrus
Age: 19
Race: Angel
Gender: Female
Rank: 3rd class
Faction: Knights of the Holy Light
Elements: Lightning, Water, Wind
Weapons: Morning Star (A mace with a chain between the spiked ball and the handle) Also wears studded leather armour made from a beast that could displace itself, thus giving her the ability to displace herself while she wears the armour.
Techniques: She can manipulate the three elements she holds with her thoughts, though she'll sometimes loose control when her emotions get in the way. Storms are sometimes created when this happens... though it's usually just heavy rainfall. Her main uses of electricity is when she concentrates in into her weapon, fists or feet, in order to fight. Sometimes she will use it to send out a massive shockwave, though, and that takes up a good deal of energy. Water is used more as a barrier, or trap. Wind is a force that she generally uses to push people or things away, she also uses it to guide her other two elements.
She can't fly... even though she has wings(which she can hide by retracting them into her body). She's afraid of heights.
Bio: Born in the heavens, she was raised on earth with other angelic children in order to learn how to take care of and be kind to the inhabitants of the mortal relm... mainly the humans. They need all the help they can get. Growing up, however, she was a little... odd, to the others. She was born with black wings, rather than the pure white, and most thought there was something wrong with her. Perhaps she was impure and not fit to be an angel? Perhaps one of her parents, if not both, had committed some sort of sin when she was concieved and it was her who was paying for it? No one was quite sure... they just knew there was something wrong. She wasn't entirely rejected, however. Instead most drew near her making her do as many holy acts as possible, hoping that perhaps her wings would become white as snow in time. No such luck.
One fateful afternoon, after a day of working, she sat under one of the many trees on a cliff, looking out at the village below. Other children came up there as well, and as all children are mischevious, despite their race or species, there was trouble brewing. What seemed to have started as an accusition turned into a verbal fight, what was a verbal fight turned into a physical one. Very few of them had learned how to fly, and it was just her luck that the ones who could were picking on her. Moments passed and she found herself hanging off the cliff she was sitting on, dangling above the ground that seemed so far away. She tried to release her wings, but the shame of herself and the fear that was welling in her prevented them to come forth. She fell.
Less than a month later, she recovered from her injuries and completed what training her parents and the other adults had to offer. Then she left, keeping her wings hidden, and pretending to be a human... doing what she could to help others whenever she could. Eventually she found herself wandering into the Holy city, a place she thought she'd never get to see... being an unholy, black winged angel and all. However, because most people saw her as a human, with her wings always being hidden, she was recruited. Though... she didn't know that they didn't know what she was... it was one of those "too-happy-to-think" type moments.
Personality: Skittish and shy, she's kind and works hard to earn other people's trust, though, due to her past, she has a hard time trusting other people... She is also one who mentally bashes herself, telling herself that a real angel wouldn't do 'this' or 'that', and then telling herself that she wasn't a real angel... After all, what real angel has black wings? Other than that, she seems to be quite cheerful, growing on people sometimes... and then following them around, hoping to be of any help. She doesn't really mind how others treat her... she just takes it and tries to be as good a person as she can, unless something strikes a nerve. Those cases being when someone needlessly does something wrong, or hurts one she's trying to help... then she goes into a more agressive mode and will do things that vary between calling them some name, to forcing them away from her. She alwasy feels guilty afterwards though...
Appearance: Dark brown hair that goes down to her waist, it is straight and thick, but whisps lightly in the air. Her eyes are a dark purple that glow into a lighter violet when she's angry. Her pale skin covers an oval shaped face with a small nose and lips that she wishes were fuller, though they are not thin. Her body in general is thin and willowy, though she does not seem stick-like. She has her feminine curves, and should being the age that she is, and long legs that give her a height or 5'4, which is tall enough for her. She doesn't want to look like a giant... or a man.
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Posted: Fri Sep 18, 2009 7:37 pm
INACTIVE
User Name: Abrien Sliver
Name: Vinas Solaminus
Age: 29
Race:Human
Gender: Male
Rank:3rd
Faction:Knights of the Holy Light
Elements:Holy, lightning, wind
Weapons: Two-Hand Sword.
Techniques: Divine Storm-Vinas can surround itself with a vortex of holy or unholy force that manifests in Light, Lightning and wind. The vortex extends from Vinas in an emanation with a radius of 10 feet per class rank(i.e. 3rd class 10ft 2nd 20 etc..) The effect stops attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area). can scatter small enemies and has a small chance of striking armored enemies with lightning, undead foes repulsed. Energy burst- Vinas can create an emanation of a specific type of energy (Lightning, holy, wind) with a radius of 10 feet Anything in the area takes appropriate energy damage. Divine healing-Vinas can use all of his stored energy to heal a comrade of a minor wound, such as a sword slash, but nothing like reconnecting limbs or organs.
Bio:Vinas came from a wealthy family in a distant country, brought up to honor chivalric codes and bound by a strict rigorous code advising him to always honor truth and fair battle, he despises the use of poison and back stabbing, His father sent him to the knighthood, thinking he would flourish, he did well, keeping at 3rd rank, seeing the most battle there living by My "Honor is my Life" he works hard to show pride to the knighthood.
Personality biggrin isciplined, honorable, and eternally chivalrous, he honors the lady more than all, often he would risk his life, simply proving his dedication to his personal code. Has a penchant for horses and will probably be found taking care of them.
Appearance: Vinas is a very stern looking man. At only 29 years old, his constant serious demeanor easily makes him look at least five years older than that. Vinas has long brown hair, and brown eyes, and in the style of the ancient Knights, he has a long flowing moustache.Vinas also wears the armor of a Knight of the holy light at all times. It's a very ancient design. It belonged to Vinas' father and bears the symbol of his order.
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Posted: Sun Sep 27, 2009 2:15 pm
ACTIVEUser Name: Katz the Nine Lives Name: Rashnu Abaddon Age: 16 Race: Human Gender: Male Rank: 3rd Class Faction: Knights of the Holy Light Elements: Water, Wind, Fire
Rashnu’s main element is purely water. Specifically ice water. The other elements are to support his affinity to water. He has an emphasis on control and versatility in his techniques. Rashnu is able to control water from Kutiel at will. Even though he can control most water sources his preference is the icy water from Kutiel. His wind element is only used to rapidly cool water and form it into ice while fire is just able to control magma. Rashnu can only manipulate the liquid form and cannot control or conjure pure fire. His wind affinity is also able to control and direct gaseous elements. With the control of all three, Rashnu is able to create devastating, water, ice, fire and steam attacks. He is also able to utilize supportive techniques that can aid in everyday situations, trick the opponent or further increase the force of his attacks.
Weapons: Kutiel - The giant bottle on his back is made from water from a different realm where it’s molecules have been compressed and frozen to such a degree it is highly durable. The bottle has a spherical design with the ice so thick that one cannot see the motion of the liquid inside. It has three chambers inside and at the bottom is symbols of an upside down cross. It does not melt under natural conditions and even when it does dissolve, Kutiel can regain its form by Rashnu’s will. It has three openings on top in which water can seep through. Both openings are equivalent size to openings on a large fire hose. The amount of water that can fit in Kutiel is more than it appears to be. It is said the full amount can fill a normal sized pool. More than enough to engulf multiple opponents. If Kuteil does ever run out of water it always is replenished by a nearby water source.
Metatron and Sandalphon - These two are smaller bottles latched on to the back (or sometimes underneath Kutiel). If latched on to his body, Rashnu always has them pointing downwards. They have a stripped design upon them and are closer to a cubic, rectangular shape. There colors are the most different from anything else the youth has on, being a light brown and orange. They both have cream crosses on them. Within these bottles is concentrated magma. The inner linings of these bottles are made specifically to make sure the magma does not harden and stay at its maximum heat. At the same time touching the bottles from the outside is no different from touching a cold flask. These bottles hold more than one would think, although not nearly the volume of Kutiel’s capacity. Like Kutiel, Metatron and Sandalphon can be replenished if there is a source of magma for Rashnu to control.
Ka-Bar - A black fighting and utility knife that is strapped to the Rashnu’s leg under his pants.
Techniques: Even though Rashnu does have close combat skills he prefers to abuse his oceanic affinity to destroy opponents. Because of Rashnu’s body he has a phenomenal amount of energy to use on techniques. This combined with an extreme amount of control make for a deadly opponent. His gift does have its price though. Because of his body and power he’s constantly being drained of energy and thus would prefer to make the least amount of movements in most situations. His physical stamina can be depleted quickly if he is not careful. Many of his moves also need to work in combination to get their full effect. Yet as he controls less techniques his power and strength over one becomes very dangerous. What many make a mistake in is the idea that Rashnu would be affected by heat. A false fact as the teen does not have a preference for bodily climate of hot or cold. Because of his control he is constantly using the wind and water to keep the area around him to dreadful degrees. Heat is either extinguished or creates steam which, Rashnu can use. Electricity makes for better use against him.
River Rider: A move not usually used in battle, but for more practical everyday use. The water from Kutiel is used with the wind element and pushed under Rashnu. This effectively allows him to move by riding the water and not having to physically move. In battle he can use this to propel his speed and become more mobile. The boy has also been known to use this to accelerate his speed and use himself as a projectile to either hurt or decrease distance against an enemy. It just maybe the start of future techniques.
River Defense: Water is used and directed by the eyes of Rashnu to defend and through the force of water completely deter any attack to another direction. Rashnu can use his wind to turn the river of water into ice and revert it back to water quickly allowing it to be a versatile defense. If he is ever unsure of an opponent’s next attack the teen can create a diamond of water and ice around his being although the stability of such a creation is hindered if a variation of attacks from all angles is used. The more water used the stronger the defense. Defending multiple attacks from different directions can be draining as well as confusing.
Glass Armor: The light blue skin of Rashnu’s is not his real skin, but a mixture of his water element dousing his skin and then wind element cooling the water to become Ice. The boy has become so used to wearing this armor that it no longer hinders his control when it’s on although it still drains him and he can feel the drain when needing to reform it. Not the strongest of armors, but it does its job surprisingly well. Especially since it can always be reformed. This armor does slow down the teen’s speed and mobility though. When the Glass Armor is on it appears as if Rashnu’s lips do not move when he speaks. It also slightly distorts his voice.
Glass Mirrors: Through the use of water and wind, Rashnu can create frozen replicas of himself. The positions and speed he can create these clones gives him a good edge in battle. It is a good technique to confuse opponents, but there are a few drawbacks to it. Rashnu must also freeze his clothing and armaments to the same color before using this technique. These replicas also cannot move and are not too durable.
Deep Sea Prison: Also known by others as ‘Davey Jones Locker’ it is a simple, but very useful move. Kutiel’s water surrounds and engulfs an opponent(s) in a bubble of water. The outer part is hardened, making the bubble difficult to break through. The ice cold water can make anyone easily succumb and drown. It is harder to hold multiple foes at once. The boy has been known to just use the water to form around a limb of an opponent to just cripple them. This is only the first part to a three part combination.
Arctic Grave: Once an opponent or opponents are trapped within the ‘Deep Sea Prison’ the water is rapidly cooled, freezing its victim inside. At the same time its spherical form changes into a thorny shape with many large, sharp, spear like structures protruding outside as well as pointing inside at the victim(s). This stops anyone from easily breaking in as the victim within is frozen and cannot move to defend themselves. At this step, whoever is within can quickly succumb to hypothermia and freeze to death. It takes a lot of concentration to keep the form as well as the temperature of this technique. The more opponent’s inside also means the more draining and less effect it maybe to Rashnu. Thus the teen will mostly try to use this technique on one person or a limb of that person. This is the second part to a three part combination.
Arctic Requiem: Once ‘Arctic Grave’ has been used to sustain the opponent, this move can be used. The large sphere is then compressed stabbing and crushing all within at the same time. Making a bloody mess and shattered fragments of what was once a person. Ranshu could just mar an opponent and stop the pressure before their death, but usually chooses not to. At this stage, it is the only attack move he can use until it is complete. The final part of Rashnu’s three part combination.
Calypso’s Kiss: This move is when Rashnu summons an amount of water from Kutiel or some source and forces the water through the mouth of the opponent filling them up. This is the first part of a set of techniques that are branched off from this.
Calypso’s Intoxication: From here Rashnu will keep forcing water into the opponent’s system. This inevitably causes water intoxication and hyponatremia. If not stopped the opponent will have diminished reflexes and confusion of the mind. Worst case scenarios will leave the opponent in a coma or death. This is move is used in conjunction with ‘Calypso’s Kiss’.
Calypso’s Malice: Once ‘Calypso’s Kiss’ has been applied Rashnu will keep a set amount of water in the opponent’s body. This water mixes with the enemy’s fluids and blood allowing Rashnu to have some control over the opponent. Rashnu will then force the water, and with it their blood and fluids, out of the body. A person will begin to bleed from the openings in their body and vomit violently the fluids of their body. This causes severe dehydration and exsanguinations. Someone suffering from this will find it hard to move at all and use any techniques from the lack of energy. Such a horrific scene in front of an opponent may even scare them into defeat. Total exsanguinations will result in death. It takes time for Rashnu to fully drain a person of the fluids from their body. He also needs to keep focus on removing the liquids of the person’s body. He can’t use other attack moves at this time.
Volcanic Tomb: A simple yet effective technique. Similar to ‘Deep Sea Prison’, the magma from Sandalphon and Metatron are used to ensnare and engulf a person. This usually creates a quick death. Rashnu’s control of this technique though can only engulf one opponent. The magma is also slow when rising to ensnare an opponent. He is still learning the full effects of his fire affinity and more techniques maybe created in the future.
Phantom Cremation: A technique in which Rashnu’s water and magma are used together to create superheated steam. Rashnu makes sure the air within his proximity is super cooled, but to everything out of his designated radius is at a high temperature. This can get hot enough to burn the skin off of opponents…. and friends if not careful. This may also be used to haze and restrict the visibility of an area. As well as make it hard to breathe. He is still experimenting with these type of moves for future techniques.
7th Swell ~ Leviathan: Rashnu’s strongest technique to date. This can only be used with a large amount source of water and his Rashnu’s focus solely on this technique. A gigantic source of water is formed into a gigantic eel like, dragonic form and is sent full force towards an opponent or opponents. The crushing force and speed of this attack is much like a tsunami and eradicates everything within its path. The move is very draining and can take up to 90% of boy’s energy not leaving him with many other moves to do or much mobility. While it can be quickly conjured up, it cannot be used consecutively and has a long replenishing time.
Bio: In a time long ago, everything was one. To this day there are people who wish that everything would return to singularity. Unfortunately this could not be done easily with the forces of today’s world. Warriors of Light, Darkness and the Purgatory in between rule the world. Any other force would be annihilated easily which is why certain groups had to move in secrecy. For centuries people of this like mind sought to create a warrior who would begin to shift the tides in their favor. One who could protect, avenge, destroy and ultimately, like a god, have divine judgment. That is where Rashnu Abaddon’s tale begins.
Also known as subject number LS-666, Rashnu was the six hundred and sixty six experiments. He was also the first that they deemed a success. The past before his meeting with this affiliation is not known. All that was recognized is that he had a rough time surviving. Once the boy was captured with twenty other subjects for this research, his body was heavily modified. Seven crystals of science and occult were embedded into his body and thus warped his skeleton forever. From that day Rashnu has been the demon of water. His titles have been few, but notorious such as ‘Blood Water Rashnu’ and ‘Rashnu of the Dead Sea’. Seven years ago is where Rashnu’s horror began the deadly youth is still going strong. Yet all this power is kept at a price as he is kept on a short leash. If the ice heart teen betrays the organization, it will lead to his end…
Because of their orders the blood water child heads off into his next direction, to join the Knights of Holy Light. With the arousal of a new threat, the water wield has been commanded by his organization to take part. By killing a person who was sent to join the Knights of Holy Light, the boy has taken their application and identity as the new recruit. Against his wishes Rashnu joins the Knights of Holy Light, but as to what this ruse will mean in the future is even unknown to the teen.
Personality: Rashnu is like his element. He can adapt to different situations, but only in a very cold manner. He is usually serious and could not crack a smile to any joke. His mouth is usually silenced, only speaking when spoken to or if he feels it necessary. Because of the experiments done to him in the past, the ice skinned boy can have an unexpected and explosive temper although this is few and far in between. When it does happen he gets in a killing mood which is unfavorable to everyone around him. If his and anger and stamina are pushed beyond their limits that rage can turn into a wrathful insanity.
Appearance: Rashnu is 5’9 with a fluctuating weight due to the water and ice that is usually on his skin. It is noted that he usually seems heavier than one would expect. His skin has a layer of ice that makes it appear as white blue and slightly reflective like a mirror. The boy’s actual skin tone is a dark chocolate, but this is rarely seen. He wears a black stocking cap with its ends long and trailing behind his head. Upon his skull, Rashnu’s hair is braided back, but usually remains hidden under the stocking cap. Black loose fitting baggy pants and a black jacket with blue in-lining adorn his outside. The jacket when zipped usually hides his mouth and partially his hands. Below the jacket is oddly formed blue shirt, which is a long sleeved, but only stop at his chest. Below this shirt is a netted shirt. His eyes have a dark ring around them are a faded green. His expression is always a stern and unforgiving one.
Rashnu has seven crystals known as the ‘Eyes of Kutiel’ among his body. The only one that can be seen normally is the jewel in his forehead (this is hidden by the stocking cap). The others are only viewed when the youth is using a large amount of his energy to conjure a technique. At that time the seven jewels: Two in his ankles, two in his wrists, one at the back of his neck, the one in his forehead, and the final at the middle of his chest, can be seen. The lines of connection to these seals are also seen. These are the reminder of the experiments Rashnu has been through.
Rashnu- 
Rashnu (no jacket)- 
Rashnu (normal skin and no head gear)- 
Rashnu (Kutiel's Aura)- 
Rashnu (technique use)- 
Other: - Rashnu does not necessarily need to make movement to control his techniques. Most are done by his mind or subtle movements of his body. When the boy does use his arms and body to aid in control of water, his moves become faster and fiercer.
- Because of his Glass Armor it appears that when Rashnu speaks his lips do not move. In actuality his lips are moving below the armor, it just can’t be seen.
- The air around Rashnu is always colder than the temperature of the day. People around him tend to get cold. Whenever he speaks or breathes out air you can see it due to the cold.
-Rashnu is notably quicker without his Glass Armor on, but suffers more damage.
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Posted: Sat Oct 17, 2009 12:40 am
INACTIVE
User Name: Mal Shaded
Name: Saul Issac Tyrus
Age: 47
Race: Angel
Gender: Male
Rank: 3rd class
Faction: Knights of the Holy Light
Elements: Wind, Fire, Holy Light
Weapons: Blessed Longsword, Shield
Techniques: When engaged with opponents similarly capable of flight, Saul uses the winds to dominate the battlefield through altering the air currents and driving his enemy to the ground beneath him. on the ground, he uses his great strength and command of holy energies to overwhelm his opponents with an agressive fighting style making full use of the shield as both a defensive and offensive tool.
Bio: Raised under the old tradition of knights, Saul Tyrus feels that he embodies the traditional knightly values of Honor, Courage and Chivalry. Born into the noble Tyrus Clan, he never wanted for anything, or at least he wouldn't of had he not made a point of leaving the clan at a remarkably young age. He felt that in order to understand corruption, and the plight of the humans he would be expected to defend once he became a fully fledged knight, he had to walk among them for a time. With his knight-Captain's blessing he decended into the Human plane and lived the life of a beggar for roughly a year's time. While there he witnessed firsthand the evils humans could inflict upon one another, culminating in a brief brush with a far more powerful Dark Knight, who was mercifully unable to recognize Saul's divine heritage. Uncasing his wings once more, he returned to his comrades, finishing his apprenticeship and squiring under Solomon Tyrus, wo was then head of the Tyrus family and a capable knight.
Under Solomon's firm guidance, Saul learned to apreciate a fighting man's lifestyle, and... to be honest not a whole lot of others. He lost patience with the politically minded thinkign that they talk way too much and do too little. During his time as a squire and the early years of his knighthood, Saul was well known for being slightly overzealous in his pursuit and punishment of evil. He'd leave the halls for long periods opf time, often returning with grand tales of the enemies he'd faced and defeated, often in a very unorthodox or embarassing ways.Most discarded them as false, but the few who cared to investigate found that most often the Human's he'd aided spoke highly of the "mysterious knight" and his unconventional methods. Saul slowly gained a great deal of notoriety within the clan as time passed. He was known for being capable, unorthodox, but stern and unyeilding when it came to issues of Good and Law.
He only had one love in life, and that was his duty. Though he made a few good squires out of the next generation, Saul never had childeren of his own. He never married nor did he ever show any real interest in romance of any sort. Wisdom began to creep its way into his head, and he calmed down a bit no longer doing such outrageous things as he might have done in his youth. This didn't slow him down too much however, as he set off on some new adventure at every opportunity. The only strong relationship Saul holds dear, is with his Brother's young daughter, the black winged Guardian Angel Nina Tyrus. She is allowed to see through her uncle's tough outer exterior to the chocolate loving kindhearted Angel he hides beneath. After leaving for various tours of duty, he'd always bring her back something, usually a silly little nicknack or something otherwise useless, but there was no doubt Nina holds claim to a soft spot in the grizzled Vet's heart.
Personality: Firm and stern, he models himself after his old Knight Solomon, who was possibly one of the finest knights in recent history and a big name for Saul to live up to. HE's known for his aboility to be stubborn, some even going to far as to refer to him a bullheadded, though he doesn't fall down to the level of insults in return. He's intolerant of those who would rather argue than act, though he knows not everyone is fit to follow the knights path. Somewhat arrogant, he holds himself to a high standard, but can also be his harshest critic. He's deathly afraid of letting people see who he is on the inside, hiding his feelings and deeper thoughts from almost everyone. Despite he rough exterior and hard to get along with personality, he is extremely loyal and trustworthy. He never goes back on his word, and he'll never back down in defense of his comrades or loved ones.
Appearance: Jet black hair with white streaks running through, Saul somehow manages to look his age, but due to that age being a pittance in the lifespan of an angel, he doesn't feel it just yet. Well muscled, he rarely appears without his shining plate armor, his helm often obscuring his features save for his bright green eyes. He wears the Tyrus Clan's sunburst symbol on a tbard across his chest, most of the time. When the situation calls for it however, Saul is not afraid to get dirty or dress down. He makes damn sure to stay presentable and clean shaven at all times however, going to extreme lengths to make sure. He stands at 6' 1".
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Posted: Wed Feb 17, 2010 3:51 pm
ACTIVE
User Name: Salaura
Name: Salaura Tamrason
Age: 19
Race:Aasimar [for those who are'nt as D&D savvy as some others, an aasimar is a rapid manifestation of celestial blood in an individual with a celestial ancestor]
Gender: Female
Rank:5th
Faction:Knights of the Holy Light
Elements: Light, Wind, Water
Weapons: Salaura's weapon is nothing more then a simple quarterstaff
Techniques: Salaura's better suited for defense then offense, and her abilities reflect that. She can raise shields of swirling air to deflect incoming projectiles around herself and allies if they're close enough to her. She could also possibly use this wind technique to lift and toss enemies. She can also draw some weather conditions to her person, and is a talented healer.
Bio: Three hundred years ago, an angel had a bit of a fling with a human woman, named Tamra. When Tamra gave birth, the child, a boy, was half angelic, half mortal. Due to these duel bloodlines, the boy was shunned from most human society, until he met a woman who accepted him as he was. once they were wed, they began their own clan, called Tamrason, for Son of Tamra.
As the Tamrason clan expanded, the angelic blood that had helped form the clan was being diluted more and more, until it was all but gone. Then Sorcha Tamrason's only daughter was born with white hair and purple eyes. At first the Tamrason clan had no idea what to do with the child, until Sorcha's twin sister Sasha, a priestess, determined that this oddball child was an aasimar. Belief swirled in the Tamrason clan that this was a herald to the days of old, when the clan wielded holy powers.
Because of this belief Salaura, the child, was coddled and cosseted by her entire extended family, until the day she was found floating on an invisible pillow of air in the central room of the clan hall. Once again the Tamrason clan was baffled by this now five-year-old girl-child, and again it was Aunt Sasha to the rescue explaining it all.
Salaura's nature as an aasimar meant that she had immense spiritual and magical gifts that she needed to exercise. If she was to continue as she had for the last five years, that power could be unleashed in ways less pleasant then a floating cushion for Salaura to nap on. So, from that day on, Salaura was trained in the ways of magic under her aunts watchful eye. Salaura learned how to control the celestial-like powers that she had. She learned how to heal, control the weather, and shield herself with swirling masses of air.
She continued her studies for ten years, until, at the age of fifteen she left the Tamrason clan leaving only a note saying that she had heard the voice of a goddess speaking to her,ordering her to right the wrongs and bring peace to the lands. She's not been seen by her family in four years, yet the Tamrason clan refuses to have her marked as 'deceased' in the family reccords.
Personality: Salaura [or as she prefers to be called by close friends 'Sala'] is generally a quiet, kind girl, often seen sitting in a corner watching people move about over the top of a book. That's not saying that she's shy, just that she prefers to observe the action then be the cause of it. Because of her 'hearing the goddess' she will not stand by if she sees something she deems as injustice or cruelty, but will move to subdue it as quickly and quietly a way as she can. When she does speak, she has a formal way of wording her statements that shows her noble clan bloodline, and a melodic voice. Her movements have an unexplainable grace that is almost equal to that of the elves.
Appearance: Sala is petite at five-foot two inches and has a delicate build. Her hair is white and shoulder-length and often left down. her eyes are a startling shade of purple set in a tanned face. She was last seen wearing a long lavender tunic over a full-sleeved dove's-gray shirt, full black breeches, brown boots and an odd wrought-silver bracelet inlayed with strips of amethyst, jade and turquoise to make a purple-and-blue flower on a green vine. This bracelet is Sala's treasure, and she never willingly takes it off.
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Posted: Tue Mar 30, 2010 10:01 am
ACTIVEUser Name: Ultimashade Name: Zero (no real name) Age: Physical age is around seventeen, but being a demon, he is hundreds of years older than that. Race: Demon Gender: Male Rank: 5th Class Faction: Holy Knights Elements: Light, Wind, Fire Weapons: A red black Katana, though not basic armament like the other Holy Knight's blades. It has a wavy edge, making cuts more smooth for him, and can be considered a flamberge if it wasn't for the way it was shaped. It seems to be a combined form of many blades as it's guard wraps around the user's hand to resemble a rapier. The blade is only in some ways demonic, it can be called a normal blade too. It's hilt must be held by one hand because of the rapier-like guard. It is so in-depth because this is the only weapon that has been used in his entire life. Techniques: Zero's techniques involve tons of focus that he's had forever and has gained practice with. With fire, Zero can focus it around his body, giving him a demon-like appearance. This is a favorite technique because it allows him to temporarily show himself. With wind, he can focus the element onto the ground in front of himself. He can create a tornado that will cut the enemy up a little, but keep them on the ground. These cuts aren't very deep and this attack is more of a counter attack than anything. The last revolves around Zero focusing light onto his blade. The blade stays the same, but when swung, a bright streak of light shows the path the blade followed. This light can burn the skin, and while the blade is coated in light, Zero's hands themselves are burning. Bio: Zero, when born, exhibited a rare gene in his birth, a demonic gene. His father had been a demon, but not his mother. Zero's parents were killed before his naming, and somehow, he escaped notice. He never got a good look at the killer, but the one thing that bugged him was he was nameless in his later years. He planned on finding him, but one of his friends, Jase, warned him of the danger he might face. Jase also knew having no name would make him all the easier to find, so he told Zero to go by the name, Zero. With this, he went to find his family's murderer. He traveled far looking for the man or woman, and when he found him, he wasn't expecting what he saw. The man, who he was sure it was, had absorbed demonic souls into a blade. The sword shifted before his eyes and turned into the blade he's been using. This scarred him, but he stole the blade with a simple distraction, throwing a rock to make a sound. When he clutched the blade, all the demonic spirits flew into him, increasing his lifespan beyond anything he could hope for. With the now powerless blade in his hand, he swung it high and hard to cleave the head of his foe. Once again, he never got a look at the murderer's face, or knew his name after that. He had nowhere else to go now, his purpose supposedly filled. He traveled far, just living an empty and hollow life. That is, until he was taken in by the Holy Knights under special circumstances. With this, he found meaning in his empty existence and lived on. He now believed that he wasn't meant to follow the demonic path of his brethren. His first story finally came to an end as he kept the blade, this meant he would fight for them, deciding nobody deserved death unless evil was their way. The blade however, remained empty until he released energy into it, gaining his true demonic form, which was just really fiery. In the end though, he was still accepted and begun the second part of his life, assisting the Holy Knights. Personality: Zero has many interests and has a very strange personality for a demon. He has spent most of his life outside, so when outside, surrounded by nature he is at home and at peace. He is very welcoming and often will lend a hand. His smile may seem a little cold, but that is very friendly and sometimes you can tell. He doesn't allow anybody, unless they are very close friends, to touch his blade, it's a link to his past and letting it go results in his irritation unless he gave it up willingly. He has a tattoo on his back in the shape of a dragon itself, when commented upon, he doesn't say much about it, the tattoo is one that goes all the way down to the bone, a birthmark if you will, it will not come off. The blood red color only further shows he was born with it, because all his heirlooms are red as blood itself. Appearance:
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Posted: Wed Apr 28, 2010 7:02 pm
 User Name :: Dre_phantom Name :: Koji Tatsumoko Age :: 13 Birth date :: May 25th Height :: 4’9’’ Weight :: 89lbs, without armor Race :: Neko Gender :: Male
Faction :: Knight of the Holy Light Rank :: 5th class Element :: Wind
Weapons :: Rengusu, Kamisori [crossbow is not always attached] Techniques :: Koji uses the light weight and tough armor to his advantage when it is needed a long with his ability to control wind. He keeps himself in a close to mid range from his target and strikes at certain locations on an enemy to disable them or temporarily throw them off guard so that he can go in for the kill. Along with this he has a high since of a balance which he always utilizes, both in and out of combat zones. ✞ Divine Winds :: Koji fires an arrow from the crossbow that is sometimes attached to his gauntlet then uses his ability to control the winds to change the direction of the arrow. ✞ Force Of Wind :: By focusing a high amount of wind in front of him he can temporarily stop any attack, but the attack can only be held off for a maximum of 15 seconds [Equivalent to two post] and it can only last if he stays focused. With this move he can also contain explosions, but if he does it will put a large strain on his body.✞ :: History :: Koji had a very strange child hood as many would guess. Because of his appearance, he was always treated a little differently, whether it was girls attempting to play with his ears or even the occasional pulled of his tail. But this helped him as he leaded how to keep himself calm in situations that would cause most people to explode into rage. He also made a lot of female friends who seemed to be infatuated by his ears, but never let it go to his head.
Although he was wildly popular in the area he lived his family insisted on training him to fight against bullies after an attack on his Uncle who was a holy knight back in his better years. While training his family members were all beginning attack, beat in combat one by one. Except for his father who was said to be the best. Once Koji's father showed him what his training would help him accomplish he decided that he would also become a Holy Knight and on his 13th birthday his father gave him his old armor and sword that had been kept in an amazingly great shape and sent him to join the holy knights.
[More to Come on Story] Personality :: Koji is usually very happy and is always seen with at least a small smile on his face. He can also keep himself calm in many different situation which is very helpful at times. He never lets anyone change his current mood no matter how hard they might try. As of yet no one has ever been able to make him angry.
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Posted: Thu May 06, 2010 6:59 pm
Username: ProtoXtreme
& M i s s S e r a f i n a
Given Name: Serafina Ludd Full Name: Serafina Arya Canlaodh-Ludd Thoratia Name Meanings: Serafina=from the fiery ones, Arya=noble, Canlaodh=pure fire, Ludd=the Celtic god of Water, Thor=the Norse god of Thunder Clans: Thoratian Storm Wielders (angel clan), Canlaodh Mythical Fire Guardians (phoenix clan) Age: 18 Race: Half Angel, Half Phoenix Birthplace: Azure Forest Gender: Female Rank: 5th Class Faction: Knights of the Holy Light Elements: Fire/Wind/Thunder
Height: 170.2 cm (5'7'') Weight: 50 kg (110 lb) Birthday: May 5th Horoscope: Taurus Bloodtype: B
Hair: Russet-red Eyes: Red-gold, the way they reflect the light sometimes resemble flickering flames. Appearance: Fair-skinned, with softly carved but prominently set features: Serafina takes after the ethereal beauty of the race of her angel father but she had also inherited the fiery beauty of her phoenix mother. Her waist is very small - enough so for a small child to easily wrap his or her arms around. Even though her height is not extraordinarily tall, Serafina always holds and conducts herself with such proud, stately grace that even should there be one who is taller than her, it would seem as if she holds no struggle to meet their gaze. However, this pride never borders on impertinence, and for one of such youth and age, Serafina had already decided what to faithfully set her heart on.
& t h e W a r r i o r ' s M a n t l e
Weapon Name: Hitokage-Hisan Kanadzuchi (Soul-scattering Hammer) Type: Morning Star, Ranged History: Long ago, there was said to have lived a powerful sorceress named Hyacia, known as the "Heavenly Tiger" who shepherded the demons and sorcerers of the human realm. She was a piece torn from primeval night, born of darkness. Her weapon, the Morning Star, her famous "soul-scattering hammer" was said to inflict stunning physical damage upon the slightest contact. However, the Heavenly Tiger, though immortal, lacked a physical essence and needed to inhabit different hosts. In time, she chose a young woman, from one of the seal-master clans that served her well, a disciple she herself had raised from a small child and who she would grow to love: the first sage Lailah. But, a few months before the planned soul transfer ritual, the child was attacked and near fatally injured by Hyacia's enemies. Enraged, Hyacia turned her soul-scattering hammer on her enemies, massacring them and allowing the weapon to absorb their souls and powers. But the weapon, demonic in nature and origin, had indulged in much blood and became too much for her weakened state to handle. Hyacia handed her powers to the child before she herself was absorbed by the hammer...
It was the child, the ancestor of one of the Sage lines, who tamed the hammer and it had since then been passed down in her family. Artemis Ludd, the last blood descendant of Lailah, had been the owner of the Morning Star before her untimely death. It has now been passed on to her adoptive daughter, Serafina, who seeks revenge upon the Dark Knights, for her adoptive mother had been a member of the Light Paladins and was killed on a mission... Serafina searches for Artemis Ludd's killer.
Usage: A legendary, demonic-natured sealing weapon. Because of Hyacia's spirit, the hammer could be considered to have somewhat of a "will" to protect its owner - well, that is if her spirit's own request is fulfilled first. All attacks by the soul-scattering hammer are ranged. The user alternates between attacks from the hammer and lashes from the chains and can even make a cage from controlling the direction of the chains' inflection and maneuvering the chains quickly enough to deflect enemy weapons (mostly projectiles). Those weapons don't have to be physical (e.g. made of wind or fire). Description: This is the soul-scattering hammer's normal appearance: in this state, it looks like a great, spiked wrecking ball (8 inches in diameter and all around) attached to an immensely long chain on a polearm-like handle, which when fully unwounded (usually the chains are kept wounded at the base of the handle of the weapon), normally spans up to 50 feet. In its demonic form, the hammer opens up, into a four-petaled, flower-like shape. Oni-like, distorted souls are trapped within each of the four petals. The latter serves more of as an intimidating tactic, as the hammer actually calls out for "blood" in this demonic state. The only way to return the hammer to normal would be to forcibly draw back the energy stolen by the hammer. The spirits of those whom fall to the hammer are consumed by it - the onis "eat" the souls by first consuming the physical life energy of the body that protects the soul from being removed, thus imprisoning the stolen souls for all eternity. The anger of the souls entrapped in the Soul Scattering Hammer is responsible for inducing its maddened, blood-thirsty "berserker" state.
 Physical Impact Description: Due to combining normal physical momentum along with magic energy for even more impact, being hit by the Morning Star is very dangerous: even the slightest contact can result in severe internal bleeding. The knight class with their spell-protected armor are more fortunate, however, the Morning Star is still strong enough to be damaging then - so such protection does not last with a guarantee. If the impacted end holds the ability to regenerate, due to the Morning Star's special ability - draining life energy itself - regeneration will be completely halted until injuries from the Morning Star are treated...
Stage 1 ~ Sairen Kyuuei, Suitai Odori - Song of Sirens, Draining Dance Description: When the Morning Star opens, though it holds many spirits that it had absorbed over the ages, usually what is seen is the three main oni heads (which holds other spirits in their jaws). This is a granted feeding ritual of willingly opening the Morning Star. Though the hammer is open as well in this case, it differs from the berserker mode in that the Draining Dance takes life energy gradually from the opponent (from being hit by the weapon). When the Morning Star opens up to its flower shape completely, then the opponent is already drained to a state of near-death. Drawback: If the opponent has a higher speed, he/she may try to disrupt the Morning Star's attack pattern by utilizing an item to pin the hammer's chains down, thus forcing the Morning Star to lose momentum and hence causing that chain of attacks to miss. However, since Serafina is unnaturally physically strong due to her lineage compared to the previous wielder of the Morning Star, this is no longer any severe hamperment. She just needs to learn directing the chains (and consequently the Morning Star itself) effectively so now.
Stage 2 ~ Berserker Mode
 Description: Once the hammer have contacted enough blood, it goes into its demonic (berserker) state, in which the hammer opens up and is noted to having its own will: thus the attacks in this state cannot be escaped from. The limit of the chain (up to 50 feet) does not become a problem as the blood taken from the opponent is actually crystallized into metal and adds to the chain links. In this essence, the Soul Scattering Hammer is a "living" thing that is in the continuation of growing. Hence Serafina is sometimes seen giving the hammer a 'trimming' - removing extra links - to keep the chain length manageable.
During this state, an inexperienced user would lose control of the weapon (their own energy is forcibly consumed by the hammer). The trick is to force the hammer to close by taking back that energy and return the hammer to its normal state or else the hammer will kill the opponent, before returning for its own user's blood. Like with Hyacia, the hammer consumes the spirits (souls) of all those who falls to it: it is a thing with consciousness but without a conscience to distinguish friend or foe. Note: In berserker mode, with the petals of the weapon wide open, the Morning Star can drain life energy even without skin contact.
Attack Patterns: [from the air] Approximated up to 30 feet in height (High Tumble - Hammer's spinning fall used as balancing point - all attacks ensuing are done by the chain lashes following in a vortex-like pattern) [forward] Up to a limit of 30 feet of unwounded chain, the weapon’s attacks may be up to the discretion of the user. [other] If the whole length of the chain is utilized, only the first attack is done with the hammer itself, the rest following are done by lashes from the chain.
Techniques:
Physique Phoenixes have extraordinary physical strength, and can carry loads by far many times their own weight. Serafina has inherited the physical strength of her phoenix mother. If she chooses to, Serafina can unfold her wings for flight: she was born with the same shape and kind of wings as angels, except the feathers are crimson-red instead of white. For this reason, she is alienated among those of her father's race, as well as other factors of her appearance (characteristic fire-red hair and the red-golden eyes of phoenixes). Particularly thanks to her mother, her sight is very keen, with sharp hearing. She has also inherited the regeneration capabilities of the phoenix people.
Phoenix Form Serafina can assume a full phoenix form: a crimson and gold plumaged bird. The other alternative is a purely fire-based form: since according to legend, phoenixes only appear to wicked people as birds of flames.
Reishi It is not telepathy as in the actually literal sense of mind reading but more of intention/aura reading. The mind is a sacred place: thus Reishi's purpose is used for communicating telepathically to others once it properly develops. That is because the phoenix people do not actually speak, only sing. That's right, Serafina is mute only when it comes to speaking words. Even her songs are hymns.
Pyrokinesis-induced Combustion It is a form of dual wind and fire manipulation: the wind is used as the fueling source to combust and create fire - a form of magic which is controlled and initialized by pyrokinesis (eye-induced mental-based magic). Serafina's usage of the phoenix clan's magic is still poor in both aim and controlling strength. Because her control is chaotic, at one moment the strength of the flames produced may be impressive, at another time it may be so weak that such flames can hardly be even considered dying embers...
There are other times as well, which flame quality would be mixed in with size...a big flame might end up very weak, or a small flame might ironically be very strongly effective. Or the worst case scenarios (the superlative and the diminutive cases) for both. Since Serafina does not know how to utilize this ability very well yet, it has been suggested that she stops trying to use it during combat until knowing how to properly harness it.
Aria of Imbalance Wind and Thunder-based spell, corruption style. Usually, it is a supersonic-shrill scream or a song that is beyond the normal hearing range for humans and other races. Only angels can hear this deadly aria, and other phoenixes. This aria causes extreme pain...a silent killer, if it is continued, it can cause eventual "breaking" - damage to the nerves. This is, unfortunately, a non-discriminatory technique. Meaning allies can be hit, too.
Aria of Suffering Wind based, pain sharing spell. This hymn is used as a medium to align with the consciousness of the person in pain, and thus, the caster is able to take some of the pain, and transfer it, be it physical or psychological. It is one known method of "healing" to other races but the phoenix people do not recognize it as such...
Siren's Destruction Hymn Wind based, destruction spell. The Destruction Hymn appears to work as a more violent form of the Aria of Imbalance, except in the form that those who listens to the melody will be destroyed from inside-out. It could be produced, or invisible to the hearing of most. However, this melody is always remarkably noticeable: for this aria will drain the life of everything in the surrounding area, thus killing every living thing in the area in such a manner with enough time given, and leave nothing but a barren wasteland. It is also, unfortunately, a non-discriminatory technique.
Resurrection Aria Wind and Thunder based, healing spell. There is no power on earth that can bring the dead back to life. But having inherited part of her phoenix mother's healing power, Serafina can heal any living thing within a set range to herself as long as he/she/it has not passed on yet. They can be within an inch of death, but this aria will still restore them. This is without a doubt the most beautiful aria, for this one is not only not discriminatory at all, but heals enemies and allies alike.
& B e n e a t h t h e S k i n
Biography: The Ones from the Sky and the Children of the Earth
It was long ago, where the story began, and now it is sung, the song of millenniums past...
The children of fire were born from the great heart of the earth, while the children of the sky were reared in the high heavens. The great Azure forest had long been the crossing of paths between these two lines...sacred to both the Thortian angel clan and Canlaodh's phoenix children. The Thortian angel race, controller of the storms and rains, greatly disliked humanity for their own reasons. The children of the dust were selfish: a fortunate matter the due fact of their short lives, however, even then, that was not enough. When humanity began treading upon their sacred forest, and took the trees for their own timber, they still tolerated it. However, when humanity began spilling the blood of the creatures whom lived in the great forest, the angels became furious.
Seeking to punish mankind, the Thortian children brought great famine upon the nearby lands by withholding the rains and placed a seal on the border of their forest to prevent any intruders. Had this succeeded, perhaps they would have even been able to drive away or exterminate the human children intruding upon their land. However, this was all for naught: thwarted by the phoenix children, who, although sharing the same sacred land, pitied the children of the dust and sought to do all they can in their power to aid humanity...
Canlaodh's people, capable of transporting great loads, took the form of birds and brought water from the high mountains for the human children... They became loved by the people, called the "sacred crimson bird of the mountains". If nothing can be removed from the forest, Canlaodh's children helped find food elsewhere instead for the human children.
Ludd's children were dissatisfied, with this. The impertinence of humanity must be punished and Canlaodh's line had dared stood in the way. War broke out and the Azure Forest turned crimson with flames and blood. In the chaos of war, in the ruins of a battlefield, Canlaodh's queen accidentally met Ludd's king... She did not recognize him as the Luddan tribe's leader then, only knew that he was among the enemy, yet, it was not in the phoenix people's nature to kill. So she took him in, and tended to his wounds. It was sometime during this that it was whispered the whole unfortunate affair and the unlucky romance begun...
In time, the pair parted ways. After a time, Ludd's king, disinterested now in the prospects of war, made an offer to Canlaodh's queen: they can meet, in the Azure Forest, and talk... No harm would be done: the discussion shall be of a peace treaty. However, trickery was woven into deception, and before the queen ever saw the Luddan lord, his people, in an attempt to destroy the phoenix people's leader, the other angels had arranged an ambush and stabbed her through the heart with a sword poisoned by herbs that can kill even gods.
She had came alone, honoring their Lord's request...
However, it was whispered that Canlaodh's queen never died. She burst into flames, to which the angels were forced to scatter from the intensity of the blaze. Passing human travelers saw as the blue flames washed over the Azure Forest: burning down only the trees which had been tainted from drinking phoenix blood, and returned all that was impure to the ashes... From the ashes, the same crimson bird which had aided humanity - but at the same time, different, ethereally unreal - disappeared to the heavens in a flash of wind and fire...
Thus the name "phoenix" came into existence, whispered with reverence upon human lips.
From the ashes, also that remained, was a single golden egg. The forest bore up new roots: the roots swallowing the phoenix egg, and there it would remain for millenniums.
And so, time passed.
...Artemis Ludd, a human-born Sage formerly of the Light Paladin order, had passed her prime to serve. And so, Artemis retired as a Holy Paladin to the forest, where she lived for a while peacefully with her husband, Shinrou, a woodcutter by trade. One day, Shinrou returned, oddly troubled by a strange occurrence: one tree in the forest he had ran into that day, no matter how so he had chopped, no matter how much he tried, it kept regrowing its branches...
Curious, Artemis decided to come with him to the sight of the spectacle. However, the site where Shinrou claimed a tree was...well, there was no tree, but a curiously shaped golden rock. Artemis took the rock up, and decided to take it home for further observation. Had she not been proven otherwise, for that night, the rock hatched - an egg, it was! - and with astonishment, Artemis observed a...an infant...?
An infant smaller than the palm of her hand.
The first day passed...and the child grew.
Another day...with each turn of the day, the child seemed to age more.
Within a week...Artemis watched in fascination as the infant became a toddler, then a little girl, and she became a lovely young woman...
And then, with the seventh day, the child stopped aging.
Artemis decided to call the girl "Serafina" - one of the angels. Her child now...her very own...her "seven days princess". The child could not speak, but that was all right.
Thus for many years, the couple and their daughter lived happily. Shinrou passed away first, peacefully, but Artemis had never failed to teach their daughter many things: the fine arts Artemis had learned in her years as a Sage but also, without telling the girl why, Artemis began teaching the child formal combat. Artemis shouldered the burden of the household as best as she can without complaint as a widowed woman, and sold priceless artifacts from the time she spent in the Azure Pavilion at the gates of heavens guarding the entrance to heaven with the other Sages.
Serafina helped, as best as she could, in the household too...until one day, Artemis received a call to order from the Light Paladins... Her adoptive mother vanished, and never returned again.
Months passed, until one day, a stranger came by the house and gave her the Morning Star, telling her Artemis Ludd was dead. Serafina recognized her mother's weapon!
The former-Sage was part of an undercover mission to raid the fortress of the Black Knights as a "traitor to the Light Paladins" - in order to aid the Light Paladins by discovering how far was the other side's progress in seeking their mutual goal... Artemis Ludd, though strong, had forfeited her life in favor of her comrades.
But all the stranger had promised was that the Holy City can help Serafina find her mother's murderer. Serafina knew nothing of Artemis Ludd: of the woman's life, her alliances, and her loyalties... But from that day on, Serafina nurtured a deep grudge against the Dark Knights. The stranger, a member of the Light Paladins, offered to take her to the Holy City - to this, Serafina agreed. Even if she is a mere human, like her mother before her, she would avenge Artemis Ludd - the Light Paladins shall receive her vow and pledge.
In Depth: Stubborn and headstrong, also very proud, to those who are not her superiors she would often seem coarse in tongue, but Serafina could be sweet and caring in her own manner. Just a...roundabout way of caring.
Likes: Too many to name. Very few things displeases Serafina...could it be said that only two things really displeases her, at the present moment?
Dislikes: The Dark Knights, definitely. And the selfish people (not just humans!) of the world...
Goals: To find out what on earth is going on with this whole knight business. Serafina's world had been thrown into chaos ever since she learned Artemis Ludd was not exactly a normal peasant woman... Does Serafina really have an interest in the quest for the Holy Flame? She does not. Since she is an outcast from the start as a half-ling, from both the phoenix and angel races, Serafina is used to living a normal, human life and she would prefer to get that back. That can wait, however, until she got down to the bottom of her foster mother's murder...
Fears: She hopes that necromancy is as it is, a legend and not real magic. The last she want to see is her dead adoptive mother walking the earth as a corpse... All otherwise, Serafina is pretty fearless.
Trivia: Serafina, notably, never talks. It isn't that she doesn't want to: she cannot even use her voice alone, unless for singing her hymns or songs. She uses sign language all otherwise, or, because she usually carries a large notepad, would write her thoughts and opinions on it and use this as a manner of conversing. Another way, of course, is using fire magic and inscribing letters into the air. But arranging letters onto the air takes too much time and energy. Because Serafina has yet to master the Reishi, she has settled for writing as the meanwhile alternative...however, where it comes to communication with Reishi, there is the advantage of there being no such thing as language barriers (Reishi communicates in no "set" language but the universal tongue). Drawing - She loves to draw a lot and if her notepad does not have pieces of conversation, it would hold breath-taking pieces of art. Mostly nature landscapes but there are quite a number of drawings of humans...mothers and children mainly, as well. Dancing - Because she could not talk, Serafina also seeks to convey meaning through movements and gestures. Although she never had formally learned dance, unlike humans, the unnatural grace of the angel and phoenix race is also inherent for her: as is necessary too for Serafina to effectively wield her weapon, the Morning Star. Serafina's voice range is unrecorded and assumed every voice range in existence. It can also be either lower or above human hearing range. Her favorite gemstone is opal! It has all the colors... Serafina is left-handed - considered an unlucky thing among angels. Thus, she had learned to use her right hand on her own...but not for the former reason, since she does not even know she is not human. Her reason is due to humans being quite superstitious about this, too. Love Interest: Definitely not.
Relationships: N/A for now.
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