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[JOURNAL] Cleph, the Sentinel

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Tales Of Aludra

PostPosted: Fri Apr 27, 2007 3:08 pm


User Image
CLASS PROGRESSION White Mage > Acolyte > Sentinel
POINT STATISTICS Melee (4); Ranged (0); Magic (11)

Cleph Baradel is the property of Gemion, as made for the Gaia B&C shop Tales of Aludra.
The artwork was created by Earthkid for use in Tales of Aludra.
Do not post in this thread/journal without express permission from the owner.
PostPosted: Thu May 03, 2007 3:00 pm


CLEPH BARADEL


name Cleph Baradel
gender Male
age 38
race Human
hometown Sol Althba, Savamaras
occupation Head of Support Magic Division of the Asterion League

appearance
{ Short red-gold hair, attractively scruffy, small braid hanging in front of his left ear. Hazel eyes. Light skintone. 5'10", fit but by no means impressively strong. Clothes in bright white, gold & beige because he knows how to represent. }
(REFERENCE)

personality
Cleph considers himself just a "grumpy old man," an opinion which is somewhat deflated by the fact that he hangs out with a 150+-year-old Duszek. Still, he'll resent any implication that he's sweet or kindly or even the least bit cooperative, and few guild members who would jump to argue. As a division head, Cleph has a reputation for being deeply intolerant of screw-ups - hard to please and even harder to impress. Government officials and military officers know that he's the last leader you want to go to for help, as Cleph is naturally suspicious of the establishment, and will always try to frustrate the efforts of anyone who would try to control others.

Religion is the other kind of authority is guaranteed to annoy Cleph. He's rather irreligious for a white mage, at least when it comes to formal institutions and fanatics. He's someone who seems very sure of himself and his identity, and never hesitates to tell others that government and organized religion only enforce mindless conformity and misguided devotion. In truth, the reason he's so easily annoyed by people with strong faith is because they remind him of his deluded younger self. Even though it's been years, he still has trouble letting go of who he used to be.

His old honour code is deeply ingrained (i.e. leave no injured sentient untreated, help whenever one is capable of helping, demand no rewards, etc.). Cleph might be a hard a** when it comes to guild business, but widows and orphans with a sob story will get him to fold every time. Despite his outward cynicism and embarrassment at having once been so idealistic, he's still the same passionate crusader at heart. He believes that no one has the right to oppress others, that everyone deserves the freedom to live safely and fairly, and can trumpet the cause to the point of self-righteous pontificating.

Self-righteousness and pontification are in fact some of Cleph's fortes. He defines persistence. Nothing gets him more fired up than a hopeless cause, and when the chips are down, Cleph's the one who'll be trying to rally others with platitudes about teamwork and never giving up. He is not a loner at heart, and in fact, regards "lone wolf" types with derision. Cleph's spiritedness and enthusiasm can also show pretty much any time there's talk of a huge hunt or a mysterious locale: he loves what he does in the Asterion League. He might act like a grump, but he gets as bright-eyed and eager as any rookie when there's the promise of adventure.

When Cleph was growing up in a plague-ridden town, cleanliness wasn't simply the religious ideal, it was a means of survival. Consequently, he became a mild pathophobic, and was much worse about it ten years ago — these days, he can suck it up and deal, but he's still discomforted by something as small as the common cold. He really dislikes dirt and germs, and is the kind of guy who keeps a change of clean clothes nearby at all times.

PROS: confident, brave and determined even with the odds against him, altruistic, loyal, honest, believes in cooperation, privately inclined to sentimentalism
CONS: irreverent to authority and religion, biased toward the underdog, verbally combative, insensitive, outwardly cynical, self-righteous, strict, unforgiving
OTHER: mildly phobic of dirt and germs

Gemion

Prince Lionheart

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Gemion

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PostPosted: Fri May 04, 2007 7:54 pm


BACKGROUND

Cleph Baradel was born in a town in the human-dominated region of Savamaras (small area somewhere northwest of the Grasslands, not too close to the mountains). Savamaras held an Aileist temple called Sol Althba, which, for generations, had served people in the area with its famed tradition of training skilled magical healers. The clerics of Sol Althba ensured the good health of travellers and residents alike, until one day Savamaras was overcome with a plague that resisted the white arts. From whence had it came? The priests blamed slovenliness and immorality, perhaps brought to them by the neighbouring Lamia, perhaps a product of the changing times. People died, young and old alike, suffering in pain and bearing marks of their illness — as more died, so more and more turned to the religion of Sol Althba, now made more fanatic thanks to fear.

Cleph was less than six years old when his talent for magic was divined by the priests, at which point he was taken from his family and cloistered in the temple along with other students. By this time, the plague had been tearing through the region for almost a year, and Cleph was one of the lucky few who'd escaped affliction. It is because your faith in the Goddess is strong, the priests told the young boy, and as long as you maintain your devotion, She will protect you. Not wanting to develop symptoms of the plague and get thrown out of the temple (which sometimes happened to the students), Cleph threw himself into the gruelling process of becoming a cleric. Sol Althba's priests continued to fight the plague, only managing to prolong lives at best, never a full cure.

Upon reaching the Savamaran age of manhood, thirteen-year-old Cleph sought an alternate route: he would venture out into the world, where surely the solution to their suffering was hidden. Success seemed inevitable — after all, hadn't the Goddess protected him up until now, when so many others had fallen ill? Fortune was with him. The boy swore an oath to not return home until he found the way to save his people.

Luckily for Cleph, many people had a use for a well-trained healer, even one who was so young and unwise. Good luck was on the boy's side, as he mostly fell in with decent individuals who didn't take complete advantage of his naïveté. For his part, Cleph discovered a previously unknown passion for travel and adventure, and became sidetracked from his mission as he got caught up in the lifestyle.

Guilt over his lack of progress naturally built up as the years flew by, but Cleph still made the effort to learn new healing techniques and searched for a cure to the Savamaran plague. Unfortunately, while he improved as a white mage and fighter, his quest never got far, and seemed all for naught when one of his adventures took him close to home. It was here that he discovered that much of the region had been abandoned, and most importantly, the temple and village of Sol Althba had been razed to the ground.

If the kid had guilt and self-condemnation before, it only increased tenfold from there (regardless of the fact that blaming himself wasn't completely rational). At sixteen, Cleph pledged a new quest: a journey for penance. This actually was much of the same stuff he was doing before, except with more rescuing of orphans and pontification and self-righteous asceticism. Laico Siegmyrth, one of the adventurers Cleph had befriended during his travels, invited the young white mage to join the Asterion League once he reached sixteen. Cleph rejected the offer, not wanting to be distracted from his "pilgrimage," but did occasionally provide support on League hunts for old time's sake.

+ Runs into an old friend much, much later and finds out that everyone from Sol Althba just set up shop somewhere else. They're psyched: "Cleph?! We thought you were dead!" "I THOUGHT YOU WERE DEAD." "OMG NO. And guess what? The plague is gone!" "Praise the gods!"
+ He heads for a visit to New Sol Althba, and everything is peachy until he finds out that not only was Old Sol Althba burnt to ashes, so were the plague-ridden citizens. The village elder's like "Let's give thanks to the brave people who voluntarily gave their lives to rid the world of evil (as per our directions)" and Cleph is like "SAY WHAT" and he leaves his not-home for the last time, terribly jaded now.
+ One of his old adventurer buddies is like "well, if you're no longer whipping yourself, how 'bout you finally join our guild for some sweet monies?" So Cleph does, and having permanently lost his faith, the guild becomes his life.
+ His reputation as a healer leads him to be called upon for bigger things than monster hunts, like joining human militaries on their campaigns. Hates the politics involved with war, especially when religion comes into play. Soon pisses off his own kind by insisting on being a neutral healer. Finds self-fulfilment in travelling war-torn areas and helping both sides of the battle, plus the many innocent bystanders.
+ MORE STUFF HAPPENS. DX

common knowledge Cleph Baradel has been a presence around the guild for roughly twenty years, officially joining at the age of twenty-three (~15 years ago). Before then, Cleph was a bit of an Aileist zealot; veteran members might remember being subjected to religious prattle while on the field. (He spoke a lot about crimes, atonement and purification, and the gossips in the guild might know general details of what occurred in his hometown.) After he joined the League, Cleph became far more serious and cynical in nature, although those who know him well would say he's not entirely the "gruff old man" he claims to be. Cleph was made Head of Support Magic seven years ago. He has always been very single-minded and dedicated to the Asterion League, which is why some were surprised when he had a seemingly whirlwind romance with an Ejderha newcomer, Piraya. They married a couple of years ago, and she also became a guild leader in that time.
PostPosted: Fri May 04, 2007 8:03 pm


JOB CLASS: SENTINEL


Do not use this for reference. It needs revisions like so bad. D:

DIVISION Support Magic
CLASS PROGRESSION White Mage > Acolyte > Sentinel
    WHITE MAGE ... { At this point, is only capable of healing health and removing status effects. It's a wonder he never died. }

    MELEE (+0); RANGED (+0); MAGIC (+5)
    HP >> 25; Evade >> 10


    ACOLYTE ... { Attained after discovering the destruction of Sol Althba. Learns melee fighting in order to be an independent healer. Gains ability to heal multiple targets. }

    MELEE (+4); RANGED (+0); MAGIC (+6)
    HP >> 35; Evade >> 14


    SENTINEL ... { Attained while serving Asterion League. Gains ability to use magic offensively. }

    MELEE (+4); RANGED (+0); MAGIC (+11)
    HP >> 40; Evade >> 18
SPECIAL SKILLS

LUSTRARE: Removes all negative status effects such as poison or slow from a target. Only successful if D20≥6. This cannot be used to remove magical wards or other continuous spells.

RESPLENDENCE: Removes all magical effects, negative and positive, from a target. Only successful if D20≥6. This can be used to remove magical wards or undo things like haste from an enemy or slow from an ally, but it doesn't work on things like poison, blind, bleed, etc. unless they are specifically said to be magical.

AFTERGLOW: Restores health to all allies in points equal to caster's (Max HP)/2 (i.e. 20 HP). In turn, Cleph must sacrifice D20+(15) of his own health. He cannot use this if he has 30 HP or less.

BURNING BRIGHT: Standard offensive magic attack (D20+Magic). Can be used as a melee-delivered attack for extra damage (D20+Magic+[Melee/2]), but if it hits, results in recoil damage equal to Melee (i.e. Cleph loses 4 HP).

* Numbers may be adjusted if Cleph is using item/pet bonuses.

WEAPON Holy Winged Staff
LEVEL 3
POINT ASSIGNMENT Melee (4), Ranged (0), Magic (11)
OTHER NOTES Racial bonus of one freebie skill.

Gemion

Prince Lionheart

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Gemion

Prince Lionheart

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PostPosted: Fri May 04, 2007 8:04 pm


RELATIONSHIPS


piraya baradel
heart

pudding-chan
gonk

sisel chaikin
neutral

auguste renoir
smile

ragweed of oruliha
confused

elias urbas
question

franziska
question

semele mehrina
question
PostPosted: Fri May 04, 2007 8:23 pm


POSSESSIONS


ring of sanitation
The reason his white clothing manages to stay so white all the time. Crafted for Cleph by Auguste Renoir, the Ring of Sanitation prevents dirt, blood, slime, and whatever other unsightly substance from adhering to his being. It should be noted that this only applies to waste that's airborne. If someone chooses to slather mud on him with their own hands, it will stick.

pudding gloves (12)
For cleaner retrieval of foreign objects ingested by puddings, these long blue rubbery gloves reach up to the elbow and were advertised as "soft and gentle on the insides of your pudding." Size medium. Cleph requires these to deal with the times his wife's squishy creature gobbles up his stuff.

Gemion

Prince Lionheart

34,950 Points
  • Married 100
  • Storybook Royalty 500
  • Rat Conqueror 500

Gemion

Prince Lionheart

34,950 Points
  • Married 100
  • Storybook Royalty 500
  • Rat Conqueror 500
PostPosted: Fri May 04, 2007 8:26 pm


RECORD OF EVENTS


Augh I hate timelines. DX
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