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The Jewels of Life

Last post 04-05-2006, 12:56 AM by Twitch. 40 replies.
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  •  2/25/2006 7:47:45 PM 768759

    The Jewels of Life

    I am a brand new member here at the Webcomic forums, but I must say that I am an absolute lover of RPs. I have been participating in them for quite some time now and am overjoyed that I have found a new place to partake in my past time. I'm hoping that some of you will give serious thought to my RP idea and at least are somewhat interested in my thoughts. I am open to any suggestions that one may have, so feel free to contribute your own thoughts with mine. Anyway, here is my idea. Feel free to give your opinion.

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

    Title: The Jewels of Life

    Backstory:

    Before the beginning of time, nothing existed within the universe. There were no planets to reside upon, no stars to light the sky, nor was there a sky to hold them. There had been nothing, besides the seven Elemental Spirits and the heavens in which they resided. The spirits had watched over the vast emptiness that lay before them with much sorrow. They wanted to have something in which they could call their own, but knew not what they could do. They had the power to create life, however, it had never been done before and the thought of the unknown frightened them. They were unsure of the limits that lay there and feared that the things that would come to be would prove monstrous. That thought, although strong, eventually submitted to their overpowering sense of loneliness and the spirits used their powers to produce their individual creations. Thus, the seven planets of Valoria came to be.

    The seven planets, each infused with their creator’s elemental power, soon began to flourish and creatures of many kinds started to appear upon them. There was one species, however, that interested the spirits greatly…creatures that much resembled the figure of the spirits themselves. They showed much more intelligence then their other creations and the spirits watched them with great curiosity. They watched as the beings slowly evolved, creating their own languages, building villages and inventing new technology. This species gave them much pride, however, as time went by, they began to notice an even more startling similarity between them. Some of these creations showed signs of being able to control the spirits that gave life to the planets. They worried, as the people took notice of their unique powers and began to practice with them. They feared that this strange and unexpected occurrence would distort the harmony that existed upon the planets. Unfortunately, their fears became reality, when the “Controllers” began to abuse their powers upon the non-users. To them, the non-users were inferior and were meant to do their bidding. The non-users fearing the power of the Controllers, sorrowfully, were pushed into cruel slavery.

    The Spirits watched in horror at the atrocities that were occurring upon their once peace-filled creations. Non-users were forced to build cities, farm the land, and tasked with every conceivable chore. Hundreds upon thousands of them perished and it soon became evident that it would cause conflict between them. After 100 years of this abuse, the non-users finally rebelled against the Controllers and a devastating war broke out upon the planets. The spirits, growing tired and angry of the destruction, once again used their power to create another galaxy. It was a galaxy that much resembled the first and resided within the same place, but within another dimension. The spirits then transported every non-user to this new place, hoping to forever separate the two groups. Doing this, however, created a rift within Valoria that led to the new galaxy. The spirits, fearing that the Controllers may somehow find a way to the new world, decided to create a new species to reside within the rift…beings called the Watchers. These beings were also blessed with the power of the elements and were tasked to make sure that peace remained between the two galaxies. Thus, the war ended and the two peoples were once again thrown into an age of peace.

    Plot:

    Millions of years have passed since the separation of the galaxies and the two peoples have long forgotten each other. The Watchers have done their job well and continue to watch over both dimensions. The Isle of Rifts, the place in which they reside, has become a very active place over the past few generations. The Watchers, feeling that there original purpose was expired, decided to change into a group that would help those among the planets, instead of guarding against them. An academy was created upon their home that was meant to teach worthy Controllers more about the ways of the elementals. They would train to become one of them, a person to help keep peace amongst the people and to guard against dark forces. However, there was one student that attended the academy that stumbled upon an ancient and forbidden elemental art…Necromancy, the Art of the Dead. The young child thirsted for knowledge and began to practice in secret. Necromancy was forbidden for a reason and it slowly twisted his soul, corrupting him and turned him into an emotionless lunatic. The young man disappeared and would not be seen again for nearly three hundred years.

    After those three hundred years, the planets were covered in strange occurrences. Wild creatures suddenly started attacking civilians, villages were mysteriously burnt to the ground, and strange creatures were said to have been seen traversing upon the planets. The causes for these events were unknown, until a mysterious figure appeared and announced that it was his doing. He called himself the Necromancer and proclaimed that he would become the Overlord of the two galaxies. The Watchers feared this new threat and sent every watcher they had to fight this invader. However, the battle proved fruitless against the seemingly invincible opponent and his undead army and caused major losses among them. The Watchers desperately called upon the spirits for help and the spirits lent their powers in order to create the ultimate weapon, a sword encrusted with seven jewels that held the power of the spirits themselves. With this new weapon, they again attempted an attack against the Necromancer, but something during the battle caused the sword to explode with power, creating a large explosion that nearly wiped out both armies. Unfortunately, the Necromancer survived the blast and upon his return to the battlefield, he found the seven elemental jewels that had empowered the sword. The necromancer, wishing to finally defeat the Watchers, called his seven most trusted minions to take the jewels and spread them among the planets of the Controllers.

    The Watchers, now with a mere handful of fighters left and their ultimate weapon gone, turn to an ancient prophecy that tells of seven non-users who will save the galaxies….

    Setting:
    This RP spans seven separate existences, each with totally different settings.

    The non-user dimension is basically the same galaxy that we live in. Earth is the only planet that we were transferred to and we seemed content to stay there. The technology level is the same that it is today.

    The Isle of Rifts is the land where the Watchers reside. It is an almost perfect circular island that floats in the middle of nothingness between the two dimensions. The island is split into 8 separate parts, seven of them lining the outside, each representing one element. They all attach to the middle of the Island, where the Watcher’s Academy resides.

    The universe of the Controllers consists of seven separate planets. Each planet coexists with the element of the spirit that created it. The landscapes and creatures differ greatly with each other, as do the technology level

    Goal:
    To retrieve the seven elemental jewels and to defeat the evil Necromancer.

    Rules:
    No god-modding

    Posts should be at least 5 sentences, unless they are filler posts.

    Try to post at least once every three days, PM me if problem occurs

    Do not control another player, unless permission to do so

    Do not kill another player, PERIOD.

    Players must be from Earth and obviously human

    If you wish to sign-up, please attempt two characters, one main character and your Mage Mentor. They both ,ust be of the same element.

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

    Sign-up Sheet:

    Name:
    Age:
    Description:
    Personality:
    Background:
    Weapon you will use:
    Element:
    Other:

    I will only need seven players, one for each element. If a problem occurs where you cannot create two characters, I will most likely accept more players to fill in the parts. Also, the mentors are thousands of years old, just so you know.

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

    I will post the indidvidual descriptions of the planets seperately, if anybody actually signs up for this, later. If any questions arise, please post them here and I will answer them the best to my ability.


  •  2/25/2006 11:31:36 PM 768766 in reply to 768759

    Re: The Jewels of Life

    Fantastic, welcome to the forums Necromancer; it is always good to see a new player, especially one who can piece a paragraph together. Your game idea is very interesting and well written; I hope it doesn't go to waste... I'm certainly up for this game I just need to think up a good character concept, it seems simple enough but would you mind explaining the Mage Mentor; I'm guessing that it is a Watcher. Anyway... welcome to the forums again, I'll get to work on my main character for now.



  •  2/26/2006 12:33:32 AM 768768 in reply to 768759

    Re: The Jewels of Life

    Cool I would like to join this.  It sounds very interesting.  Oh and also welcome to the forums.  I will begin to work on the character tomorow because right now it is really late and I should be getting to sleep.
    Name:  Jeremy Larson
    Age: 19
    Description:  Jeremy is about 6'1''.  He is rather scronny.  He has brown eyes and brown hair. His is about to his shoulders and is tied back in a pony tail to keep it out of his eyes.  He carries a bow and arrow around with him everywhere with him. The only times he does not have his bow is when he is at school or going to work.  He has brown eyes and brown hair.  His cloths are normaly a pair of jeans a shirt and a jacket.
    Personality:  Jeremy is one of the few people that still belive in honor and the being a gentleman.  He normaly puts others before himself.  He is very caring even if he is very quite until you get to know him.  He loves video games because he thinks that life as it is, is very boreing because nothing exciting ever happens.  Life in this time had no cool adventures to go on nothing new to explore this is why he thinks life is boreing.  He thinks that useing a bow is much more honorable than a gun because with a gun you are not useing your own strength to use it, but with a bow it is all based on your strength.
    Background: Every since Jeremy was really young he has been playing and practiceing with his bow just because it was something that seemed to entertain him a lot.  He was always into myths and legends.  As he grew up he was always hopeing for something to happen to make life exciteing.  Because he watched so much anime he was just hopeing that something like that would happen.  Right now in his life he has a job teaching others at the local archery grounds how to use a bow.  He also goes to school and is in the archery club at his school.  He has gotten very good at useing a bow because he has been around it for so long. 
    Weapon you will use:  Bow 
    Element: Ice
    Other: 

     

    Gaurdian
    Name:
      Orson
    Age: 200 
    Description:  Orson is about 5'5''.  He has short white hair and has his katana at his side.  He wears light blue and white robes.  He looks to be only in his 20s. 
    Personality:  Orson does not talk all that often.  There are a few people he actually talks to.  He is a really hard worker and always tries his best even if the odds are against him and most of the times luck favors him and he gets through the strugles.  He is smart and is always looking to learn something new.  He is able to fight when needed, but he prefers to be the one that will jump in if the other people are strugling.
    Background:  Orson is really young for being in the possion he is in now.  Many of the other watchers call him a genius for getting to were he is at a young age.  He is really good at useing his ice in combo with his sword.  He was really young when he first began to actually use his element.  He is also rather skilled with his sword he practiced all the time.  When he was 100 he finaly was able to use his sword and element together.  He would use the sword to swing at someone and then fire off a line of ice to project off the sword. 
    Weapon: a katana
    Element: ice


    A life, heh who needs one, I got it all here in RPing and video games.
  •  2/26/2006 1:00:27 AM 768771 in reply to 768759

    Re: The Jewels of Life

    Name: Quaid Terrell (Nick named "Blitzkrieg" in the underground street bike racing world)

    Age: 23

    Description: Short and slight of build Quaid stands at five foot five without shoes, his compact frame is tough with wiry muscle. His piercing blue eyes are set off by his short spiked hair that he dyes a vibrant blue. His outfit changes often but he is almost never without his black leather racing jacket.

    Personality: Quaid is generally honest and straight-forward in his dealings, people who know him recognize him for his courage and pugnacity. He is characterized by his metal and moral strength that enables him to venture into the unknown and persevere in the face of danger. He is not known for displaying fear and shows confidence in his actions which he pursues with resolution and tenacity. He faces danger without flinching or retreating as he fights for his principles with a dogged persistence that is unwilling to admit defeat. If nothing else it can be said that he has guts and that he thrives on challenge.

    He has an assertive, flamboyant personality that is always commanding attention; he is in a sense a giant ego. He enjoys nothing more than winning and being the best in everything he pursues, there is nothing more exhilarating to him than winning and he never backs down from a chance to show off as he seeks to be the center of attention. It is because of this that he tends to have a spiteful side to him, when angered he could feasibly go to almost any extreme necessary to get revenge physically or emotionally. Fortunately his spite is fleeting and will most often be at the moment of the anger as he is not prone to carrying grudges.

    Background: Ever since Quaid was a child he’s had one love, adrenaline and his favorite pusher of his drug was the thrill of speed. Born to a low income inner city family Quaid had to work hard for his first motorcycle but that made it all the sweeter when he reached his goal. He had his first taste of greatness when he joined a ring of illegal street racers and managed to fight his way to the top and is now recognized as the fastest thing on wheels in the entire state; he plans on going nation wide next…

    Weapon: Quaid's preferred means of self defense is a 100k Volt Stun Baton he took off a rent a cop, however due to his dangerous surroundings he has learned how to use hand guns and is good with a knife.

    Element: Lightning

    Other:

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

    Name: Tama

    Age: Looks to be in her mid twenties; actual age unknown.

    Description: http://img142.imageshack.us/img142/407/tama1jp.jpg

    Personality: Tama is usually talkative, energetic, and spunky but she has a serious professional side to her and knows when it is time to get down to business. She is genuinely caring and tries to help everyone she can but she has a short temper. Fortunately her anger is like a bolt of lightning, one bright flash and it’s gone.

    Background: Tama comes off as young and certainly looks it yet she has been around just as long as the other six watchers. She was heartbroken to see a student fall to necromancy and still believes it is in there power to save him from himself, she believes that the ancient prophecy is the key to the necromancer’s redemption, that by saving the necromancer the non-users will fulfill the prophecy and save the galaxies.

    Weapon: Tama dislikes using weapons and relies more on her powers for defense, she can however use a bow and is a masterful marksmen.

    Element: Lightning

    Other:

  •  2/26/2006 9:03:05 AM 768786 in reply to 768759

    Re: The Jewels of Life

    Your character is accepted Twitch. Thank you for joining up.

    I suppose that would be a good subject to clear up. The Mage Mentors ARE Watchers, in fact, I suppose you can consider them the "Generals" of the Warchers. There are seven of them and each one watches over a separate element. You could also consider them as the head "professors" of the Academy which resides on the Isle of Rifts. Each one was solemnly in charge of certain students, depending on what element the group was. If the students were from the fire planet that the fire Mentor trained and looked out for them.

    As for the weapons....you can make manifestations from your elemental powers later on, just so long as it isn't overdone. Regular weapons are just as good, as well.

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

    Okay, here is the Main Watcher, Evil Person and my character. Just for basic info...Vladir is, in term, the Headmaster of all the Watchers. His solemn job was to make sure peace remained upon the Isle and to take over when an emergency arised. However, he has taken over for the fire Mentor, since his mysterious disappearance.

    I will post the Evil character and my Main Character later. Just so you know...I call fire!

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

    Name: Vladir Whitestripe

    Age:

    Somewhere around 10,000. However, he claims to be younger.

    Description: Not sure if I can do this, but I'll try anyway.

    http://us.a2.yahoofs.com/groups/g_15099647/7057/__sr_/83ee.jpg?grwAiAEB0aZGr5t5


    Personality:

    Vladir is what most people would call crude. He's grumpy, argumentive, and becomes irritated quite easily. He's fairly scornful and usually doesn't tolerate failure, but he recognizes that the Watcher Students can't always do everything right. Despite his outer appearance, he actually has a heart of gold and cares greatly for his students, but he typically conceals that fact as much as possible.

    Background:

    Like the other Watchers on the Isle, he is one of the oldest beings on the Isle of Rifts. He was created by the spirits to be the head of the Watchers and has been so for thousands of years. He was incredibly haunted when the Necromancer declared his domination of the Realms and it still sits within his mind. The Necromancer had actually been his favorite student at the academy, before he became the sworn enemy. He believes that there is a way to save The Necromancer, but it unsure of how to do it. He has resorted to the ancient propheecy with a certain sorrow, for he knows that he may run out of time to figure a way out.

    Weapons:

    Vladir doesn't carry weapons, but he does have a fighting staff that has been locked in his closet for generations.

    Element:

    Everything, however, he has a fondness for Fire
    Other:

    He has been known to occasionly fall asleep on the job. Some people refer to him as Whitesie...he despises that name.

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

    Name: Vrez Malcone, AKA, The Necromancer

    Age: Around 317

    Description: http://us.a2.yahoofs.com/groups/g_15099647/7057/__sr_/cf30.jpg?grwAiAEBSLIjK_v3

    Personality:

    He is what people would consider completely evil. He’s cold, emotionless, and is completely devoid of mercy. He had once been a kind and generous young man who was curious about his surroundings, but that was before the dark art shrouded his soul. Now he seeks nothing more then to crush all opposition and control everything.

    Background:

    Vrez was once a normal young boy from the planet of Gairon. He had always wanted to become a Watcher and spent almost every waking moment reading books and studying early stages of the elements. He was almost never outside and became very seclusive during his early years and it continued on long after his acceptance into the Watcher Academy. When he finally became a student at the young age of 13, he already showed signs of extreme talent in the elemental magic. Unlike most students, he could somewhat control each of the seven elemental powers, which was extraordinarily rare.

    In four short years, he had managed to master everything that the academy could possibly teach him. He was considered to be the greatest Watcher to have appeared and was rumored to be even better then the headmaster himself. However, Vrez’s greediness for knowledge drove him on and he continued to study within the boundless library that the academy housed. Weeks passed and Vrez’s frustration grew, as his search proved pointless and with a shriek of anger, he used his power and caused a part of the wall to crumble in. At that moment, a sealed-in entranceway was uncovered and with his curiosity prodding him on, he ventured in to stumble upon an ancient forbidden art…Necromancy.

    He had finally found a subject that he had not yet studied and almost immediately he began to read the scrolls that he found there. Over the next few weeks he secretly studied and practiced the spells that the texts contained and he soon realized the power the he wielded. He began to change…his calm face turned into a constant sneer, his curious aura was replaced with one of complete loathing and his attitude toward other changed. Then one day, out of nowhere, he disappeared, not to be seen again until three hundred years later…with a large undead army behind him.

    Weapon:

    He carries a dark brown staff that is topped with an orb that constantly shines an eerie blood red.

    Element: Necromancy

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

    Name: Sophia Newhart

    Age: 17

    Physical Description: http://us.a2.yahoofs.com/groups/g_15099647/7057/__sr_/6d1a.jpg?grwAiAEBW2Bec1xi


    Personality:

    Sophia is very much a tomboy. She can be very cold and hates to rely on anybody except herself. She is also somewhat of a loner, mostly because of the way she grew up. She’s very persistent and refuses to give up on anything she sets her mind to doing.

    Background:

    For as long as Sophia could remember, she had lived within a poor orphanage in the slums of New York City. She had never known her parents, as many of the children there, however it never seemed to bother her as much as one would think. She simply lived her life day by day within the miserable house that served as their dwelling. During her young childhood, she was constantly teased and pushed around by the other children there and would often dream of her future adopters, but that dream would never come true. Over the years, people came and went; yet she was never one of them. She suffered greatly as kids that had hounded her were brought back to a loving home, as she stood there and watched with saddened eyes.

    Once she had turned 15, she had given up all hope of ever being adopted. She knew that many people would not be interested in a teenager, so she decided to try her hand at another fate…as a street orchid. She left the small orphanage to test her luck out on the mean streets of New York; however, there were few opportunities out there and she eventually fell in with a bad crowd. A small gang called The Scorpions had recruited her and that began to life of crime. Over the next two years, she had grown quite a reputation within parts of the city and she had been confined in jail at least three times. She had become proficient in the art of lock picking and had grown a very slick hand. She had come accustomed to crime and always attempted something illegal whenever she felt she could get away with it.

    Weapon she will use: A sword of fire she creates from spirits around her.

    Element: Fire

    Other:

    She has a rather large tattoo of a scorpion on her back, a trademark of the gang she is in. She also becomes extremely irritated if people talk about family around her.

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

    Sorry, if my explanation of the Watchers was alittle rusty. I have a bit of trouble explaining things in a broad sense. If you could possibly present a more specific question, I'd be of more help.




  •  2/26/2006 2:29:16 PM 768799 in reply to 768786

    Re: The Jewels of Life

    Welcome to the forums.  I'm still a little shaky on some of the details, but this seems like an overall good idea.  My understanding is that our main character is from the planet of the element we choose, and is a Controller under the tutelage of the Mage Master we create.  I'll start work on my characters soon.

    Name: Kirin Whyrst

    Personality: A very amiable person, Kirin is always ready to meet you with a smile and a firm handshake.  He has a tendency to be a bit overszealous when he meets someone new, and as a result doesn't have too many friends.  Also, due to his incredibly lighthearted nature, Kirin has difficulty knowing when its time to be serious.  The only time he ever seems truly focused is when he has his swallow in his hands.

    Background: Kirin grew up in a small town that time had forgotten.  This village raised the greatest weapons masters the world had ever seen.  Kirin's father was a master polearm fighter, and raised his family accordingly.  Kirin, along with his younger sister, learned to master every polearm their father placed in front of them.  Kirin fell in love with the swallow around age 15 and forsook all other training to become a true master of this graceful weapon.  One day, a man entered the town claiming he could defeat any of the masters there.  The adults of the town laughed at this fool, and Kirin's father sent his daughter out to teach the man a lesson.  She soundly defeated him, triping the man with the butt of her spear quickly and disarming him.  The man threw dust in her eyes, causing her to drop her spear in suprise.  The man quickly grabbed his sword again and stabbed her through the throat.  Upon seeing this, Kirin grabbed his swallow, charged at the man, and cleaved one of his arms off.  Kirin then proceeded to mutilate the man's body, slowly killing him and leaving nothing but a battered, bloody, and barely-recognizable corpse.  This event gave Kirin an overprotective nature, and a great fear of what he is capable of when provoked.

    Weapon: Swallow (anyone played Chrono Cross?  Serge's weapon.  If you haven't, its a long pole with short blades on either end.  Google image Chrono Cross and you should get the idea)

    Element: Water

    Other: Kirin wears the spearhead from his sisters weapon around his neck on a chain.  He wears a green shirt and loose-fitting leather pants.  He has a buckler on each hand, and wears gloves with the fingers cut off of them, to help him hold his swallow better.

    Mage Master

    Name: Vork Chitlith

    Age: 9100

    Description: Short, thin, old looking, bald.  You're basic buddhist monk type person.  A thin gray moustache is the only proof that he ever was capable of growing hair

    Personality: Again, the perfect monk.  Always speaking in riddles, answering questions with questions, etc.  He is a lighthearted person, but is very dedicated to his work and can be quite frightening in his sterness when discussing something he feels is important.

    Background: Vork had little dealing with the Necromancer during his time at the academy.  In fact, he spent the majority of his time then meditating.  Vork feels that he could have done something had he taken a more active role in the young man's tutelage, and as a result is much more engaged now.  He believes that in order for the Necromancer to be saved, he must save himself.  He feels that it is up to him and those under his teaching to lead him to that realization and desire.

    Weapon: two tonfa.  Will extend the length of said tonfa using water, or use them like wrist guns to fire a water cannon at his foes.

    Element: Water

     


    Avatar a product of the amazing webcomic-year one. yearone.spiderspawn.com
  •  2/26/2006 3:10:52 PM 768808 in reply to 768799

    Re: The Jewels of Life

    Your main character is from earth, you are a non-user; one of the seven from the prophecy.
  •  2/26/2006 3:30:33 PM 768811 in reply to 768808

    Re: The Jewels of Life

    Oooooooh.  Gotcha.  So, wait.  Are we starting on Earth alone, together, or in the watchers place?  Ya know what?  I'll just make my backstory and hope I figure it out
    Avatar a product of the amazing webcomic-year one. yearone.spiderspawn.com
  •  2/26/2006 4:28:01 PM 768814 in reply to 768759

    Re: The Jewels of Life

    When the game first starts, The Mentors will be on the Isle of Rifts and the players will be on Earth, just living their normal lives. Then later on, the players will be magically transported to the Isle by the Mentors and then the story will move on from there.
  •  2/27/2006 4:50:04 PM 768872 in reply to 768759

    Re: The Jewels of Life

    I should make a character for this, since it looks interesting.  Welcome to the site.

    Name: Arsal Halis

    Age: 19

    Description:

    Arsal is of Muslim heritage, with an olive skin tone marked by a great deal of time spent in the sun and sand, his face arms, legs and body marked by wear from the desert.  His face contains no marks, however, and his piercing grey eyes hold the truth of the harsh desert, his six foot three inch body holding the tightly knit muscles for the duty of the harsh environment, to fight.  Black hair, tied in a braid falls down to his shoulders, although untied it may be far longer, and his typical clothing are light body clothing which is loose enough for movement but not tight enough to affect Arsal's martial combat.  Typically he wears browns and yellows, oranges occasionally, clothing that suits the desert he lives in and has fought in.  However, there is always a long blade at his waist, a symbol of both his position and his job, a swordsmaster trained by his master - a handle adorned by a symbol for the hawk, the bird which represents his own nature.

    Personality:

    Arsal is a result of his past, grown partially distant because of the days of work in the harsh desert combined with the hard nature of the desert itself, one who lives forever amongst the sands must either thrive in spite of them, or just barely survive: Arsal thrives, and has never been merely a survivor.  A warrior is what he is, his honor code and belief system make him what he is, his belief that the strong must help those who are not strong, and that those who are the strong must adhere to the code of honor, rather than merely be a killer and a murderer.  Arsal believes that he is the blade of the annointed, the one who shall bring justice and help, and finds great honor in aiding others.  He not above violence to condone his means, and his deep sense of loyalty will cause him to slay those who would go against his master - the mighty swordsman who taught him his trade, and his family and friends need fear no betrayal, as that would break Astral inside.  Pride and Honor are important to him, a slight to either could cause as much damage as a lethal blow, and Arsal knows that life without either is no life at all.  He is born of the warrior's path, and is a hawk, a predator, who though loyal is very dangerous - he is a weapon who in the wrong hands would kill mercilessly.

    Typically Arsal is somewhat aloof and cold, somewhat outside of most normal conversations.  He stays solitary when he doesn't have to sometimes, and yet he is able to observe and interact with society like anyone else, for although he may not be the most social of beings, he does have some rather small social skills.  At the same time, he doesn't exercise these skills often and prefers to be alone over being with other people, though he does sometimes accept the necessity of other people sometimes, and when he does have to work in groups with other people he tends to be the person who will do what helps the group, even at the expense of his own safety, taking risks is something he is quite able to do.

    Background:

    Arsal grew up in a harsh town in Iran, where his father and grandfather worked with him in the fields to break out a meager existence.  The small crops that they could grow would barely allow the family substenance, but they did allow his family to survive, the most important thing in life, to hold on.  As such Arsal was not used to luxury, he worked in harsh conditions and thrived in them, even to the point where he enjoyed the strenuous days and cold cutting nights of his home, where heat changed to chill on a daily basis.  It was a fairly uneventful but substancial life, where he had something to strive for, to help his family survive, and to one-day have a family of his own, and would have probably had one had his family not been killed by a guerrilla group bent on terrorism, where he only survived by the actions of his soon-to-be master, Master Swordsman Ersil, whom cut down the murderers and saved Arsal.

    Arsal's cried over the fallen bodies of his mother and father, of his grandfather and grandmother, and it was then that he gained a warrior's spirit, he swore in his own blood that he would not let something like this happen again, and was taken by Ersil to go where he trained, deep in the desert.  The two of them, the only people for miles, trained in the wilderness itself, on the cliffs and sands where he learned the styles of combat with both his blade and martial abilities.  Ersil was like a father to Arsal, and helped him through the hard times of dealing with the loss of his family, and the old swordsman taught him the things that Arsal considered to be the most important in life, the ideals of honor, integrity, and the way of the Warrior.  Until Ersil too died, and Arsal was released to the world once again, the ashes of his Master being scattered among the sands of their home.  Since Ersil died recently, Arsal has only recently left his desert home to the city, where he shall find vegeance for his family's death, through the slaying of those who still lived of the group who killed his family.

    Weapon you will use:

    We'll go with a traditional Middle Eastern Weapon, some form of Scimitar curved blade.  Possibly the weapon created from the Wind, especially if it suits the purposes of Arsal, considering his own training.

    Element: Wind

    ---------

    Name:
    Ingren Orion

    Age: 10,000

    Description:

    Ingren looks as though he were a man of about 47, an older white haired man who seems just as spry as he was when he was younger.  He wears robes of grey and white, with a symbol of a leaf embroidered on the tunic itself.  His eyes are a cold sky blue, and his face carries scars from his many spell casting expierments with the wind.  His body, however, has sinewy muscles which are much stronger than he may appear, and he as much of the youthful strength that any of the other Mage Mentors have, he only decided to look older in order to appear wiser and be more realistic about his true age, even if it is far off the mark.

    Personality:

    Ingren is as cold as the cutting wind of the North, as soothing as the gentle wind of the West, as hot and burning as the winds of the South, and as cooling as the winds to the East.  He is both the gift to the early travelers as well as the destructive hurrican that destroys many lives, and he is much like that in temperment, able to change according to his desires, from good to destructive.  Ingren, is the wind, somewhat fickle, but he is very good and protects far more than he destroys, having a kind albeit fierce heart, and is willing to die for his beliefs - loyal and strong.

    Background:

    Of all the watchers, Ingren is probably the funniest.  He was formed out of the energies to guard the rift, and he has done that excellently, and was probably the first of the guardians to crack a joke.  His nature implies that he believes that the Necromancer could be turned, but alas he also realizes that he will not to be the one to do it, and as such has respected that any student of his must be the one to save the man.  If they cannot do it... Ingren does not know what shall happen.  His own life is nothing compared to the damage that the Necromancer could commit, and as such he would die trying to stop him.

    Weapon you will use: Ingren is known for using a whip and sword combination, created solely of the wind.

    Element: Wind


    "... if it had to perish twice,
    I think I know enough of hate
    To say that for Destruction Ice is also great
    And would suffice."
    - Robert Frost
  •  2/27/2006 7:04:26 PM 768882 in reply to 768759

    Re: The Jewels of Life

    Your character is accepted. Once the others finish their sign-ups, I will only need two more players, before we can officially start. So...sign up people!
  •  3/9/2006 11:26:36 PM 769696 in reply to 768882

    Re: The Jewels of Life

    Come on people, this one looks really cool; sign up, make characters and let's play!
  •  3/18/2006 5:06:18 AM 770569 in reply to 769696

    Re: The Jewels of Life

    well, what elements are left?


    A Good Deed is its own reward.
    That, and getting to go to heaven.
  •  3/18/2006 1:14:34 PM 770626 in reply to 770569

    Re: The Jewels of Life

    Earth and Nature.
  •  3/19/2006 12:39:47 PM 770695 in reply to 770626

    Re: The Jewels of Life

    Here goes, my first draft for a character:

    Name: Keris Rain
    Age: 21
    Description: Tall and skinny, Keris stands 6'3'' and weighs around 140lbs. He normally follows his own style with little fashion sense and questionable hairstyles. His left ear has four piercings, a ring and a stud on the lobe, and two rings at the top. His hair is brown, and one eye is blue, while the other is green. He favours blues and greens with his clothes, and looks smart while still being able to move freely. His staff is on a strap over his shoulder, and his handgun is in a holster on his hip. A tattoo of a Pegasus is on his right upper arm, while a dragon wraps itself around his left upper arm.
    Personality: Keris may seem aloof to some, as his upbringing was in luxury. Nevertheless he has a well-placed sense of right and wrong, although not committed to do anything about injustices he sees or hears bout unless they directly affect him. He spends most of his free time either on his computer playing through an endless selection of RPG's or practicing various traditional fighting techniques.
    Background: Keris was born to wealthy parents in
    England. He had a sheltered upbringing with personal tutors and private schools. A he grew up, he readily absorbed the information his tutors dispatched, yet harboured a rebellious spirit. He readily participated in sports, emphasising on traditional fighting techniques like Martial Arts and Kendo. At the age of 19, he moved out of his parents Estate and attempted to make his own way in the world. He is currently a student and does not work, living off the money his parents had given him so he can concentrate on his studies.
    Weapon: usually a staff of yew, but occasionally a handgun if there is no other option.
    Element: Nature
    Other:

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

     

    Name: Imhol
    Age: 8,700
    Description: About 5'7'' high with long brown, streaked with grey, tied back in a ponytail, Imhol looks to be in late middle age with a face that people would instantly like, he wears loose green/brown robes and carries a stout staff of oak
    Personality: Imhol is like the element he represents, slow yet incredibly strong. Although at most times he is friendly and slow to take offence or to anger, he uses his powers with deadly power when he is finally brought into action.
    Background: One of the elder Watchers, Imhol watched with pity the coming of the Necromancer. He always felt that the boy, while at the academy, was missing the acceptance of who he was, and without this acceptance, he could not be at peace. Imhol believes that with the coming of the prophesy, the Necromancer will be redeemed and become at peace with himself, and will help protect the rift for the rest of his lifetime.
    Weapon: Oaken staff
    Element: Nature
    Other:

     

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

     

    This is my first try for the characters; I'll probably go into more detail about their personalities and background later.


    A Good Deed is its own reward.
    That, and getting to go to heaven.
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