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Posted: Thu Jun 22, 2006 7:18 pm
Table of Contents Post One- You are here. Post Two- Introduction. Post Three- Rules. Post Four- Character Types and Application. Post Five- Worlds. (Reference Post.) Post Six- Summary. Post Seven- Updates and Announcements. Post Eight- Accepted Bios. (Coming soon, with any luck!)
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Posted: Thu Jun 22, 2006 7:19 pm
Introduction Welcome to Midgard, land of humans. In this desolate land of ice and sleet, great battles have been fought.
They say desperate times call for desperate measures. Never before have times been more desperate. Since the beginning of time, the Gods and the humans have fought against the Giants. It is fate that the Giants shall win. In the end, evil will triumph. But, still, the Gods favor never wanes. The warriors never lay down their swords. Why fight when the cause is hopeless?
Hovering over Midgard is the land of the gods; the world known as Asgard. It is within Asgard that the only means of salvation can be found. In the home of Odin, king of gods and master of the sky, there rests a great hall of heroes--Valhalla. To die as a hero grants one entrance to Valhalla and eternal recognition as a hero.
To be a hero, one must fight bravely. One must scoff at the prospect of death.
Seeking a hero's death and a place in Valhalla, warriors have continued their battle for centuries. Now, however, the resistance is weakening. The Giants are growing in power. More and more are dissenting, joining the ranks of the Giants. The methods of evil have grown increasingly brutal. Neutral servants of Hela roam through Midgard, aiding neither side but leaving trails of chaos.
The first sign of the apocalypse has already come to pass: Fimbulvetr, the winter of winters. This great winter will span three years without the relief of summer. Already, a year has passed since the sun has shone with full force. The land is dying, and the end draws nearer by the second.
But what is the end?
Ragnarok. The twilight of the gods; the doom of the powers. The last great battle between gods and Giants. It will lead to the destruction of everything.
Now, every creature with the will to fight for the cause of good must do so. The Giants must be stopped; at any cost, the final battle must be delayed. Gather courage. Gather strength. Seek the aid of gods or past men. Summon your every inner resource to fight against fate. And then, perhaps, a few more years will pass before the inevitable twilight.
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Posted: Thu Jun 22, 2006 7:21 pm
Rules Obey my rules or be beat by my broom.
-*- BE LITERATE! But that's a given. And technically, using all caps like that made me look pretty n00bish. Minus three respect points for Hana.
-*-Post novel-style. No duh.
-*- No teensy, tiny posts. I typed the whole setting, classes, and intro, and I'm brain dead! I think you can manage a couple of paragraphs, please.
-*- No godmodding. Again, you wouldn't be here if you didn't know this one.
-*- No cybering. Talk about gross! Romance is alright.
-*- No killing other characters without their permission. That's godmodding as well, but just in case, it gets it's own number "~*~" thingie. I like seeing all the pretty red font.
-*-OoC should be in {} [] (()) or labeled "OoC:." There should be no excessive use of OoC.
-*- No quotes! I hate them. Ok, so that's a given, too...
-*-Questions? Comments? Concerns? Feel free to PM me.
-*- PM all applications. Post them, and you will not get accepted. Wait for acceptance before you post.
-*- New notices are in the 'Updates and Announcements' section.
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Posted: Thu Jun 22, 2006 7:25 pm
Character Stuff
Note: Gods and Giants will be NPCs. If you're interested in taking a god, please ask for one! Giants are basically monsters (for the sake of this roleplay), and I can probably manage posting for those.
If you want a god to NPC, you just need to write a quick physical description and personality thing. I've taken enough liberties here that as long as you stay close enough to the gods' element/emotion/thing, it'll be cool. Gods come in to steer the plot, and I'll either PM you when your god is necessary, or you can do something plot-changing of your own accord. Just tell me first, ok?
God List
Odin God of the sky, king of the gods. Rules over knowledge. Has two birds on his shoulders. Wise, dark, troubled, etc. Frigg Odin's wife, goddess of fertility. Think Hera but nice. Freya Goddess of love. Sweet. Think Aphrodite but less ditzy/cruel/malicious. Thor God of Thunder. Has a hammer, iron gloves, and a strength belt. He's the ultimate warrior guy. Hela Sometimes translated as 'Hel.' Goddess of the dead--freaky with putrid flesh. Sinister and self-serving. Rules over necromancers. Loki God of fire--a trickster. Think 'class clown' but deadly. He has a cruel sense of humor and doesn't care much for others. Heimdall Watcher god. He watches the bridge between the worlds. Silent, strong, etc. Tyr Son of Odin. God of valor and heroic stuff. He's generally very brave--a real warrior. (Trivia time! In modern times, he's often used as a symbol for warriors and bravery and stuff. Cool, huh?)
Character Races Light Elves: Light elves are the classics of the elf race. With pale skin, blue or green eyes, and pointed ears, they are rather lovely creatures. Much like humans, light elves can train with different weapons, but humans tend to have higher physical offense and defense. As archers, these elves are especially effective, considering their excellent hearing and eyesight--rivaling a hawk's. They are very quick on their feet, making them able to dodge attacks quite well. Light elves are also excellent spellcasters with proper training, but they cannot be both spell-caster and warrior.
Pros: Speed, good eyesight, good hearing, best with long-range weapons, good long-range spellcasters (see above) Cons: Lower offense in close-range combat, low defense
Limit: Unlimited.
Dark Elves Dark elves are the mysterious elf race. Their skin tends to be a gray hue, and their eyes range in color from deep reds, dark blues, blacks, and dark greens. Physically, dark elves are much more powerful than their light counterparts, but their eyesight is far worse. While light elves excel in archery, dark elves are best with close-range fighting--whether it be with a sword or simply their fists. Their strength and defense are still lower than humans, but their amazing speed more than balances it. They are also adept in spell-casting when trained in that art, but a spell-casting elf cannot fight physically.
Pros: Good offense and defense, best with close-range weapons, speed, good close-range spellcasters (see above) Cons: Lower defense and offense than humans, worse eyesight than light elves
Limit: Unlimited.
Dwarves Dwarves are the strongest of the races, and they have the ability to use the heaviest, strongest of weapons. Unfortunately, their slight stature and rather...burly builds restrict their movements. As a result, the fastest dwarves have about a third of the speed of even the slowest humans, but their strength is greater than even the greatest human warrior. They are, however, more adept at hiding and much more atuned to the earth, in general. Dwarves have the ability to wield slight earth-based magic, taught more from experience/natural affinity than elves' learned spells.
Pros: Highest offense and defense, slight magical skills, can use any big (as in crazy-huge) weapons. Cons: Slow to the extreme, very weak against water magic (just 'cause).
Limit: Unlimited.
Humans Humans have the greatest variety of the races. A human has a much higher capacity to fight physically than any elf, but their speed is much less. In comparison to humans, elves are rather fragile, but even the quickest human appears sloth-like beside an elf. Humans are the second best built race for physical fighting after dwarves.
Pros: Strength, defense Cons: No magic skills, slower than elves
Limit: Unlimited.
Halfbreeds: Human/Elf Containing the traits of both their parents, these are a very potent race. These forms of halfbreeds are humans spliced with elf genes. A halfbreed child gains only specific traits from each parent. They may be physically weaker than a human and slower than an elf, but they are stronger than the average elf and faster than the average human. Half-elves may also inherit elf magic abilities and can use both magic and physical attacks.
Pros: Able to use magic and physical attacks, medium speed, medium offense and defense Cons: Traits are worse than fullbloods (see above for explanation)
Limit: 4 Spots Left.
Halfbreed: Light elf/Dark elf These are a very rare sight indeed, considering that the two races do not tend to interact. Still, they do exist. These halfbreeds can look like either parent; some have dark skin and light eyes or vice versa. A light/dark elf child is physically more powerful than a light elf but weaker than a dark elf. They are just as quick as any fullblood because both elf races are of equal speed. Light/dark elves can use both long and close range weapons. They also have the option of becoming spellcasters, allowing them to cast a spell well close up or from a distance.
Pros: Medium offense and defense, speed, able to use short- and long-range attacks Cons: Traits worse than fullbloods (see above)
Limit: 3 Spots Left.
Valkyries: The healing class. These maidens serve Odin, sorting the dead on the battlefield by separating the heroes from the rest and leading them to Valhalla. They tend to the wounded and dying. Valkyries possess only the slightest physical strength, relying instead on their healing skills to provide support during battle. Their defense is also significantly lower than the other races. They are quick, which is especially important when a valkyrie is confronted alone. Some valkyries do have the power to cast various light (holy) spells, but these are of an entirely different strength than elemental spells and can be quite taxing to use. A valkyrie's power is structured to be used primarily for healing; the use of light magic requires a reworking of inner powers. While they are human, the differences between a valkyrie and regular human are so apparent that they are usually considered a different race.
Pros: Healers, speed, light magic Cons: Low defense, very low offense
Limit: 2 Spots Left.
Necromancer: The summoning race. Necromancers hold the somewhat morbid talent of calling forth and commanding dead creatures. Like valkyries, they are human, but their extreme differences group them otherwise. They can have children with human or valkyries, being human themselves, but most necromancy traits, like valkyrie's, are not hereditary. Their skin is extremely pale. Oftentimes necromancers serve Hela, goddess of the dead and have their own agenda outside the Giant/god war. They have the power to reanimate corpses–although without a soul or any form of free thought. They may also summon a dead spirit. Necromancers are physically weak, but the 'bodyguards' they summon can protect them.
Pros: Can summon creatures to do their bidding Cons: Weak, undead monsters susceptible to healing spells
Limit: 2 Spots Left.
-*-
There isn't much of a plot, yet. I'm a very make-things-up-as-you-go person. And I like hyphens, but that's irrelevant. Anyway, if necessary, I can steer the direction of the plot to make it interesting whenever necessary. But characters are key to any story.
We need a few evil characters. Evil characters, besides being fun to play as, are excellent plot devices. You can choose motives of your own, but if you're stuck, I can give you a motive.
Oh, and If no one plays the super bad guy, then I'll be forced to do it, and I'm not a very good bad guy person.
Application:
Gaia Name: {Self-explanatory.} Character Name: {Please do not use names of the main Norse gods, i.e. Odin, Freya, Frigg. You may use the names of minor gods that will not feasibly be brought up in this RP.} Age: {Late teens at least (as in 17 on up), please. Basically, we don't need 10 year old characters running around a battlefield or traveling through war-ravaged, bandit infested countryside... If you want to play a child character, ask, and I'll probably let you, anyway. It would be interesting.} Gender: {Self-explanatory.} Alignment: {Good or evil. Good supports the gods and anti-Giant efforts. Evil supports the Giants and works toward/wants the world's destruction. Necromancers may be neutral.} Race: {Choose one of the above. Please read the description of your class.} Element: {This is especially important for elf mages, but humans may have elemental weapons. Fire, water, earth, wind, poison, light, dark.} Special Powers: {Here's where you can show your creativity. No overly powerful characters, obviously. If you're stuck, just use the basic powers of your race, i.e. strength for humans, speed for elves, etc. You may have two special powers along with your basic race powers. Have fun!} Weapon(s): {Again, nothing overly-powerful. No more than two. Please be creative here, too. There are tons of weapons out there, so choose something unique. Valkyries, fullblood elf mages, and necromancers may only use staffs for spell-casting or summoning, daggers, or go unarmed; their weapons are healing, magic, or summoning respectively.} Appearance: {Type a complete description! Hair color, eye color, clothes, distinctive features, etc.} History/Personality: {These are grouped together for a reason. Your character's history should have affected their personality at least a little. If not, then describe them as a rebel. There should be enough here that I can understand your character at least vaguely. Make up an interesting past, and I'll probably accept you. Come on, be a bandit, be an innkeeper, be anything, just don't fall to cliches.}
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Posted: Thu Jun 22, 2006 7:26 pm
Worlds
{Not a necessary read, but it can be used for reference throughout the RP. If you are not at all familiar with Norse mythology, please at least look it over. In Norse mythology, there are nine worlds total. I haven't included all of them in detail to keep things simple. Also, please note that this list is compiled using the barest minimum of the mythos for clarity's sake. We're using an 'Idiot's Guide to Norse Mythology' of sorts, along with Americanized names.}
Midgard: The humans' sphere. A desolate, war-ravaged place, it serves as the stage for the great battles of good and evil. Small towns litter the area.
Bifrost is the bridge between Midgard and Asgard. The bridge is made of fire, air, and water giving it a red, blue, and green hue. It is guarded by the god Heimdal, but perhaps in these years of growing despair, there may be a way to enter the home of the gods...
Asgard: The gods' sphere. Although no battles take place within this realm, it will still be destroyed should the Ragnarok come to pass. Each of the gods has their own castle, and it is within Odin and Frigg's fortress that Valhalla exists.
Within Asgard is the plain of Idavallen. The great tree, Yggdrasil, stands here. Yggdrasil has three roots. One root winds through Asgard, one extends to the Jotunheim, and one sinks deep into the world of the dead, Nifelheim.
Jotunheim "Jotun": The Giants' sphere. Much like Asgard, no battles take place within it. It contains a great castle named Utgard.
Nifelheim: The world of the dead. It is characterized by constant cold and darkness. Eleven rivers flow from within it. Here, one can consult a dead person. Perhaps there could be some purpose in venturing within this desolate realm. . . .
Hel: The realm of the goddess of death, Hela. Necromancers often report to and from this frightening land. Hela herself is a terrifying specter; her face is half green, half corpse white.
Alfheim "Alf": Light elves hail from this lovely world. In this time of eternal winter, many elves have left their homeland to aid in the great battles in Midgard.
Svartalfheim "Svartal": This is the home of dark elves, a mysterious place. Only dark elves have ever laid eyes upon it. Like their light counterparts, many dark elves have left Svartal for Midgard.
Muspell: Home of the fire giants.
Niðavellir: Home of the dwarves. Voted most likely among Norse inhabitants to be misspelled! (No, not really.)
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Posted: Thu Jun 22, 2006 7:28 pm
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Posted: Thu Jun 22, 2006 7:30 pm
Updates and AnnouncementsThis color indicates it's new news!-*- The RP is open. Oh, and I can't count to 'eight.' The table of contents was off by one. -*- Cool names can be found at: Names. Click on Norse names, male or female.-*- There's an old ad thread in Barton OoC! Check it out!Advertising!
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Posted: Thu Jun 22, 2006 7:32 pm
Characters
*Strike-throughs signify inactive characters.Hanakami Name: Mildri Heidrun. Age: 19. Gender: Female. Alignment: Good. Race: Valkyrie(-in-training). Element: Light. Special Powers: Race Basics Mildri's light magic is particularly strong, while her healing leaves much to be desired. She is a swift runner--faster than the average valkyrie--but on the downside, she's weaker than average, too. She is sloth to use her light magic, as it can be quite draining. Her power has the unique quality of being further amplified by gems or jewels, which serve as her only weapons. Sense Due perhaps to her unusual lineage, perhaps to her close affinity to her element, Mildri has the uncanny ability to sense the dead (necromancer's constructs) from afar and can read the darkness (or light) in the auras of others. Seal Once a reanimated corpse has been sufficiently weakened, Mildri can seal its soul, so that the creature can never be forced to rise again.
Weapons: Mildri enters battle empty-handed, relying more on her light magic and healing skills than physical combat. The opal gem hanging from the circlet atop her head enriches her magical skills, helping her to cast her light spells.
Appearance: Mildri is, at best, unconventional. At worst, she's a dishevelled wreck. The lack of sun has taken its toll on her complexion, leaving her once even tan a natural medium tone (although she would much prefer a fashionable pale complexion). Red splotches--burns and frequent wounds--mar her image more often than not. She has a rather thin build, which borders on unhealthiness. For a valkyrie (especially a younger, lower ranked one) sleep is a luxury, and malnourishment is a common condition in a world plagued by hunger.
While pale hair and eyes are extremely common among Norsemen and practically universal among valkyries, Mildri is a distinct exception. She has dark black eyes that border on violet and plain black hair. It would be a lovely and unique combination if not for the fact that her straight locks are sheered into a short, face-hugging bob cut. The cut is necessary for practicality's sake, but her hair still manages to be a constant mess.
A flimsy, long-sleeved garment of black lace adorns her body, acting as an undergarment. It lands slightly above her knees. Over this initial piece of clothing, Mildri wears a pale purple dress of thick cotton. Her dress runs slightly shorter than her underdress with three-quarter sleeves; thus, her outfit appears two-layered with lace sleeves showing through from beneath cotton. Obviously, the deadly cold of this long-lasting winter has taken its toll on her wardrobe. Pale purple leggings cover her legs. Her feet sport black, thin leather boots that rise over her knees, a further security of warmth. A silver circlet rests atop her head, and the stone that falls over her forehead is a clear, pure violet amethyst, diamond in shape. Aside from her favored circlet, she also wears a black leather choker with a clear jewel that falls onto her chest. History/Personality: Mildri Heidrun was born into the worst possible of circumstances. Not only was war raging, temperatures gradually dropping, and food supplies growing scarce, she was also the child of a necromancer and a valkyrie--a most unlikely pair, as the two are natural enemies. Her parents' union would not play a huge role in her life; their deaths in battle came as both blessing and curse, freeing her from persecution but also leaving her an orphan. But, luckily for one-year-old Mildri, the gods took pity upon her, and recognizing early Valkyrie talent, she was brought to Valhalla for training.
From there, life should have grown rote and organized, but fate had other plans. Or rather, Mildri naturally attracted chaos. Her mother had been a high-ranking, model image of perfection--or so she was constantly reminded. (Speaking ill of the dead is looked down upon, so her mother's marriage was never scorned.) Mildri herself proved to be quite the opposite. Disorganized and oftentimes downright clumsy, Mildri was always terrified of working in Valhalla. More than one of the great heroes ended up with drinks spilled all over them under her service. To make matters worse, her healing was always lackluster and not as efficient as the other girls'. Her black hair marked her as a necromancer's child; black or white hair are key traits of necromancers. She should have been the primary target of every bully, but luckily, valkyries don't tend to be bullies. Instead, the older battle maidens took her under their wing--a common occurence for fledgling valkyries.
Try as she might, Mildri was never an organized person. Her quarters lay in a perpetual state of disarray. Even her emotions were (and are) chaotic. 'Calm' is a term that has always remained absent from her vocabulary. Every young valkyrie deals with their situation differently. The constant contact with death and the perpetually rushed way of life can take their toll on any psyche, especially with the picture-perfect images of their elder, high-ranked counterparts looming overhead. Mildri learned to deal, ironically, in a very human way--panic. It proved to be a healthier solution than providing herself with a demure mask like most, but it also earned her the title of 'crazy'...among other things.
It was her constant tardiness that led her to develop her running skills. Since she was always running late, sprinting between places and battles became commonplace. Years of practice actually helped hone her abilities, though not as she would have liked. Her healing skills became passable, but it was in light magic that she truly showed promise. Poor Mildri could never be quite normal.
Nevertheless, she took (and takes) her position quite seriously. From the first time she stepped foot on a battle field at fifteen, Mildri found herself at home on Midgard. Unlike the confines of Valhalla, the open fields of Midgard gave her free reign to run, fight, and heal as she saw fit. Organization was never a major issue in battle, after all. From then on, she shirked her serving and 'choosing' duties (or at least passed them on to others) in favor of healing and even fighting.
Presently, Mildri spends the vast majority of her time on Midgard. Her magic skills have improved over time, and even her healing is showing some promise. She does, however, still seem to be stuck in 'constant panic' mode--a personality trait that refuses to dull with time. But, what else is a valkyrie-in-training to do? Hanakami (I don't like her, but I might use her) Gaia Name: Hanakami. Character Name: Asta Jord. Age: 26. Gender: Female. Alignment: Ostensibly good. Race: Valkyrie. Element: Light. (Which does not, by the way, indicate goodness.) Special Powers: Race Basics Regardless of who she is, Asta has very little control over what she is. She is a high-ranking, much-revered valkyrie and exerts mastery over both her healing and light spells.
Salt Through careful manipulation of her skills, Asta has learned to reverse their effects. Instead of healing a wound, she can make it deeper; instead of treating a poison, she can make the effects stronger. While her magic is still unable to create hurt, she can work off already-present injuries and subtly make them worse. Of course, this effect can be used to bolster the strength of the undead--should the need arise. She cannot, however, kill with this talent.
Weapon(s): She carries a metal staff, silver in color. A golden vine twists up the weapon with ornamental golden wings at the top. This she uses for physical combat, being much more combat-reliant than the average valkyrie.
Appearance: Asta's appearance whispers of silent dignity. Her hair is a fashionable very pale brown, hanging just past her shoulder-blades. Beginning at the nape of her neck, a loose braid binds back what would be an otherwise unmanageable hairstyle. Her eyes are the color of old parchment--a pale, gentle brown. She has a picturesque milky complexion, made paler by the lack of sunlight. Her skin always seems to be remarkably unscathed, baring testament to her status as a well-experienced warrior.
Unlike certain fledgling valkyries, Asta is fully capable of wearing armor. Her most notable article of clothing is a form-fitting midnight blue chest plate. This piece of "armor" is actually fashioned from a scale-like material and covers her from chest to waist. A pale gray dress hides beneath this piece, slit up her legs to compensate for the calf-length. Dark blue boots of the same material as her chestplate run up to her knees, and gauntlets protect her arms. White angel-like wings made from cloth and feathers rest on her head, one on each side, like laurels; these signify her rank as valkyrie. A matching design (this one in silver) is emblazoned at the top of her chestplate.
History/Personality: Asta is the striking image of what every valkyrie wants to be. Even at birth, promise was evident in the pale-haired child. Her parents gladly gave her over to be raised in Valhalla. She was a very devout learner, humbly devoting herself to the gods and gracefully committing everything to memory--from serving wine to casting spells. Children, even valkyries, tend to be energetic, but Asta was always calm and collected.
The years passed, and Asta matured from quiet child to quiet woman. At age twelve, she was allowed to step upon the battlefield for the first time. At age thirteen, the first seeds of discontent were sowed in her psyche during a chance encounter with a group of necromancers. On a trek through a forest, she was separated from her group and came across them--two women and one man. Hiding in a tree, she listened to their conversation, and the words haunted her. The necromancers were apparently working for Jotunheim, under Hela's orders, but what Asta heard most clearly was their logic. Why fight when in the end, even Asgard would be destroyed? Why not join the winning team? And why was it that, if the gods were so wonderful, Loki was imprisoned?
Asta, who had never been able to truly quell her curiosity, could not help but follow their trains of thought. And so, she asked. The necromancers were surprised, at first, but her earnest questions eventually shattered their reservations. Slowly, carefully, every bit of their knowledge was revealed to Asta--fueled by logic, embellished by lies, birthing defiance.
For five years, Asta never breathed a word of her encounter. Gradually, however, her restlessness grew. No person is inherently evil, but there are those who are inherently questioning. Asta was one such. She served with grace, healed with kindness, and burned with impatience. Her questions she turned toward the elders and the warriors of Valhalla, but the same answers were always given. Her questions on Loki were met with shakes of the head and "you know why"s. Loki's name slowly grew synonymous with dissent in her mind. Like so many others in the war-torn world, she found solace in battle. She chose to travel alone to Midgard to let her ferocity go unremarked upon. A valkyrie was not meant to be that violent.
At age eighteen, she met Hela. No doubt the goddess of the dead was eager to meet one of the highest-ranked valkyries, who so clearly showed signs of rebellion. More than once, Asta had eavesdropped on necromancers, human and elf double-agents, and on a few occasions, even Jotuns. Despite the lives she took on the side of evil, her morbid fascination with their cause could not be quelled. More often than not, she'd listen before she destroyed. Hela sensed this, and thought it to be a worthwhile reason to visit a mortal. Asta could prove useful.
And so, a pact was made. Hela had never been on the side of good or evil, but rather on the side of death. The goddess knew that, unrestricted, Asta could not only bring death by her own hand but also provide knowledge to cause more battles, more ambushes. She did not want Asta's allegiance but rather her help; she would not make an agreement but would offer guidance toward a path best suitable for herself. Asta was not to work for Hela but rather to ally herself with evil. It was, as Hela said, the best case scenario for all of them.
Modest, stoic, gentle Asta Jord became a double agent at age nineteen. Aided by Jotuns, humans and elves, necromancers, and once or twice, even Hela herself (early on when the goddess felt the valkyrie needed a push in the right direction), her status has been kept hidden. In the times of encroaching Ragnarok, no one bothers to notice the pale-haired woman stealing secrets. ValenarrDeMirro Character Name: Koll Geirmund Age: 29 Gender: Male Alignment: Neutral Race: Necromancer Element: Death. (Darkness.) Special Powers: Along with the ability to call the dead back to a mindless, enslaved existence, he has the ability to manipulate the structure of bone, and also has the capability to see the souls of the dead, as well as possibly communicate and interact with them. Weapon(s): A kris dagger, about a foot and a half long. Appearance: Koll is slender and pale, with white hair that goes down to his hips. He wears no armor but instead a black robe with crimson runes stitched into the cuffs of the sleeves., a necklace made with small animal bones around his neck. Koll is tall for your regular necromancer, standing at about six feet and three inches, but weighs far less than he should. If he were rendered bereft of his robe, one could see his flesh plastered across his bones as if he has gone for months without proper nourishment. His eyes have been warped and change colours, going from gold, crimson, and grey at random times and in random orders, due to some strange side-effect of his practice. He wears his kris across his back with the hilt pointing to his left, and dominant side, something that usually catches attackers off-guard. The kris itself has a bone hilt, twisted up in a four-forked, flat crosspiece that seems like the bone was moulded somehow. The blade undulates side-to-side as it reaches up to its full foot-and-a-half length, coming to a point at precisely that mark. The flat of the blade has a snaking trench up it, which seems to be blackened; a stark contrast for the shining metal. History/Personality: Koll is mainly out for himself, and there are many reasons why. While Koll pays homage to Hela through his practise and in his everyday way of life, Koll found that mainly what Hela says in her teachings is to walk one's own path, and Koll is currently in the process of finding that path. He believes that necromancers should be just as respected as embalmers or undertakers, coffin builders or gravekeepers, since these responsibilities entail tasks all deal with the dead, as does necromancy. Koll is not your stereotypical necromancer. He is neither dark nor twisted, but instead seeks to find a healthy medium between good and evil, finding that both corrupt the mind over time. When Koll was young, he was actually brought forth to Hela when he was asleep, and Hela pronounced him to be possibly the greatest necromancer that ever lived. Since that day, Koll was intrigued by the art of necromancy, but he found, soon after becoming a necromancer, that Hela had decieved him, whereas others that she spoke to believed her. Koll, throwing away this belief of being grand, simply set out to find his purpose in life, using his art to keep himself alive during these times of trouble. ValenarrDeMirro Gaia Name: ValenarrDeMirro Character Name: Lorgan Steinmetz Age: 36 in human years Gender: Male Alignment: Neutral Evil (He's on the side of evil, but just for personal gain, not because he believes in it.) Race: Dwarf Element: Earth Special Powers: Race Basics: Lorgan is strong, even for a dwarf. Years of living amongst Jotuns and having to prove himself to them has made him particularly strong, and even a bit faster than some dwarves, though he isn't the fastest. Lorgan also has particularly good defenses. Jotunslayer: Years of living amongst Jotuns, and also fighting them from time to time, has made him a professional Jotunslayer. Lorgan knows many places he can strike a Jotun from his own height that can topple a Jotun with ease. The added strength that comes with this also makes slaying just about any other foe easy as well. Titanic Constitution: Being a dwarf already bestows upon him a certain amount of endurance, but Lorgan has fine-tuned this to the point of being a three-and-a-half-foot-tall titan. Lorgan can take the mightiest of blows and shake them off, it seems, and also can biologically negate the effects of poisons and even, to some extent, fatigue, as well as the effects of alcohol, which comes in handy during drinking contests. Weapon(s): Lorgan carries but one weapon. Jotunshreck is a mace, a dwarven-sized greatmace with a large, round head dotted with metal studs to give it an extra wallop. This weapon can shatter the bones of Jotuns, when he swings hard enough. It is plain and ordinary, save for the metal rod for a handle, which not only makes it insanely heavy (when in anyone else's hands), but also very sturdy. Jotunshreck is not only very sturdy but cannot be broken by any means, and is impervious to rust. Appearance: Lorgan is a stout, three-and-a-half-foot tall dwarf, with short brown hair and a long, flat brown beard that trails down his chest and onto his stomach (not a far distance), to be tied at the end with a white band. He is wide, burly, and strong, and almost is always seen with his dwarven-made chainmail. Shining plate boots, gauntlets, a breastplate, and a horned helm adorn his body normally, the horns of the helm arcing back over his head from the front, the helm itself bearing eye holes, and a plate that extends down over the nose. History/Personality: Born in a simple stonecutting family, Lorgan was raised with one ideal held in high personal regard. The winning side wasn't always right, but it was always the side to be on. Better a bad winner than a good loser. That, and profit was always the best course of action. At least, that's what he got from it. When Lorgan came of age, he toiled like a dwarf should, deep below ground, and out of the way of mortals and Midgard in general. However, Lorgan soon became bored, and, what's worse, Ragnarok started to show signs of beginning. Lorgan remembered what he thought of his father's teachings, and set his sights on Jotunheim. Despite being greeted, at first, with hostility, Lorgan proved his worth by slaying those who attacked him. Those Jotuns who survived Lorgan's wrath reconsidered their aggressive stance towards him, and listened to Lorgan's offer. He would work for Loki and his minions, aiding where he could, for the right price. After all, they would win anyways, and they seemed to lack the foresight that Lorgan was probably not a necessary tool. However, the Jotun King saw that a dwarven ally would be invaluable. After all, who would expect a diminutive being to work alongside towering Jotuns? That, and a dwarf's strength could easily match anything Valhalla could throw at them, save for the Aesir themselves. That was ten years ago. Since, Lorgan has had to prove himself to the Jotuns multiple times, succeeding in doing so each time, improving his strength with every battle against them. Granted, the work is tough, and the job rather thankless, but they pay him handsomely, and that's all that really matters. Lorgan is currently taking jobs from all comers, even though he's still working for the Jotuns. He won't care if his jobs get mixed up, either, so long as someone's willing to outbid the other employer. Yo_Landa Gaia Name: Yo_Landa Character Name: Robin Age: 18 Gender: Male Alignment: Neutral/Undecided Race: Light Elf Element: Fire Special Powers: Robin is skilled with magic, particularly fire based magic. Storm causes a rain of fireballs to fall from the sky, easily injuring many enemes at one time. However, the nature of the fire makes it difficult for the caster not to hurt allies. Flaming Arrow is a summoned weapon which looks similar to a flaming bow. Arrow materialize and let down a rapid rain of fire upon enemies. Much more accurate than the Storm, but less of an area. Weapon(s): A dark red staff, able to be shrunk Appearance: Light hair and fair complexion. About average height for an elf and usually wears long, plain, wizard's robes. History/Personality: Robin doesn't remember much of his past. He suffered from amnesia only a few weeks earlier and hasn't been able to recall much of himself other than his name. Still, he is an intelligent and creative individual, though he is often found sitting on the sidelines while others fight until his skills are necessary. He's pleasant, but not always sociable and prefers to be alone most of the time. He isn't a leader, but he contributes ideas when he has them. Robin speaks very little, but what he has to say is usually of importance. Tsukiyohei Gaia Name: Tsukiyohei Character Name: Nirav Donovan (His nickname is "Bloody Bible") Age: 18 Gender: Male Alignment: Neutral Race: Necromancer Element: Dark Special Powers: Nirav is gifted with the usual Necromancer abilities; making minions of dead corpses and such. He is not spectacular at what he does, but the man is rather decent. To further his magical prowess, several enhancing books are almost always around him. They are to be detailed in the next section.
Weapon(s): Hidden underneath all Nirav's damned robes are volumes and volumes of text. Over twenty books are underneath the fabric and they are specially made to enhance dark magic. Several are thick texts written in by various pursuers of the dark arts, others are thinner novel-like books written as fantasies by those who wanted to entertain. Though rather literally, don't trust one of Nirav's books by its cover. Each one amplifies his magic somewhat and can be used to thwack his opponents a good one. Besides that, Nirav also has a knife. A fairly small, simple, serrated knife is the necromancer's only close range defensive item. It's kept at his waist, the dark sheath blending in with his robes. A glint of silver is usually the only thing seen before dealing out a quick release to those dying.
Appearance: "Necromancer." When someone hears such a word, they imagine an old man or woman with wispy white hair crouched over a dead body and chanting spells. Eyes beady and with a demented grin on their face, the Necromancer would coo and praise the dead body.
Well, Nirav is a bit different than that. Of course, he wears the black attire suitable for a Necromancer, and he does have the slim body and pale skin that is just so typical of his status. However, these are caused by several different factors. He wears dark colors, yes, but the reason is that Nirav rather likes to keep warm, and black happens to absorb the warmth he gets. The surprisingly lithe form (By gods no! A Necromancer than can bend?!) and wan skin is from staying indoors. Yes, Nirav was a bookworm and rather liked to stay inside.
And now for the previously mentioned attire. Nirav wears rather boring black robes. They are quite old and show their age by their weathering. Scratched, torn, faded, and rather dull altogether, his clothing is something most would laugh at. The sleeves are worn and cover a bit too much of his hands; the bottom drags onto the ground slightly as he walks. But as bad as the outside looks, it's rather comfortable on the inside. Lined with soft fabrics and a hidden pockets for hiding books, it's another "Don't judge a book by its cover" situation.
Strangely vivid black hair reaches down his back, the tips ending an inch above his tailbone. The strands are tied together in a low knot, giving him an extremely feminine look. Along with deep purple eyes, it may see as though Nirav had a touch too much estrogen as a child. He has almost no jewelry, though. The only accessory that Nirav really has is a thin silver bracelet worn on his left wrist. It's nothing special, really.
Nirav really doesn't have that many distinctive markings. He has one, but it's almost never seen anyway. A thin scar runs on the left side of his collarbone to higher to his neck, a few inches off of his jugular. The mark stands out against pale flesh, slightly darker than the surrounding tissue. Fortunately, it is difficult to see it clearly due to his robes covering up most of it. A slim tip of darkened skin manages to show either way, though.
History/Personality: Nirav lead an average life. His parents were both capable warriors, his father having been an axe-wielder while his mother used a swift sword. And because they were so capable at fighting, they expected their one and only child to be strong and fast. Heck, they got him a special-made wooden training sword. Unfortunately, they got Nirav. Immediately, he gave off the interest in books and death. His morbid thoughts were met with a surprising amount of support from his parental figures, and they let him do whichever he liked. They sent him to where he could learn to advance his magic, and he eventually became a Necromancer. Pretty simple story, really.
He met a strange cat along the way, bearing a half-bitten ear and a small silver collar. The scrawny orange tabby followed him around everywhere. Apparently, he had a magnetism to this particular animal. But unfortunately, while in a battle at the age of 14, the poor cat was stabbed. Using his Necromancer abilities, he revived the cat, to find that it could no longer regain its soul or have a will of its own. Deeply saddened at the sight, Nirav allowed the cat to die once more, taking the collar and wearing it as a bracelet.
It had been a cute kitty, too.
Nirav is a rather tidy person. All the books in his robes are organized, kept clean, and updated as do his documents of paper stashed between the folds of pages in those books. By no means is he obsessive, but he rather likes order.
Perhaps because of this, he held a job for a period of time. Nirav had been, believe it or not, on a trading route. Basically, he was a package delivery boy. He would - along with five others stuck with the same profession for the futile pursuit of gold to fund their dreams that would most likely end up unfulfilled anyway - go to various cities and transfer such products as cloth and steel. The monotonous routes were made more boring by his ever so talkative companions.
It goes without saying that he didn't have this job for long. Nirav quit after his first delivery. It got him where he wanted to go, so he really didn't care for it afterwards.
At some point, Hela had contacted him. She didn't say much, besides the statement that he wasn't remarkable and that there were plenty of others stronger than him. Perhaps she said that to motivate him. Either way, that goal wasn't accomplished. Nirav simply gave her a shrug and continued on.
It's foolish to brush off a goddess. That move may bite him in the a** later on.
Nirav has a shockingly bright aura. So bright that at almost every instance, Valkyrie's tend to not tackle him and beat him with sticks as they would do to a normal Necromancer. Through not killing people and generally being pretty nice to people, Nirav maintained his goodness or something similar to that. His loyalty may be questionable, but once he respects someone, it's rather difficult to shake his opinion. He enjoys purpose, and thus he serves others.
There is a problem about being a Necromancer. They have almost no defense when there are no dead bodies around. Unfortunately, Nirav must them 'Make his own.' He does this by searching the battlefield for hopelessly dying warriors and giving them a quick death, ending the pain. He doesn't find enjoyment in killing. In fact, in battle, he withdraws from his consciousness, allowing instinct and reflexes to kick in. Fortunately, this allows him to fight pretty efficiently. Unfortunately, he regrets some things he does.
One that causes chaos and destruction is not expected to be polite. Nirav is ever so courteous, constantly using titles such as "Ma'am", "Sir", "Your Greatness", "Madame", etc. To be frank, his friendliness can be downright annoying at times. But alas, who would want to get annoyed and yell at someone that near constantly wishes to assist?
Nirav currently wanders around, trying to find something purpose. It's quite difficult to make the decision for Good or Evil, and yet it was also hard to stay neutral. Bah. Time will tell, no?
GodsHanakami Gaia Name: Hanakami. Character Name: Freya. Age: Timeless. Alignment: Good. Race: God(dess). Element: Light. Special Powers: Being a goddess comes with certain givens. All powerful-ness (or at least, virtually so) is one of them. Each god, however, has their particular fortes. Freya's specialties include healing, soothing, teleportation and enchantment through song and music. She has a bewitched coat of bird feathers, which allows her to change into a falcon. Weapon: A precious necklace of the Brisings called Brisingamen, attained through interesting means. She uses it for healing, spells, and to weave illusions. Appearance: Freya is (quite literally) the basis for Nordic beauty. Her hair is the shimmering gold shade common in folklore, paintings, and mary-sues. Braided plaits keep the hair from her face with gold thread twined into the style. The rest of her hair falls in ringlets down her back. She has a picturesque-body, a flawless white complexion, clear blue eyes, ad nauseam.
She dresses in a draped white gown that wraps around her form. Loose gold chains hang around her waist. Her feet are bare, hidden beneath the cloth of her dress. Brisingamen is clasped at her neck, and should she need it, she places her bird feather cloak over her shoulders.
History/Personality: The daughter of Njord and twin sister of Freyr, Freya is the goddess of love and all connected ideals. She became one of the gods of Asgard in the times before the creation of humanity, when, in a war between Vanir and the gods of Asgard, she and her family became hostages. Her times as prisoner have come to an end, however, and she currently resides within her own palace in Asgard, Folkvang. In Sessrumnir, Freya's equivalent of Valhalla, the goddess receives the heroic dead.
It used to be that Freya received first choice of heroes slain in battle, and all heroic women were sent to her hall. In recent times, even before the coming of Fimbulvetr and the impending Ragnarok, Freya has cast off her care of heroes in favor of other duties, dealing with the valkyries and sometimes, when the mood strikes her, even descending to Midgard and scouting the battlefields, herself.
Her personality is much what one can expect of the goddess of love; she hopes to give her love freely, but she will not be controlled. She refuses to be used as a token of the gods; rather, she goes out of her way to prove her worth as a 'real' deity. She is calm, confident, and disconcertingly kind. ValenarrDeMirro Gaia Name: ValenarrDeMirro Character Name: Tyr Age: Time does not matter to one such as he. Gender: Male Alignment: Good Race: God Element: Wind Special Powers: Being a god, almost all of Tyr's stats are boosted, so to speak. Tyr specializes primarily in combat, particularly melee combat, especially that with a sword. Tyr also has a sort of support role, inspiring bravery in his comrades and strengthening them, as well as inflicting fear in their enemies. Specific abilities dealing with wind affinity are as follows: Gale Blade: With a swift motion of his sword, Tyr can cause a column of wind to erupt forth, smacking aside opponents as if they were rag dolls. If used against a Jotun, it could potentially topple the large beast and make it easier to slay. This does no real direct damage, but obviously aids if one is being swarmed. Gale Dash: Another supportive move, this allows Tyr to move weightlessly to a destination in a very fast manner, almost as if teleporting; hardly visible. Of course an attack made during such a maneuver would take more strength than Tyr himself possesses, so he cannot attack while actually in a Gale Dash. Soul of Bravery: Almost always in effect while in combat, Tyr inspires his comrades that he fights alongside to never waver in the face of an enemy. They find their swordsarms stronger, their blades lighter, and their senses keener, while conversely foes find their swordarms less ready to strike, their weapons heavier, and their senses overwhelmed by their foes. Weapon(s): A broadsword which bears no name, nor any real decoration, but never seems to dull or break, and a round shield made of steel worn on his handless arm, his right arm. Appearance: Tyr is tall, standing at about six feet and three inches, and is of muscular build. His eyes are blue, his hair blonde and long. He normally wears a steel helm and a vest of chainmail armor, his legs clad in regular leather pants. Tyr also has a small beard and a drooping moustache. History/Personality: A son of Odin, Tyr played his most important part in history when it was time to bind Fenris. Tyr, the most courageous of all the gods, was the only one who dared to feed the giant wolf. When it came time to bind Fenris using the magical sash, Tyr was the only one willing to satisfy Fenris' request of a sort of 'insurance,' a hand placed within his mouth in case the sash was indeed too strong for him to break, as it was made from the roots of a mountain, the sound of a cat's feet, the spittle of a bird, the beard of a woman, the sinews of a bear, and the breath of a fish. Thus Gleipnir was wrapped around Fenris tightly, and unable to break free, the great wolf ripped off Tyr's right hand, leaving him left-handed from then on. He has since adapted, taking up his sword with his left hand and his shield upon his right arm, strapped there securely. Yo_Landa Gaia Name: Yo_Landa Character Name: Loki Age: Ageless Gender: Ever-changing Alignment: Neither, just wants to have a good time. Race: God Element: Fire Special Powers: Being a God, he obviously has some abilities that mortals do not. He has some increased strength and speed, but those aren't his main powers. Loki posesses the power of shapeshifting, and can change both form and gender. He controls fire, able to bend it to his will and is also fireproof. He also posesses the power of suggestion, sometimes planting an idea or two into the head of an unsuspecting victim. As well, though not a real power, he can be incredibly charming when he feels the need. A trickster at heart, he has quite a few tricks up his sleeves. Often, he uses magic spells to do his bidding. Weapon(s): Anything he steals. Alternatively, he uses magic more often than a real weapon. Appearance: A sly, wicked face with blazing eyes and flaming hair (literally: his hair is fire) are what define Loki's looks. However, this is often bound to change as he is the Master of Mischief and has changed his shape more often than once. He can often be seen with a smirk on his features before committing some mischevious act. He is thin, lanky, but good looking. He is often seen dressed in flashy attire, befitting to his status as a god and a tribute to his attention-seeking personality. History/Personality: A trickster and a mischevious fellow, Loki never skimps on having a good laugh at the expense of another. He is easygoing and hardly takes anything seriously. He also tends to abuse his powers of deciet. Over the years, Loki has given birth to many humans, animals and monsters. He has had three children with Angrboda: Jormungandr, Fenrir and Hel. However, he is also the mother of Odin's eight legged horse, Sleipnir. Loki never passes up an opportunity to mess with the life of another. He is witty, sarcastic and sometimes cruel. He cares very little for the feelings of others. He steals and decieves others and has a great time doing it. He takes nothing seriously and, to him, life is simply a game. Of all the Gods and Goddesses, he is certainly the one with the best sense of humor. He is likely also the most hated beacuse of his mis-deeds against them. His personality is firey and he regrets very little.
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Posted: Sat Jun 24, 2006 11:19 pm
The sky wept snow. The observing valkyrie had to wonder: how could something so beautiful bring death? Mildri pressed her hand to the frosted window, tracing the descent of water droplets behind the glass. It was a depressing game, watching the poor little droplets sliding to their death, but it was amusing enough to keep her attention away from her weariness and diverting enough to stave off the worry-laced thoughts insomnia brought with it.
The lamplight flickered out with a pathetic fizzle, sending the window into shadow. So much for her game. Mildri yawned defeatedly and collapsed into a chair. What energy she had left, she used to avert her gaze from her reflection in the dark window. With her short black hair as knotted as the wood beneath her and her cotton night dress rumpled from pacing, she looked about as tired as she felt. Luckily, save for a handful of drunken stragglers, the tavern was deserted of potential witnesses.
No doubt the guests had retreated to the inn upstairs, Mildri thought with an angry 'hmph'. Her mouth twisted into a bitter scowl. Rampant insomnia had instilled her with a righteous envy of anyone who could get a good night's sleep. At least she didn't have to worry about her appearance...
Her eyelids hung like lead over dark eyes with equally dark circles beneath. But today had been an especially graphic day, and whenever she dared shut her eyes... She saw blood. It wasn't as though Mildri was particularly sentimental or remorseful, quite the contrary, actually. Today's battle images just happened to be disgusting and admittedly terrifying...
Of course, that lead her right back to her former train of thought: why had a single Giant risked coming near a town? Villagers tended to be armed, and warriors were a common sight in inns and taverns. For practicality's sake, the Giants were keen to keep their battles to the open fields. Attacking a town was a risky business, only to be attempted in groups. Yet, still, early that morning a monstrous Jotun had dared attack this very town. It hadn't been a very difficult battle, and even Mildri, herself, had participated. (Just in time to see one of the traveling warriors run a dagger through the creature's eye...) Less than a quarter hour passed between the call of "Giant!" and Mildri's blood-soaked return to the inn. But the ordeal bothered her for one, glaring reason.
It meant the Jotuns were getting more reckless.
She shifted in her chair, her scowl deepening to a worried frown. The scratchy feel of the cotton dress she'd been provided served to further dampen her spirits. (Her own clothes were drying in the kitchen.) No rest tonight, it seemed, and in the morning, she had a long journey to make. The matter of this Giant worried her, and she had put off her duties at Valhalla for far too long. The relit lamp flickered once more, casting long shadows over the wooden floor.
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Posted: Sun Jun 25, 2006 6:33 am
He recalled the events of the day clearly, from his arrival after hearing the horns and bells of alarm, the cries of 'giant' and 'Jotun,' to the almost immediate slaying of the massive creature, and then to his most important decision.
To enter the actual town or not.
He stood in the destroyed section of town, the part that the Jotun had gotten to first and had managed to smash just about everything he could get close to. Some buildings simply had their rooves knocked off or were smashed in, but others were split in two, mangled, or looked as if something had detonated within.
Death, while it was a natural part of the cycle, was not something to be rejoiced about in this case. Even someone of his...profession was not joyed at these deaths. However, most of the dead that could be found intact were already given a proper burial, so he did not actually see their numbers. Who knew how many had died, save for the grave digger? It was probably not a high number, being as that it took hardly a quarter of an hour to defeat the Jotun, a feat he did not have the opportunity to witness. No, were he to be seen then, he would've been marked as an ally of the attacking Jotun.
He stood in a small clearing made by the Jotun, possibly where it fell. The villagers had probably dragged the body off or hacked it up and burned it or some gruesome thing such as that, so the clearing where the Jotun had fallen was empty. It was not a large clearing, and therefore not a large Jotun (he had heard tales of Jotuns taller than the tallest buildings). His white hair danced to the side in what little breeze there was, blowing away from its normal resting place of his hips. His eyes flashed from grey to crimson, changing randomly and with no emotional connection to the change (as often misunderstood by witnesses). The six-foot, three-inch tall necromancer took a step forward, his eyelids falling down and closing, his arms spreading wide. He could still feel it, the spirit of the Jotun, raging at his defeat.
If...if only he could speak to it. Then he could figure out why it had attacked.
Koll sighed, and shook his head. The spirit of the Jotun would rage here, attatched to its place of death, for months, possibly even years to come, as stubborn and angry as ever, before finally drifting off to Hel.
He drew his black robe around him more, the crimson runes upon the cuffs of the sleeves visible as he tucked his slender and fragile hands into his sleeves. It was time to find a place to sleep. The local inn and tavern seemed like a good start.
----------------------------------------------------
He arrived hardly even minutes later, opening the door and striding through. Whatever drunkards remained stopped at looked at him, but only for a moment, and then returned to their boisterous behavior, though it was a tad more subdued now. He strode past tables, one at which sat a particularly unhappy and unkempt-looking black-haired woman, towards the counter, where the host stood, a grimace on his lips already.
"Now, now, don't be so hasty to judge." The necromancer said. "All I need is a room for the night."
The host grimaced deeper. "Inn's full." He made a hasty attempt to get the register out of eyesight. Too late, because the necromancer had already examined it.
"Strange." The necromancer said. "Usually inns aren't considered full until every room is occupied, being as that you have three open." He smirked.
The host replaced the register and sighed. "Fine, fine. What's your name." He stated it more than asked.
"Koll. Koll Geirmund." The necromancer stated. "And I thank you." He said, withdrawing the payment for the room from behind his kris dagger that rested across his lower back. He placed the payment, the usual amount anyone else would have to pay, upon the table.
The host shook his head. "You think I'm an idiot?"
Koll held his tongue for a moment. He was about to ask if the host had actually wanted an honest answer. "Why, good sir?" Koll asked isntead.
"There's gotta be at least half more that you're holding out on me." The host said. He was no fool. If he was going to host a necromancer, then he was going to get some good money out of it.
"Very well." Koll said, paying double.
"Pleasure. Have a seat, and I'll get your room ready." The host said, scooping up the coins and leaving.
Koll shook his head, and turned around, glancing once again at the black-haired woman.
He eyed her with golden irises, his eyes having changed the moment the host had left. Slowly, his senses hinted at it, and he smirked. Imagine meeting one here, of all places?
He strode towards her casually, his arms at his sides and showing no signs of aggression. "Good day, m'lady." He smirked. "Or should I say..." He held his tongue momentarily. He hoped his senses were correct.
"Valkyrie?" He grinned. "Imagine meeting one of your kind here." He meant her no harm, and he really had no inkling that he sounded like he did. "Allow me to introduce myself. My name is Koll Geirmund."
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RogueKazimeras Vice Captain
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Posted: Sat Jul 01, 2006 9:07 pm
It was strange, really: a nagging voice in the back of Mildri's mind kept telling her something was wrong. She ran a hand through her hair--a typical nervous gesture--and tried to make sense of the intense feelings of foreboding that were whizzing through her addled (and dangerously fatigued) haze of a mind. Her black eyes scanned the room, taking in her surroundings: drunk, innkeeper, sleeping barmaid, drunk, creepy guy radiating a black aura, drunk...
"Wha...?" The frazzled valkyrie quite literally leapt into alertness. Her chair crashed to the floor, but her gaze was fixed firmly on the second to last figure. How could she miss such an obvious disturbance to the room's atmosphere? Her eyes shone like black saucers, threatening to swallow up her whole face. Stupid, stupid, stupid! In her carelessness, a potentially dangerous figure had manged to stride right into a populated area. She had to do something! Get help, sound an alarm, run like hell--anything but stand there gaping.
Of course, in order to set any plan into motion, she had to go through stage one: not panicking. It took every bit of her composure (which, admittedly, was very, very little) to bite back the frantic squeal that was rising in her throat. She clamped her callused hands tightly over her mouth and took a few deep breaths, lest she start hyperventilating. If she could just keep quiet, maybe this stranger would pass the evening peacefully sleeping, and he and his terribly frightening aura would be gone by the time she came downstairs in the morning. Yes, that was a perfectly rational outcome.
"Alright, Mildri," she whispered to herself, slowly letting her hands fall back to their proper places at her sides. "Just sit down. This is going to pass. The gods are watching over you. Sit down..." Following her own advice, the spastic valkyrie took a seat...and fell right onto the inn's floor, producing a telltale crash and a yelp of surprise. She glared daggers at the traitorous chair, still overturned to her left. So much for her tranquil dreams. Maybe, just maybe, Dark Aura Man still wouldn't notice her? After all, of what interest was one flailing teen in a scratchy woolen nightdress? She didn't even have shoes, for the Gods' sakes! Yes, if she just prayed hard enough, the necromancer would turn on his heel and head upstairs to his rented room.
Wait. "N-necromancer?" The word left her mouth in a pathetic squeak. Apparently, her subconscious had picked up on the reading of death. She cursed herself for (again) missing the obvious. Drawing her knees to her chest (she hadn't yet bothered to get off the floor), Mildri resumed her prayer, even as the distinct sound of footsteps echoed through the tavern...specifically toward her table. She had a fleeting notion that perhaps crawling under the table might save her but not even she wasn't about to stoop that low. (In a manner of speaking, she was, after all, already stooped as low as she could possibly be.)
With a resigned sigh that sounded dangerously like another squeak, the black-haired girl pulled herself up from the floor and faced the approaching man with a look that clearly read "Please, don't kill me", complete with hands still folded for prayer. He stopped in front of her table, and Mildri couldn't help it; she clamped her eyes shut and waited for the inevitable attack.
...And she waited. And waited. And waited....
"Good day, m'lady."
Well, that certainly didn't sound like a declaration of war. Mildri opened her eyes slowly with more than a little suspicion when the man addressed her as 'valkyrie.' Her eyes traveled from his boots to his hair and back again, but she could detect no stance of aggression. Maybe all of the elders were right, and her aura-readings weren't real. Maybe she was just a freak who saw random glowy-things around people's bodies. That would explain why no one had any apparent faith in her, and why no one else ever saw said 'glowy things.' She was vaguely considering getting herself a nice blindfold when the man spoke again.
"Allow me to introduce myself. My name is Koll Geirmund."
"I... That is, I'm Mild... You're not a necromancer, are you?" Her voice sounded less...composed than she could have hoped. Unfortunately, the 'I'm a scared little valkyrie-in-training' effect was further aided by her wide eyes, frantic tone, and all too obvious paranoia. If she hadn't been so terrified (and not to mention confused and curious), she would have winced.
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Posted: Sun Jul 02, 2006 4:47 am
Koll looked at Mildri as if she had three heads for a moment. She was obviously a mess, both psychologically and physically, and was obviously holding him in some kind of irrational fear.
A phobia, perhaps, that many held against his kind, though they were no different biologically, but instead only a slight difference in ideological and moral standards.
When she addressed him, after attempting to give her name (he assumed that 'Mild' was not her actual name) she asked suddenly about the possibility of Koll being a necromancer. He laughed at this, a wheezing, subtle laugh, a sort of thing that hadn't been exercised.
He sat down at the table, smirking. This was by far the most fun he had been involved in for quite some time, staring at this valkyrie with his golden eyes.
He shrugged. "Perhaps you should answer me, first, valkyrie... ...if you even are such." He smirked. "I would've thought a valkyrie to handle herself... a bit more... professionally." He chuckled. "Which leads me to believe that you are not a valkyrie, but yet again my senses hint at it... so I would dare say that you are, perhaps, still in training."
He blinked, and after he opened his eyes, his irises swirled from gold to crimson. He was never aware of this happening, since it was not triggered by anything, but simply a random happening, a side effect of one of his more .... interesting capabilities.
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RogueKazimeras Vice Captain
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Posted: Sat Jul 22, 2006 8:06 pm
"Perhaps you should answer me, first, valkyrie... ...if you even are such. I would've thought a valkyrie to handle herself... a bit more... professionally."
Mildri, wide-eyed as ever, barely managed a scowl at his blatant accusation and oh-so-amused tone. If not for the persistant fight-or-flight response pounding through her veins, she might have managed an indignant response. Instead, she gulped nervously and dug her fingernails into the wooden table.
...Unfortunately, the creepy man--"Mr. Geirmund", a vague memory of etiquette lessons persistantly reminded--looked quite settled in. Which meant she had to respond. Which meant she had to speak. She opened her mouth to test her voice, trying to still her quivering lips. Her throat constricted, and for a moment, she thought she'd faint from the effort. Unconsciousness seemed like a lovely alternative to the present scene. 'No!', her conscience shrieked in a strangely shrill falsetto, 'If you blackout, who will protect the innocents? Who, Mildri?' Who indeed.
On that forceful (albeit morbid) note, Mildri took a deep breath and gave her voice one last shot at redemption. "B-but, I mean, that is to say--And I know what you're thinking!" To her immense surprise, her tongue seemed to be in perfect working order. The same could not be said, however, for her brain. "But it's very rude of you to say and I don't really know who you are. I mean how you are. I mean why you are! No, no, I mean what you are--" At this point, the chattering valkyrie stopped dead and took a tentative step backward, nearly tripping over the abandoned chair on the floor. The color drained from her face, and she went as pale as a sheet (or as close as possible for one of her splotchy complexion).
"Y-your eyes!" she wailed, pointing a trembling index finger accusingly at Koll's face as though he'd staged the drama just to frighten her. "What's happened?" She took three more steps away from the table, standing rigidly against the rough wall with the lamplight flitting over her face. The spectacle, however terrifying it was for the girl, seemed to be just what she needed to snap her out of her babbling reverie. She folded her hands at the waist of the awful white shift, masking her fear as best she could (though it was a lost cause at this point). Her breathing was shallow, but not much could be done about that; she'd just have to make due.
"Right. That is to say, my name is Mildri Heidrun, and I am...am an agent of Valhalla, and a valkyrie, whether or not you believe that." Her voice cracked a bit on the last syllable, but on the whole, it was her best performance of the night (or the month, for that matter). She noted with pride that the lump in her throat slowly ebbed away with each new word and continued more forcefully. "And being in, um, said position of authority, I must insist that you answer my question and state your purpose for being here...because....because you are a necromancer! I can tell!" She planted her hands firmly on her hips, stopping herself just before she started pointing like an idiot again, and shot him her best 'authoritative' glare, silently celebrating her little success.
'Good job, Mildri! I knew you could do it!' her conscience cheered. She could have melted in relief.
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Posted: Sun Jul 23, 2006 4:37 pm
Koll had to resist, once again, from laughing out loud at the valkyrie's display of poor mental order and composure. She was obviously squeamish around his type, but then again, he couldn't blame her. He exuded a necromantic aura, but he was by no means evil.
Koll folded his hands in front of him, and motioned to the chair across from him. "Dear child, sit. It's rude to stand in front of a table like that." He said, smirking. "As for my eyes..." Koll said, nodding, indicating that he knew of this problem, "it is the price I paid for a rather...interesting aspect of my profession." Koll said. "I don't mind, really." He smirked. "It tends to make the weak of heart rather squeamish." He chuckled, knowing that he was making a direct stab at Mildri's lack of control.
"It is a pleasure to meet you, Mildri Heidrun." Koll said politely. "And I can see you get right to business. Very well, I shall tell you why I am here. I came here for the sinful and rather heinous business of obtaining a room here for the evening. Yes, I admit it, but save your wrath until you've heard me out." Koll said, blatantly making fun of her. "Not only that, but I have decided that I will not raise a finger to harm any innocent person, nor will I have any corpse do so either." Koll indicated. This, at least, was the truth, and hardly distorted by joking remarks. "Futhermore, I have committed the crime of cheating the innkeeper, paying him double for my room than the normal price, a taboo crime, I might add. To top it off, I will leave here in the morning with this place quite horribly intact and untouched by my powers, with all the souls within the town within their mortal bodies, right where they belong, and journey on my way to my destination." Koll leaned forward.
"But, now that I have found you... plans have changed." Koll said, smirking. "Now, now, I'm not looking for a fight. Despite your... apparent fear of me, I have no doubt that you could best me in combat, especially where I am at the moment." He admitted. "My destination is Valhalla. I seek access to the Library of Bragi, to gain information on a certain topic that I am researching." There was a reason that Koll was not with a certain sect of necromancers.
"And if you're wondering about any kind of evil presence in Valhalla, you needn't worry; I've been ostracized from any sort of necromantic 'order' there is." He said, the topic obviously disgusting him. They were so...stuck in their ways. Simply because Koll's view had been new, something different, they had rejected him.
Even if it did go against everything they had ever known. But who knew? Maybe Koll could prove them right.
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RogueKazimeras Vice Captain
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