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Rihenian

Eloquent Counselor

14,900 Points
  • Master Medic 150
  • Survivor 150
  • Unfortunate Abductee 175
PostPosted: Sat Apr 07, 2018 11:14 pm


It's nice to have everyone gathered to one place. mrgreen

Cast Roster:
Quela - Magus Weaver
Bador - Knight Shaman
PostPosted: Sat Apr 07, 2018 11:15 pm


User Image - Blocked by "Display Image" Settings. Click to show.


Username: Rihenian
Name: Quela Avilaria
Nickname: “Quell”
Race: Arachne - Albino
Ethnicity: “Mixed”
Gender: Female
Orientation: Heterosexual
Alignment: Lawful Neutral – There is a balance to order, but it might not necessarily be the law of the land that is the most balanced and correct.
Occupation Magus: Weaver/Seamstress
Affinity: Air/Earth
Age: 20 Years
Birthday: June 22
Height: 5’5” (On eight legs.) 5’3” (On Two)
Weapon: Simple Spear
Magic: Transmutation:

Shapeshift: [A Rank] (A Variation of Shapeshifting Spells) Cast on self, this basic transmutation spell allows her to trade eight legs for a humbler pair of two. Mostly for use when going to market, as people are more willing to approach and do business with a young humanoid woman instead of a half-spider. This spell is can only be cast once a day and can last for 8 hours. However, any damage received to the human legs is equate to that damage she would receive on eight legs. For instance, if someone breaks one of her two legs, then four of the eight legs, on the same side, are broken in the same place.
She can use this spell to change herself either to human or to an entirely spider form, as well as return to herself again. The spider form is more useful for cleaning house, she's found.
(Cannot be Imbued)

Imbuing: [B Rank] Simple spells that she knows already can be woven into the clothes she can create. Being a spider, she can spin silk, which is better able to absorb energy and magic, and therefore have that article of clothing be of better use to the wearer.
The complexity of the skill is directly proportional to the amount of time needed to weave said magic into an article of clothing, as she must weave the spell into the individual strands of the clothes as she makes them. She cannot imbue what she does not make. She cannot imbue a spell she does not know.
The complexity of the requested article also takes time, and adds to the time needed for the spell. The more potent the spell, the more time is needed to weave the power into the article in question.
Each article can only hold one spell. Cannot weave Evocations. Cannot weave Conjurations. Cannot weave any “hostile” spells. The last thing you want is a fireball exploding from your chest when the shirt is damaged. (It’s not a pretty picture. She doesn’t like doing it!!)

A shirt = 1 Day
Leggings/Trousers = 1 Day
Hat = 1/2 Day
Gloves = 2 Days
Boots/Shoes = N/A (You want shoes made out of silk?)
Socks = 1/2 Day
Scarf= 3 Hours (Depends on length of scarf.)

Weak= 1/4 Day || Passable= 1/3 Day || Mediocre= 1/2 Day || Average= 1 Day || Useful= 3 Days || Good= 7 Days || Excellent= 1 Month || Potent= 3 Months

(Special requests may alter projected timelines. Dyes, patterns, knits and stitch, and unique silk articles can be requested.)

Candlelight: [C Rank] Normally cast on self, this casts clear soft-yellow light upward to twenty feet in all directions. This light hovers a few inches over the head of the caster, but can be persuaded to move to closer locations. Can last up to eight hours. [If imbued, the article of clothing glows when worn. Rank of imbued spell determines the distance the light can reach.] (Quela does not need this spell herself, but because it was highly requested early in her career, she took to practicing this spell specifically to sell decent ‘glow in the dark’ articles. Glowing gloves have been particularly popular.)

Featherfall: [B Rank] Cast on self, this spell allows the user to land safely from an otherwise dangerous fall. Good for falls up to a hundred feet. [If imbued, the article of clothing can slow the fall of the wearer should they begin to move quickly in one particular direction. Spell activates at the top of a ‘fall’. The duration a spell is able to slow a falling person is directly proportional to the time devoted to its initial crafting.]

Thaumaturgy: [C Rank] A useful parlor trick, the caster manifests a small natural wonder within thirty feet of themselves that can last up to five minutes. Examples of this include magnifying one’s voice up to three times; nearby lights can be caused to flicker, brighten, or change colors; harmless tremors shake the ground, an instantaneous sound originates within range (up to the creativity of the caster); an unlocked door or window flies open or slams shut; eyes of the caster alter their appearance for one minute.
[If imbued, only one of these ‘tricks’ is woven into the article, ala voice magnification, or eyes change their appearance. The effect is limited to the one wearing the article.]

Prestidigitation: [C Rank] Useful for practice, this spell also allows for a collection of small and harmless tricks and tools. With this spell, one can create a harmless sensory effect, such as sparks, a puff of wind, or soft musical notes; a candle or light can be turned off or snuffed; an article or object can be cleaned or dirtied; something can be chilled, warmed, or flavored for a short time; a color, small mark, or symbol can appear on an object for a certain amount of time; a nonmagical trinket or an illusion that can fit in the caster’s hand can be created that lasts until the caster loses focus.
[The only trick among these that can be imbued in an article is heating/cooling a person. This will heat or cool a person indefinitely. Quela has practiced and found a way to use the basics of this spell to create an article of clothing that will help the wearer maintain and keep a comfortable temperature despite their surroundings. If given the proper time to craft, the chosen article can maintain homeostasis for the part of the person it adorns between 0 and 120 degrees.]

Mending: [C Rank] As simple as it sounds, this spell repairs an individual break or tear in an object. Quela has a bonus for this ability on cloth, fabric, and clothing, able to repair without the need for silk threads. [If imbued, the article of clothing is self-repairing. However, it does not stop damage or gain any defensive abilities beyond its inherent properties. Repair begins almost fifteen seconds after the damaging intrusion is removed. Repair will stop if intrusion is replaced.]

Fabricate: [C Rank] With a sample of raw material, more of it can be created via the use of this spell. This spell has proven useful for crafting more material for special projects that one requests instead of silk. The quality of the new materials is directly dependent on the quality of the initial sample.) This spell requires concentration and takes Quela an hour to perform. (Cannot be Imbued.)

Expeditious Retreat: [B Rank] Sometimes, you have to get the hell out. That’s what this quick spell helps with. The caster uses this spell to move themselves from danger as though they already had the momentum of their top sprinting speed. This top speed can be held for ten minutes. [If imbued, the article of clothing improves the wearer’s speed by a small factor. If pushed, a person can move quickly in an emergency as though they had cast this spell, but the clothing article will need to ‘recharge’ after such a burst. Recharge time dependent on how long individual was running at full speed. They will not carry a person beyond the best of their natural ability.)

Spider Climb: [B Rank] Part of Quela’s heritage is in her ability to maneuver walls and ceilings with ease. Her climbing speed is her walking speed. [If imbued, the article allows that part of the person to cling to the surface as though they possess this feat. (Weak = Parkour for Dummies. Potent = LIKE A BOSS!) (A favored spell of customers. Her high-ticket spell.)

Relationships:
❖ A few surviving sisters.
❖ Mother


Strengths:
✔ Patient and calculating
✔ Willing to negotiate
✔ Crafty and skilled with her hands.
✔ Mild tremor sense. Very good hearing.
✔ Decent Dark-sense
✔ Web-slinger
✔ Thread-Master
✔ Venomous: Can utilize paralytic venom in her defense (Only through bite or magic.)


Weaknesses:
✘ Not easy to motivate
✘ Does not take kindly to people staring. (Is very shy.)
✘ Extended sunlight hurts her. (Sunburns easily.)
✘ Weak eyesight (nearsighted to 10 feet.)

Likes:
✔ Polite conversation
✔ Good Business
✔ A warm home-cooked meal
✔ Romance Novels

Dislikes:
✘ Rudeness/Rude Behaviors
✘ Loud/Abrasive Noises
✘ Horrendously Bright Lights
✘ Thieves

Personality:
❖ Quela is shy and is an oddball even among her own kind. She has no concern for being alone, and might be happily on her own for months at a time if working on one project or another. She braves out to seek out others if she has enough to sell or if she is returning to deliver a commissioned piece. She prefers to keep out of political affairs, and if there is any hint of danger or ill weather, she prefers to keep at home. She is also uniquely fragile compared to her kindred, and her lack of far-ranged sight limits her ability to effectively flee in some situations. These things have taught her to be as polite and nonthreatening as possible. She learned to speak clearly and well, to be wanted, and to make herself useful. If you are useful, people tolerate you better. If you are pleasant, then they're less likely to hurt you. Right?

History:
❖ As a little one, Quela struggled to keep close to her siblings, and ended up spending a great deal of her time under her mother’s shadow. Her limited eyesight and unfortunate weakness to heavy light and heat made it harder to go out during the day and to play with her other siblings. It also made it easier for her to be caught when some wished to express a warning to her mother. Out of fear of the new family that moved to the mountains, they marked the pale one, and warned that if the widow spider harmed any of their children, that she and her entire family would be dealt with very harshly. Their mother then moved her small brood to the Yuki no Okoku territory, which were friendlier, as she was led to believe.
Quela grew specifically scared of strangers thanks to this ordeal, and doubled her efforts to try and blend in wherever she was. She found a small nitch in magical affinity and her mother helped teach her more of the skills she could use in the future.
As a ghostly white spider and an adult, she retreated from her family to make her own living. Eventually finding a space of her own, she began to weave and to craft. She began to wander to the town, and in time enough, she found a way to hide her multiple legs and found it easier to trade with the villages and with the travelers that came through.
As her skill grew, it was easier for her to sell her creations. She could sell raw silk by the yard and later she would sell articles of clothing. As word of her work spread, a wandering traveler wondered if she could imbue her work with magic. She took to practicing this, and found that she was limited to imbue only what she knew how to cast in the first place. She still practices in the hopes that she will get better, learn more spells, and continue to sell desirable goods.

Outfits:
❖ Silk robes and coats. Light and elegantly stitched and embroidered.
❖ Can wear light furs when traveling through the local mountains.

Items:
❖ Silks, small supply pouch, handful of coins.
❖ [Prone to Grow]

Other:
❖ Between her shoulder blades is a mark, burned into her back at some point in her youth. From what she remembers, it was meant to be a warning to her mother, who many believed had eaten or killed her father. Such superstition is not terribly uncommon concerning the reclusive Arachne.

Themes:
Main Theme: Carry Me - Eurielle
Battle Theme: City of the Dead - Eurielle
Emotional Theme: You Said - Eurielle

Rihenian

Eloquent Counselor

14,900 Points
  • Master Medic 150
  • Survivor 150
  • Unfortunate Abductee 175

Rihenian

Eloquent Counselor

14,900 Points
  • Master Medic 150
  • Survivor 150
  • Unfortunate Abductee 175
PostPosted: Sat Apr 14, 2018 11:41 pm


Username: Rihenian
Name: Bador Thickmane
Nickname: Bull Run
Race: Minotaur
Ethnicity: Bison/Bos Taurus Mix
Gender: Male
Orientation: Heterosexual
Alignment: Chaotic Neutral
Affinity: Earth
Age: 32 Years
Birthday: May Seventh
Height: 7’8”
Weapon: Thick Cleaver Aka: Hunk of metal with one sharp edge and a handle.
User Image - Blocked by "Display Image" Settings. Click to show.

Natural Abilities:
❖ Berserk: [C Rank] Being able to focus all of his energy and attention on the task at hand, it’s energy and fighting in motion. VERY hard to snap him out of unless he chooses to leave it. Now that he's an adult, recovering from such frantic motion is faster, but is still directly proportional to the amount of time spent in this frame of mind. Only the Bull totem can be used in this state.

❖ Totem: [B Rank] Attached to a thick necklace he wears are specific totems and emblems that symbolize different guides and ancestors. By invoking these totems, he is able to utilize specific traits from them. Becoming acquainted with a spirit guide takes time, study, and meditation. Acquiring new abilities can range from a week to months depending on the depth of the lessons the guide offers. The totems are carved of wood and measure two inches long and are an inch wide, with the visage of the creature they represent carved upon them. They are personal and their effects cannot be utilized by others. By proxy, taking them from Bador does not remove his connection to his spirit guides. The wooden tokens are meditation pieces and means of focus. He can use their powers even without being in contact with them. He just prefers having them close. New tokens can be carved at any time, but they only gain power for him when he learns and accepts the lessons of his spirit guides or animals. This process cannot be rushed. Totems, when in use, cannot stack and only one can be used at a time.

-Ant: Allows him to personally move the earth and ground. A primitive kind of geomancy that moves the earth with him. This can be used to harden the ground he stands upon, break up rocks into softer pebbles or dirt, force mud to separate from water, to kick up as dust, or to settle loose dust in the air. However, he cannot move more than he can easily lift without the use of a totem. Generally, this moves about six cubic feet's worth of dirt at a time.
-Hawk: Allows him to see further distances.
-Sparrow: Allows him to be more fleet of foot, and increases his agility by a fair degree.
-Bear: As a teacher of patience and recovery, the bear is the totem called upon after a fight is over. Bear's totem improves his natural recovery time from injury and depletion of energy. He's also prone to eating more when this totem is active.
-Tortoise: Used to stabilize his feet and raise his immediate awareness at the cost of speed. It also grants an additional endurance from physical damage, hardening the skin under his pelt.
-Wolf: Bolsters his endurance, in particular his running endurance.
-Mountain Lion: Grants him greater hunting prowess, particularly for tracking.
-Bat: Improves his ability to hear and to detect intentions from others. Intentions is limited to emotional awareness, like anger, hostility, or peaceful thoughts.
-Bull: Better allows him to call on his ancestors and improve his physical might by an impressive margin. This is the only totem which can be used in tangent with primitive berserking.



Magus Abilities: TBA
❖ [abilities the Knight gains through the addition of mana]



Unison Abilities: (Include Description and Rank)
❖ [abilities the Knight gains through the addition of mana that act as a representation of their bond]



Relationships:
❖ Highlands Tribe – His place of origin since the transcendence of his kindred.
❖ Son – Koor, a dark-pelt calf who is growing in the care of the tribe. (7)
❖ Daughter – Muume, Spotted-pelt heifer (6)
❖ Son – Podder, Brown and black calf. (3)


Strengths:
✔ Physically Impressive: Broad Shouldered and Strong, he is not to be taken lightly or is easily moved.
✔ Generally Calm: With a strong sense of who and what he is, he does not easily take offense from others.
✔ Deliberate: When there is something he sets his mind to, he will persevere until it is completed.


Weaknesses:
✘ Stubborn: If not persuaded, he is immobile.
✘ Defensive: If hardened on an issue, he might grow heated about it.
✘ Gruff: Not much for conversation, he can be blunt and dismissive.
✘ If something does not interest or apply to him, he will likely excuse himself or leave.

Likes:
✔ Fresh Pasture, Calm Forests
✔ Spring and Summer Warmth
✔ Drums and Pipes; Music
✔ A good story, Storytelling

Dislikes:
✘ Scared Younglings
✘ Torture/ Unnecessary or Wasteful Killing
✘ Being Obstructed from His Goal
✘ Storms that last too long

Personality:
❖ Bador is a calmer bull, if in comparison to others. He is protective of his family and land, but he has fortunately evolved out of the territorial violence that some bulls are notorious for. Not to say that he won’t defend what is important to him with every fiber of his being, because he will, but he doesn’t seek out battle. He holds his ground and will hold onto it for as long as necessary, and is likely to hold such ground until he either collapses or he achieves victory. His goals are important to him, and his goals are also comparatively simple compared to those experienced by technologically advanced societies. He wishes the protection of his offspring and his tribe. He wishes to maintain the peace of nature. He wishes to enjoy his life to the fullest and to fulfill satisfaction in the work that he does. His joy is his survival and the proof that he will continue.

History:
❖ Raised in what is now the Carmillion Hills, Bador was raised in the protection of his herd. Like many, he had a deep respect for the land and for nature, and the culture of the herd included the sentient minotaur and the simpler cows, bison, and voiceless herd. He learned about the earth and about the dangers of their world. He studied and learned what might have been deemed a barbarian’s education. Nevertheless, he proved a master of surviving, and grew to be impressively large and imposing, among the elites of his tribe. Desired because of his strength, he was persuaded by women of his tribe to sire their children. He complied and takes pride in his children, but also takes pride in his home and land, and always has.
However, lately, he has been thinking and worrying about the world beyond his valley. In consulting with his spirit guides, he worries that the time approaches that his blade and strength will be needed elsewhere. The world is larger than it used to be, and there were so many changes to it. He ensured that his family and the children were protected by the herd, and when he was finally satisfied that it was time, he departed for the sentient lands and wandered toward the dwellings of stone, wood, and powered by their lightning and wires.

Outfits:
❖ Simple leather and metal armor.
❖ Loincloth.

Items:
❖ Cleaver
❖ Simple toolkit
❖ Handful of Totems
❖ Whittling Knife

Other:
❖ [any other information not covered by the stuff above]

Themes:
Main Theme: Secret Garden
Battle Theme: Protectors of the Earth – Two Steps From Hell
Emotional Theme: Friends
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