Help - Search - Members - Calendar
Full Version: Magician Trials Revived Info
RPG Dreamers Forums > Members Interactions > Role Playing Forum > RP Archive Forum
Dart
I've decided to revive my Magician Trials RPG, for a few reasons. Firstly and most importantly, I promised Seluna I would come up with something and all the other ideas I had would take too long to develop properly, and secondly I decided to go with a revival instead of drawing out the development of a new RPG because this one was relatively popular and I enjoyed playing it out.

Thirdly, it died through inactivity, but because Penguin isn't around I doubt that'll happen a second time XD.

I recommend, wether or not you've already done this RPG, to re-read the info in this topic instead of the information in the Archive topic. I've touched it up. Also, I recommend past players make new characters instead of reviving the old ones, with the exception of Sammy who plays an important role as Empress.

And I've changed the magic school limit from one to two.

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

http://img.photobucket.com/albums/v230/Ser...3/Kazirimel.png

Magician Trials Revived

Story
Kelfelar was the home of the magicians. Normally a peaceful place, not engaging in the politics of the Kingdoms surrounding it, Kelfelar was a small city-state run by magicians and home of magicians, as well as sorcerers, families of spell casters, outlaws on the run (who wouldn’t dare to break the law in Kelfelar) and of course, average normal people. The four powerful nations that surround Kelfelar have always been waring with one another, not paying much attention to the small city-state, but when one of the agents of the Guild of Necromancers, sworn enemies of the Kelfelar magicians, infiltrated the high courts of the Rangarder Empire, everything started to change.
The Guild of Necromancers (or the Dark Guild) was a Guild formed by Necromancers when they were banished from Kelfelar for practicing their dark arts, and from that day they have worked tirelessly against the city, and now that one of their agents infiltrated in the high courts of the Empire, they posed a real threat to Kelfelar.
Count Generry, a necromancer in secret and agent to the Dark Guild, had gained favour with the Empress of Rangarder and her court, and had been promoted to the rank of one of the Empress’s advisors. The Count only has to wait for the order from the dark masters of The Guild of Necromancers for him to begin his mission of making the Empress believe the tiny magical city-state of Kelfelar posed a threat against the Empire and her rule.

The Kelfelar Ruling Council (or the High-Casters, as they are often called) found out about the Dark Guilds plans and elected to set up a group to try and counter the Dark Guilds plans, as well as exterminate them if possible. Agents of the Ruling Council decided to search for suitable spell casters and warriors, as well as members of the Empires court that disliked Count Generry to try and aid the city, while the High-Casters began to try and gain new alliances with the three other nations, The Kingdom of Aeli, the feudal Kingdom of Serami and the seafaring Republic of Candrosol, to try and get protection from the Empire.
They discovered that the Guild of Necromancers have an ulterior motive besides the destruction of Kelfelar, one that had nothing to do with revenge, so they are now determined to find out exactly what the Dark Guild is planning.

A deadly story of politics, darkness, war, magic and adventure. When the war comes, the full power and agenda of the Guild of Necromancers will be realised.


Locations
Kelfelar.
A neutral city-state established by magicians in an attempt to create a sanctuary from the prejudice masses and to be able to search and research magical knowledge together. Ruled by a council of [not necessarily powerful] magicians, generally wise and charismatic, voted in by all the other magic-users of Kelfelar. Located between the Rangarder/Serami border.

The Empire of Rangarder.
The Empire of Rangarder is an aggressive nation that has conquered a few small nations in its past, making it the empire it is today. The 18-year-old Empress relies heavily on her advisors and the High Court to rule the Empire, making the High Court a dangerous thing to be apart of. The ambitions of the nobles of the High Court will drive them to assassinate even their own mothers if it gave them the chance to become one of the advisors of the Empress. Its capital is a large city called Rangard and its military comprises heavily of foot soldiers and desert cavalry. They are aggressive but not waring with Kelfelar at the moment. Rangardians are suspicious and usually afraid of magicians.

The Kingdom of Aelia
Aelia is a small kingdom ruled by an old and feeble king, obviously meaning his ambitious and cunning son is the one pulling the strings of the nation, and as soon as the old king dies or abdicates, the prince can make his rule official. Aelia is located in the south, on the border of the elvish forest, and the elves and Aelians are loyal allies to each other. Aelia is indifferent towards Kelfelar. The capital of the kingdom is called Aelia, and the kingdom was once a small city state.

The Kingdom of Serami.
A kingdom very similar to Ancient Japan, both in its leadership and its culture. A council of Serami warleaders rules the Kingdom, and while the King is at the head of this council, he has no real power over the warleaders. The culture of Serami is very similar to that of Ancient Japan as well, and so is the military, with the strongest soldiers of the army being Samurai warriors. It is located to the eastern part of the continent and borders the three other superpowers as well as Kelfelar. It is generally polite to Kelfelar, and is a potential ally to the city-state. The capital city of Serami is called Kaiateara.

The Republic of Candrosol.
This small nation would not be considered a superpower if it didn’t control the Dorandi coastline in an iron grip with its naval force, which is far superior to any other countries. Candrosol is a flourishing nation of seamen, dominating the East coast and the Southern Inner Sea (Which is located below and runs into the Rangarder Empire). It is so advanced at naval warfare that their large galleons are armed with many destructive cannons. The capital of Candrosol is the port city of Iviepool.

The Magic System
The magic system in this RPG does not require you to pick spells, for spells are far too restrictive. Any magician character will be allowed to pick one or two field of magic, but sorcerers get to use them all (no one is allowed to be a sorcerer unless it is a solid character and passes a certain standard). The rough idea of the different schools of magic comes from AD&D, so I do not claim the base of the magic work as my own, etc etc, although I have edited and added quite a bit.

Abjuration
Abjuration magicians (also known as Magic Defenders) are magicians that specialise in protective and warding magic. They can become considerably powerful when they master their protective abilities, because of them being able to protect themselves from all other magics once they reach their mastery level of skill. ‘Abjurationists’ are usually seen wearing blue magicians robes.

Conjuration
Conjuration magicians (or Summoners) are magicians that specialise in the ability to summon or create creatures to aid them in battle. The more powerful the summoner is, the more powerful the summoned creature(s) will be. Higher-level summoners can even summon other things, such as different weather or objects from far away. They tend to wear green robes.

Illusion
This school may not be the most powerful, but can easily become the most deadly. Illusionists are masters of trickery, and all of their spells make false images of whatever the illusionist wishes. The more powerful the illusionist, the more potent the spell. A low-level illusionist, say, could create an impressive display of light, but nothing more. A highly skilled one could create a gigantic blaze, and anyone viewing it would literally feel the heat emanating from the flames. However, if you are brave enough to walk through the fire, you would suffer no burns, and the illusion would be dispelled. Illusionists usually wear purple robes, although if on a mission, they will wear the robes of another school of magic, to further the illusion that they can cast a specific type of spell(s).

Divination
Perhaps the only form of magic that resembles more of something you would see preformed in a church and not a study or on the open road, Divination is a form of magic that allows a magicians to practice the powers of the divine. Diviners are renowned for their ability to heal the mind and soul, as well as physical injuries. They can even use their powers to ward off the undead and put spirits at ease, guiding them into the next life. More powerful Diviners can even inherit the ability to see into the future, and many rulers will come to Diviners during times of war to see what the outcomes will be, but Diviners that develop the foresight ability are also usually very old by the time they get it, or crazy; either way it makes it considerably harder to get a straight answer out of Diviners with foresight. Magicians that practice Divination usually wear white robes, that they take pride in keeping as clean as possible.

Evocation
Although a widely practiced school of magic, Evocation is one of the hardest to master. Evocation is the school of magic that teaches the abilities of creating and manipulating energy, whether it is fire, electricity, momentum, etc. Evokers, also known as Black Mages, are commonly known as the most powerful magicians because of their abilities to manipulate magic, but this does not make it so as the amount on energy an Evoker can create is different for each practitioner, as is the amount of ways that energy can be manipulated. Magicians of Evocation wear red robes with crests that represent ‘The Order of Flame Shapers,’ which is the major Evoker guild in Kelfelar, and are one of the sworn enemies of the Guild of Necromancers.

Sorcery
Sorcery is not a school of magic, just as sorcerers are not magicians. Sorcery is not the study of magic, but the inherited ability of magic, magic that comes from within you and not the magic of the surrounding world. Magicians seek to study their field of magic and try to understand the magic of the world, where as sorcerers seek to understand themselves and the magic that is in their blood. Because of the fact a sorcerers’ magic comes from within, their use of it is not limited by schools, and thus a sorcerer can use all the fields of magic with their only limitations being their own mind and body.
The magic a sorcerer inherits usually comes from one of their ancestors either being a master magician, a ‘demonic bastard’ (the son or daughter of a human and a demon in human form) or somehow akin to dragon-kind. Because of this known sorcerers in the past have been viewed as freaks of nature and have been outcasts. Only in Kelfelar have the few sorcerers of the world been able to live in peace with other people.
There are not many sorcerers in the world, and there is no particular guild of sorcerers. Most (if not all) sorcerers work as agents for the Kelfelar Ruling Council, and are fiercely loyal to their saviour city. They wear black robes with the Kelfelar Agents crest sown on the front, although sorcerers will also on occasion wear the robes of a school of magic as a disguise for whatever mission they are on for the High-Casters.

Necromancy
Necromancy would have to be the darkest school of magic. They study the power of death and the beyond and Necromancers seek to control it, as well as achieve immortality. They practice sacrifices of humans and animals as well as dark ancient rituals in order to gain more power from the souls of the dead. Necromancers that gain too much power turn into undead creatures such as Liches, Vampires or ‘Spectral Necromancers’.
The Guild of Necromancers is a secret organisation of necromancers and exiles from Kelfelar that seek the ultimate destruction of Kelfelar, and sacrificing the powerful magicians that reside there. The Dark Guild, as they are also called, seeks power and dominance of the magical world, as well as immortality, wether it is through magic or undeath.
Necromancers where very dark purple robes that have a skull crest sewn on them, unless they wish to be unnoticed as a member of the Dark Guild.

Factions (Major Factions – not all of them. No descriptions required)

The Kelfelar Ruling Council (NPC Faction)
The Kelfelar Agents (sorcerers only)
The Guild of Necromancers (necromancers only)
The High Court of The Rangarder Empire
The Aelian Archery Division
The Serami Warleader Factions
The Republican Navy of Candrosol
The Order of The Flame Shapers
The Elven Ranger Corp. (elves only)

Alignments

Lawful Good, "Crusader": Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the highest quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, lawful good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working peasant, a kindly and wise official, and a stern but fair judge are all examples of lawful good people.

Neutral Good, "Benefactor": These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. Social structure itself has no innate value. If fostering good means supporting organized society, then that is what must be done. If good can come about only through overthrowing the existing social order, so be it. A soldier who defies a commander's orders, so as to destroy something he or she sees as evil, is an example of a neutral good character.

Chaotic Good, "Rebel": Chaotic good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no patience with people who try to push folk around and tell them what to do. Their own moral compass guides their actions, which although good, may not always be in agreement with the rest of society. A wandering monk who helps those in need is an example of a chaotic good character.

Lawful Neutral, "Judge": Law and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether it be a brutal tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions. An official determined to ferret out traitors at any cost or a soldier who never questions orders is a good example of a lawful neutral character.

True Neutral, "Undecided": Such characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. They do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention and thus may find themselves forced into peculiar alliances. They are compelled to support the underdog in any given situation, sometimes even changing sides to maintain the balance as the previous loser becomes ascendant. A true neutral character might join the local militia to put down a gang of bandits, only to drop out or join the former enemy's forces once they brought to the brink of destruction. Since the majority of people in the world make judgments, true neutral characters are extremely rare.

Chaotic Neutral, "Free Spirit": Chaotic neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they follow whatever whim strikes them at the moment: Good and evil are irrelevant when making a decision. Chaotic neutral characters are extremely difficult to deal with; the only reliable thing about them is that they cannot be relied upon! Such people might cheerfully and for no apparent purpose gamble away everything they have on the roll of a single die. This alignment is perhaps the most difficult to play. Lunatics and crackpots tend toward chaotic neutral behaviour.

Lawful Evil, "Dominator": These characters believe in using society and its laws to benefit themselves. To them, structure and organization elevate those who deserve to rule and provide a clearly defined hierarchy between master and servant. Thus lawful evil characters support systems that protect their own concerns; if someone else suffers because of that, too bad. Such people obey laws out of fear of punishment rather than any higher moral code. Because they may be forced to honour an unfavourable contract or oath, lawful evil characters are usually very careful about giving their word. Once it is given, though, they break their word only if they can find a way to do so legally. An iron-fisted tyrant and a devious, greedy merchant are examples of lawful evil people.

Neutral Evil, "Malefactor": Neutral evil characters are primarily concerned with themselves and their own advancement. If there is a quick and easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Those of a neutral evil alignment have no particular objection to working with others or, for that matter, going it alone. They typically base their allegiance on power and money, which makes them receptive to bribes. They have no qualms about betraying their friends and companions for personal gain. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities are typical examples of neutral evil characters.

Chaotic Evil, "Destroyer": These characters are the bane of all that is good and organized, motivated solely by the desire for personal gain and pleasure. Chaotic evil characters see absolutely nothing wrong with taking whatever they want by whatever means possible. To them, laws and governments are tools of weaklings unable to fend for themselves. The strong should take what they want; the weak are to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies who threaten their personal interests. Such a group can be held together only by a strong leader capable of bullying underlings into obedience. Leadership of this sort is based on raw power, so a leader is likely to be replaced at the first sign of weakness by anyone who can grab the position, whatever the method. Bloodthirsty bandits and brutish monsters of low Intelligence are fine examples of chaotic evil personalities.

----------

Name:
Aliases (Optional):
Sex:
Age:
Race:
Place of Birth:
General Appearance:
Professions and Class:
- Specialties:
Faction(s) (Optional):
School(s) of Magic (Only for Magicians and Magic-users):
Weapons, Armour and Equipment:
- Primary Fighting Style:
- Secondary Fighting Style:
Current Location:
Personality:
Biography (No minimum, but I expect to see some effort):
Servant Saber
You know I'm in. Retaking my old role.

Name: Katalia Kyaku

Race: Human

Age: 18

Sex: Female

Class / Faction: Empress of The Rangarder Empire

Height / Weight: 5'5" / 114 lbs

Eyes: Amythst

Hair (Colour and style): Silver/Platinum. She wears her long hair up on her head in an ornate bun held together with ivory chopsticks. The rest of it falls down in a braid.

Distinguishable marks: Her skin is as white as cream. Very unusual for a native of Rangard. Especially a noble born. Most Rangarders are tanned. This would hint that she has lead a very sheltered life.

General Appearance: Wears a heavy white kimono over a normal purple one, in turn, over a thin silk one of similar color. A pair of gold bracelets on each wrist, a pair of platinum earrings, and a pair of balsa wood sandals.

Weapon: A small poisoned dagger for extreme emergencies

Armour: None

Alignment: Lawful Good, "Crusader"

Personality: Katalia wants more than anything, to live up to her father's legacy. Even though she hates him for never being there, she respects the power she inherited from him. Katalia would rather die than see her beloved country fall apart.

Biography: Born into the powerful position as the daughter of the great Emperor Musashi Kyuku III, Katalia has known only the nurses and attendanst that took care of her. Her mother died in childbirth and her father, who was rarely around for her, died on the field of battle during a war with a neighboring nation. Although the nation was crushed and became a part of the Rangarder Empire, it made the now 10 year old Katalia the supreme ruler of a very large nation. She did her best to try and educate herself over the next 8 years so she could rule her people as justly and fairly as possible. Hamushi was her only true companion throughout these many long years of loneliness. Katalia found herself at the helm of one of the largest nations in the world, her father's once reputable and stalwart council now reduced to a political cesspool of backstabbers and power-mongers. Then a politician, one who stood out from these backstabbing power-hungry men who tried to attain a seat on the High Council, named Count Generry came forward around a year ago. Katalia (and some of the council members) were impressed with his natural skill in politics. Katalia immediatly made him one of her most trusted advisors.

-----

Name: Hamushi Nerutsu

Race: Human

Age: 42

Sex: Male

Class: Ninja

Faction: Empire of Ranguarder

Alignment: Lawful Neutral

Height / Weight: 6'4 / 221 lbs

Eyes: Copper

Hair (Colour and style): Head is shaved bald.

Distinguishable marks: Tattoos run down his arms that give the appearance of scales, like a reptile or fish.

General Appearance: He wears a dark mahogany jumpsuit and when on mission, a matching hood. His tunic is torn at the arms, allowing them more freedom of movement. He wears split-toed sandals with gripping sufaces on the bottom, allowing for better traction. A very imposing man, Hamushi is obviously strong.

Personality: Calm, wise, and mysterious. Hamushi operates under Empress Katalia's command. Through decades of training and service, he has become somewhat cold and matter-of-fact. But he is a professional and doesn't let feelings interfere with his job. He does have a good sense of humor however.

Weapon: Heaven Dragon's Teeth - A pair of shortened, straight katanas. Made of a beautiful white steel, they are as sharp and as deadly as they are breathtaking.

Armour: Hamushi relies more on his speed to avoid being hit in the first place. He wears only a vest, wrist, and shin guards.

Biography: Hamushi was born in the capital city of Ranguard to one of the most famous generals at the time. His father always kept his family at his side on the battlefield. Something that eventually proved fatal. At the age of ten, Hamushi's family was lost during Ranguard's conquest of a foreign land. He was adopted by the Emperor's chief bodyguard, a ninja named Nerutsu, who rode in with the reinforcements. Nerutsu raised Hamushi to replace him should he be slain defending the Emperor. He trained for years, learning the fundamentals of ninjutsu. When he was 28, Katalia was born and the Empress died in childbirth. Nerutsu advanced the training so he could take care of Katalia as well. Hamushi quickly advanced to his master's level of strength. Then, Nerutsu and the Emperor were slain on a distant battlefield. He swore on his master and Emperor's graves that he would die before a drop of Katalia's blood was spilled. Nerutsu left his swords to his pupil in his will and Hamushi has used them to this day to protect Ranguarder's Empress.
real_1)eviance
ok ok here's the revised version

ok i see

Name: Lustil Ragnik

Sex:Male

Race: Human

Age:19

Height/Weight: 6'0"/195 lbs

General Appearance: Cloaked figure, black mask covering the mouth, white long hair hidden within in the cloak.

Professions and Class:Assasin
- Specialties: Quick and silent deaths

Weapons, Armour and Equipment: Red Blood( this is a weapon i made up, it's a sash with 2 blades tied at each end), light mithril vest and legs, twin kitanas
- Primary Fighting Style: Hiding in the shadows waiting to attack
- Secondary Fighting Style: Sheer brute force

Alignment: Chaotic Good, "Rebel"

Personality: The dark type, hidden from his own past, doesn't care for anybody, not even himself

Biography:
Lustil, mainly a warrior of darkness, not knowing the comfort of laughter or the sound of joy, his heart has become a symbol of "ill-light", corrupted by pain and suffer, hateful towards the world for bringing himself into it, he knew he had to be prepared for what is yet to come, his care-taker Sheedo, a retired general of a once great army of Evian, although Sheedo has become weak by the effects of time, he was still a warrior in his heart, so he taught young Lustil, taught him how to defend himself, how to study your opponent's weaknesses, until one day, Sheedo had taken that last effect of time, and had fallen into eternal sleep, Lustil, now a great warrior, looked after himself, has taught himself the cunningness of the shadows, using his cloak to blend in and making him a deadly assasin, he took the weapons of his fallen comrade, 2 mighty kitanas, and a sash with 2 bladed ends, which he has dubbed, "Red Blood", now he hunts for answers, answers to his past, he will let nothing stand in his way.........nothing
Dart
Yume approved, real_1)eviance still disapproved.

----------

Name: Ryland Evergreen

Aliases (Optional): Breaker

Sex: Male

Age: 23

Race: Human

Place of Birth: Kaiatera (moved to Kelfelar then again to Rangard)

General Appearance: 5’11 in height and generally fit and tanned slightly from his time spent in the desert. Ryland tries his best not to stand out in a crowd, wearing a white long vest over a olive green thin cotton shirt and brown leather leggings over white cotton trousers. He rarely dresses formally or fancily, preferring the ability to easily fade into crowds then stand out of them. He also wears a leather headband with a bone ornament in the centre, but sometimes he takes this off and wears an olive green slouch hat instead.
Ryland also wears an archer’s thumb ring (http://www.hwarangarchery.com/thumb.jpg), a significant symbol of his status as ranger and archer, and also a symbol that separates him from the lower class in the more class-segregated countries such as Rangarder and Serami (because archers are generally seen to own horses, and horses cost money).
His hair is brown and flows downwards to below his ears but does not reach his shoulders (think Athrun Zala hair).

Professions and Class: Spy/Ranger He is trained in the arts of secrecy and espionage, as well as survival in the wilderness and hunting.
- Specialties: Ryland specialises in being able to spy and track people, as well as collect information and surviving for weeks in the wild. Although he has been a ranger longer then he as been a spy, he takes his spy work very seriously and sees himself as an Agent of Kelfelar first and a ranger second.

Faction(s) (Optional): The Kelfelar Agents, Empire or Rangarder

Weapons, Armour and Equipment: Ryland only carries three weapons; a Gladius Sword (http://www.imperialweapons.com/swords/Gen2/Ip-022.JPG), a Gurkha Khukri knife (http://www.m4040.com/Survival/Ghurka/Proje...mbat-Khukri.jpg) and also a black longbow and shoulder-quiver (http://www.armsofvalour.com/miva/graphics/...001/wb-009l.jpg) that he only uses when he goes into the wild. He doesn’t wear any real armour except for when he occasionally wears bracers on his forearms.
- Primary Fighting Style: When in an urban setting he doesn’t equip himself with his bow, so he relies on his gladius sword and khukri knife for attack and defence.
- Secondary Fighting Style: When he is in a wilderness setting he relies mainly on his bow for hunting as well as combat.

Current Location: Rangard City.

Personality: Calm and confident in himself, Ryland actually sees himself as a spy first and a ranger second. He doesn’t have any problems with living in an urban environment for extended periods of time (like he is currently), and simply adjusts his fighting and survival tactics to match (mainly not using or carrying his bow except for when he is in the wild). He is also slightly reckless and unorthodox; making him a curious person to be around, but also has a sentimental side he doesn’t like to show. Some of his companions in the Agency see him as a ‘big brother’ figure.

Biography (No minimum, but I expect to see some effort):
Ryland Evergreen really is an assumed name, as he was born to unknown parents somewhere in Kaiatera 23 years ago. Found by a group of travelling summoners when he was only a few weeks old, they adopted him and took him to Kelfelar, the magic city. Early in his childhood, Ryland’s adoptive family discovered he wasn’t adept at magic, but rather very in tune to the ways of nature, so he began learning the ways of the ranger under a patrol squad that guarded the borders of Kelfelar for weeks at a time.
He became quite good at archery and adept at druidic rituals and lore, but for all of his time spent in the wild his true passions never really lied in patrolling the borders and wilds around the city-state. The garrison of the city-state and his friends and family in Kelfelar considered him fledgling ranger at just 17, ending his apprenticeship with the patrolmen and because he did not volunteer his services as a ranger to the garrison he regained a certain level of freedom he didn’t have in his training. He took the time to travel back to Serami looking for the truth behind his birth and his parents, but instead found a feudal class-segregated country torn apart by feuding regional Warleaders and the samurai warrior-class. He had gotten by during the civil war as a mercenary, selling his sword and bow skills to the Warleaders he encountered on his 2 years in Serami, but he didn’t find what he was looking for in the end. As the civil war drew to a close and a new council of Warleaders and a King was instated by the victors, work dried up for Ryland and he returned to his true home, Kelfelar.

On his 19th birthday he returned to Kelfelar, a changed person from the young ranger who left 2 years before. He had experiences the magicians of his generation hadn’t had before; he had seen death and violence and had seen the Serami civil war through to its conclusion, and it was in Serami where he first killed a man. Desperate for some form of work different to the violence he had seen over the last 2 years, he decided to join the Kelfelar Agents instead of the Kelfelar Army and Battlemage Legion. Being a ranger in a city full of studying magicians and powerful master spellcasters kept him at a disadvantage to most of the population as well as his fellow Kelfelar Agents, but was accepted into the Agency and met a 17 year old student named Arious Demaarch.
Ryland was assigned by the agency to protect Arious Demaarch, a young sorcery student who had shown massive potential and was on a scholarship to become a Captain in the Battlemage Legion. Ryland became an elder brother figure to Arious in some ways, and he taught Arious things about survival and battle in the real world that pious old magical scholars could not. Ryland always suspected there was always more to Arious, but he was only told that the student was only “extremely gifted”.

After spending roughly a year protecting the future Captain, Ryland was reassigned and sent away, to the most exotic place he had been yet. The great Empire of Rangarder. His mission was to become apart of Empress Katalia Kyaku’s Imperial Guard, as a ranger servant. It took him another year to work his way up in the Imperial Guard, and once he got into a comfortable position he received orders to keep track of the Imperial Court and all the actions that took place. Because he wasn’t a magician himself, the Imperial Guard accepted him much easier then any of his magician agent counterparts, and his skills for survivability translated to his new, shadowy settings. Adjusting to the harshness of the desert also took time, but he adapted and soon the Guard and his associates in the Court trusted him and treated him like a born Rangardian.
When talk of hostilities towards Kelfelar grew, Ryland sent all his information back to the Ruling Council of Kelfelar, and they decided it was time to take action against the necromancer forces driving the anti-Kelfelar movement in the Court. Ryland was now 23, and things were slowly but steadily descending in the grand city of Rangard.
Linall
Hrm... I guess someone should be a necromancer.

Name: Alastor Cernunnos
Sex: Male
Age: 47
Race: Human
General Appearance: Alastor likes to give the impression that everything he is has flair. Tattered woolen robes have never touched his skin, instead he garbs himself in robes cut from the finest fabric to be had in a place. Nowhere on his robes can the traditional skull crest and in it's place is the Cernunnos clan crest, twin sickles crossed before a large hourglass.

Class: Necromancer
Faction: The Guild of Necromancers or "Dark Guild"
Schools of Magic: Necromancy, Illusion
Weapons, Armour and Equipment: Staff of Necromancy - Covered in symbols of darkness and power, this staff serves to direct whatever sort of force Alastor wishes it to. He often substitutes hand movements with gestures of the staff when casting a spell.
Personality: Neutral Evil, "Malefactor"

Biography: Alastor comes from a long line of Necromancers. Clan Cernunnos can trace it's roots back to the times when necromancy was practiced freely everywhere in the world, even in Kelfelar. His ancestors were some of the first who agreed to forming the Guild and swearing revenge on the city of Kelfelar.

Alastor himself carries this clan oath with no hesitation. He feels he has been deeply wronged on a personal level by the city, as if it had thrown out all the Necromancers years ago just the make him angry. The continued existence of Kelfelar is an insult to him and he will do all in his power to see it crumble. To do this he seeks power in every form he can find it.

Aside from the goal of fufilling his clan's pledge to bring Kelfelar to it's knees, Alastor seeks power for his own reasons. He dreams one day of holding sway over the entire world, be it through rule or political clout.

Alastor started his formal training as a Necromancer at age fifteen. His teacher was his uncle Victor. The first half year of training was brutal for him. He had no natural talent for magic and had a bad habit of sneezing in the middle of incantations. It was only after the basics had been beaten into him that he began to show any proficency with magic. Roughly another two and a half years saw him a card carrying Necromancer in his own right.

After completing his training, Alastor was free to roam the world for a couple of years before returning to the clan to being his service. Most of it was spent roaming the world with no real agenda, doing whatever took his fancy at the time.

The time he spent in the Republic of Candrosol was just about the only protion of his free years that wasn't a waste of time. Alastor arrived in Iviepool in the middle of a freezing rain storm. He wandered about looking for lodgings untill he noticed a large public looking build with people streaming in and out of it. Having no where else to go, this seemed like a perfectly acceptable place to get out of the rain and locate an a okace to sleep. Entering the building, he was floored by how big the place was inside. It was easily twice as big as it appeared on the outside. And the stonework, Alastor was no expert, but the intricate patterns worven into the walls demanded his attention whenever he entered a room. Which was hard when the golden chandeliers, exquisit rugs, and brillant marble staircases were also around in some supply.

Then, in a flash, it was all gone. The building that he had walked into took on a much humbler appearence. No longer seeming to big for its outside dimensions and the only stonework it possesed was that of the local insects and father time. He left completely bewildered.

It wasn't untill later that he found out that he had wandered into a school of magic. Illusion magic to be more specific. Still completely enthralled by the memory of what the building had looked like, Alastor hurriedly signed himself up. He spent the last of his free years in Iviepool learning how to weave illusions and perfecting his necromancy.

Then his free years were past. At the age of twenty-five, Alastor entered the service of Clan Cernunnos. He quietly climbed his way to the top, killing a few key people when his upward momentum seemed to be stuck. The assassination of his older brother last month leaves him as the leader of Clan Cernunnos. Granted, he doesn't have enough power to do anything contrary to the wishes of the clan elders yet, but his plans conencide rather well with theirs. Except for that last bit anyways.

Edit: There, I am done. Jeeze, I gotta stop writing bios in twenty minutes spurts.
Yume-chan
Name: Kerolmie Kindel (Ke-ro-mi-eh kin-del)

Sex: Female

Age: 48

Race: Human

Place of Birth: Unknown

General Appearance: Although Kerolmie is 48 years old, she looks just in her mid thirties. She wears a white high-collared shirt and white, long, wavy pants underneath her blue magician robe. She has small sky blue eyes and always has a small smile on her face.

Height / Weight: 5’4 ft, 121 pounds

Eyes: Sky blue

Hair: Chestnut colour / Style: >>here<<

Professions and Class: Headmistress of Firling (An abjuration schools in Kelfelar)/Magician

-Specialties: The ability to create almost totally undetectable wards and to be able to manipulate their sizes freely.

School(s) of Magic (Only for Magicians and Magic-users): Abjuration

Weapons, Armour and Equipment: Three silver rings of which two are on her right fore and little finger and one on her left fourth finger. They are each adorned with, amethyst, jade and lapis lazuli respectively. (For the uses of the stone, check out >>here<<.)

>>Throwing knives<<. Though not the best knifethower, Kerolmie has decent aim with her throwing knives. Although they are used only during the most desperate of situations, she still polishes her skills in knifethrowing every now and then.

- Primary Fighting Style: Warding

- Secondary Fighting Style: Supportive warding. I.e. Trapping the enemies in her wards, leaving them to be dealt with by magicians with more offensive skills.

Current Location: Kelfelar

Personality: She is a very vibrant lady who is kind to all especially young children. She is protective of the people she care about and would rather die than let them suffer. She also has her share of pain and sorrow. However, she hides them deep within herself, never showing them to anyone.

Biography (No minimum, but I expect to see some effort):

Kerolmie was originally born in a group of nomads. They traveled all the time and were forced to adapt to different environment they lived in. Kerolmie’s family consisted of her parents and two younger sisters. As Kerolmie’s parents both hunted in the day on certain days and returns only late in the evening along with the other adults in the group, she was in charge of taking care of the other children in the group with the adults who stayed behind.

By the time she turned five, Kerolmie had already started to act like an adult and was more mature than most children of twice her age. In the year when she had reached the age of six, there was an increase in the number of attacks that the group had received from the wild animals, day and night. They were constantly on guard whenever they traveled. At night, more people were posted on guard duties.

It was on one night when they were attacked by beasts that roamed the area they camped in. Many able bodied men had already been injured from the previous encounter they had with the beasts and the increase in numbers of their enemies did not help matters. They knew that they would not be able to survive the attack and decided to divide into two groups, one would consist of three quarters of the adults regardless whether they were injured or not. The other group consisted of the rest of the adults and children who would escape to Kelfelar with all their necessary belongings while the animals were being distracted. Kerolmie and the adults managed to lead the children into Kelfelar where they rented a house with the money they had brought along. They had agreed that should anyone in the other group who had left behind survive, they would go to Kelfelar to meet them as soon as possible.

Days came and went but no one came. They had almost given up hope until they heard a rumour that a group of nomads had entered the gates, bleeding and looking as if they had gone through hell. With the flame of hope relit once again in their hearts, they sent a group of five adults to go to the healing chambers where the injured receded. Kerolmie was not part of the group and was left behind to take of the children.

When the five returned, the look on their faces told Kerolmie that it was not good. The nomads had to be either dead or not from the same group. She hoped fervently that it was the latter rather than the former. The five of them discussed the issue with the rest of the adults privately that night. The next day, they broke the news to the rest of them. To say that their reactions were bad was an understatement. Many, like Kerolmie, clung to each other and wept while some just sat on the ground, dazed, with tears streaming down their wide eyes. Whatever hope they had held had vanished.

They spent their next few days in depression. Nobody wanted to work and no one disagreed, they had after all lost their families and friends in a single night, save some fortunate ones whose closed ones escaped with them. It went on for a week until the rent came. It was to be collected a week later and they had nothing to give. They pawned whatever they had and managed to scrape some money to pay for their rent. After a few days, the adults and some older children managed to find themselves jobs. Kerolmie, as always, stayed with behind and took care of the younger ones. She taught them all that her parents had taught her. By then, their depression had been pushed aside and replaced by the will to survive. They saved as much as they could and limited their daily expendage to the minimum and within a year, they had bought a house where they all lived together and even managed to send the children to magical schools. They all took up different subjects though evocation was more popular amongst them. Kerolmie chose abjuration and she had always preferred to protect rather than attack.

She was very talented when it came to Abjuration, coming onto it just as easily as fishes to water. She was able to create wards that were stronger than some of her seniors in her second year and was rumoured to be one of the best the school ever had at that time. When she turned 19, she was able to create wards that even some of her professors could not penetrate. By the time she reached 31, she was offered the job of becoming a professor in the school. She accepted it immediately. She taught her students at the best of her ability and was one of the students’ favourite professors. Fifteen years later, she was nominated as the headmistress, a position that she had never thought she would be able to reach.

Although they attended to boarding schools, Kerolmie and the rest of the surviving nomads always managed to return to the house for their summer holidays. The only way they could be separated was by marriage, even though they would still find some ways to keep in touch. For the last forty years, they lived under the same roof and the ones who did marry off were still kept in constant touch with.

~*~

The editted version of the profile, though i took the liberty to add the old height, eyes and hair option in the profile.


EDIT: Could i request some nice paragraphing in real_1)eviance's biography? My eyes literally hurt when i tried to read through..
real_1)eviance
(Now in paragraph form, i can still see something's missing, i jus can't figure out what)

Name: Lustil Ragnik

Sex:Male

Race: Human

Age:21

Height/Weight: 6'0"/195 lbs

General Appearance: Lustil's dark habits, has made him a man with features of a vamipre, pale face, Long white silky hair, always wears his armour and always equpped Kitanas and Red Blood, wears a black cloak which makes him a much more deadly assasin, makes him much more easier to become one with the shadows

Professions and Class: Warrior
- Specialties: Able to study the enemies weakness adnd use it to his advantage

Weapons, Armour and Equipment: Red Blood( this is a weapon i made up, it's a sash with 2 blades tied at each end), light mithril vest and legs, twin kitanas
- Primary Fighting Style: Hiding in the shadows waiting to attack
- Secondary Fighting Style: Sheer brute force

Alignment: Chaotic Good, "Rebel"

Personality: Lustil looks after himself, his connections within the shadows, has made him remote from civilization, not knowing the warmth of another being, has made him anti-social, he doesn't care for other beings, not even himself, he despises the world for bringing such a darkness into it's domain

Biography: In a small village jus outside the Empire of Rangarder, Lustil is given life by Evan Ragnik, a common women, a wife to a warrior, the warrior. His father, at the time of Lustil's birth he and his fellow men were battling a mighty chimera a few miles away from the village. His father fought bravely with heart and courage, you could here the war cries 1000 miles away, his father was the strongest of all the villagers, also a great leader, he knew that this chimera was no macth for him and warriors, but he had under-estimated the chimera's power, he would soon realize that every action has its consequences, and he did he had paid the ultimate price, with his warriors lives, as well as his own.


Lustil now age 9, not knowing his father labored day and night to support the village in it's darkess hour, he would ask his mother, "My father, who is he?", she would tell him a fable, lying about his father, she would say, he's a general of the Empire of Rangarder, and would never see him, becouse of the strict laws, so Lustil would work and work and wonder about his father, dreaming of what a great warrior and man he is, he would dream..........Until one day, a small army of bandits, raged along the path which would lead to Lustil's defenseless village, with no one to defend it, the village fell to the bandit's hands, but Lustil's care-taker when his mother labored, Sheedo, had held onto him and ran deep within into woods, safe from the bandit's bane, MY MOTHER! MY MOTHER! Lustil shouted, but Sheedo knew that if he turned back that they too would die.

Countless hours passed by and you can still hear the screaming of men, women and children. Now it was a day since the bandit attack, Lustil was for some reason mad at the Empire of Rangarder, perhaps for not aiding them in their time of need, or keeping him away from his father? Hmmm, perhaps.

Lustil knew that Sheedo was once a great warrior, and told, not asked, him to be his teacher, Sheedo rejected his wishes, he didn't want him to know the pain and suffering of war and hate, Lustil would tell him day and night to be his teacher, until one day when Lustil, now age 15, went to gather wood for a fire, he had run into a wolf, how would he defend himself? He had nothing but wood in his hands, so this is what he used, the wolf dashed at him at the speed of lightning, almost capturing Lustil's head in it's mouth, Lustil used a piece of wood to maintain the position that the wolf's mouth was in, then out of no where, a howl of a steel arrow came pass Lustil's ear and into the wolf's head, it was Sheedo, he had saved him.

Now Sheedo knew that Lustil was a warrior, a regular child would have been ripped apart limb from limb, but Lustil was a warrior and the instincts of a warrior told him to defend himself. So Sheedo taught young Lustil, age 15, taught him everything, honor, courage, he had trained him day and night, trained and trained, had taught him how to wield the kitanas, he showed him how to use it's lightness to your advantage, he taught and taught. Unitl one inevitable day, where time took it's toll on Sheedo and put him to rest. Lustil now age 19, made a grave for him, said a prayer he knew as a child. What was Lustil to do now? With nobody to guide him, he would only do one thing, walk and walk, take and take whatever the world brought, he would always have hate for the Empire of Rangarder for not aiding his defenseless village and for the crucial abscence of his beloved father.
Krazed
Name: Dermian Geric

Aliases (Optional): Shadowfox (Because of his cunning and stealth)

Sex: male

Age: 18 (he doesnt know for sure, but he started counting himself, and this is how old he figures himself to be.)

Race: Human

Place of Birth: Unknown

General Appearance: fairly thin, dirty. Wears black robes so as to hide in the shadows of day and blend in at night. Grime and scars from years' travel and battles for survival cover his body. However, his robes seem fine and clean, even after years of wear. His hair is black, which is an advantage for him, and grows about shoulder-length, and is straight. His eyes are a piercing, pure-colored blue, and any than have the privilege of seeing his eyes wonder at their color. He has a small patch of beard, but is otherwise clean shaven.

Height / Weight: 6'3/ 150

Professions and Class: Sorceror
- Specialties:Conjuration and Abjuration; Stealth, and assassin (he doesn't tend to assassinate people, but he is good in stealth, and therefore assassination, should he need to.)

Faction(s) (Optional): None (helps the commonfolk)

Alignment: Chaotic Good

School(s) of Magic (Only for Magicians and Magic-users): Sorceror

Weapons, Armour and Equipment: Staff with a sort of shallow iron bowl at top ringed with spikes. He also has a small dagger, and an old sword sword. His only armor is a congured magical shield

- Primary Fighting Style: He will hide in the shadows and wait for an opportunity to attack. He usually attacks to protect others, and in these cases he will run out in the open to use himself as a distraction if neccessary to prevent whoever he is protecting from danger. he is powerful enough that usually he wont be beaten, but using such powerful spells is draining, so he prefers the safety of shadows.

- Secondary Fighting Style: If he cannot cast his magic for whatever reason, he will use his dagger an sword. He has some skill with melee, and is a pretty good assassin, but lacks the physical strength to use melee weapons too much

Current Location: Kelfelar

Personality:
Serious manner, and sneaky. He has few friends and lacks trust because of his being orphaned young. He will be the one to help the innocent bystanders and unless needed by someone, dart from shadow to shadow. He has never yet allowed himself to be caught and held by an enemy, and rejects any form of help except by his few scattered friends. This has often proved folly for he is quite thin and physically weak. If not for his ability to hide he would be long dead by now. He cares for the world and all of the "little" people within it, but doesn't often connect on a personal level, and is stubborn and hard to talk to.

Biography (No minimum, but I expect to see some effort):
He was orphaned very young and has traveled ever since, staying nowhere long, and fending for himself. In his travels he found his staff, and, though he know little about it, it appears to be an ancient and powerful weapon. It allows him to cast some spells without spell components or hand motions, such as a globe of light that doubles as a weapon (it is immensely hot and floats; he can control it by force of will and it commonly sits atop his staff, hence the bowl,) a shield spell, and another weak spell of lighting. He helps those in need, having known hardships, and having to feel needed, even if those he helps don't know him.

His life as he remembers it was a blur of fear and anger, until he happened upon an old mage of about 50 who housed, clothed and fed him for some time.(Just so you have it straight, this would be when he was about 10.) When the mage asked him his age, Dermian had no idea what he meant. The mage told him age was how many years a person had been alive. When again the mage found the boy confused, he gave him his first lesson. He taught him about the flow of time, something the boy had never learned, knowing only that sometimes it was dark, and sometimes it was light. He taught him about the days, and the weeks, the months and the years. He told him that most people counted how long they had been alive by the years. Dermian, after learning all this, decided that that day would be his birthday, and he would begin counting from then.

This mage taught him more about life, about magic, and gave him his survival skills and his magical training, and during Dermian's first lesson, the mage learned Dermain was a sorceror, born with the gift of magic. The mage, proficient in conjuration and abjuration, taught the young sorceror all he could, but explained the differences between them to Dermian, and told him there was only so much he could teach him. Though his teachings, and the neccessities of his life, he became skilled in blending in and moving about quite silently. He learned some fighting skills, but was to weak to truly become a sword fighter, though he still kept his childhood short sword and an dagger concealed on his person, given him by the old mage. Dermian became quite skilled in conjuration and warding spells, but knew he needed to go abroad to learn anything else. When he had learned all he could from the old mage, he left in the night, at age 10 (as he figured it), leaving simply a note saying, "Thank you for all you have done. I will follow your example and help others as well," on his table. Since then he had been guided by his heart to go where he would most be needed.

During his travels, he came upon his most prized possesion; his staff. He was wandering when he found an old temple in the night, a place where magicians of old had studied and practiced magic. He decided to explore it to see if they had left anything behind, like an old book or something that he could learn from. all he found were dust, cobwebs, and shadows. All the books had been taken, and as he was about to leave, a glint of light from the cresent moon caught his eye. He went over to the corner where he saw it, and found this old, moldy piece of wood with a nail through it. He almost left it, but felt like destiny was in the air. He felt that this old piece of wood was important, and it felt stronger by the wood. He picked it up and the illusion broke. In his hand was a long staff of polished oak. It was in the best condistion it could have possibly been in. The bowl on the top, ringed with spikes was clean and polished also. The wood felt smooth in his hand, and, odd as it sounds, a feeling of happyness emanated from the staff. Afterwards, he felt the staff had called him to that corner, and compelled him to pick it up, so it could be used for good once more.

Over the next few weeks, he learned some of the staff's powers, such as the abilty to cast lighting and a globe of light that, in addition to lighting his way, seemed to send out heat. he tested it on a tree, and found a large burn in the bark. He learned to control this ball, and it now stays with him, without much thought from him. He mastered control and it now obeys his thoughts easily and quickly. He also learned to use it to cast his shield, and it did all these spells without the use of complicated hand motions or spell ingredients.

On his travels he also learned more about magic. Whenever possible, he would knock on the doors of magicians' homes, keeping his face covered, and ask to look at spellbooks, or if he had money offer to buy some from magicians or shops around town. He would also "borrow" some from homes if the owners were unwilling to sell or loan them out, usually the higher-level ones. He would always return them however, as he wasn't a thief, just a scholar. Because of this thurst for knowledge and the magic in his blood, he became a quite good magic-user, and he always helped out anyone in need. He would protect lone villagers from theives, or whole towns, usually unseen, or he would guide small children back to their homes if they were lost. He spent most of his time in Kelfelar and in the empire of Rangarder. He did visit his old mentor several times, and talked of his adventures and new knowledge. His mentor was very proud of him, and told him a few times of places that would need his help (a friend of his was a diviner, and would tell him of things that would happen.) Dermian travels so much, that he knows just about every city in both Kelfelar and the Empire very well, and checks up on the cities commonly. He also knows the routes, better than ost of the inhabitants, and uses them if things get sticky. He has been in trouble with the local authorities in towns many times, because of breaking and entering, or stealing food if he needs to. He has never been caught, being both swift and stealthy, but there have been a few close encounters. Though he has been in trouble, he has always run, never fought the local authorities in any way. He has used some illusions and warding spells, but not actually tried to hurt them, since he knows they are just doing their job. Though the authorities dont like him, the people see him as their savior, and that he will likely be around in times of danger.

He has made several friends, most magicians, and they wander about separately helping those in need, since one man cannot be everywhere. They call him Shadowfox, because of his stealth and cunning; he tends to make decisions quickly and carefully. He has mastered conjuration and abjuration, and is proficient in the others, except divination. He has been unable to find many books on it for some reason, and is unaable to understand it very well. As a result, he is quite knowledgible in herbs and non-magical forms of healing. His mentor's friend has forseen Dermian playing a major role in the times to come, but either cannot see what role, or refuses to tell either Dermian or Dermian's mentor. Therefore, Dermian is just doing what he can, and will let his heart guide him in the times to come.
Penguin
Maybe, Tim, maybe. :)

Give me a week or two to decide. I'll get back to you.



--Edit--



Ah, to hell with it. I'm back. Here ya go, you bastard.

Please note, that while I list a good many psychic powers, Flin is not overly powerful. He's young, still discovering most of his powers, has had no professional training, (psychics rarely do) and will not be able to use several of these powers to their maximum potential. =)

Name: Flin Darnarreh
Race: Human
Age: 23
Sex: Male
Alignment: Chaotic Neutral
Class / Faction: Psychic / N/A
Height / Weight: 5'11'' / 158
Eyes: Gray
Hair (Colour and style): Brown, short and vaguely messy.
Distinguishable marks: None, save the eyes. A very vivid blue. If you stare at them long enough, you'll almost be able to see his mind working behind them, moving at a speed uncomprehendable by average people. It's unsettling to look Flin in the eyes for too long.
General Appearance: Flin is of average height and build, and doesn't stand out in a crowd. He wouldn't want to, anyway. After all, it's what's inside that counts, eh?

Weapon(s): Telekinetics, Mental Domination.

Armour(s): Telekinetics, Mental Domination.

Magic School: N/A, Flin is a Psychic. Very, very rare, you're only likely to see one or two in major cities, and rarely in any small town or village. For the most part, they are known, but not much. Everyone knows that they do exist, but the average person will go their entire life without meeting one. The people who actually bother finding the time to work with psychics, and find out more about them, (especially the magicians and sorcerers) are very curious as to where their powers stem from. Obviously from the mind, but doesn't all magic stem from your ability to control the elements with the power of your mind? Perhaps psychic abilities are merely an extension, or a different branch of practical magic? If that was the case, it would be far more easily explained, but psychics give off no magical energy while performing an ability, which makes them very dangerous to conventional magic-users, as they're completely undetectable. Well.. Not completely. The presence of a psychic will be known to a magic-user, but it's so far-flung and dispersed over an area that, unless the magic-user is alone with the psychic, with no other people within 200 feet or so, that he/she will be certain that it's that person. In an area with multiple people in it, it's physically impossible to pinpoint a psychic based on this presence alone.

Psychic abilities include, but aren't limited to:

Telekinesis: The ability to lift, and move objects with the mind. On average, psychics can lift up to five times their body weight with relative ease, although that number applies to every item they lift, they can't lift their full amount of multipel items at the same time. A 150 lb psychic could lift one object weighing up to 750 lbs, two objects weighing up to 375 each, three objects weighing 250 each, etc. Telekinetics also enables a psychic to push against objects with substantially more force than they use to lift objects with. A very powerful psychic could literally tear a wall off of a building, if they felt the need.

Telepathy: Telepathy is the ability to mentally 'broadcast' one's thoughts, so that they can be 'heard' by either a large group of people, or an individual. Telepathy also includes the ability to pick up on other messages broadcast by psychics at a far greater range than a normal person could 'hear' the mental messages at.
Empathy also falls under the Telepathy category. Empathy is the ability to strongly sense the emotions of nearby individuals, and also the ability to instill emotions in others, very useful for inspiring fear in a person, compassion in a merchant who has too high of a price, etc.

Mental Domination: More commonly referred to as 'mind control', a psychic can enter another person's mind, (leaving the psychic's body in a coma-like state) and do a multitude of different things. These things can range from simply digging through the target's mind for information, to flat-out controlling the body as if the psychic was the person themselves. Psychics are often able to pull off a very believable hoax while pretending to be someone else, because they have access to all of that person's memories, methods of speaking, etc. There are forms of Mental Domination that can be used on groups, but the effects are very limited when spread out, and can only slightly influence the targets' actions. It is up to the psychic whether or not the target remembers being used in a such a way, although those with an incredibly strong constitution can break through the mental barrier and recall the incident.

Total Recall: Having full control over their mind not only gives psychics a perfect photographic memory, (look at something once and remember it completely, forever able to recall the image in the blink of an eye) and also the ability to recall anything they have ever seen, heard, smelled, tasted, etc with exact detail.

Clairvoyance: Sometimes called Foresight, Clairvoyance is the unusual ability of being able to see things very far away, as if you were there. Many times, Clairvoyant visions are not initiated by the psychic, but simply occur. This could happen more often if one of the people / objects in whatever scene the psychic sees is of great importance to him / her, and these visions usually come in the form of crystal-clear pictures in their mind, a rapid series of them depicting the scene. The Foresight bit comes from the very rare ability to see events that have not yet occurred, such as seeing yourself break a bone before it actually occurs, or how a conversation is going to turn out. These visions come the same way as Clairvoyant ones, and, much the same, are not initiated by the psychic.

Clairaudience: Clairaudience, while similar to telepathy, is also quite different. For instance, a psychic may walk by an old, abandoned, house, and hear sounds from the time when it was lively, filled with people. For instance, the sounds of children playing, songs being sung, a party, etc. Sometimes, psychics believe that Clairaudience is the method of how the deceased send messages back to the material world. Occasionally, important messages are received via Clairaudience, be they from the past, present, or future.

Psychic Dreams: Sometimes, when a psychic lays down to sleep, their night will be anything but peaceful. Their mind could be projected into another person's body, somewhere in a different part of the world, and the psychic will be able to see, and hear everything that person is seeing and hearing. These 'dreams' last until the psychic wakes up, or the connection is severed in some way.

Precognition: Similar to Clairvoyance in the sense that future events may be seen, but events seen through Precognition are not taken as certain, they are taken as a warning of things to come, and giving the psychic the chance to warn others, and change those events from occuring. The difference between Clairvoyant visions and Precognition is that, whereas Clairvoyant visions come in the form of rapid, clear images, Precognition will be in the form of an almost grainy vision, as if the psychic was standing in the area being depicted, a silent onlooker that no one can notice. The psychic can move freely about this vision, which is very useful for checking all the details.

Astral Projection: There are two planes of existance. The Material Plane, and the Astral Plane. They coexist, simultaneously, and in the same space at the same time. A psychic is able to project their body onto the Astral Plane, and move about in it, leaving the Material Plane completely. Physics work different in the Astral Realm, and thus faster movement is able to occur. It's mostly used as a means of quick transportation for a psychic, or as a way of covertly entering or leaving a building. Everything, from objects to people will appear to be made of insubstantial mist, wavering in and out of vision while in the Astral Realm, and some objects, (walls, iron bars, etc) can be passed through as easily as if they were air.

Psychometry: The act of taking information from an inanimate object, such as a vase, weapon, chair, etc. By physical contact with the object, the psychic can learn where it has been, what it has been used for, either recently or hundreds of years in the past, and is often able to visualize these scenes, although only vaguely. This also applies to buildings. Upon entering a building with a history, a psychic may be able to visualize scenes that have occured in the past, in the same building. Still, these scenes will be hazy at best, and the people in them will probably be unrecognizeable, save their voices.


Personality: Flin believes the laws of normal humans, or magicians, do not apply to him. He considers himself radically different. Note, not better, just different. As such, he has never had any regard for the laws, for right or wrong. He simply lives the way he lives, does what he does, and takes offense whenever someone calls him 'bad', 'evil', or 'misguided'. Generally, he's very non-trusting of others, but will occasionally warm up to people he's known for a while.

Biography: Flin was born into a perfectly normal, average family, in the city of Sero Sero. He had a great childhood, with nice parents that took good care of him, although they were a bit strict, and disliked anything unnatural. Around the age of 5, he met Kadia, who would later grow to be his best friend. (See Lee's bio for more details on that, such as the cake 'incident'.)

Around the time he turned 10, Flin realized that he was a bit different from the other kids around his area. For instance, he remembered everything, absolutely everything, down to the last detail. He could instantly tell whenever anyone was lying, and knew whenever someone got close to him, without having to see or hear them first. Of course, being a kid, he thought that this was quite fun, and made the most out of it. His parents, however, were less than pleased with the startling facts that pointed to the only possible option. Their son was a psychic. This fear was confirmed one day, when Flin's mother found playing with wooden sticks out in the front yard. Loads of children love to 'fight' with sticks, but the curious thing here, is that the second stick was floating in midair in front of Flin. Against all their beliefs that they should remain a normal, average family, they tried to deal with their child, and his unusual powers, although they did forbid him to ever mention it to anyone, or use any of these abilities in their presence, or anyone else's. Such threats were made to him if he did, that he didn't even tell Kadia. Of course, at the age of 13, she found out. (See Lee's bio.) Considering the circumstances, she took it rather well.

When Flin was 15, the final straw was put onto the proverbial camel's back. His parents had been under alot of strain financially as of late, which had put them into a horribly bad mood. The general bad mood of the household seemed to be affecting everything that went on there. They grew more strict, Flin grew more rebellious, arguments were commonplace. Now, Flin wasn't the most careful individual when it came to hiding his psychic abilities, and every single incident with them angered his parents to no end, especially his father, who believed that it was a deformity of sorts, and made not only him, but his wife look like some kind of freaks, for having raised such a child. During one incredibly heated argument, without thinking, Flin delved into his father's mind, and started replying to him before he even spoke. A deadly silence filled the air after that, as the muscles on the man's neck tightened, and his face reddened. "Out" was the only word he spoke, and it came out in a hiss. Flin didn't need to ask what he meant by it, relations had been horrible for several weeks by that time, and although they were nice sometimes, his parents had never truly seemed to care about him. Flin happily tossed his spare clothes into a travelling pouch, and walked out the door, never to return. He blocked his parents from his mind as soon as his feet left the building.

Heading straight to Kadia's house, Flin explained the situation to her. She asked her parents, and, being the carefree individuals that they were, they gladly let Flin stay in a guest room they had. The Aglarale family was as nice as he had ever known to live with, (he expected as much, after all, he'd been in their house for quite awhile in the last 10 years) and he got along fine with them. Of course, he also got to be around Kadia more, and the two grew closer still. They were close to the point where any adults that knew them speculated on whether or not the two were a couple, which amused both Flin and Kadia to no end. Simply because both of them loved to play mind games with people, they neither denied nor encouraged these unspoken questions. Flin remained at the Aglarale household for four years, until at the age of 19, he got a very interesting offer. A sorcerer approached him, knowing his name, family, and past history. This unsettled Flin, as he wasn't exactly well-known, and he wondered how the sorcerer had been able to pinpoint him, as psychics didn't give off a very strong magical scent, only the vaguest of feelings. Regardless, the sorcerer wanted Flin to become a contact of sorts for the rest of the sorcerers that came through Sero Sero. He would be given his own place of residence, paid for by Kelfelar, and would be under their service. He'd get handsome pay, of course, and work closely with Kelfelar agents on occasional missions. Other than that, he'd be providing them with details and information, on people and places. Given his abilities, he was the perfect man for the job. Naturally, he accepted. They were a bit wary of his disposition, and lack of care for the rules at first, but after coming ot know him, the sorcerers have realized that while he may not differentiate right from wrong much, he is loyal to his friends.

Flin's house ended up being beset by frequent visits of Kadia. She seemed to randomly pop in from time to time, (usually letting herself in, being a thief) and would stay from anywhere from a few hours to a few days. Occasionally, over a week could be spent with her not leaving. The relationship between the two is interesting, at the least. While not technically together, occasionally an 'incident' might occur, which neither of them minded in the least. One such time was when Flin was just coming out of a restful night's sleep, (or what seemed like it) he awoke to find someone else in his bed. Naturally, this was surprising. Moreso because it was Kadia. The conversation that followed went along these lines:
"...You're in my bed."
"...It would appear so, yes."
"...When did this happen?"
"...Couldn't tell you."
This was merely shrugged off by the two, and then the morning went about as usual. Merely an example of how comfortable they are around one another, when things such as this don't bother them in the least.

Life has been more or less normal for Flin since he began working with the Kelfelar agents, and, now at the age of 23, with Kadia still dropping by as often as not, life is good, especially considering that the pay is still coming in, while he hasn't had a job in some months. Most of his solitary time alone in his house is spent working on fine-tuning this power or that, or his personal hobby: writing.
Cyo
Name: Ulima Oma Aludra

Sex: Female

Age: 7

Race: Human

Place of Birth: Kelfelar

General Appearance: Ulima’s father was from Kelfelar, but her mother was from the Chantico tribe on Dorandi Island - rich in culture, pride and tradition. From her mother she inherited copper-toned skin, and her left-eye was gifted the color of the sun (the other is her father‘s light blue). Had she been full Chantican, her long curled tendrils would be so true a black, it would shimmer indigo - giving it the permanent appearance of that hue. However, Ulima was only half and so her roots and only a spare few strands remained true. The rest of her locks drastically changed to glossy, amber tresses. Her two-toned hair was adorned with slender braids and beads of primary tones, and it fell down the center of her back. She had a lock of hair that was longer than the rest - she had it run down the center of her hair, held in by a braid with a carved, ivory bead (shaped in a long cylinder) towards the end of her hair, leaving a tuft of amber curls at the bottom.

To honor the heritage of her mother, she had adorned colorful tattoos on her arms - starting from an inch below the below and going an inch above the wrist - using red, orange, turquoise and violet swirls and symbols. Not only did these decorate her forearms, but also they encircled her waist and lower legs. Her clothing choice was also a tribute, albeit a bit ornate. She donned a sleeveless, saffron, linen dress with a burgundy ribbon encircling just above the waist and two sorts of saris. The first was a slender lavender and green one that went over her right shoulder and could form a hood should she be without her normal green robes. The other sari was larger and occupied the other shoulder. It was red with golden tendril décor and fringes at the edges - sparse and spaced apart. On her wrists and ankles were malachite and turquoise bangles, respectively.

As a small note, Ulima, despite the swarthiness of her skin, had a small, faint sprinkling of freckles across her nose. Also, she bore a small birthmark near her blue, right eye. Her older sister bore the same mark, but on her opposite eye.

Professions and Class: Cadetship in the protection field of the Kelfelar Agency

- Specialties: Ulima is a prodigy - she could create and summon small spirits at a very young age and was very quick at learning to expand and hone her skills. Her greatest talent is in summoning creatures on a semi-large scale (though, admittedly, her selections are limited). These beasts are usually elemental spirits. She can summon one to manipulate wind, earth and water for her. She’s starting to get a grip on how to summon forces of nature herself, but only a small grasp. On occasion she can command clouds to darken and lightning to strike, but the area it may strike is random. Although her summonings can attack rather well, she’s more adept at playing the field more defensively and heightening her own attributes through channeling energy (or just commanding her summons to perform certain castings for her).

Faction(s) (Optional): The Kelfelar Agents, Empire of Rangarder

School(s) of Magic (Only for Magicians and Magic-users): Conjuration (Summoner)
Weapons, Armor and Equipment: Being so young, she hasn’t had any formal training in weapons, although she does have a dagger - but for sentimental reasons, mainly. Mostly, this young lady carries around small spells and powders mostly for distraction purposes. She has a bag of enchanted desert sand - when thrown directly into an attacker’s eyes it may illusion them, and when thrown about them, the sand swirls around into mini whirling dervishes. She also carries a small potion that will transform her into an animal - provided that she has a fur, feather or scale clipping. And she usually does. Besides carrying around small distractions, Ulima carries a Fire Crest - to heighten her attributes.

- Primary Fighting Style: Generally, she’s prepared and doesn’t need to resort to distractions and can rely fully on her magic skill to summon what she needs to get the job done.

- Secondary Fighting Style: When all else fails - distract them. She uses what little spells she has, moves in close, and then pulls out her dagger and uses it as best she can. She’s not trained in it, but she does know how to hurt an enemy who intends to kill her.

Current Location: Rangard City

Personality: Ulima knows she’s a good summoner. No, wait, she KNOWS she’s a GREAT summoner. Not only that, she never failed at any of her endeavors - be it learning simple survival skills, scholastic knowledge, or just being a good daughter to her mother before she died. Ulima lost her mother at age four and shortly after that sort of went into a haughty sort of mood. Perhaps she though it was her way of honoring her great mother - who was also a talented summoner - and she figures it‘s just her being very proud of who she is, while also trying to establish self-sufficiency. But, don’t get her wrong, she’s not always a proud, little brat. Most of the time she’s just trying to be matter-of-fact to be, what she thinks is, ‘helpful’ -- but few people understand her sometimes flat tones. Her older sister Ishani is, perhaps, one of the only people who can understand her. Her haughtiness comes from her not knowing how to be now that she has no mother and having all this responsibility shoved onto her. Really, Ulima is quite insecure and is suffering from stress. She doesn’t let on that she still gets nightmares - although Ishani has an inkling. Regardless, Ulima accepts no help or comfort from anyone. Being the proud creature she is, she loves to feel strong and independent.

Biography: (combining Ishani’s and Ulima’s bio)

Chhaya Oma’Rim was born on the Dorandi Island in a small tribe situated in the Island‘s center. The tribe was the Chantico tribe and the majority of the tribe favored the Conjuring arts. Chhaya was perhaps the most talented of them all...To make a long story short, Chhaya decided at age 17 she would leave Dorandi Island and put her talent to use elsewhere.

Her travels off the shores of Dorandi Island led her to a traveling group of summoners around outskirts of the Kingdom of Serami. She remained with this group for several years to come and it was on her travels that she met a traveling merchant from Kefelar named Dauvin Aludra. Unfortunately, her time with him was short, but she would meet him again later. Despite the fact that the two would hardly spend much time together, their love was an odd sort that sparked fast and burned strong - but perhaps the best reason for their eventual marriage was that it was convenient for both being that they would find themselves constantly too busy (and generally at the same time).

After several years of traveling with these people - better learning and catching on to the language of non-Chanti speakers - her and her group soon ran into an unexpected event: finding an orphan. The child couldn’t be more than a few weeks old, and he was just left there…hidden in a basket on the side of the road, crying out of hunger. He seemed carelessly placed, as if perhaps someone were intending on coming back…but the basket looked a little worse for wear. Perhaps, the intention was well meant, but the follow through was intercepted? Times weren’t exactly friendly, Chhaya thought with a cringe and she took up the baby boy. What could be so important that would cause someone to leave behind their own child? Well, the more pressing issue was who would care for him. In this particular group Chhaya was traveling with, children were sparse. There were many eligible people - even Chhaya was willing to take up the task of being a mother to the child, but…he instead went to this couple who had recently lost their baby to illness. Still, Chhaya never stopped offering her help in caring for the boy - always treasuring the thought of one day being a mother. She tried schooling him and hoping to draw out potential for becoming a summoner.

As time went by, then ended up in Kelfelar and decided to stay there permanently and help out in strengthening the defenses with their numbers and talent. It wasn’t long before Chhaya rose to the ranks with her skill, and it also wasn’t long before she met up with that merchant again. The two married and soon after they had a child, whom they called Ishani Rim Aludra. Following Ishani’s birth, a childhood friend of Chhaya’s was sent over to Kelfelar to help raise Ishani traditionally - her name was Maram Makarim. Maram was to become like a nanny to Ishani as Chhaya’s career started to fill up her time (and, of course, Dauvin was always away trading). Maram taught Ishani (as well as Ulima, later on) Chanti and the ways of the Chantico tribe as well as provided basic schooling. The other summoners helped to instruct Ishani on the ways of the art of summoning. It turned out that Ishani had a marvelous gift for the art, but her playmate and childhood friend, Ryland (the orphan found by Chhaya), did not.

Chhaya’s attempts at instruction for Ryland began to wane, but as times called for more summoners, Ishani’s training with her mother and other summonrs began to dissipate as well (and Maram was magic-less). This left for more time to play and explore the woods for Ishani and Ryland - and in these times it was discovered Ryland had more of a connection to the ways of nature than to that of magic. And so, after a small period of play, the two were soon put into different learning curriculums entirely. Their time together grew ever more sparse. There were occasional moments of sneaking off from lessons…but very little of it.

When Ishani was just thirteen, she got a baby sister named Ulima Oma Aludra. Ryland was around, but he was a year away from nearly completing his apprenticeship. His workload was hefty at this point, so he was rarely around for Ishani to speak to about her joy and fears at being a big sister. After that year was up, he left. Ishani felt…a little upset over it all - she shed a few tears, but soon found herself having to study harder than ever. Not only was she having to learn more complicated summons, but her mother had suddenly become ill and she’d heard no word from her father after trying to contact him. In the times the stress allowed her to breathe and think for herself again…she sorely missed Ryland. Of course, he was off putting his talents to use - and such would cause Ishani to feel guilty for thinking so selfishly.

Ryland came back two years after he left, but by then things were worse. Her mother couldn’t rise from bed and Ishani was being rushed to complete her studies so that she could fill her mother’s role - many summoners had left the original group and there was such an urgency to provide Kelfelar with more summoners; more protection. Also, Ishani was having to help train Ulima now that there were fewer summoners to go around teaching. In short, she hardly got to speak to Ryland at all during his return. But, when she did, she was happy and warm as ever to see him. Being friends with Ryland again was the only chance she got to not be busy and pressured. However, Ryland had changed. He’d seen bloodshed. Ishani was always tempted to ask ‘what happened?’ But she was afraid of the answers, as well as the deliverance…the last thing she’d want to do to her friend, who’d just returned from a grueling two years, was to trouble him with her naïve questions. It wasn’t like she had much time for the answers, anyway. Most meetings with Ryland were full of smiles, and then an apology for having to run off.

Ulima, on the other hand, grew up used to the blur, such was the time and circumstance she was born into. Ergo, she was born to adapt and she was exceptional. She even picked up on speaking Chanti as a second language - learning it faster than Ishani did, even. By the time Ryland had come, in fact, she was toddling off after her older sister, spouting random Chanti sentences to Ishani - tugging at the hem of her dress and looking questioningly at Ryland. In her world, everything was chaotic but bearable - but things were to get worse. The year Ryland was sent away - reassigned after joining the Kelfelar Agents and working for them for roughly a year - was a year marked by a devastating event for Ishani and Ulima. Chhaya finally lost her fight with her illness and died, leaving behind two daughters aged only at four and seventeen. Word got to Chhaya’s husband, and he came down to Kelfelar to be with his daughters and mourn, but soon after he was gone again on another business trip. The girls didn’t blame him…he was only doing the job for them and they weren’t so attached to their father anyway. In Ishani’s opinion, she was a lot more relieved when he left - because she didn’t know him so well, she felt like she had to remain strong in front of him, or it would feel rude. When he left, she felt more open to cry. Again, sometimes, she wished Ryland was there. She didn’t bother sending him word of Chhaya’s death - she figured he’d have had enough to deal with.

Three years passed by and the two girls progressed nicely. In a way. Ulima became more powerful and excelled and progressed so quickly that she built quite a reputation for herself. The focus left Ishani and fell to Ulima to take her mother’s spot. Ishani was only scolded to train harder. Little was it noticed, though, that Ishani was the more powerful of the two…just shyer. The death of Chhaya, perhaps, still plagued her. The two sisters were truly as different as night and day - Ulima buried her feelings with pride and frivolity, whereas Ishani let herself be buried. She became more serious, smiled less and kept more to herself. Her concentration shifted a bit - mostly around her sister and Ishani became a little prone to mess-ups in her performance, giving Ulima more to gloat about.

The two sisters eventually ended up working for the Kelfelar Agents. Being older and more experienced, Ishani entered first and has currently finished all her training and has been steadily working at intelligence. Ulima’s talent only continued to flourish that she was accepted into a cadetship at the rather young age of seven, serving in the field of protection.

~~

Name: Ishani Rim Aludra

Sex: Female

Age: 20

Race: Human

Place of Birth: Kelfelar

General Appearance: Ishani shares the same skin tone as her sister, Ulima, but the similarities from there are few. Ishani’s eyes are both golden, unlike her sister’s. Ishani also bears hair that is straight and it falls a little past her shoulders. Similar to her sister, she has a few slim braids, with beads peppered and interspersed through her dark locks. Her beads only range from turquoise, malachite and pure white pearls.

On the left side of her face a lock is done in a long braid with two long swan feathers - one interspersed in the middle and the other tied in at the end. Woven into that braid are two, slender strings of silver beads. On the other side of her face is that traditional lock of hair that is a little longer than the rest of her hair - and because she is only half-Chantican, this lock is similar to her sister’s hair in that it fades into an amber tinge. She covers this fact by putting on lots of beads - many colorful round beads at the top and bottom and a long, cylindrical ivory bead with carved symbols in the middle. However…try as she might she can’t cover that amber tuft of hair at the finish of her string of beads.

Unlike Ulima’s style of dress, Ishani’s isn’t quite as ornate. She wears brown leather boots and matching pants, but over them she wears an off-white, linen, sleeveless dress that has a rather large part over her right leg. She wears a nice burgundy sash that connects to a sheath for her rapier (falling over the exposed leg). She wears two saris - one that wraps around her neck and can be draped over head like a hood - it’s turquoise, translucent with golden tendril patterns adorning it. The other is of similar likeness but draped over her left shoulder.

She normally wears that when she’s about to get her hands dirty. Normally she wears a long, chiffon, off-white dress, again, sleeveless, but no slit. She keeps her same saris. With the flexible material, one came sometimes see the jasper and turquoise ankle bangles - matching the jasper bangle on her left wrist and the turquoise armlet on her right arm.

Her tattoos are different from her sister’s, naturally. Violet, green, and orange symbolss dance around black, squarish-spots drawn onto her shoulders and spill onto upper back. Like her sister, she has turquoise, orange, green and yellow symbols adorning her belly and….little known fact, she has turquoise swirls (almost cloud-like) on the upper part of her legs.

Professions and Class: Intelligence gatherer for the Agency

- Specialties: Ishani had always been a master at summoning small spirits that either will cast curses or manipulate elements for her - but they do only enough to shield Ishani. Ishani DOES have the ability to summon large beasts and she has ONCE summoned a successful sandstorm. She has the ability, but lately her concentration has diminished and her confidence has been shot.

Faction(s) (Optional): The Kelfelar Agents

School(s) of Magic (Only for Magicians and Magic-users): Conjuration (Summoner)

Weapons, Armor and Equipment: Ishani has trained in fighting with the rapier first, but she keeps whip for long distance fighting (it’s also quite handy for grabbing) and two small throwing knives tucked into her boots. She doesn’t carry many things for purposes of distraction - maybe common things like smoke bombs and ‘Salamander Scales’ - they create small, temporal fires. She only has ONE poison with her, but only one drop from her vial is needed.

- Primary Fighting Style: Summoning magic.

- Secondary Fighting Style: For short distance she’ll fight with her rapier, but for a wider range she’ll use her whip. Ishani will only use her throwing knives if the need arises - they’re really just with her as a last resort.

Current Location: Rangard City

Personality: Ishani was proper and polite - quite a lady. And then she was devilish and coy, always keeping a witty remark up her sleeve, masking it with her courtier-like behavior. She was fiery, but demure. She loved to imitate people - or to play with her best friend Ryland….

But change scared the character out of her. She’s mature, cultured, polite and timid towards strangers. No longer bold…not really seeing a point when it would seem that her life was to be full of unfamiliarity and dull servitude to her summoning. But what should happen should she get a bit of her old life back?

Biography: See Ulima’s.
Seluna
I decided to post instead of editting into my previous post. Sorry for being such a trouble. Timmers, I decided to not cut out the bit about Maureen's coming into acquaintance with Eiren. It's more workable this way. And I hope Eiren's naming is fine.

Name: Maureen Rukesia

Sex: Male (there is no mistake here)

Age: not known

Race: Elf

Place of Birth: elvish forest (what's the name?)

General Appearance: Maureen looks like a woman, except without the appropriate curves, and his graceful movements did nothing to dispute it. His slightly slanted cat-like green eyes and long dark golden curls that he restrained at the back of his head in a careless but graceful cascade accentuated his feminine looks. He always has this calm and 'even if the sky falls, it is alright' feeling around him, and a vaguely dreamy or thoughtful (depends on one's opinion) expression on his face.

Alignment: Lawful Neutral

Professions and Class: Advisor, companion and bodyguard of the Aelian Prince, Eiren Fyuria Aeli. Where you can find Eiren, you can find Maureen nearby without fail. It is even rumoured that Maureen is Eiren's lover, even with those who knows about Maureen's gender.

- Specialties: Maureen's ability to gather information and read people is incredibly uncanny, and it has helped him defend and aid his prince for uncountable times. His female disguise has fooled many and even some who knows that he is in fact a man has trouble believing it, and he uses it to his advantage.

Schools of Magic: Conjuration, and another that absolutely nobody knows of.

Weapons, Armour and Equipment: A dozen or so slim and very flat daggers of only few inches long without handles and of different design which he calls 'leaf blades', and a pair of elven short blades are hidden in his clothes.

He does not usually wear armour, and is more often found in flowing green elvish robes that is very misleading to his gender. However, if need be, he wears a light armour that seem to be made from leather and looks like a cross between the typical elvish ones and the Aelian ones.

Maureen is never found without a small green pouch attached to whatever he has tied around his waist. Nobody knows what is inside, but the rare, ancient and powerful sealing and protection runes stitched on the pouch shows that there is something of great importance inside.

- Primary Fighting Style: Usually he leaves front-line fighting to other people and his summons but if he must fight, he uses the elven short blades, weaving into and out of range like a sword dance. But physical fighting is not his forte.

- Secondary Fighting Style: Seldom used except when he has no other choices, he uses the leaf blades like claws or shurikens. Effective as its usually unexpected, and he is better with them then with his short blades.

Current Location: Aelia

Personality: Easy-going, flirtatious (to both genders), and ever smiling, Maureen is a very friendly and sociable person who seem to have no problem getting a person's inner guard down. He is incredibly clumsy and sleepy for an elf, keep drowsing off in the meeting of meetings and the such or tripping over his own foot or something, but he always manages to be sharp and alert at the right times. He also displays a certain ruthlessness when dealing with situations that threatens Eiren or him directly or indirectly.

Biography:

Maureen is a mystery. His childhood and teenhood was normal, except maybe for the embarressing moments with his looks and name. He was proven to be a very lousy archer, one of the worst that his archery teachers have ever seen, and his goal of being in the Aelian Archery Division was thus unreachable. His parents got him enrolled in the Conjuration school of Kelfelar to get his mind off his dashed dreams, and there he went and stayed for a number of years. Then one day, when he was on his way to visit his family, he just disappeared. Nobody, not even the diviners in Kelfelar with their abilities, know what happened to Maureen.

Then nearly a century later, he walked into his home like no time has passed since his disappearance, looking exactly the same as he was before he disappeared and apparently with no memory of what had happened to him for the past ninety something years. The only thing that changed was how Maureen suddenly had the power to do high level summons that he had not been able to do, even though he was an above average summoner before his disappearance, and the presence of the little green pouch stitched with ancient runes.

Needless to say, he surprised everyone with his reappearance and his condition. And what was even more shocking was, within days of his return, Eiren Fyuria Aeli sent his people to invite Maureen, who seemed to have saved him before though Maureen seem to not remember it, to serve as his advisor and bodyguard, after the tragic death of his brothers. And there Maureen went and stayed by the prince's side for years now.

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

Name: Kuroryu Rui

Sex: Male

Age: 83, but looks like 14 years old

Race: Human... no, scratch that. Vampire.

Place of Birth: Sednaii, former Dreacolia territory

General Appearance: Eyes are ruby-red at the outer rings of the iris and blood-red near the pupils and his straight black hair reaches half-way down his back, and with long fringe that partially covering his eyes. Small, pale, fragile-looking, Rui looks like he is under-nourished and cannot harm an insect (which is not the fact of course). His face is usually cold and expressionless, same for his eyes, which sometimes hold flames of cold cruelty and very rarely, sadistic joy when he is sacrificing something, usually humans.

He wears the customary dark purple robes of the Dark Guild, but his robes are so dark they are always mistaken as black. Since he has no particular wish to be identified as a necromancer, he does not bother about it. Besides, it is easier to hide blood stains. Some of his robes have customary skull while some do not.

Alignment: Chaotic Evil

Professions and Class: Necromancer/Recluse/Vampire/Hermit/Scholar. He spent years studying necromancy and naturally, he has at least average knowledge and skill of all the areas of necromancy.

- Specialties: Making his presence and things of darkness relatively undetectable, even to magic-users. He is highly-skilled in raising and manipulating souls, of those who have already died and even of those alive.

Faction: The Guild of Necromancers

School of Magic: Necromancy

Weapons, Armour and Equipment: A black leather whip with paralysing poison coated on it, usually used on his escaping prey when he cannot be bothered to use his powers. A pair of daggers made of human bones imbued with dark power and human souls to keep it strong and sharp. Used for sacrifices.

The ever-present hooded black cloak that covers him from head to toe protects him from many forms of magic and sunlight, and pulses with dark energy, but this is undetectable by non-magical people. The dark purple robes he wears also contains such protection qualities. However, the protection from these clothing are not very strong, just strong enough to repel weak-average attacks. He wears no armour against physical attacks as he finds them cumbersome.

- Primary Fighting Style: He uses his unnatural speed and whip to paralyse his victims and weaker enemies, then do whatever he wants with them. It seldom fails, for those who aren't magic-users or are weaker than him. Or else, he'll just use his 'dolls' and raise local corpses as zombies.

- Secondary Fighting Style: Summoning and curses are his main weapon against magic-users, as well as dark traps and poisons. He particularly enjoys toying with those just weaker than him, though he is more likely to put in his all when against somebody as powerful as him or stronger.

Current Location: Rangard City

Personality: Cruel, bloodthirsty, power-hungry, vengeful, evil, sadistic, cold-blooded are what is hidden under the cold, passive, indifferent and somewhat distant facade of his. He takes delight in other people's suffering and is more than happy to have a hand, or two, in it. He also enjoys manipulating people and searching for more and more power to satiate his hungry blood-lusting soul. He hates having his plans foiled and will definitely bear a grudge against whoever spoils his fun.

He does not take well to people attacking him physically, provoked or unprovoked, and without fail, the attackers suffer horrible fates. However, he likes being involved in magical fights, as long as his plans will not be disturbed. He can be very good in acting only when he wants to, which is rare, but not unseen or unheard of. He dislikes being disobeyed as well. And he is lazy when dealing with some small things.

Biography:

Born to the royal family Kuroryu of a nation, Dreacolia, that is now part of the Empire of Rangarder, Rui had a fairly normal childhood. Playing, being a happy little kiddo for the first few years, then study and training to be worthy of his royal status for the next few, Rui was contented to his life as the young prince of the small but prosperous nation ruled by his peace-loving father and mother. He was happily sent to Kelfelar to study the art of Evocation to be a magician worthy of his ancestry name.

But good things never last long, and Dreacolia was conquered by Rangarder several years after he went to Kelfelar. His entire family, including distant relations, was assassinated, only he was spared as he was unreachable in Kelfelar. When he found out that the assassination was planned by the High Court of Rangarder in fear of future uprising, Rui's heart burned with fury and revenge. He studied even harder, trying to gain more power to destroy the people who orphaned him in one blow. But he was not very talented in this school of magic and did not do as well as he wanted.

Frustrated and angry with himself, he grew more sullen and withdrawn. He stopped caring for other people and other things and began to search for some ways to be more powerful. It just so happened that one fine day, he stumbled upon a book on Necromancy. The book was confiscated from a magician who unsuspecting bought the book from his exiled classmate, and it was on its way to being incinerated into inexistence when Rui chanced upon it.

At first, Rui was merely curious about this branch of magic that is extremely forbidden in Kelfelar, but as he read more and more of the book, he became fascinated and even ensnarled by the dark arts of necromancy. He experimented gingerly with several low level spells in secret and found that he was very adept at it. He began to try out more and more of the things in the book and even researched further into this art, and through these actions, he gained more power that he could ever imagine.

At the same time, he found that with the increase of his necromancy study, he lost more of his Evocation magic. But he did not care, and his classmates thought he was just falling apart from his grief and wish for revenge. Things changed when he decided that upgrade his sacrifices from animals to humans. By this time, his heart was already shrouded completely with darkness and yearning for power and revenge. Apprentices of Evocation started turning out missing, and when the fifth person was reported to have disappeared, people of Kelfelar became suspicious, especially Evokers. All the while, Rui was uncaring of the trouble he stirred and was still zealously pursuing his path to power.

With the help of the Diviners, the truth was soon discovered and the enraged black mages came together to capture Rui and deliver him to his punishment. But Rui was alerted by the dead souls he raised to guard his little sanctuary, and knowing that he will definitely lose if he fights with a large group of furious mages, he escaped, with the help of his new found powers. Unhappy that his peace was disturbed, he left a trap in his room which caused the number of Evokers to drop again. Rui was declared exiled and to be capture on sight, and this incident contributed much to the Evokers' hate of necromancers.

Rui was picked up by the exiled Kelfelar practioner who indirectly gave the book of necromancy to him, and he was invited into the Guild of Necromancers where he could study the dark arts all he wants. And so Rui did, and he gained so much power that his body started to grow younger, his black eyes turned red and his skin became even paler than his already sunlight-deprived state. When his physical age reached fourteen and his real age reached sixty-eight, he became an undead, a vampire, one who lives in the dark and is one with it.

Even after decades has passed, his hatred for Empire of Rangarder for the death of his family and Kelfelar for exiling him had only grew stronger. When the Dark Guild decided that it is time for them to take actions against the magic-filled city state by making use of the Empire, Rui volunteered to help. He was afterall, one of the few necromancers powerful enough to be a vampire, despite not being in the Guild Council. He could be a council member, but he had no interest in anything other than gaining power. And so his little request was granted and he was given the permission to help manipulate things against Kelfelar, especially in Rangarder. Soon, Rui's revenge will be completed and he will be free to study necromancy and gain power freely, without the ignorant magician fools trying to stop him.
AlbeltheWicked
ok Dart. I should have mine ready by tonight if not tomorrow morning. Thanks.

EDIT: or maybe not. here it is.

Name: Bloodhound Fiseght (fis-eight)

Aliases (Optional): None

Sex:Male

Age:19

Race:Human

Place of Birth:Kelfelar

General Appearance: He prefers to wear a red silk collered shirt opened up and pants for more movement. Occasionally wears red robes.

Height/Weight: 6'0"/ 154

Hair Color/style: Bloodred/ long;little bit past the shoulders

Eye color: Deep purple

Professions and Class: ShadowKnight
- Specialties: Combining his Necromancy with close combat techniques.

Faction(s) (Optional):The Guild of Necromancers; Kingdom of Aelia

School(s) of Magic (Only for Magicians and Magic-users): Necromancy

Weapons, Armour and Equipment: A powerful double-bladed Sword with a ruby in the center of the hilt and a dagger hidden on his person.

Current Location:Aelia

Personality: Neutral Evil with a few exceptions. He helps people occasionally and money isnt very important to him.

Biography (No minimum, but I expect to see some effort):

Bloodhound was born and partially raised in Kelfelar. His father, mother, and other members of his family had studied Necromancy since as early as they could walk and talk. Many of his relatives were also members of the Guild of Necromancers, his mother being one of them. Bloodhound's father, however, was not. His father loved to study Necromancy but he loved his children even more. On the day that Bloodhound turned four years of age, his mother was caught practicing nercromancy and was executed. Bloodhound's father decided it best for them to leave Kelfelar before they were to be captured as well. A few months later Bloodhound and his family were living well in the capitol of Aelia.

Not soon after Bloodhound's father wanted him to start learning Necromancy. But what his father recieved as a response disapointed him. Bloodhound liked Necromancy a bit, but he thought casting spells from a distance was showing that you were a coward. His father tried many different ways to influence Bloodhound to learn Necromancy. As his father tried such things, Bloodhound soon turned five and met a new neighbor by the name of Kerej. Kerej was a retired commander of the Rangarder Empire's military force. Bloodhound visited Kerej everyday and had lively conversations with the respectable man. Soon enough, Kerej began mentoring Bloodhound in close combat, a subject that intruiged Bloodhound very much. His father soon learned about this and became devastated.

Three and half years later his father died. Bloodhound's 18 year old half-sister, Vanill, felt deeply sorry for her father. She thought and thought of many ways to compel Bloodhound to learn Necromancy. A fortnight after their father's death, Vanill came with a solution. She spoke to her half-brother one night at supper about him maybe becoming a Shadowknight. The idea made Bloodhound curious. Two months later he became nine and he had now been studying close combat for four years. The idea of being a Shadowknight was at last begun a week after his birthday. Vanill would be his teacher.

Ten wonderful years passed by which meant fourteen years of close combat experience and ten years of necromancy experience. In those ten years he had made friends; those in the Aelian Archery Division. And in those ten years he had also lost friends and family; Kerej (old age) and Vanill (giving child birth).

Bloodhound is now mostly alone in the world. He joined the Guild of Necromancers for the sake of pleasing his now "invisible" family and spends most of his time traveling, trying to learn more about life and the cruel world.
Soul Reaver
Name: Dante Comor
Aliases (Optional): Lightbringer
Sex: Male
Age: 21
Race: Human
Place of Birth: Kelfelar, The High Tower of the Magicians Council
General Appearance: The cape however should be silver and the clothing white. And the things around his wrist are silver with gold trim.
Professions and Class: Sorceror, Profession: Commander of Kelfelars Elite BattleMages
- Specialties: Magic. And the ability too cast spells without incantations and gestures.
Faction(s) (Optional): Kelfelar Magicians Council and Sorcerers Guild
School(s) of Magic (Only for Magicians and Magic-users): All (Tim Knows Why)
Weapons, Armour and Equipment: In battle he wears a thin leather jerkin under his everyday clothes
- Primary Fighting Style: Magic based fom of combat, self taught and extremely unpredictable, Again the reason why will be revealed.
- Secondary Fighting Style: Tonfa Based fighting style.
Current Location:Kelfelar
Personality: Dante is a confident man, Confident in himself and his abilities however he doesn't have trust for others abilities, mainly due too his arrogance and selfishness, he is highly ambitious due too his abilities and feels he deserves a seat on the Magicians council.


Biography: The weather that night was terrible, the worst storm Kelfelar had felt in over a hundred years, so terrible many thought that the Necromancers had brought it too the city, Thunderbolts struck houses and burned them down, the cries of the townsfolk went unheard over the brutal howls of the wind.

As the thunder rolled on and the lightning lit the sky, every magic user in the city felt it, a tremendous surge of magical energy, no! More than a surge, a gathering of energies, as if all of the magical energy in the world had harnessed itself into this very spot, this very city, fear filled their hearts, was this a necromancer attack? A new weapon? A final bolt of thunder fell too earth, striking the giant tower that housed the Magicians Council, and as if it was the eye of a storm all was quiet. Excpet for the cries of a baby. The cries came from the very top of the tower, where that last bolt of magical thunder struck.....

That child was Dante Comor. It isn't known how this occured or what Dante is, but the child appeared human, and practically emitted magical energy, the Magicians and the Sorcerers met, and agreed the child must be trained, and trained as a High Master, for what else could he be? He was more powerful in potential as a babe than all of them combined, He HAD too be kept too the path of the light.

When he turned three his training began, however it wasn't long before he advanced beyond the basic trainings, accomplishing in months what others took years too learn let alone master.

The advanced training then began, and ended. His talent was unexplainable, the most ancient of Sorcerors then remembered an ancient tale, that may have given answers.

"A child born of magic is unusually gifted, not only can he wield magic, he IS magic his blood is magic, he not only learns it easily but can see it, as we see colours he sees magical forces."

Such children however were rare, and one had not been documented in over a thousand years, before the sundering.

Dante was recognised as one of these he was now twelve years old.

All children make mistakes in their lives, and Dantes happened when he was thirteen, he was learning battle magic, sparring with another student, when he drew upon elemental magic, wrapping the force of air around the other boys throat, until the pressure snapped the boys neck. Dante was troubled by this, Why aren't they as powerful as he was? Why could only he do this.

The masters then began telling him what he was, and then he recieved his title and..his rank.

High Sorceror (For he was no magician) Lord Dante Comor The Lightbringer, more training ensued, the type only the most powerful mages had access too, Death magic, Life magic the forbidden arts even the Necromantic arts, for the COuncil kept them secret except too it's own. Dante however was an exception.

When he was 17 he was assigned a protector, A ranger by the name of Ryland, who would guard him for the next year, until he reached his age of ascension (18), THe two became close friends and Dante revealed his only weakness too Ryland, a secret the two kept between them, Ryland taught Dante survival, hunting even the tonfa, the weapons Dante had chosen as his own, the two became so close they may as well have been brothers, Rumours flew that they had indeed been sworn brothers during their time together.

Since Ryland left for Kelfelar Dante studied diplomacy and strategy in order too accept his rank as High Commander to the Kelfelar Forces.

Dante knows that change is coming... and he doesn't fear it.
Yume-chan
Sorry for the impromptu-ness. This is actually the product of Sel's comment "There's no evoker, illusionist or diviner characters." and myself.

However there's something... lacking in this profile and the quality is somehow a little strange...@_@ So please do tell me how i can improve this.

Name: Ryamier Kindel (Ri-ah-mi-er kin-dell)

Sex: Male

Age: 21

Race: Human

Place of Birth: Kelfelar

General Appearance:

He usually wears a light coloured high collared blouse over dark coloured pants under the cloak that he usually wears. A simple pinky ring adorned with agate on his right hand. He also has multiple earrings on both of his ears, at first glance, these earrings seem harmless. However, they are made of a special material so that when he removes them, they would straighten and become his throwing needles. These needles are controlled by a special magnet that he carries with him.

Professions and Class: Magician, information gatherer(I forgot the actual term).

Specialties: Casting an illusion and an evocation trap in the middle of the illusion at the same time. Able to cast double, triple or quadruple layered illusions, though when divided, they are not as strong as a single illusion.

Faction: Order of the Flame Shapers

School(s) of Magic (Only for Magicians and Magic-users): Evocation, illusion.

Weapons, Armour and Equipment: Throwing knives, throwing needles and darts.

Primary Fighting Style: Casting an illusion on his opponent and adding an evocation trap in the middle of his illusion to “convince” his opponent that the illusion is actually real. If need be, he would also utilize his projectile weapons.

Secondary Fighting Style: Combining his projectile weapons with his evocation, illusions, and sometimes hand-to-hand combat.(Though his technique is still not as good)

Current Location: Rangard

Personality: Appears to be cheerful and a very sociable person. He also has a fiery temper, inherited from his father. However, he is very, perhaps even overtly, serious when it concerns his work.

Biography (No minimum, but I expect to see some effort):

Ryamier is son of the cousin of Kerolmie Kindel, Leomira Kindel. Like Kerolmie, Leomira was one of the nomad children who survived to enter Kelfelar. However, unlike Kerolmie who studied only Abjuration, Leomira took to two schools of magic, Illusion and Evocation. His son, Ryamier, was ‘encouraged’ to follow his father’s footsteps and he too, became and illusionist and an evoker.

Born to parents who always held great expectations, but never had any time for him, Ryamier was naturally not close to Leomira and his mother, Elrina. As a result, he usually turned to his aunt, Kerolmie, for comfort. Often he would run to Kerolmie after he encounters any setbacks or problems. Thus, he was quite well known to the professors and many of the students in Firling.

Ever since he was young, his parents were always away on their trips out of Kelfelar to the different countries where they held their jobs, only returning in between months to check on their son and for the annual gathering. With only so few moments to get together, it seemed only natural that he view his parents as no more than people with “father” and “mother” labeled on them and never as close as compared to Kerolmie.

Regardless of his un-closeness with his parents, Ryamier studied hard in the schools and did well. His primary fighting technique had been developed during his schooling years, especially so that it would accentuate his illusions that were better than his evocation.

When Ryamier reached the age of 19, Kerolmie decided to assign a job for him as an information gatherer. Although he was young, he was especially good at sneaking and infiltration. Combined with his love for traveling, she felt that he would have no problem accomplishing what she would expect of him to.

For the following two years, he has been traveling around, providing information for both Kerolmie and the Order of Flame Shapers, though his loyalty was obviously to Kerolmie. He does return to Kelfelar occasionally when he happens be in the area.
Cresi
One of my characters I have another one comming out soon whom is her mother.



Name: Umbriel Charlouse [ Um- brie-el Cha-rl-loose]
Aliases (Optional): Riel.
Sex: Female
Age: Looks about 24 years of Age
Race: Human
Place of Birth: Iviepool.
General Appearance: