TAW Character Profile Thread

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TAW Character Profile Thread

Post by Zerifachias on Sat May 06, 2017 12:35 pm


Main Quest


We find ourselves at the crossroads of despair and anarchy. Lesser factions, split off from the Abyss Watchers, seek to destroy the worlds as we know them. For what purpose? Their motivations are wholly unknown to us. All we know is that these people are not afraid to attack our guild members. Nigel Sieta and Vienna Scarlet have both fallen to these cruel bastards, and I will not suffer their presence any longer.

I hereby decree a state of war. All men not approved by the guild are now our enemies, and must be brought to justice.

Syarses Abyss Watchers Guildmaster




Character Arcs




Jobs


Last edited by Zerifachias on Tue May 09, 2017 4:58 pm; edited 7 times in total
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Teams

Post by Zerifachias on Sat May 06, 2017 12:36 pm

This post is reserved to team-specific information. Active teams both player and non-player will be displayed here, as well as details for a job each team is currently on. Joint-team jobs will be treated as a single-team job listing.

One-Star Magicians are required to be accompanied by a Three-Star Magician.

Two-Star Magicians are allowed to accept jobs with at least two other Two-Star Magicians or higher.

Three-Star Magicians and higher are permitted solo missions. They are also allowed to "adopt" a One-Star Magician for training and experience-granting purposes.


Last edited by Zerifachias on Sat May 06, 2017 12:52 pm; edited 2 times in total
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Worlds

Post by Zerifachias on Sat May 06, 2017 12:36 pm

Syarses - Currently Unavailable

Syarses is a fractured world and the main hub for the Abyss Watchers Guild. The entire city is comprised of only the massive castle, as large as the town which the land once held. It sits on a floating island, tethered to the physical world by magic chains which were made permanent structures. The magic chains reach through the world and uses the core as its anchor. The magic chains also run into the Abyss, a result of volatile and excess magic from centuries ago. Its connection to the void allows mages to travel between different worlds, using Syarses as a link between worlds.

Verdantia - Active

Verdantia is a heavily forested world. The majority of its surface is comprised mostly of landmass, though what oceans and rivers it has are exceedingly deep. It is a peaceful world, unless one were to travel deep into the huge forests covering its land. If one were to lose their way, there is no turning back. Such happenings are how many of the small towns and larger cities were conceived. With nowhere to turn back to, the people created cities wherever they went, in the case someone ever returned. Now, most larger cities and the forests between them are mapped, making travel and trade much easier, and cheaper. Technologically, this world is far behind the likes of Mhesire or Tharsis.

Current Map:

+Clover City
-Abyss Watchers Guild Hub
-Clover Forest

+Shamrock Town (Karen Bell's hometown)

+Evergreen City
-Mammoth Forest (Nigel and Vienna were attacked here)

+Root Village


Mhesire - Active

A bristling and cold world, Mhesire's sun has not shown itself for the last hundred years, resulting in the longest winter in the history of the world. As a result, it has turned into a blistering snowscape and has made life for humans extremely difficult. The climate forced the humans to advance their technology at an incredible pace. Even as the oceans froze, the humans survived. Through the strength of their wills and the power of technology and magic, the humans created a paradise in hell. Some structures have become completely buried, but they still function beneath the ice. Mhesire is known for its ingenuity and technological advances, and that has led them to new types of magic not seen in this age before. The people are friendly and trustworthy, after all, in order to survive a winter nightmare, it can hardly do for the people to be divided. There are no signs of a rebel guild in Mhesire. Not yet.

Current Map:

+Mhesire's Refuge
-Abyss Watchers Guild Hub

+Pewter's Lament
-Safehouse

Naletia - Currently Unavailable

One of the most well-known worlds. It is rich in culture and diverse lands, vast oceans, and powerful creatures. Most notable is the continent Ermith, which has stood in a nearly unbroken monarchy for the past one thousand years. The people are strong, the land is rich, and magic power overflows from the world's heart. It is also the home of the only human who has ever achieved true immortality, who is also the current guild master for the Ermith branch. The guild hall is located in Yvondale City, a central location in Ermith. Naletia is unique in having two guild branch locations, due to the far-split continents. The second guild hall is in Sar'tu's capital, the Golden City.

Current Map:

+Yvondale City
-Abyss Watchers Guild Hub
-Temple of Magi

+The Golden City
-Abyss Watchers Guild Hub

Kestal - Currently Unavailable

Kestal is a Pangaea-like world, where the continents still have not split apart. As a result, many of the rivers and mountain ranges are extremely dangerous. The rapids will wash away anyone at a moments notice, and the ever-active volcanic regions are renowned for their destructive power. Most Kestalian tribes avoid both areas, settling in locations with wide open prairies or lakes, or at the ocean's coast. The water in this world is very acidic to humans not from this world, and will kill them. The humans on this world have long adapted to the water, however, and are even able to breathe in the toxic liquid and survive underwater, creating a sort of Atlantis of their own. A third of the humans have converted to water-dwelling origins, or perhaps two thirds have evolved to walk on land. Whatever the truth is, the tribes are at each other's throats, fighting each other almost constantly.

Lesonia - Active

It is said Lesonia was once brimming with life. There is evidence to point in that direction, but it is unknown if such times lasted long enough to create sentient life. There are no structures or fossils buried under the ground to indicate anything sentient. This world's core was too unstable, and the magic flowing out from it never stopped. It was volatile, it would explode at the slightest touch and was toxic to breathe in. It is still this way in Lesonia, but the Abyss Watchers built a guild hub there anyway, using both technology from Mhesire and powerful magic from all the worlds to provide a safe haven in this dangerous world.

Current Map:

+Haven
-Abyss Watchers Guild Hub

+Outreach
-The Wilds

+Research & Development Center
-Observatory

Orton - Currently Unavailable

The home of the Dragonkin. The sun burnt out long ago, leaving only a tiny white dwarf in the sky. Such a small star cannot give enough light or heat for humans to survive on the world, but the cold became a welcome thing to the Dragonkin. They were born underground, and had to hide from the giant star in the sky. They were, and still are, hostile towards humans. Not much is known about the Dragonkin's past experience with humans, but it was not a happy relationship. There is talk that the humans once enslaved them. A stark contrast to the Naletia world's past.

Kratas - Currently Unavailable

A very active, mountainous world. Of all the worlds, Kratas is the least rich in magical energy. Cave-dwelling creatures come to be known as the Golems live underground in vast cave systems that span the entire world. Some even lead to the world's core, though only these creatures are able to survive the journey there. The Golems feast on rocks and precious minerals, so when the guild came to take away those minerals the Golems started attacking them. Since then there has been an ongoing treaty between the guild and the cave-dwelling creatures, though the tensions are still high. The Golems are unique in that they are able to actually grow gemstones from their own bodies. Ripping these off does them no harm, and there is now an exchange in place where the Golems can buy technology and magic from the guild in return for those precious gemstones. It is a shaky relationship, but it works for now.

Tharsis - Currently Unavailable

Tharsis is a technological world, the most advanced of the known worlds thus far. Humanity here has reached the apex of intelligence and power, however their magical power does not exist. The people of Tharsis can never enter the Abyss, and for them that makes the demons all the more terrifying. The Abyss Watchers decided to construct a guild hall here, providing their magical services to Tharsis in exchange for technological secrets, weapons, and medicine. The guild protects the people of Tharsis from demons, and Tharsis' highly advanced technology saves hundreds of thousands of lives in the other worlds. There has not been any large conflicts on Tharsis for nearly three hundred years. A feat to be praised in any world.


Last edited by Zerifachias on Tue May 09, 2017 5:00 pm; edited 6 times in total
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Guild Members

Post by Zerifachias on Sat May 06, 2017 1:13 pm

A collection of both available and non-available guild members will be posted here. Availability is determined by guild ranking, whether or not a character is in a team or on a job, and whether or not you've met the person before (yes that matters). The latter will be listed in a character's description. Any star-level can ask any guild member to go on a mission, as long as that character is available. However Five-Star Magicians are never available due to other responsibilities.

This is not the post for in-depth character stories. That will be in a separate thread once story arcs start becoming a thing.


Last edited by Zerifachias on Sat May 06, 2017 9:02 pm; edited 1 time in total
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Karen Bell

Post by Zerifachias on Sat May 06, 2017 1:16 pm


Appearance: Large Picture
Gender: Female
Date of Birth: May 2, x859
Height: 5’3’’
Weight: 98lbs
Hair Color: Brown
Eye Color: Electric blue
Skin Tone: Pale

Magic: Ranged; Tank Buster
Elemental Knowledge: Fire; Earth; Air
Proficiency: Black Flame Rider; Explosives
Weaknesses: Cold intolerant; Fragile

Backstory: Karen was born the daughter of two noble parents. From an early age she was caught up in her role of family politics. She was told it was the only thing she would ever know, and idle fancies were for commoners, not nobility. She was adorned in jewels and dresses so heavy her shoulders would sag and her back would hurt. In a temper tantrum she cut off all her hair and threw the bundle at her mother, demanding she be released from her cage.

She was put into a real cage. In response to her outburst, she was denied food and human contact for three days, with only a water drip to keep her alive and somewhat healthy. Upon release, her spirit had broken, and she returned to the lifestyle she so hated. What her parents didn’t realize was Karen’s sudden awakening. The neglect she was forced to suffer woke a strange magic within her, which she began practicing in secret.

Several years passed before Karen gathered up enough courage to confront her parents. She opened her heart to them, spilling her secrets and desires to them. She told them she had found magic inside her, and told them how she disliked her life of politics and expensive dinners and entertaining party guests she barely knew or cared for. Karen told them she wanted to be an artist, a painter, instead, and that she wanted to travel the world. She wanted to know commoner life and experience culture beyond nobility. She wanted to walk the ocean’s sandy beach with a face full of sunlight. She wanted to sleep under the stars and the pale moonlight.

Her parents were horrified. In an effort to contain their daughter, they ordered guards to seize her and keep her in her room. Karen knew then she would never see the light of day again, unless she did something drastic. She begged her parents to forgive her and let her magic loose, destroying the front of the mansion almost completely. Karen used the ensuing confusion to escape. She never once looked back, and now travels the world as she pleases.

Personality: Karen is passionate. She believes, strongly, in a world where peace and harmony reign. She prays for an end to conflict, but she herself is a hypocrite of peace. Her short temper is a danger to herself and others, and her outbursts are often violent. It took years of practice for Karen to master her temper, but certain ideologies and people can bring out the worst in her. Even with this flaw, she is abnormally kind and generous. She desires peace for everyone because she, too, wants to be at peace with herself and her past.
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Re: TAW Character Profile Thread

Post by Gist on Tue May 09, 2017 12:25 pm

Name: Maven Lancaster

Appearance:
Spoiler:

Gender: Male
Date of Birth: November 20, x855
Height: 5'10"
Weight: 169 lbs
Hair Color: Brown
Eye Color: Grey
Skin Tone: Pale

Magic: Variable; Enchantment
Elemental Knowledge: Knowledgable of all; Proficient in Water; Light; Dark
Proficiency: Enhancement; Sabotage
Weaknesses: Narcoleptic; Heat intolerant; Asocial

Backstory: Maven was born an only child into a small flagship family sent to colonize Lesonia twenty-odd years ago. Given that there weren't many people sent in the initial colonization effort, growing up, Maven's only friends were what few tomes of knowledge had been imported from Mhesire. Since there were no other children to commune with, Maven spent his time reading each book from cover to cover when he learned how to string letters together. His parents weren't very involved in his upbringing, considering the vast amount of resources that went into making Lesonia a hospitable land, which mostly left Maven to his own devices.

Maven didn't realize that he was narcoleptic until he was about twelve years old, when he had went to his usual haunt in the settlement's library, and woke up several hours later in the infirmary with no memory of what had happened to put him there. He had never paid much attention to it, but this did bring the concern of his mostly absent parents, which led to a more sheltered lifestyle. He was not permitted to leave his housing premises, with books of varying subjects being brought to him instead of Maven seeking the books himself. For the most part, Maven was content, as he believed it could be dangerous to fall prey to his condition in a place that wasn't opportune, but at the same time, he itched to be able to go outside once again, to be able to go where he chose without a leash holding him back.

Being the son of magicians, Maven was privy to latent talents passed onto him by his lineage; he became aware of these talents by copying various runes that he had seen in some of the more esoteric tomes that were imported. They shone with some power, but without proper instruction and tutelage, there was a limit to what Maven would be able to accomplish. As he grew and learned more, reading what was a comparitavely small amount of volumes cover to cover with what Lesonia had to offer, Maven became filled with wanderlust, wanting to visit Mhesire proper and peruse the source of the tomes that Lesonia had imported.

So Maven approached the guild hub that his parents were employed at on a mission to search for all knowledge that he had not collected. Through the Abyss Watchers, Maven would learn what it would take to accomplish what his parents worked so hard every day to attain: stabilizing the volatile magic of Lesonia.

Personality: [REDACTED]
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Re: TAW Character Profile Thread

Post by Vergil on Tue May 09, 2017 3:30 pm

Heron Zhirov
Appearance:
Spoiler:
Gender: Male
Date of Birth: August 19 x853 (26 years old)
Height: 6'2"
Weight: 172lbs
Hair Color: Black
Eye Color: Brown
Skin Tone: Pale

Magic: Necromancy; Death Manipulation
Elemental Knowledge: Alternative Light & Dark
Proficiency: Life Sciences, Reversal/Hastening/Prevention of Death
Weaknesses: Prone to sickness

Backstory:
"It isn't the death of the man that's the tragedy. To forget or to be forgotten, now that would be the true crime." ~Heron Zhirov

In a land covered by a grove of dead trees, there lies a village sleeping away from prying eyes. Among them, a select few of the villagers study the world of the dead and an even scarcer number of them come to fully understand it. Those that do develop a magical set of talents; abilities that can allow one to traverse to the land of the dead and even bring the departed back to life. Heron Zhirov is one such case. Raised by his grandmother, Heron was brought into a society known as the "Mourners."

Heron made his first pilgrimage at the age of fourteen into the dead city of Nakartha, under the rule of Death Angelo Grimm. By presenting an offering, Heron was allowed to travel the city and developed a resistance to the world's natural strain on living souls. Heron completed his first contract by bringing back the soul of a little girl who had died before her time, and from then on, he undertook a profession to return souls back to the realm of the living.

Personality: Heron is a charming and optimistic man despite his profession, often making light of grim situations. Having crossed the living boundaries several times, he himself is unsure whether or not he is still truly alive. He has an aversion to coffee and tobacco, and will go into a coughing fit at the mere smell of them. Because of his title and what people commonly believe of necromancers, many people assume Heron to be an unattractive, old man before they meet him. Heron assures each of them that he is indeed the necromancer.

---
Madam Roseanna Lenore Vanavier
Appearance:
Spoiler:
Gender: Female
Date of Birth: February 2 x851 (24 years old)
Height: 5'5"
Weight: 121lbs
Hair Color: Red
Eye Color: Green
Skin Tone: Rosy

Magic: TBA
Elemental Knowledge: TBA
Proficiency: TBA
Weaknesses: Curiosity

Backstory:
"Surrounded by beauty and flowers... is there truly a greater bliss?" ~Madam Roseanna Lenore Vanavier

A noblewoman born to House Vanavier of Mhesire's prestigious circle of influence. Madam Vanavier was raised in the socialite lifestyle that many of her peers in the royal court, and tutored by the finest professors in the land. Her father is an archduke, and associated himself with many acquaintances in the scientific field, and as such Madam Vanavier herself came to know many of the scientists, inventors, and engineers of the land. She never wanted for much, but eventually grew bored of the life her father planned for her and began to see Mhesire as a frigid prison.

She was soon taken with illness and her dreams would die with her, until the fateful day where she met Heron Zhirov...

Personality: Despite being of a high social class, Madam Vanavier is polite yet chatty. She is a romantic and displays a high appreciation for grand gestures. A wistful dreamer at heart, she fawns over her own ideas of a paradise free from the terrible ugliness of human suffering. As a woman well versed in culture, she always welcomes the opportunity to meet those of diverse backgrounds.


Last edited by Vergil on Wed Jun 28, 2017 8:49 pm; edited 1 time in total
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Re: TAW Character Profile Thread

Post by Silver on Mon Jun 26, 2017 8:42 pm

Name: Minerva Blackdall
Appearance:
Spoiler:
Gender: Female
Date of Birth: December 11 x855 (24 years old)
Height: 5'11"
Weight: None of your fucking business.
Hair Color: Silver
Eye Color: Icy Blue
Skin Tone: Pale

Magic: Dimensional/Spatial; Matter Manipulation
Elemental Knowledge: Dark; Ice; Earth
Proficiency: Headhunting; Weapon/Item Synthesis
Weaknesses: Her 'Chosen Children'

Backstory:

Born the bastard daughter to a noblewoman and a wandering magician, Minerva's mother left her at a church's doorstep as a newborn. The local pastor took her in and raised her as his own, completely unaware of the powerful magics flowing through her veins. She grew up relatively quiet. She said little to anyone, but when she did speak (even to adults) her voice felt cold. The ideas she rarely shared with the people of her town as she grew were often morbid – she had a particular fascination with using thin-bladed knives to sever the wings from birds and butterflies. Her adoptive father (and truly all who inhabited the small settlement) watched aghast at her behavior. Whisperings in town spread about the girl who channeled the will of demons, but the pastor could do little to persuade her toward less violent and macabre activities.

When she turned seventeen, Minerva left town. She left behind no note or semblance of having ever lived. Very soon the town of her birth forgot her, but she did not forget them. She trained in her travels in many different arts, but her magic developed with the greatest speed. It became her greatest asset in life – she used it to enhance everything she set her mind to – and she mastered her powers swiftly.

Very recently she returned home only to leave a few hours later. If one were to walk through those icy streets, they would find only remnants. A dull provincial life was never hers and those who spoke ill of her deserved the punishment she inflicted.

Personality:

A boss ass bitch. Don't get in her way.

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