A revelation from god, or a curse of the demon king.
The fact remains that our world has come to an end.
A heretic called upon an unearthly light, and devastation ensued.
Chaos crawled out of the depths of the ocean, from the black abyss.
β¦
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The screams of a madman are the last remnants of your past world. Light engulfs your vision as the . Call it instinct or a hidden sense, but an inherent knowledge within your very core screams that everything you possessed, loved, hated, stood for and against is being devoured by this mysterious light. What crosses your mind as reality deforms around you? Do you try to remember the last time something outside this window surprised you? Do you mourn the loss of your achievements in life or do you find relief in being released of the expectations of others? Is the last face you see that of your mother, your lover, your own?
Well, no matter. Such thoughts and sentiments are misplaced on the dead and lost. Unlike the vast majority of the world, you still exist, and will soon learn to forget and progress.
You are no lord of men or prophet of humanity, yet fate β or perhaps chance β has chosen you to be more than a mere human and survive what your kindred could not. Your society is gone, and with it, your role in it has ended and a new one awaits should you find the will to search for it.
Welcome to the Vortex World.
Manifesting in the form of a massive sphere of light, this sentient entity acts as the nucleus of the Vortex World and sees all that transpires within in silence. Ever-present in this worldβs non-existent sky, Kagutsuchi is unreachable and omnipotent, and its mere oscillations can drive demons to madness.
And you? As a human, you are powerless to the whims of demons; however, you hold . These creatures and their bizarre world are run by a strange form of energy: Magatsuhi. A hazy substance manifested as flowing strands of red energy or blood-like pools of liquid depending on the amount, demons literally hunger for it and all manner of devices are powered by it. As such it is no exaggeration to say that Magatsuhi is tantamount to power in this brutal world. While its origin remains nebulous, humans β unlike any other living creatures in the Vortex World β can produce abundant amounts of the substance when subjected to extreme emotions
However, you are not alone in this endeavor. The entity Sandalphon has selflessly offered you power and guidance, granting you the ability to borrow the strength of demons as your own and sharing information with you whenever your paths cross.
Death upon death⦠Nothing but death in this barren land.
Who can we pray to? There are only demons and fiends here.
...
Artificial Demons
In time, that is.
In order to carry out the transformation, the COMP is designed to absorb the massive amounts of Magatsuhi humans are able to produce naturally when their emotions are set off-balance β any form of intense feeling from anger or sorrow to joy and euphoria can potentially trigger the COMP into performing its intended function. Once enough energy has been stored, the device will imbue it with a specific type of DNA extracted from demons, reshape the Magatsuhi into a new form and in turn, the userβs body as well. The process can be painful and both the time required to carry out the bizarre transformation and its duration will depend on how plentiful and dense the Magatsuhi produced by the human was β essentially meaning that the stronger the emotion that triggered the COMP into action, the more efficient it will be. While neophyte users of the device will result in little more than gauche entities and even beasts, experienced use of a COMP can result in powerful demons as strong as any of their species.
The Races
[Open]
As natural masters of combat, Brutes have thick skins capable of bouncing back blades, strength that could overwhelm the mightiest beast in the realm of humans and stamina to carry them through battles until boredom. However, their potential for magic is practically non-existent and they are quite susceptible to it, especially in the face of spells targeting their untrained minds. They also offer terribly limited strategic alternatives, knowing only to brutalize their enemies into submission.
[Open]
[Open]
No other kinfolk amongst demons is as versatile in their use of magic as Fairies. With the exception of Divine (Light & Dark) Magic, members of this species have shown the ability to wield any type of sorcery quite decently. In the rare cases when they fight, they rely on confusion and versatility, and the most recurring type of magic amongst them is defensive by nature, such as healing spells. Naturally, when it comes to spellcasting, this makes them jacks of all trades, but masters of none.
[Open]
Being favored by celestial beings, Holy demons can tap into divine powers and use the rare Light magic. Combined with their innate ability to heal and empower themselves and those around them, they are most effective when in the company of others. While uncommon, their arsenal is still very limited, and although powerful combatants are not unheard of, they require much preparation to stand a chance in single encounters, making their elusiveness very justified.
[Open]
Night demons are amongst the few creatures capable of wielding Dark magic, and are also quite adept in the use of curses aimed at slowly weakening and disparaging their opponents, making them a unique and tricky brand of spellcasters. Though a suffocating nightmare from a distance, they lack tools to defend themselves in close-quarters, and their sorcery is unfitting for direct confrontation, hence why they resort to wit and patience to gain an edge over their opponents.
[Open]
Showcasing formidable strength, extremely sharp senses and a natural affinity for magic that allows them to cast low-level spells (ex.: fire breath or electric discharges), Beasts are equipped to be the predators of any species. Their reliance on instinct also ensures that an Artificial Demon will be an unearthly combatant even on their first transformation, albeit at the cost of also proving easily the most likely to lose all conscious control over their actions.
[Reserved]
Reasons
βTruth is a mystery, unraveled by the candlesβ flames.β
The Journal of a Man Who Wandered into Another World.
A Reason is a philosophy developed by a human that will define the laws of probability within the new world. It describes a state of fulfillment and, in a sense, an interpretation of Eden that will come in the advent of the new Earth, when Kagutsuchi is presented with a worthy cause.
Once a Reason has reached its final, developed state β that is to say, the human fully comprehends the virtues and follies of the ideal and embraces them wholeheartedly β he/she will have to make a declaration of its name and what it stands for, which will serve as a definition of it and a call to sympathizing Demonic Sponsors. However,
Other than being human, there are no prerequisites for a player to develop a Reason and it is even possible to outright start the RP with one, even if the character is unaware of the Conception's true purpose. However, summoning Demonic Sponsors will be impossible until we are well into the story, since characters will not have access to the required resources necessary to carry out the ritual, so donβt feel rushed to come up with one.
The Reasons[/center]
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Alastair Lane Southwark.
βWhich one was it this timeβ¦?β
{Nickname}
Al.
βIf it please you.β
{Birthday}
June 7th.
βI was born on a lucky day.β
{Age}
35.
βIt feels like considerably less time.β
{Sexuality}
Heterosexual.
ββ
{Occupation}
Merchant/Smuggler.
βSurely youβve heard that everything has a prize? Well, it is people such as myself who set said prize.β
{Weaponry}
He owns a state-of-the-art pistol capable of carrying two rounds rather than the more common one and a luxurious-looking design to it. He owns many more firearms that he usually keeps amongst his belongings should the need for them ever arise, but this one in particular is his most favored and the one he seems to carry with himself most of the time. As for how he obtained it, like most of his possessions, it seems it was through sketchy means.
ββ
{Battle Skill}
Al is not a fighter in any way, and any battle skills he could have are mediocre at best. He has not been trained in the use of any melee weapon and though he has fired enough guns to know how to steady his hand in the direst of situations, his aim wonβt impress anyone. He is strong enough that a punch to the chin could prove a threat, but if his opponent is someone with at least moderate training or experience, itβs unlikely he could get that far.
βUh, Iβm not against violence, but wouldnβt you rather save on bullets and medical treatment? Words, on the other hand, are free.β
{Ship Skill}
Very extensive knowledge on ships as far as the theoretical aspect goes. To supervise deliveries and long-distance negotiations, Al has boarded on countless ships since he was 14 years of age and, seeing as it was a big part of his job, his mentors made sure he understood the workings of boats and sailing perfectly. Give him an hour to inspect a ship and heβll be able to tell you every single detail about it, from its age to how long a distance it will be able to travel and of course, how much you can sell it for in the market. He also understands their inner mechanics and can identify strengths and weaknesses of different types, including ships used exclusively by the imperial army. His sense of direction and leadership skills are not up to par though, and coupled with his unlikable self, him actually taking command of a vessel could only end in a mutiny.
βCan you think of a better symbol of power and majesty than a ship setting sail? Indeed, neither can I.β
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Gray.
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Light Brown/Orange.
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Slim and fit, but not muscular by any means.
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Description
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History
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Vaeril.
AGE:
Unknown (approximately 500 years old).
GENDER:
Male.
BIRTHPLACE:
::Forest of Alleris::
A gigantic forest located in the far southwestern region of Askaria, famous for its gargantuan vegetation and diverse fauna. The heart of the forest has also been inhabited by elves for thousands of years, since the Great Elven Pilgrimage. Because of the natural barriers imposed by the forest, they engage in little trade and have remained safely neutral in large conflicts, though they have proven they can be welcoming and accepting of those approaching in peace.
STRENGTHS:
Transmutation Magic :: A type of magic that allows the user to rearrange the shape of an object or change one element into another; known as βAlchemyβ in human schools of magic. Through the use of this discipline, one can craft a variety of artifacts, repair equipment, sharpen weapons and even concoct medicine. This is a slow form of magic that under normal circumstances requires time, deep concentration and materials, so it is best used in moments of respite rather than conflict.
Talon Bow :: A very large bow carved from the remains of the ancient beast Dahl Xiyuma. It is capable of some independent movement according to Vaerilβs will, allowing to adapt tensile force when aiming and fold onto itself for easy carriage. An arrow shot at full tension from this bow can pierce through a tree and still hit its mark. It does not respond to other people.
Feathers Cape :: A cape crafted from the same beast. It doesnβt protect against cold very well, but the feathers are great conductors of magic that allow for flexible use of spells, such as speedier casting, delayed detonation or enhanced effects. Vaeril mainly uses them for rapid transmutations, such as transforming them into arrows. These arrows have no special properties, but are entirely customizable, which combined with the bow, allow for many tricky shots, such as ones with a curved trajectory. The garment continues to grow feathers as if it were still part of a living animal.
Master Hunter :: Youβd be hard-pressed to find a better hunter than Vaeril in all the land. He is very knowledgeable on the flora and fauna of several regions, has excellent tracking and survival skills, and the agility to keep up with any creature. He is especially comfortable in forests.
WEAKNESSES:
Non-Combative Magic :: His spells are centered around utility and practicality, not destructive force. While there are certainly uses for it in combat when combined with the cape, he canβt engage in direct confrontation with a mage. In a place where he can find no vantage point or cover, heβs in a serious pinch.
Close Quarters :: Vaeril is a hunter, not a soldier, so he has never had the training or interest to learn of battling or warfare, and besides his bow he only carries a carving knife. If he were to engage in a direct armed battle against a skilled fighter, he would in all likelihood lose, which is why he avoids the frontlines and prefers engaging at a distance that allows for more tactical options.
Tainted Presence :: Other elves and highly magically attuned humans are able to βsenseβ Vaerilβs presence. The sensation is very similar to one of light nausea (though not to the point of impairment), and a few have even claimed to hear a sharp shriek when looking directly at him. While itβs not clear enough to precisely pinpoint his location, it is possible to tell how close Vaeril is based on the intensity of the sensation. This can be a hindrance when trying to go undetected, and is one of the reasons why he rarely goes into inhabited areas, especially if they seem heavily populated and advanced.
:: E.
PERSONALITY:
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BIOGRAPHY:
Once a member of elven royalty, Vaeril was ostracized by his people when his fascination with the hunt led to him slaying the beast Dahl Xiyuma, an ancient entity linked to his clan. Cursed by the creature and armed with a strange bow, he has since been traversing the lands for centuries in search of greater game, always at a distance from society.
Being more deeply connected with nature than most, Vaeril was one of the first to notice the existence of the Decay. Concerned with the impact the beastly Forlorn could have on the ecosystems, he made it his mission to investigate and contain the plague by hunting down the infected. However, in time he was forced to face the fact that his efforts were having no effect on the ever-growing disease, and its terror was making its way even into civilization.
Hoping to learn something in the kingdom of humans, he made his way to the capital of Askaria, where he was promptly apprehended at the kingβs walls. Once his intentions to cooperate were made fully clear, and seeing the usefulness of the knowledge he had accrued on the fauna and Forlorn over the years, he was drafted into the adventurersβ party.
TRIVIA:
The silver emblem he wears on his cape is a memento from his former life in Alleris, though he doesnβt remember how he got it.
If you bonk him hard enough on the head, purple stars will start circling around it.
Artwork is a WIP and will be finished as we go on so as not to drag the applicationsβ phase.