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Talancir's Character Archive; Compiling........
Topic Started: Feb 16 2011, 07:41 PM (591 Views)
Lord Talancir D'Landior
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~ RP Knight ~

Yeah, so here I go, putting everything down into a single list so I don't have to go searching through mountains of archives.


My first character to grace the forums:




Name: None - Renounced

Alias: Terminus - The Crucifix of Perdition; The Hell-Slayer

Age: 38

Gender: Male
Species: Echidna
Date of birth: 2799 (400+ years prior to present day Archiverse)
Place of birth: Echidnaopolis, Floating Island
Current residence: Transient
Occupation: Reaver
Alignment: The Order of the Black Paladins


Image
Height: 4'3"
Weight: Unknown
Attire: Terminus wears a chainmail hauberk and leggings with leather boots. He retains spare few platemail pieces from his time in the Royal Knights of the Phalanx; everything else, such as the pauldrons, his helmet, and his gauntlet mitts, come from his benefactors in The Order of the Black Paladins.


Personality Traits:

  • Essence: Dynamic
    Riding the flames of change, the soul drives this character to strive, alter, tear down, and create. Restless and capricious, he embodies the dynamic urge of chaos and wonder. Taken to an extreme, this type of soul drives the mystic who gibbers at the edge of the world; more often, it tantalizes many a learned sage with teh promise of novelty and the thrill of rebellion.

  • Nature: Sage
    The Inner Self of this character, who excels in learning, yet is hindered by distance. In the quest for knowledge, he has become distant and remote to those who would seek to become his friends.

  • Demeanor: Renunciate
    The Outer Self, displayed to the world. For whatever reason, he had left behind someone or something that was very important to him. Whatever it was, he no longer wants any part of it - even when it comes back to haunt him. Determination is a strength claimed by this character, yet he is hounded by the guilt of his past decisions.

    Personality / Battle Theme:



    Family: Renounced
    Enemies: Get In Line.


    Skills:
    His Swordfighting style is retained from his training with the Royal Knights of the Phalanx, which practice a combat style reminiscent of the 14th C. Kunst de Fechtens.
Kunst de Fechtens

Magick Disciplines:


Favorite Techniques:
  • Quicken (2 Correspondence, Air Elemental Focus) Manipulating the space around him, Terminus can decrease the amount of space it takes for him to move, allowing him to move one and a half times as fast compared to a normal Mobian.

    When concentrated on his sword, Terminus can influence the distance it takes his sword to travel from point A to point B. This includes swinging his sword onto, or through a target. Terminus must choose before the swing which part he wishes to influence. This spell must be recast every other turn in order to stay active.

  • Aegis Ward (2 Correspondence, 3 Entropy, Air and Water Elemental Focus) Cast on himself, Terminus can force his body to occupy less space than normal, while appearing to maintain his original dimensions. Direct hits have a greater chance of causing less damage, and glancing hits might miss altogether.

  • Soul Touch (2 Correspondence, 3 Spirit, Air and/or Fire Elemental Focus) Opening his mind to his environment, Terminus can sense fleeting thought impulses and emotions. Using this, Terminus can attempt to predict his opponent's reactions, and can even fabricate emotions within the mind of his opponents. Fear and terror are two of his favorites, however Terminus must roll successes equal or more than his opponents' Manipulation Attribute points in order to achieve this last effect.

  • Elemental Manifestation (1-4 Chaos, Multi Elemental Focus) Terminus can harness the elements under his control to perform attacks or to defend himself. Terminus can combine this with any of his other Disciplines to vary the effects.

  • Spellchain (1-4 Chaos, Multi-Elemental Focus) Using any number of elements under his control, Terminus can effectively power up any successive spell cast after the Spellchain. Any spell must be cast in order of the Cycle of Creation or the Spellchain will be ineffective. Spellchain adds one success per element used to any succeeding spell. This spell is instantaneous.

  • Chaincounter (4 Chaos, Multi-Elemental Focus) Using any number of elements under his control, Terminus can absorb, deflect, or cancel any spell or elemental attack directed at him. The offensive spell or elemental attack must fall within the paradigm of the Cycle of Control, or Terminus will be unable to Chaincounter.


    Personality Merits and Flaws
  • Arcane Heritage -- He is the eldest son of Steppenwolf, the second Guardian of the Floating Island. As such, he was trained similar to his father, and so possesses similar characteristics.

  • Title -- He is a member of the Order of the Black Paladins, an infamous group that was once a part of the Seven Towers Concordat. Terminus joined the Order at its mid-level ranks.

  • Family Enmity -- He was exiled from the Floating Island by his father after participating in its defense after it came under attack by forces from The Union, under the command of one Brutus Kintobor. He used his powers to the fullest, but without any remorse or mercy. Steppenwolf, fearing that his own son might become another Menniker, decided that he was unfit to become a Guardian.

  • Criminal Marks -- After he murdered his superior officer within the Royal Knights of the Phalanx, he deserted and roamed the wildlands as a brigand before he was finally caught. While imprisoned, he was marked with a bright blue tattoo on the left side of his face, forever marking him with the shame of his actions.

  • Hatred -- Due to the actions of those around him, Terminus developed an unreasoning hatred for all things he once protected, and swore to destroy everything and anything he could in revenge.

  • Dark Fate -- He knows full well what fate awaits him. Within his heart he hears it echoing, but he pays it no mind as he continues to roam the lands of the Amagan Empire. His only delight is to take as much of the world down with him as he can.


    Weapons:
  • Perdition - A custom-built black and grey sword made out of a 'Damascus Steel' core, with an obsidian shell. The blade itself is as long as he is tall, and is approximately two and a half hand-spans wide. The end of the blade extends into a crescent shaped edge, with two points on the ends. The blade's handle length extends from shoulder to shoulder. Arcane symbols are etched into the sides, making the sword itself an essential foci for spellcasting.

  • Cracked Longsword - A standard longsword used by the Royal Knights of the Phalanx. this sword is in very poor condition, yet still retains its edge. His continued possession of it is a continued insult to the Royal Knights' honor (never mind his continued existance).


    [/list]
    History:
    Some time after the Dark Legion's exile by Steppenwolf, son of Edmund, three sons were born to him. Due to the energies of the Chaos Emerald coursing through Steppenwolf's veins, his sons were born genetically altered, and granted an affinity to the Chaos energies.

    When the first and second sons had reached maturity, the Floating Island was invaded by the Overlander nation called "The Union," which had taken notice of the floating continent and took it upon themselves to capture it.

    After a brief and bloody battle of attrition, the forces of The Union were driven off of the Floating Island, but Steppenwolf was horrified by his eldest son, who had killed with glee, without remorse, and remained unrepentant of his actions. After a long deliberation, Steppenwolf decided that his eldest son was not fit to assume the guardianship of the Floating Island, and feared that he could turn into another Menniker, albeit with the ability to access the Chaos Energies within the Master Emerald. As a result, Steppenwolf cut the eldest son off from the Master Emerald's powers and exiled him from Echidnaopolis.

    Filled with bitter hatred toward his father, the first son left the Floating Island altogether, and landed in the lands of the Amagan Empire. The first son found common cause in the Amagans, who had been sworn enemies of The Union since the time of Mammoth Mogul. Climbing quickly through the ranks of their military, the first son found himself a member of the Royal Knights of the Phalanx.

    When he was barred from further advancement because of his bloodlust and recklessness, the first son killed his superior officer in a fit of rage, and narrowly escaped capture by his former allies.

    After a time roaming in the wild, he was approached by members of the Order of the Black Paladins, who were sworn enemies of the Amagan Empire, and loyal followers of the Dark Emeralds of Chaos. Finally finding a place of belonging, the first son accepted their offer to join their Order, and adopted the nom du guerre "Terminus," leaving his old life behind.



    Final Note: Of course he isn't a playable character.
    Edited by Talancir D'Landior, May 17 2012, 06:08 AM.
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    I must admit, I'm not surprised by the relatively large amount of detail you put into this. It was impressive even before i embarked on reading the mountains of detailed paragraphs. xD Kodos, dude.
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    Lord Eileanach
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    . . .

    I sometimes feel a bit overwhelmed reading your stuff Tally because you put so much details in. I mean it is awesome because you do really get a detailed feel for each of the characters but at the same time it can be a bit too much information - if that makes any sense.

    All in all though they are fantastic bios and very well detailed. Thanks for sharing your glorious writing talent and making us all feel inferior. ; )
    ~Eileanach~
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    Lord Talancir D'Landior
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    ~ RP Knight ~

    Next! And you know this was coming sooner or later:


    Name: Auriel, son of Steppenwolf

    Alias: None

    Age: 34

    Gender: Male
    Species: Echidna
    Date of birth: 2803 (400+ years prior to present day Archiverse)
    Place of birth: Echidnaopolis, Floating Island
    Current residence: Amaga Vattello, current seat of the High King of the Amagan Empire (according to my fanfic: The Millstone of Time)
    Occupation: Captain of the Household Guard, Amagan Royal House of Acorn
    Alignment: Amagan Empire (pre-timeskip, according to my fanfic), Brotherhood of Guardians (post-timeskip, according to my fanfic)


    Image
    Height: 4'1"
    Weight: 7.8 stone (unladened)
    Attire: Auriel is shown wearing his full armor kit, apart from his burgeonet and matching bevor. His body armor is a combination of heavy chainmail and platemail commonly referred to as "Half Plate." Under his platemail, he wears a short tabard with colored edging, and a mini-cape dangles from his right pauldron. He is sporting a brown beard which he has grown long enough to braid, and is bound together via a series of golden bands. One solitary dreadlock hangs from his head to lie draped over his shoulder, and he wears a golden band marked with the letter A in an archaic language. The remainder of dreadlocks is pulled back into a ponytail.


    Personality Traits:

    • Essence: Castellum
      The urges of his soul drives Auriel to safeguard the land, bringing order to chaos. Comforting, ordered and meticulous, he weaves webs of security in all his doings. Without people such as him, Creation would spiral into madness.

    • Nature: Guardian
      Possessed of an inner strength and determination, driven by either love or duty, he is compelled to protect his charges, be it the weak, his lord, his faith, or his family. In his hands, Strength becomes more than an attribute; it is his duty to use it for the good of all (or at least on his loved ones' behalf). However, Rage might undo him if he isn't careful. It's hard to use himself as a shield without getting angry with the attackers - or occasionally resenting those under his protection. Even the calmest soul may grow disgusted, and in a moment of anger, destroy all he defends.

    • Demeanor: Martyr
      Auriel would rather die than renounce his beliefs. He would rather give than take. He's never one to allow others to go without, preferring to share what little he has. From his sacrifices, others may prosper. What more could anyone want? His power is his Devotion. by setting an example for others, he upholds the tenets of his faith, or eases the suffering the world is heir to. However, his acts of Self-Sacrifice is well and good so long as he can walk away afterward and give of himself again later. In an age of violence, it's all too easy to throw his life away. If he were to do that, however, the world would be poorer for the waste.

      Battle Theme, pre - timeskip:

      Personality / Battle Theme, post - timeskip:


      Family:
      Steppenwolf, son of Edmund (father)
      "Terminus" (elder brother)
      Moonwatcher, son of Steppenwolf (younger brother, Knuckles' direct ancestor)

      Enemies: "Th' enemies o' m'lord'll be made 'is footstool. By moi 'and, Oi swear it."


      Skills:
      His Swordfighting style was gained from his training with the Royal Knights of the Phalanx, which practice a combat style reminiscent of the 14th C. Kunst de Fechtens.
      Kunst de Fechtens

      Magick Disciplines:



      Personality Merits and Flaws
    • Arcane Heritage -- He is the second son of Steppenwolf, the second Guardian of the Floating Island. As such, he was trained similar to his father, and so possesses similar characteristics.

    • Title -- He is a member of the Royal Knights of the Phalanx, a former paramiltary group that was incorporated into the Amagan Empire centuries prior. Auriel currently holds the position of 'Captain of the Household Guard' in Amaga Vattello (pre-timeskip).

    • Code of Honor
      Auriel has a personal code of ethics to which he strictly adheres. Because of this, he can automatically resist most temptations and subliminal suggestions that would bring him into conflict with this code.

    • Concentration
      Auriel has the ability to focus his mind and shut out any distractions or annoyances, above and beyond normal discipline.

    • Perfect Balance
      Auriel's sense of balance has achieved great heights by constant training and inherited traits. It is very unlikely that he will ever fall in his life. He may trip, but he will always catch himself before he fully loses his footing or handhold.

    • Overconfident
      Auriel has an exaggerated and unshakable opinion of his own worth and capabilities - he never hesitates to trust his abilities, even in situations where he risks defeat. Because his abilities might not be enough, his overconfidence can be very dangerous. When he does fail, he quickly finds someone or something else to blame. If he is convincing enough, he can infect others with his overconfidence.

    • Anachronism
      Auriel cannot operate modern machinery and weaponry. He may be familiar with name and form, however he lacks the proper training and common sense to use them.

      This lack of knowledge also extends to modern magickal artifacts and fetishes. While he may be familiar with the effect being generated, he cannot direct his magickal skill against the item itself; only the effect or spell being generated can be acted against.

    • Chaos Discipline: Special Weakness
      Auriel was never formally trained within a school environment and therefore, requires more concentrating and time; he can only cast once every other turn. Because he is a spellcaster, he is also in danger of Backlash.


      Weapons:
    • Hand-and-a-Half Sword
      The blade of his sword extends from just above his belt buckle to the bottom of his boots. The handle is missing half the length needed to comfortably wield with both hands, however the pommel is small enough to allow the ability to hold the sword with both hands.

    • Modified Scutum Shield
      -This shield extends in dimensions, the width of Auriel's shoulders, and in height from the mid part of his head to his belt. There are two straps on the back side which, when used, loop over his forearm and is gripped in his left hand. there is also a long thin strap hooked to his shoulder armor plate, to prevent the shield from being lost.

    • Lorenzoni Flintlock Repeater (carbine variation)



    History:
    Some time after the Dark Legion's exile by Steppenwolf, son of Edmund, three sons were born to him. Due to the energies of the Chaos Emerald coursing through Steppenwolf's veins, his sons were born genetically altered, and granted an affinity to the Chaos energies.

    When the first and second sons had reached maturity, the Floating Island was invaded by the Overlander nation called "The Union," which had taken notice of the floating continent and took it upon themselves to capture it.

    After a brief and bloody battle of attrition, the forces of The Union were driven off the Floating Island, but Steppenwolf was horrified by his eldest son, who had killed with glee, without remorse, and remained unrepentant of his actions. After a long deliberation, Steppenwolf decided that his eldest son was not fit to assume the guardianship of the Floating Island, and feared that he could turn into another Menniker, albeit with the ability to access the Chaos Energies within the Master Emerald. As a result, Steppenwolf cut the eldest son off from the Master Emerald's powers and exiled him from Echidnaopolis.

    Filled with bitter hatred toward his father, the first son left the Floating Island altogether, and Auriel was appointed as Steppenwolf's heir to the role of Guardian. The experience was an unpleasant one; Auriel never agreed with his father's decision, and he bitterly missed his brother. It would be two years of gloom until Steppenwolf finally relented. Auriel would be allowed to track down his prodigal sibling, and attempt to bring him to repent for his attitudes, but until he returned, he would be outside the line of succession. Auriel agreed with the terms, bid his family goodbye and left the Island. It would take him a few more years until he reached the Amagan Empire, where he learned of his brother's sordid history. Determined to give a good accounting of his family, Auriel enrolled in the military, eventually rising through the ranks and passing selection to become a member of the Royal Knights of the Phalanx.


    Final Note: Auriel is another supporting character in my fanfic. If Sonic wasn't there, the story would certainly be about him.
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    Lord Eileanach
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    . . .

    Auriel is one bad mother f-... seriously he is a cool character problem with you having so much detail and magic uses in your games it's hard to know if they are over powered or not.
    ~Eileanach~
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    Lord Talancir D'Landior
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    ~ RP Knight ~

    well lessee........... there's a bit of a dilemma. There were two themes I was considering for his personality / battle theme. I settled for the one I posted because I was gonna try to stay away from j-pop songs, but seeing as someone I asked to compare likes the second, I'll post both because I'd really like to hear people's opinions.

    Which is a better personality / battle theme for a medieval knight in the present time?

    Variation 1:

    Variation 2:
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    Trying to go with a theme this time
    Variation 1. Reasion being is number two sounds like it's straight from Zelda, and one sounds more familiar to a Naval hymn.
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    Eileanach
    Feb 25 2011, 12:42 PM
    Auriel is one bad mother f-... seriously he is a cool character problem with you having so much detail and magic uses in your games it's hard to know if they are over powered or not.
    Well, let me set down the character profiles for Hadrindacil the Silver, former apprentice of Damocles the Elder and Keeper of the Time Stones; and Chao'cindar, Archon of Chaos, leader of the Fourteen Champions of the Ancient Walkers, and founder of the Seven Towers Concordat.

    When I post up their profiles, I'll ask thus; are my characters really overpowered? or are the characters that mine are being compared to underpowered?

    EDIT: Just typed this up. Hadrindacil and Chao'sindar both fall under this category, though Chao'sindar is considerably more powerful than an Exemplar.
    Edited by Talancir D'Landior, Feb 27 2011, 08:53 PM.
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    ;D I STILL like 2 better than 1 ^^. It's twice as good! *Shot*

    Sorry for my ridiculously long posts all the time! 8P

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    PS: I was digging an accessway straight down to the new tunnel. My calculations were off. I seem to have hit bedrock...."
    PPS: I can't see the sky from here...

    - Avii, Playing Minecraft with survival teammates

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    . . .

    I am going to vote for the first one as it comes across as more noble and righteous I don't know why it just does and the second one is... kind of twinkly and annoying and so not what a Knight would be.
    ~Eileanach~
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    Lord Talancir D'Landior
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    ~ RP Knight ~

    Right then, let's get things into perspective. Here follows my 'Gandalf' character.


    Name: Chao'sindar
    Alias: None
    Age: ???? (he looks quite old)
    Gender: Male
    Species: Hedgehog
    Date of birth: Pre-history
    Place of birth: The Empire of Ixis
    Current residence: Unknown
    Occupation: Leader of the Fourteen Champions (Loyalists nicknamed "The Master Emeralds of Chaos")
    Alignment: The Seven Towers Concordat (destroyed)


    Image: Working on it
    Height: 4'
    Weight: 6.5 stone
    Attire: A very old and wizened grey-furred hedgehog, Chao'sindar nonetheless stands unbowed from the long years of toil that he has endured. He prefers to retain the regalia he adopted after the dethronement of Ixis Mogul and the dissolution of his empire. Over a plain white tunic which extends to his ankles, Chao'sindar wears a long, white toga with a single red stripe which extends lengthwise from end to end, wrapped about his slight torso and dangling from his left forearm. Plain sandals adorn his naked feet.


    Personality Traits:


    • Essence: Primordial
      Deep as the endless waters, the soul of the Primordial Essence keeps its silence, sweeping a magus into its depths with seductive waves and currents. Though its grace seems Devil-sent, this urge is older than time and more eldritch than Arcadia. The magus thrives on mysteries; in the darkness of one's own mind, they craft a new Creation and watch the old one from afar. The magi with this manner of soul have a knowing way about them and seem ancient, even if they're young.

    • Nature: Architect
      Chao'sindar is a designer and a creator. Nothing is as important to him as a lasting legacy, and he has devoted his life to establishing something of worth. Whatever his skills and actions, they help him leave a mark on the world. His strength is his Purpose. Most people are content to live their lives; Chao'sindar is determined to make improvements.

    • Demeanor: Sage
      Chao'sindar is a very wise and learned person. He knows a great deal about his chosen fields of study and gives off the impression of solid common sense. People once came to him for advice, and it often pleased him to give it.

      Learning is a great tool - it's what separates us from the lower animals. It's also his greatest strength. Ever hungry for knowledge, life is a school to him, and class is always in session. His wisdom is often handicapped, however, by Distance. To him, everything is abstract; to others, he seems remote, impassive, and clinical. While it seems to strengthen his objectivity, his focus cuts him off from his surroundings.


      Personality Theme:

      Battle Theme: Due to his Geas, Chao'sindar actively seeks to avoid any situation where he would have to fight, let alone use his powers. If he ever did find fighting unavoidable, this would be his theme:



      Family:
      "I stopped counting long ago. It has been so long since I had my children, that my descendants are everywhere."

      Enemies:
      Ixis Mogul (former leader of the Empire of Ixis, former leader of the Order of Ixis)
      Daicronaith the Destroyer, leader of the Dark Emeralds of Chaos (former comrade)
      Damocles the Elder, leader of the Black Wizards of Mobius (former apprentice)
      "They, and all who follow them. So much loss.... so much sorrow...."



      Skills:
      Beyond count. While his memory is not perfect enough to provide total recall of all that he has learned, he has been around long enough to be familiar with form and function, and can spot derivative skills in those he meets.

      Magick Disciplines:
    • Chaos Discipline - Level 9 - The Realm of the Archon

      Elemental Lores - Air, Fire, Water, Metal, Earth, Wood True Light

      Description: Chao'sindar can alter forces that affect the whole sections of the planet. He can manipulate the interaction of the elements, moving them closer to one another or separating them. He can briefly change how a universal force functions, or even invent an entirely new force (e.g. "This is the Force of Thon, which removes the distinctions of gender!").

      Chao'sindar can also toss his Backlash off into the ether. Those few who knows of this power theorize that this is what creates Paradox Spirits.




      Personality Merits and Flaws
    • Arcane Heritage -- He is only one of two Archons of Chaos; his role, and that of the other Master Emeralds of Chaos, embodied the physical representation of the Cycle of Creation. His powers were bestowed upon him by the Ancient Walkers.

    • Title -- Chao'sindar was the co-leader of the Fourteen Champions, and was the founder of the Seven Towers Concordat.

    • Years of Wisdom -- Chao'sindar has seen and done almost everything imaginable.

    • Wistful -- However uncomfortable and hectic his youthful days were, Chao'sindar still misses them. He has a tendency to drift off into recollections of the glory days, sometimes acting foolishly or becoming depressed. An exertion of Willpower usually puts aside his nostalgia, for a while...

    • Student's Reputation -- Damocles the Elder was his first apprentice, and the first Leader of the Seven Towers Concordat, up until his betrayal and his siding with his former friend and comrade, Daicronaith the Destroyer. In the centuries since, Damocles has been a continuing source of discomfort and shame.

    • Immortal Enemy -- None more grand, none more crafty than Ixis Mogul. Even though he was dethroned, Ixis has since continued to reclaim his past glories, with varying degrees of success.

    • Geas -- When the Fourteen Champions were split by rebellion, Chao'sindar and the rest of his peers were chastised and restricted by the Ancient Walkers. Chao'sindar may never use his abilities in gross excess to whatever situation he finds himself, and he many never use his abilities offensively. Breaking these conditions results in an instant restriction of his abliities, the duration of which is dependent on how far he crossed the line.


      Weapons: None


      History:
      To know Chao'sindar is to know living history. He, and thirteen others were raised up by the Ancient Walkers to become the champions of their tribes in the fight against Ixis Mogul, and were each bonded with one of the Fourteen Progenitor Emeralds, the keystone of their powers. Under the banners of the Fourteen Champions, Ixis was dethroned and his empire dissolved.

      In the years that followed, the Fourteen Champions gathered together the members of the Chosen, and created a society just for them. It was Chao'sindar that christened the society, calling it The Seven Towers Concordat. When Ixis Mogul created the Order of Ixis, it was the Seven Towers Concordat which stood against it.

      When Daicronaith and six others representing the Cycle of Control rebelled against the Ancient Walkers, the Concordat was also split; the rebels being christened the Dark Emeralds of Chaos and the Black Wizards of Mobius, respectively. When the Fourteen Champions' powers were restricted, Chao'sindar remained a teacher and a guide for the remaining members of the Concordat.

      Chao'sindar's efforts were finally brought to ruin, in the last battle between the Fourteen Champions and their followers, four hundred years prior to the present time. Of that battle, only Chao'sindar remained, and only scattered remnants of the Seven Towers Concordat and the Black Wizards of Mobius survived. It was a chapter in history that was forever wiped from the minds of the survivors.

      Chao'sindar's remaining role in his life is to watch and observe, waiting for the Chosen Two, as prophesized by the Ancient Walkers, who would be able to heal the rift caused by the conflict between beings who once considered themselves brothers.
      Edited by Talancir D'Landior, May 17 2012, 06:07 AM.
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    Terminus have a real fascinating story, I'd almost felt sorry for him.
    It's a shame that it all comes down to the father's decision.

    Research and adequate creativity on those skills he's pertained during his development. Must say he's always as badass in that picture. I remembered when you were actually working on that piece. :)
    All I have to say is. Well described, and there's nothing wrong about him as far a character goes.

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    So there's a connection between Auriel and Terminus.
    It all makes it more compelling to get knowing em. In that I'd better get down reading the fan fiction when I'm up for the task.

    Ah! yes that beard of his basically make him look like one of those old legends in form of Echidna's history goes.
    As much there is, I have nothing to say about this character. His practically flawless in my opinion.

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    Chao'sindar is quite the interesting hedgehog I've seen. Considering he ain't nowhere close to what I'd expected of him.
    Can't wait to see him in a more physical perspective as in image.

    Also very interesting story, almost a legend he is.


    No but seriously all of them are really intriguing. I'd probably need to scurry em down more then once, to fully know their skills, merits and flaws.
    And still need to scope out them themes for each of your characters.

    Awesome stuff overall Talancir. ;)
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