KHInsider.com Forums > Creative Corner > Role-Playing > Canon Role Plays » A World Of Expansion//Act~1 (The Sightless Eye)

Login to remove all ads!
Reply
 
Thread Tools Display Modes
Old 09/04/07, 12:41 PM   #16
Banned
Join Date: Sep 2005
Location: USA
Posts: 3,100
Rep Power: 0 LimitLess is on a distinguished road.LimitLess is on a distinguished road.
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

Haha unfortunately yes Version. I'm sure you could play the part well though with your experience. Nice to see you again. Alright well there's one position left, the Amazon. I kind of figured she'd be last :/ Also im adding an assassin class after the last position is taken. Or i'll do it when I get back from school. Either way, everyone start getting their templates in please.
LimitLess is offline   Reply With Quote
Old 09/04/07, 11:33 PM   #17
Banned
Join Date: Sep 2005
Location: USA
Posts: 3,100
Rep Power: 0 LimitLess is on a distinguished road.LimitLess is on a distinguished road.
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

Name- Indole Forca'

Age- The Druids go by a different time system, slower than that of humans. Rounded to nearly 3 human years to one. In his time, he's around 23, but in human years, 69.

Personality:
- Shy
- Serene and Mellow
- Stable nerves
- Quiet
- Reliable
- Strong willed
- Likes to Work Alone, besides his allies of nature.

Image- http://i223.photobucket.com/albums/d...less/druid.jpg

~Abilities~

Elemental// Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others. You cannot cast most Elemental Spells while you are in Werewolf or Werebear form.

Firestorm- Wielding this ability, the Druid projects waves of molten earth that spread outward and burn a wide swath of destruction through his foes.

Molten Boulder- By virtue of this talent, a Druid can summon forth a huge, rolling mass of magma, bowling over smaller enemies in its path before bursting into fiery shards.

Artic Blast- Aided by the will of the North Winds, the Druid conjures up a chilling torrent of frost that incapacitates all caught within the frozen blast.

Fissure- Sending his plea to the very core of the earth, the Druid rends the earth's very crust, tearing open volcanic vents beneath the feet of his adversaries, charring them to the bone.

Cyclone Armor- This skill allows the Druid to sheath himself in a swirling mass of charged particles that absorbs damage from fire-, cold-, and lightning-based attacks.

Twister- Calling to the winds, the Druid sends small whirlwinds advancing into the midst of his enemies, buffeting and stunning them as they go.

Volcano- A Druid trained in this ability possesses the power to summon from the bowels of the earth a violent eruption, raining molten rock down upon all nearby foes.

Tornado- Manipulating the great winds into a fearsome cyclone, the Druid sends this force of destruction into a throng of opponents, crushing into them and leaving devastation in its wake.

Hurricane- Particularly talented Druids can summon this most potent gale of devastation. A fierce storm wreaks havoc around him, while the Druid stays cradled within the gentle calm of its eye.

Armageddon- This terrible force of nature's vengeance rains down flaming stones around the Druid who cast it, pummeling any opponents foolish enough to be caught in its fury.

Shapeshifting// This is perhaps the most astonishing of all the talents granted to the Druids. Shape Shifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some Shape-shifting skills are available only to a single animal form, while others are common to both wolf and bear forms. Note that while in animal form, Druids lose access to certain skills.

WereWolf- This ability allows an enlightened Druid to take on the form of a wolf, imparting to him quicker reflexes and heightened combat facilities. Although Werewolf gives an increase to Attack Speed, Werewolves and Werebears swing more slowly than the Druid in his natural form. This gives the impression that the Attack Speed increase is not working when in fact it does increase the Werewolf's Attack Speed.

Lycanthropy- Changing shape is quite a taxing ordeal for a Druid, and he can only assume animal forms for a limited time. This skill enhances his constitution while in animal form, thereby increasing the amount of time he can remain transformed.

Werebear- This skill empowers the Druid with the capacity to assume the form of a savage bear, granting him great strength and fortitude.

Maul- A Druid in Werebear form uses his mighty paws to rend brutal gashes in the flesh of his enemies. Using this ability, the fury of his assault increases with every opponent he kills.

Feral Rage- When in wolf form, the Druid using this ability enters a frenzied rage, viciously tearing into foes and becoming heartier with each consecutive attack.

Fire Claws- While in his animal form, a Druid can use his affinity with the natural elements in order to supplement his attacks with a blazing assault.

Rabies- When a Druid utilizes this ability, he toxifies his own saliva and attacks his enemies with a vicious bite, spreading a contagious disease that wracks the flesh of his infected opponents.

Shockwave- With a tremendous roar, the Druid shakes the earth, stunning any enemies in the surrounding area with the resultant tremor.

Hunger- Nature gives life, but it can also snatch it back. When a Druid using this ability bites an opponent, he drains some of his victim's vital essence, replenishing his own.

Fury- The use of this skill drives the Druid into a bloodthirsty frenzy, attacking many foes with a raging fervor.

Summoning// Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.

Raven- Summons Ravens to peck out the eyes of your enemies. Ravens will cast "blind" on enemies they attack.

Poison Creeper- A more subtle ally, these intelligent vines travel through the ground and use their cruel thorns to poison any opponents they contact.

Oak Sage- The Druid uses this ability to call upon a helpful spirit of Nature to enhance his well-being, as well as the health of his companions.

Summon Spirit Wolf- This gift of Nature allows the Druid to conjure forth one or more wolf allies who, with their mystical powers, provide the Druid a potent and ferocious colleague.

Carrion Vine- The sentient plant summoned by this skill draws the corpses of your enemies into the ground, where it rapidly decomposes them, giving their life energies to the Druid who summoned it.

Heart of Wolverine- This ability grants the Druid the knowledge needed to summon into being a spirit that increases his skill in battle, as well as that of his party.

Summon Dire Wolf- This blessing from Nature imparts to the Druid the ability to summon several great wolves. Though the wolf is already fierce in combat, its savagery becomes greatly inflamed as it consumes the corpses of fallen foes.

Solar Creeper- This skill conjures forth an intelligent plant that draws the enemy's dead deep into the earth, where it drains their spiritual essences and bestows them upon the Druid who summoned it.

Spirit of Barbs- The spirit invoked by this skill bestows upon the Druid and his company the mystical ability to reflect damage back at any opponents who injure them.

Summon Grizzly- This boon grants the Druid the aid of a tremendous wild bear with huge claws and great fangs that fights ferociously alongside him with terrible strength and unmatched fury.

History- In the ancient tome of the Druids, the Scéal Fada, it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar. This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, the final battle between the men of the world and the demons of the Burning Hells. '

Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra, a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.

At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala, demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.
LimitLess is offline   Reply With Quote
Old 09/06/07, 01:12 AM   #18
Banned
Join Date: Sep 2005
Location: USA
Posts: 3,100
Rep Power: 0 LimitLess is on a distinguished road.LimitLess is on a distinguished road.
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

Ok let's try something different since noone wants to make templates. I already have them all so i'm going to post the six characters and hope people will take them so we can get started:

Here's yours Reckless Chaos(And im expecting Wolfy's soon):

Name- The Barbarian

Age- 35

Gender- Male/Female, you choose

Personality//
-Aggressive
-Works well with groups
-Quiet and lacks intelligence
-Hard to communicate with

Apperance- http://i223.photobucket.com/albums/d.../barbarian.jpg

Abilities: Warcries// Howl: A Barbarian warrior in battle is a fearsome enough sight. They cover their bodies with strange markings and the fire in their eyes can be seen from across a battlefield. Early in his training a warrior must learn how to tap the primal energies around him and utter a howl in battle-a bellow so fierce that it will send even the battalions of the Burning Hells running in fear.

Find Potion- When a warrior is injured while out in the field, he must find ways to effectively heal wounds. By picking among the glands and entrails of the recently dead, a Barbarian warrior can sometimes scavenge enough ingredients to make a powerful healing elixir. Some Barbarians are skillful and fortunate enough to find ingredients for a potion that restores not only their health but their spirit as well.

Shout- Barbarian warriors are born to command in battle. When a warrior learns this skill he can raise his voice above the din of combat to shout warnings of impending blows to his comrades in arms. This will alert them in time to allow them to guard against the incoming attack.

Taunt- Pinpointing an opponent's physical weakness is not the only talent a warrior of the Steppes possesses. He can often ascertain what emotional weakness might allow the barbarian to goad an opponent into a fight. A Barbarian taunting an opponent into a blind rage hopes to capitalize on the mistakes enemies may make while so angered. It is this ability that causes Barbarians to have a poor reputation as drinking partners.

Battle Cry- Gifted Barbarian warriors can benefit from their connection to their totem animals to exploit the primal fears of their opponents. Once a Barbarian unleashes the Battle Cry, even the legions of the dead will become so distracted that they falter in their quest for victory. This permits the warrior an easy kill.

Find Item- To most people, searching the bodies of the recently slain is a distasteful chore. Quite happy with procuring whatever items are readily visible and moving on, most people often miss useful items. The Barbarian people have never had the luxury of abundance, and their harsh existence has taught them to scavenge every part of the dead for the items they need to survive. What use do the dead have of gold?

Battle Orders- Although skillful in single combat, the Barbarian warrior also has a talent for group tactics. It is this ability that makes him a natural leader in combat. An experienced warrior can use this skill to better array his forces in battle, enhancing their ability to overcome the enemy.

Grim Ward- This skill allows the Barbarian to fashion a totem out of the carcass of his slain enemies. The resulting talisman serves as a grave warning to all of the minions of the Prime Evils. The mere sight of the Totem causes monsters to flee in terror. With additional training the warrior can increase the potency of the ward.

War Cry- Summoning the ancient powers known to his people, a Barbarian warrior can call on his spirit animal and lash out at his enemies with a cry that halts them in their tracks-a powerful anguish rising to burn the depths of their being. It is this skill that gives rise to the legends of Barbarians being able to sap the life from a creature with a single word.

Battle Command- Using this skill a Barbarian can examine the abilities of his companions and, during battle, determine how best the group should apply their various skills. It is this skill as well as their natural abilities as leaders that are gradually shedding the long held stereotype that the Barbarian people are merely ignorant savages.

Masteries// Sword Mastery- Although there are many gifts from the Great and Ancient King Bul-Kathos, the greatest of these is the secret of steel. Raw iron is hardened and made resilient, forged into weapons of honor and power. Most mortal swords are patterned after the blade first wielded by Bul-Kathos himself. Balancing offense with defense, it is the perfect weapon for the defense of Mount Arreat in the coming apocalypse. All Barbarian warriors learn the secrets of steel at an early age, yet few truly master the deadly elegance of the sword. Those few who do often disdain all other weapons.

Axe Mastery- Barbarian warriors of the Shadow Wolf Tribe are masters of the axe. Through the axe, they sought to match the swiping claws and the biting teeth of the wolves with which they lived and fought beside. These first axes were but crude stones mounted on wooden hafts, and after learning the secret of steel and swords from Bul-Kathos, the axe soon fell into disfavor. Recently, however, warriors and smiths from the Steppes have perfected the axe as a weapon equal to or greater than the sword. The Wolf Tribe once again teaches the swift and terrible power of the axe to those who wish to learn how to cull the weak from the herd and to protect their pack from the legions of Hell.

Mace Mastery- Barbarians who have quested with the mighty Bear Tribe are masters of the Mace. From simple wooden clubs to the contemporary, armor-defeating flanged mace, warrior masters wield these weapons to devastating effect. As the Bear shaman, Koth, said to those who favor the sword and axe, "When you are beset by hordes of the walking dead, do not come weeping to me if you have turned away from the wisdom of Bear."

Polearm Mastery- Members of the Crane Tribe value distance, grace and a single overwhelming blow over the close grappling form advocated by the Bear Tribe. Though the two clans were wary of one another for many generations, recently the nomadic peoples have commingled and now share their powerful techniques with all that would learn. Crane warriors evolved their pole arm technique from dealing with mounted raiders and fighting in the shallow river waters found in the steppe. A master of the pole arm avoids physical contact with his opponent until he can land a single killing blow.

Throwing Mastery- Although not as well known for their use of bows and other such ranged weapons, hunters from the Steppes have practiced the use of thrown weapons since earliest times. The open grasslands of their native soil are well suited for taking down game with swift and accurate blows from a hurled blade. It seems a natural evolution and a simple matter for them to have transferred this skill to combat.

Spear Mastery- Warriors of the Snake Tribe, who favor the spear and are known for their cold eyes and sibilant battle chants. Only seasoned warriors may apply to the spear the techniques of the Snake-a patient teacher that reminds us that all foes can be defeated in time. These are lessons learned from the many dangerous pit vipers that breed among the steppes surrounding Mount Arreat.

Increased Stamina- The tribes of the northern Barbarians are a nomadic people, roaming the vast open plains of the Northern Steppes. Being raised in this environment has strengthened the Barbarian people. Simply by looking at a member of the northern clans, you can tell that they are more hale and hearty than the average person. Such is their vigor! Through strict conditioning, the Barbarian warriors can train their bodies to endure tremendous physical exertions, and at a moments notice can be ready for battle.

Increased Speed- It is a fatal assumption that the Barbarian warrior is slow and ponderous. His great bulk belies a very agile individual. A lifetime of patrolling the vast plains of his native soil, where it is often necessary to cover great distances in very little time, has empowered the Barbarian warriors with the ability to walk and run at surprising rates of speed.

Iron Skin- The harsh grasslands of their homeland offer the Barbarian people little refuge from the elements. Constant prolonged exposure to the sun, wind, rain and other elements has toughened their skin to the resilience of natural leather.

Natural Resistence- In order to survive the unforgiving lands of the north, the people of the Barbarian tribes have developed hardy resistances to the common elements. Heat and cold alike are something they endure often. Since food is scarce while foraging, they have learned to consume species of plants that would slay normal men. Through additional training, a warrior can further fortify himself against these dangers, allowing him to better survive while traveling to unfamiliar lands and battling unknown foes.

Combat Skills//Bash- The immense physical strength of the Barbarian people is widely known, so it should come as no surprise that this is one of the first skills that they develop as a warrior. Summoning up their renowned brute strength a Barbarian can deliver a powerful and painful blow that staggers an enemy from its feet, knocking them back.

Double Swing- A Barbarian warrior learns to fight with a weapon in each hand, for after all, are not two weapons better than one? A young Barbarian learns to use both hands independently of each other, striking simultaneous blows at separate targets. As his talent grows in this skill, he attacks with increasing control and accuracy.

Leap- Because of his great strength, a trained barbarian warrior is able to perform great leaps. These jumps are noteworthy, enabling the Barbarian to spring free of dangerous swarms of enemies, and landing with an impact that sends them reeling.

Double Throw- To a Barbarian, fighting with two weapons is considered a fairly simple feat. Not so simple is mastering the art of throwing two weapons simultaneously and accurately. Many young Barbarians are eager to learn this skill, for they will tell you it is concrete proof that they have risen to greatness as a warrior. In truth, they use this skill in tavern games almost as often as they do in battle, winning wagers from unsuspecting drunkards.

Stun- An experienced Barbarian can learn to strike an opponent in areas that promote the maximum effect. By putting enough strength behind a well-placed blow, he can leave an opponent dazed and unable to strike back or flee.

Leap Attack- A young treasure hunter once sought his fortune in a raid for Barbarian gold on Mount Arreat. Hearing tales of the Barbarian people's expertise in close combat, he hired a phalanx of mercenary spearmen to accompany him, thinking their long spears would force the Barbarian warriors to fight from a distance. He soon learned his mistake as a single Barbarian warrior was enough to slaughter his entire party. Ambushing the raiding party from a patch of scrub grass, the Barbarian leapt over them, slaying one whilst airborne, and skewering two more as he landed. Before the would-be thief could draw a single breath, all of his hired lancers had been dispatched. It was a long walk home.

Concentrate- Sometimes a series of blows is not nearly as effective as a single, concentrated strike. A Barbarian trained in this skill learns how to focus his strength into a single blow that cuts through the guard of an enemy and slices through their armor. This technique also puts the warrior in a superior defensive position.

Frenzy- Although a Barbarian is capable of calculated blows and tactical fighting techniques, it is his fierce passion for battle that distinguishes him in battle. While using this skill, a Barbarian drives more and more force into each successive blow as his anger and bloodlust mounts.

Whirlwind- Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of the weather. Tornadoes would ravage their plains as summer turned to the harvest season. The shaman of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as a harbinger of great victory during wartime. Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling mélange of the cyclone in their attacks. As time went on and the tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to all of the Barbarian people.

Berserk- There is a fine line between passion and rage, something the Barbarian warrior knows well. A Barbarian must learn to tread this line while separating one from the other and drawing strength from both. One of the most powerful combat skills a Barbarian can learn is to cross that line into rage, expending the sum of his energy and slaying everything without regard for consequences. When you have slain all of your enemies, what is left to fear?

History- Legend says that when the world was very young the tribes of the Northern Steppes were given a sacred charge. Somewhere deep within the great mountain, Arreat, lies a source of great power, crucial to the well being of all humanity. The tribes were tasked to act as guardians of this artifact. They have shaped their way of life in observance of this power and fulfilling their sacred duty.

Steeped in mystery and tradition, these people refer to themselves as the "Children of Bul-Kathos," the great and ancient king. To better protect their lands from outside forces, they adopted a nomadic lifestyle, frequently moving within the confines of the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magics and complex machinery, as they believe these things can only weaken their resolve developed over so many years.

The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies within nature to enhance their own substantial physical prowess. It is because of this, together with their freedom from the trappings of the outside world, that the Western Kingdoms have historically referred to these tribes as "Barbarians," an epithet that belies the rich cultural and spiritual history these people truly possess. Although some trade with these curious bands of nomads, they do so only along the outermost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions. Every foreign attempt at conquest has been met with fierce and decisive resistance.

An account of one skirmish recounts how hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs and their faces howling as they charged like the fierce mountain winds, the tribesmen descended on the invaders. Fully half of the trespassing army immediately dropped their weapons and fled, the remainder were set upon by the Northmen with fervor that none of the battle-hardened invaders had ever witnessed. No mercy was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either… at least none that could be observed.

Since news of Diablo's re-emergence has spread, a small number of Barbarian warriors have begun roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.
--------------------------------------------------------------------------------------------------------------------------------

Name- The Amazon

Age- 22

Gender- Female

Personality//
-Talkative
-Works well with her kind
-Motivated
-Hides her inner feelings
-Fierce in battle

Appearance- http://i223.photobucket.com/albums/d...ess/amazon.jpg

Javelin and Spear Skills//Jab- Hunting in the dense rain forests of the Amazon Islands is fraught with many obstacles. Confining overgrowth and fierce indigenous animals conspire to make combat difficult, if not impossible. Early in training, Amazon spear-women must learn to overcome these conditions. By honing their hunting techniques to the point where they are able to deliver many powerful spear thrusts in rapid succession, they learn to finish off one opponent before turning to slay another. The Jab is the most basic of the skills designed to accomplish this tactic.

Power Strike- Zerae is the bride of Hefaetrus, and her dominion is vengeance and storms. If an Amazon warrior is on a mission to right a great wrong and has proven herself worthy, the goddess will empower her with the ability to add the electrical power of the mighty hurricanes of the Southern Seas to her stabbing spear attacks.

Posion Javelin- Amazon healers have long since ascertained the potent toxicity of their native flora. Any Amazon warrior devoted to this study is able to recognize particularly lethal strains of plant life, even while traveling in foreign lands. This knowledge allows her to create weapons from particularly virulent woods.

Impale- Although deftness and superior hand-eye coordination are the hallmarks of the Amazon warrior, they are also well known for the ferocity of their attacks. An experienced warrior is able to focus her fury and deliver blows so powerful that they have been known to shatter their weapon in the process.

Lightning Bolt- If an Amazon warrior has proven herself worthy, the goddess Zerae can empower her with the ability to strike down enemies by hurling javelins charged with power as if she had snatched lighting from the heavens.

Charged Strike- An Amazon devoted to the path of Zerae will be able to harness the forces of vengeance and storms. During Rites of Vengeance, Zerae will confer to the Amazon attacks that unleash a wild burst of electrical energy, striking down nearby enemies. A grizzled veteran of the Time of Troubles once said: "Spear-women walking the 'Path of Zerae' are best given wide berth, for they can be as violent and indiscriminant as the storms on the Twin Seas".

Plague Javelin- Practiced and cunning warriors are able to incorporate poisonous vegetation into the organs of wildlife, creating highly infectious and deadly bladders that the Amazons affix to their javelins. These javelins strike a target and explode into noxious and putrescent clouds. Entire armies of creatures and of men have been slaughtered by the ingenious use of these biological agents. The choking cloud created by a plague javelin will incapacitate even the strongest foes.

Fend- Once an Amazon warrior has attained mastery over the spear, she can engage and destroy multiple enemies in close quarter battle. Many of those enemies will be lucky to be alive after the vicious onslaughts of these attacks have ended. Grand Mistress Celestia was able to demonstrate this ability to the Initiates of Athulua by striking down a dozen experienced warriors in the space of an arrow's flight.

Lightning Strike- Through focus and intense devotion to Zerae, an experienced warrior can harness Zerae's gift of lighting to great effect. Such a warrior is able to call upon the Goddess' might to destroy her enemies, unleashing a bolt of lighting that arcs from foe to foe.

Lightning Fury- Possibly the most devastating, and certainly the most spectacular, of all the techniques learned by an Amazon warrior is Lightning Fury. The High Priestess of Zerae will teach select Amazons the secret of focusing the power of the goddess, consecrating a javelin to become the ultimate weapon of vengeance. The energy contained within the javelin is so powerful that its electrical energy explodes from its stricken target, releasing bolts of lightning that strike down hapless foes nearby. Swift and powerful is the justice administered by an eminent Amazon.

Bow and Crossbow Skills//Magic Arrow- Far in the ancient past, Amazons found their glorious arboreal city of Tran Athulua under siege by the pirates of the Twin Seas. These cut-throats were determined to turn the Amazon Islands into their base of operations. The conflict lasted many months as the pirates laid in for a long siege. During the battle, supplies ran short, and the Amazon archers found themselves without ammunition. Realizing that their defense rested solely upon the ability of the archers to keep the corsairs at bay, the priests of the city prayed to Athulua to aid them. In answer, Athula infused the minds of the Amazons with the power to harness their natural spiritual energies. One by one the archers melded their determination and will into shards of physical force that they then unleashed from their bows by the thousands, firmly routing the corsairs back to sea.

Fire Arrow- Hefaetrus is the Amazonian god of fire and rebirth who lives deep within the great volcano, Mount Arnazeus, on the island of Philios. Although primarily the patron deity of farmers, from time to time he bestows his favors upon the warriors of the Islands, so they may keep safe his congregation. Through proper prayer and the sacrifice of many fierce enemies, an especially brave Amazon can attain the power to imbue her shots with the destructive power of fire, allowing her to rake blazing missiles from her bow.

Cold Arrow- Although winter never seems to find its way to the ever-balmy Amazon Islands, cold climates are not unheard of. The summit of Mount Karcheus on the island of Philios is covered with snow all year long. Deep within an icy cave secluded amongst its towering peaks, is the Great Hall of Mirrors where mighty Karcheus the Watcher sits upon his throne. Ever vigilant, Karcheus keeps watch over the people of the Amazons. Warriors who have trained within his temple are able to instill their shots with the power of a freezing wind.

Multiple Shot- Legend has it that the fabled Amazon archer, Palashia, bragged in her youth that she could best the combined skills of all her greatest rivals. Taking umbrage, her rivals gathered to challenge her outrageous boast, arranging a contest to decide the question. To preserve her honor, Palashia was to strike the targets of all her rivals before they could land a single arrow. When dawn arose on the day of the contest, Palashia stood ready with her bow. At the signal, her rivals nocked their arrows and loosed a volley towards their targets. Palashia gathered her energies, and let fly with her own, single arrow. To the amazement of onlookers, her arrow split into many, cleaving the arrows of her rivals, and moving on to strike every target directly in their centers. This mysterious technique quickly became a martial secret that only the finest archers are able to master.

Exploding Arrow- Another gift of Hefaetrus, an Amazon warrior practiced in this skill can imbue the arrows that she fires with the ability to explode upon impact. The resulting detonation not only allows her to damage her intended target, but also anything caught within the explosive blast. The sight of a full battalion of Amazon archers firing a volley of such arrows is eerily beautiful. Many warriors, having witnessed good friends consumed by the flames of these arrows, vow never to fight against Amazon warriors ever again.

Ice Arrow- The second of the prizes Karcheus bestows to a true warrior, this skill enables the Amazon to instill her arrows with the glacial force of a fierce blizzard. Enemies struck by this power not only feel the icy sting of the enchanted shaft, but also the force of a chilling arctic wind that, mysteriously, they alone can feel.

Guided Arrow- Hunting and fighting during the night and in the deepest darkness is a necessary skill to any daughter of the Amazon islands. Devoted disciples of Athulua can, with great difficulty and strict discipline, train themselves to fire their arrows at targets blindly, as if the hand of Athulua herself guided the arrows. As might be imagined, this is an art that the Sisters of the Sightless Eye have long envied and yet have never replicated.

Immolation Arrow- Hefaetrus will sometimes bestow this ability to his greatest champions. These fire-instilled arrows burn with such a fierce intensity that the very earth surrounding where they impact ignites into flame. Although the fires last but a few moments, some say the effect is as if the pillars of the mighty kingdom of Hefaetrus were reaching up through the ground to strike down the enemies who linger nearby.

Strafe- Once a warrior has attained this facility, she can fire a volley of arrows with amazing speed and precision, striking one target after another. Veteran mercenaries often tell a tale of a new recruit who was nearly struck down in battle because he was too distracted when first seeing an Amazon use this ability. Do not doubt his word, as he is probably referring to himself. Just smile and buy him another tankard of ale.

Freezing Arrow- The greatest of the powers attained by those dedicated to Karcheus is the skill to imbue their arrows with the freezing power of a devastating avalanche. Enemies within the impact of a freezing arrow are frozen in their tracks and feel crushing pain, as if a mass of magical ice had toppled onto them.

Passive and Magic Skills// Inner Sight- The lush canopy of trees covering the Amazon homeland allows little sunlight to reach the ground. To better adapt to their environment, the Amazons have developed a technique whereby they can attune themselves to the life forces in the surrounding area and transfer these energies into a source of luminescence. This enables the Amazon and her companions to see her enemies in shadow and darkness.

Critical Strike- Among the arsenal of techniques employed by the Amazon warrior is her ability to study opponents carefully and detect any weaknesses. She can then use these deficiencies in her adversary to strike at precisely those areas that will cause the greatest injuries.

Dodge- To anyone familiar with their natural agility, it should came as no surprise that the training regimen of an Amazon warrior includes exercises specifically designed to avoid potentially devastating blows in combat.

Slow Missles- Through strict martial discipline and focus, an Amazon warrior can attune herself to her environment and the dangers around her, allowing her to react to these hazards with superhuman agility. One aspect of this ability is her knack for avoiding missile fire. Just as the Amazon must master the bow and javelin, she must also learn to defend herself from these same weapons. When an Amazon uses this ability, incoming projectiles appear to move slower than normal, enabling her to avoid them.

Avoid- This ability hones the natural defensive ability of an Amazon. If she stands still, she can predict incoming missile attacks and elude them before they reach her. Most Amazon people can do this if all of their thoughts to the task, but only a warrior trained in this skill can do this even whilst caught unaware.

Penetrate- The warriors of the Amazon Islands are legendary for their ability to strike their mark. Warriors with this skill are more likely to hit targets.

Decoy- Amazons derive another benefit while learning to fight in the rainforests of their homeland. They learn, through misdirection and deception, to fool attacking forces into thinking there is another Amazon nearby. This subterfuge causes enemies to waste time and energy hunting down false prey while the Amazon moves in for the kill.

Evade- A warrior skilled in Dodge and Avoid may eventually learn this additional ability. Once an Amazon has sharpened her defensive concentration to this level, she will eventually be able to dodge blows and other attacks while moving. This skill can also help keep the Amazon from harm as she moves out of the way of an exploding siege engine or avoids the wrath of an enraged Sorceress!

Valkyrie- When a warrior has proven her devotion to Athulua through her brave deeds and exceptional skill in battle, the Goddess shows her favor by granting a spiritual emissary to aid the Amazon. These emissaries of Athulua are called Valkyrie, and they are the spirits of the greatest heroes from the Amazon people. The power to summon a Valkyrie is the greatest honor that an Amazon warrior can receive. It is believed this gift is a sign that your place beside the Goddess is assured when you pass from this world-perhaps even as a Valkyrie.

Pierce- After long hours of training, an Amazon warrior's bow arm can develop tremendous amounts of strength. With this strength, and some additional training, the Amazon is able to maximize the power of her bow, enabling her to penetrate multiple targets with a single arrow.

History- The Amazons are women warriors who hail from a group of islands in the Twin Seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.

The Amazon people are a relatively isolated culture. Adapting over the centuries to their tropical milieu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazon people. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women can at long last take their rightful place in the universe, no longer merely playthings for the beings of the Outer Realms.

The Amazons are a seafaring people, one of the first to have made trade contact with both the Kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. They are much sought after as mercenaries, being both expert soldiers as well as extremely loyal - as long as the assignment does not conflict with their strict sense of ethics.

Their pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua who, with her consort, Kethryes, rules over the seasons and the weather. Under these Goddesses are a wide assortment of lesser deities, each responsible for his or her own sphere of influence among the Amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same names as these gods, although aspects of their personalities seem to have evolved over the centuries.

In the Amazon culture, only the women serve as warriors, their intrinsic superior dexterity and lithe body structures are better suited to combat in the dense rainforest environs of the islands. Their society is far from stratified, however, as men are responsible for any number of positions in the community, government, and clergy, as well as merchant and agricultural occupations.

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

Name- The Assassin

Age- 34

Gender- Male/Female

Personality//
- Strong willed
- Aggressive
- Quiet
- Works Alone
- Shy but sneaky
- The Thief

Apperance- http://i223.photobucket.com/albums/d...s/assassin.jpg

Abilities// Martial Arts- Intrinsic to the Assassin's arsenal of abilities is her incredible prowess in the mysterious Martial Arts style of the Viz-Jaq'taar. Martial Arts skills come in two forms, Charge-up Skills and Finishing Moves. A Charge-up Skill is an attack that adds a "charge" for each successive hit within a short time frame. While each Charge-up attack deals normal damage, the charges continue to accumulate until triggered or until the time limit runs out. To trigger the accumulated charges, strike a monster with either a normal attack or one of the Finishing Moves. A Finishing Move doesn't just trigger the release of the accumulated charges-it also adds a powerful effect of its own. Furthermore, by building up a succession of different Charge-up Skills, Assassins can generate a potent combination of effects. Assassins are specially trained in the use of exotic Claw-class weaponry, and some of their skills can be used only when armed with these weapons.

Tiger Strike- Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks.

Dragon Talon- An Assassin is taught to utilize her entire body as a weapon-using this skill, she lets loose a powerful kick to send her opponents flying.

Dragon Claw- This skill allows the Assassin to try to finish her opponent off with a rending double claw attack.

Fist of Fire- Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.

Cobra Strike- A properly trained Assassin can focus her mind to draw upon the ambient energies surrounding her. Using this skill, she can drain her adversary of life and spiritual essence.

Dragon Tail- The experienced Assassin can deliver a kick so powerful it actually causes an explosion on impact, sending any nearby victims sprawling.

Claws of Thunder- Using her weapon's metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her.

Blades of Ice- Charging the ether around her claw blades, the trained Assassin can chill opponents with a vicious rake of her razors.

Dragon Flight- After years of disciplined physical conditioning, an Assassin can develop the ability to move faster than the eye can follow in one quick burst. Using this skill, she lunges at her target and delivers a devastating kick.

Phoenix Strike- This mighty skill allows the Assassin trained in its arts to prepare an attack that gives off powerful elemental energies.

Shadow Disciplines//To remain protected from exposure to the potential corruption of magic, Assassins must defeat their sorcerous opponents without actually using spells themselves. To this end, they have mastered the clandestine talents, as well as the arts of obfuscation, and honed their latent psychic abilities to develop the Shadow Disciplines. These skills represent the end result of generations of strict mental conditioning and intensive stealth training.

Claw Mastery- Well-disciplined training in this skill improves the artistry with which an Assassin wields her unique Claw-class weapons.

Psychic Hammer- By utilizing her intense mental prowess, an Assassin creates a powerful force of mental energies and directs it towards a hostile creature, blasting it backwards.

Burst of Speed- Increases Attack And Movement Speed For A Period Of Time

Cloak of Shadows- Moving through the darkness, unseen by her foes, the enshrouded Assassin can steal past opponents or ambush her unsuspecting victims with devastating attacks.

Weapon Block- After developing this skill, an Assassin wielding two Claw-class weapons can use her blades to deflect incoming attacks, thus giving herself a defensive edge without using a shield

Fade- An Assassin can will her physical being to shift partially into the astral planes. As her body becomes less substantial, she becomes less susceptible to the effects of elemental attacks and magical curses.

Shadow Warrior- The Assassin trained in this discipline has the ability to project a "shadow" of herself. The Shadow Warrior makes use of normal attack and the two skills the Assassin has readied for herself.

Mind Blast- Focusing her anima, an Assassin using this potent ability can crush the will of a group of enemies, stunning them and confusing the feebleminded into attacking their comrades.

Venom- Poison use is another technique an Assassin has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats her weapons with vile toxins.

Shadow Master- This discipline allows an Assassin to project an even more powerful shadow avatar. The Shadow Master has access to all of the Assassin skills, also skills you don't have yet.

Traps//Sometimes, the incredible martial prowess and awesome psychic capacity of the Assassins are not enough to battle all forms of magic-wielding menaces. To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taari sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.

Fire Blast- This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe within its small blast radius.

Shock Web- These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them.

Blade Sentinel- This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path.

Charged Bolt Sentry- This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close.

Wake of Fire- Once erected, this trap releases waves of flame that incinerate any opponents within its path.

Blade of Fury- Using this skill, the Assassin throws several small blades, shredding her enemies with a barrage of metal.

Lightning Sentry- This device discharges great bolts of electricity, frying assailants when they come near.
Wake of Inferno- Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range.

Death Sentry- This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies.

Blade Shield- This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely.

History- In the third century, two brothers rose to dominance from within the ranks of the Vizjerei clan of mages; their names were Horazon and Bartuc. Both were equally powerful and ambitious, and both were fascinated by the power one could obtain through the practice of Demonic Magics; however, the two differed in their views regarding how best to study demons. While Horazon viewed demons as a great source of power, he felt that in order to use that power best, you must harness a demon and bend him to your will. His brother, on the other hand, grew to sympathize with the demonic powers and felt (with no small influence from the demons) that the demonic forces were best understood by allying with the Hellish authorities so their secrets could be shared freely, and that is exactly what he did. Their diametrically opposed philosophies caused a great schism that split the ranks and tore the Vizjerei clan apart.
When at last their fierce rivalry culminated in inevitable violence, the combatants learned too late that they had both been played as pawns by the demonic host. The ensuing battle was so great it set the very firmament aflame, and when it was complete and the stillness of remorse was all that remained, Bartuc lay dead, Horazon had vanished into self-imposed exile, and the Vizjerei had learned a costly lesson. The small surviving group of sorcerers, the remnants of the once-great Vizjerei clan, resolved forevermore to spurn Demonic Magics and set about renewing their studies in the Elemental Magics. To further ensure that a similar tragedy could never happen again, they formed a secret order whose sole purpose was to police the mage clans, destroying corruption wherever they found it. This was the birth of the Viz-Jaq'taar, the Order of the Mage Slayers-otherwise known as the Assassins.

Knowing that such an order might itself be corrupted if exposed to the power of magic, the Vizjerei deemed it of the utmost importance that these Assassins maintain the purest, most focused minds. They should live in meditation and draw their power from within, not from external forces that could easily mask demonic interference. To this end, the Order would not employ the magic arts directly; rather, they would use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they concentrated on honing the natural martial abilities of their bodies, both physical and mental.

Because the Order remains veiled in secrecy, few people, even among the mages, know more than rumors about this mysterious organization. Their reputation has been one shrouded in ambiguity. Legends of their stalwart vigilance, and the widespread fear of their retribution, have kept many mages away from the temptations of corruption, so actual sightings have been rare. However, with the reemergence of the Three, and the subsequent increase in demonic manifestations in the world, the Order has shown a greater public presence of late.

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

Name- The Sorceress

Age- 39

Gender- Male

Personality//
- Caring
- Reasonable
- Warm and easy to get along with
- Concentrated in Battle
- Her strong magic has led her to hid her emotions behind this force.

Apperance- http://i223.photobucket.com/albums/d.../sorceress.jpg

Cold Spells// Ice Bolt- One of the first spells a novice of the frigid elements learns is the power to summon crystals of pure freezing energy. When hurled at her enemies, these bolts subject their targets to freezing pain and impaired movement.

Frozen Armor- This defensive spell is a useful tool for protecting the novice from the dangers of combat. This icy shield both protects the Sorceress and impairs the progress of all who would attack her with blade or club.

Frost Nova- Like the Lightning Nova, this spell is effective against large groups of swarming melee attackers. Although less damaging than its electrical kin, the immobilizing effects of the cold can convey other advantages.

Ice Blast- The freezing damage of this spell can shatter an opponent into icy shards, leaving enemy spellcasters little material with which to resurrect their minions. In this way the Sorceress can make quick work of those who would use the dead against her.

Shiver Armor- A significant upgrade from frozen armor, this defensive shield deals an icy blast to any attackers, numbing them with cold, searing pain.

Glacial Spike- More powerful than an Ice Blast, this is the offensive spell of choice for a higher-level Sorceress seeking a quick deathblow. The Sorceress who wields this spell will find herself often treading over the shattered and frozen remains of her opponents.

Blizzard- This is the most effective offensive spell that this discipline has to offer. With the invocation of this spell, entire hordes of enemies are left chilled or dead, drowned in a hail of ice. Wretched survivors of this wintry storm can do little but crawl and lament their fallen kin before they, too, succumb to the cold.

Chilling Armor- The best defensive spell available to a Sorceress is manifest in this formidable armor. The spell actually defends against ranged attacks, turning aside arrow and bolt. Those seeking to engage the Sorceress shall soon feel the icy bite of their folly.

Frozen Orb- An intimidating sight that strikes fear into the hearts of her opponents, the Frozen Orb is an awesome spectacle to behold. The Orb coalesces from the air, unleashing freezing bolts at all nearby, and wreaking havoc, seemingly at random, before bursting into a brilliant explosion of frigid destruction.

Cold Mastery- Once mastery over this powerful elemental force is attained, a Sorceress achieves perfect command over this school of magic. Her freezing spells are now of such potency that those adversaries formerly impervious to their effects soon find themselves the surprised victims of a vicious, chilly assault.

Lightning Spells// Charged Bolt- By charging the ions in the air surrounding her, the Sorceress discharges bursts of electrical energy. These missiles flit about randomly, chasing down her opponents and shocking them to the core.

Telekinesis- With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is even able to retrieve items out of her reach, or send her attacks to distant enemies. Useful to a cunning Sorceress, this spell rewards quick thinking to make the most of opportunities when they present themselves.

Static Field- A devastating spell of limited range, Static Field instantly removes a good portion of the health of nearby enemies. Thusly injured, enemies are easy prey to the follow-up attacks of the Sorceress or her party members. Subsequent castings do less damage, but in combination with other spells or a decisive melee attack, a Sorceress can rely on this powerful ability to quickly dispatch even the strongest of foes.

Lightning- This spell allows a Sorceress to summon the very power of the heavens and emit a tremendous surge of electrical energy. Creating a channel of lightning directed at her target, she cuts a swath through her opponents with pinpoint accuracy.

Nova- With this attack the Sorceress creates a wave of electrical energy radiating from her fingertips, bathing all nearby enemies with its destructive force. This spell is ideal for defeating melee opponents who swarm too closely.

Chain Lightning- An improved and more complicated version of the Lightning spell, Chain Lightning arcs from foe to foe, branching out until all of its energy is dissipated. The stench of burnt flesh and ozone is often all that remains after this spell is cast.

Teleport- A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of waypoints or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas.

Thunder Storm- Weather manipulation is the most impressive form of elemental magic a Sorceress may attain. A Sorceress learned in this skill may manifest a tempest of dark storm clouds that follow her wherever she travels. Any who approach the canopy of her storm are subject to the full force of the gale and bolts of powerful lightning!

Energy Shield- Sheathing herself in pure energy, the Sorceress walks fearlessly into the fray. So long as she can maintain her concentration over this magical buffer, she diverts harmful magical energies and absorbs physical harm into her store of Mana.

Lightning Mastery- The final step in mastering the destructive powers of the firmament, this skill gives a Sorceress finer control and mastery over her powers. Once she has reached this point in her studies, she can begin to rival the powers of the Heavens themselves.

Fire Spells//Fire Bolt- The Fire Bolt is among the first cantrips a young Sorceress must learn before traveling out into the known world. Gathering a small amount of elemental energies, the Sorceress hurls darts of pure fire at those who would seek to injure her.

Warmth- If a Sorceress wishes to truly become a formidable spellcaster, she will pursue this talent. By collecting the essence of the ambient heat in the surrounding air, she can convert this energy into the mystical force that powers her spells. In this way, she recovers more quickly from her magical exertions.

Inferno- Using this spell, a Sorceress can reach into the depths of her being and issue forth a gout of fire, incinerating any opponents standing within its reach.

Blaze- Using this spell, the Sorceress ignites the very ground she walks upon, leaving behind a blazing wall of flame.

Fireball- Once she has learned the basic incantation of this spell, the Sorceress can collect a large amount of elemental fire and contain it within a globe of energy. Discharging it toward her enemy, those energies are released in a devastating explosion upon impact. This spell of mass destruction is ideal for bombarding the encampments of her enemies.

Fire Wall- This skill allows the Sorceress to raise a barrier of flame to block her flanks from attack, creating a tactical advantage for both herself and her allies. Any creature unwitting enough to attempt to cross the barrier will feel the full force of these flames as they advance to their ruin.

Enchant- Upon learning this skill, an experienced Sorceress has the ability to imbue a weapon with the power of fire. The renowned Sorceress, Habacalva, once assaulted the elemental planes themselves wielding such an enchanted mace. Her enemies soon came to fear the mention of the weapon as much as her name.

Meteor- Reaching out to the heavens, the Sorceress calls down a falling star to strike her adversaries. This is one of the strongest of her spells, capable of reducing large areas to cinders. During the Vactayan uprising, a Sorceress by the name of Hepsheeba took pity on the plight of the revolutionaries, and joined their cause. During the final battle of the conflict she cast this spell to great effect, single-handedly destroying the entirety of Lord Bareen's troops and delivering the Vactayans from his tyranny.

Fire Mastery- Even for the Sorceress, the destructive powers of the flame can prove uncooperative at times. The very unpredictability of elemental flame poses a danger to those unskilled in its usage. Sisters of the flame must take this last step to complete their training in the use of fire, and to maximize its effects.

Hydra- This skill enables the Sorceress to summon a beast of pure flame from the core of the world. The Hydra have been allies of the Zann Esu women for generations, owing their freedom in ancient times to the actions of the renowned Sorceress, Habacalva. They never fail to answer a call from a proven Sorceress, and stand ready to spit bolts of scorching magma at her enemies.

History- The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern jungles.

The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visit certain families across Sanctuary. These families have only one thing in common - they each have a seven-year-old daughter. Always good-natured and polite, the Zann Esu visitors meet the girls, ask a few questions and then leave. A select few of the girls are visited a second time and offered apprenticeships. The families of those chosen enjoy good fortune for many years.

The Zann Esu, or Sorceresses as they are generally known, are on a quest for the "perfect" magic in its purest form. They feel that the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need - threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.

The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and biding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.

The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the Prime Evils is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of Evil wherever they are found.

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

Name- The Paladin

Age- Varied upon request

Gender- Male

Personality//
- Secluded
- Brave
- Courageous
- Reliable
- Holy
- Unable to do wrong

Apperance- http://i223.photobucket.com/albums/d...ss/paladin.jpg

Abilities// Defensive Auras-

Prayer- With this aura the Paladin basks himself and all he deems faithful in a warm, healing light. His prayers for salvation carry him through the direst situations, allowing him to heal even the deepest wounds in time.

Resist Fire- Shrouding himself in his devotions, the fervent servant of the Light can walk a lake of fire and feel only the comforting warmth of his convictions. A Paladin can withstand the might of a fierce conflagration if his piety is strong enough.

Resist Cold- The splendor of absolute devotion is all the warmth and comfort a Paladin requires. Embraced deep within the shelter of this aura, the faithful need never fear the frost.

Resist Lightning- Even the elements of nature must yield before the glory of the Light. When a knight of Zakarum has manifested this aura, he and his allies undergo a lessening of their body's natural conductivity, protecting them from attacks empowered by electricity.

Defiance- Shielding himself and nearby companions within a glow of holy light, the Paladin girds himself to face the unjust in combat. By standing resolute and earnest in the face of opposition, his faith is his shield against harm.

Cleansing- Chaste is the Paladin in the face of all temptations. Pure in body and spirit, he trusts to the splendor of the Light to rid him of all impurities. A Knight of the Faith shall neither be tainted, nor corrupted.

Vigor- A noble knight of Zakarum feels the rapture of his salvation at all times. In his need, the weight of the world lifts from his shoulders, allowing him to march forth without heed to the lamentations of his body.

Mediatation- With the observance of this aura, the Paladin supplicates himself to the Light with silent utterances of prayers. It is in these times of silent worship that the Paladin is rejuvenated in spirit.

Redemption- A Paladin must be true to his duty and belief that all souls are worthy of attempted salvation. With this aura, the Paladin shares the glory of the Light with his vanquished enemies. With each administration of these final rites, the Paladin is redeemed physically as well as spiritually.

Salvation- Trust in the glory of the Light, for its authority supercedes all power in the mortal world. With this aura, the Paladin calls upon the Light to protect his allies from elemental attacks.

Offensive Auras//Might- Caught up in the fervor of battle, the Paladin calls upon the power of righteousness and the strength of justice to add force to the attacks of his party. What would be glancing blows now strike their mark, and otherwise deflected strikes rend through armor to bite flesh.

Holy Fire- With a hint of brimstone in the air, the noble Paladin strides into battle encased in this holy aura. All those within its range are burnt with the fires of divine virtue. Beware, Beasts of Hell! The fire of purification is upon you!

Thorns- An eye for an eye is sometimes not enough. Those who would strike the emissaries of the Light had best take warning, for retribution shall be swift and certain. The might of your blows shall be felt a hundred fold unto you!

Blessed Aim- The spirits of the Light are ever vigilant, and in times of great need, have been known to aid their loyal disciples in subtle ways. When this aura is enabled, these spirits work to guide the hand of the Paladin and his companions, striking true where blows would normally miss.

Concentration- Those within the sphere of influence of this skill gain the gift of clarity. A serene sense of lucidity eases the minds of those within, giving them the freedom to focus on individual tasks despite the chaos and distractions of battle. This sense of tranquility allows the Paladin and his comrades to strike calculated and devastating blows.

Holy Freeze- Using this aura, the Paladin causes the temperature of the air around him to drop drastically, freezing the flesh of his enemies. Those so affected will find their movement drastically hindered and are easily dispatched back to the Hells from whence they spawned.

Holy Shock- A Paladin blessed with the power of this aura calls upon the power of the Light to strike forth at all enemies surrounding him. Divine bolts spring from the earth to smite the Paladin's enemies.

Sanctuary- This aura causes the Paladin to shine with an inner, holy light. This light is an anathema to the undead, summoned as they are through the machinations of the Prime Evils. The aura carries with it the essence of life and the strength and purity of the Paladin's convictions.

Fanaticism- True faith can cause its believers to perform fantastic feats. With this aura the Paladin, and all those allied with his cause, carry themselves with a zealous fervor, allowing them to strike down their foes as swiftly as the scythe reaps the harvest.

Conviction- It is fearsome enough to behold the power of a Paladin, let alone a Paladin aglow with the aura of Conviction. This halo of righteousness demonstrates, with force, the grim determination of those who shine within its brilliance. Any who stand against the Paladin and his allies will understand the meaning of folly.

Combat Skills// Sacrifice- At what price glory? By sanctifying his weapon with some of his own blood, a Paladin of Zakarum is able to increase his efficiency in combat by forfeiting a portion of his own physical essence. This sacrifice is a symbol of faith that even the lowliest Paladin must submit before the Light, in order that he may prove himself worthy of victory.

Smite- The sword of a Paladin represents the might of righteousness and his shield symbolizes the strength of his faith. Both are tools he uses to mete out justice. Just as righteousness can give his spirit the fortitude to overcome the attacks of the unjust, so too can faith be a weapon to strike back at those who work to defeat him. To this end, the Paladin has developed several combat techniques that use the shield not only for defense, but also as an offensive weapon.

Holy Bolt- The Paladin can learn to summon bolts formed of pure, righteous energies. These projectiles are vessels of life, bane to the undead, and succor to the faithful. At the battle of Taelohn Bridge, the villagers feared the day was lost when an army of the walking dead besieged them. Just as the battered militia was about to be overwhelmed, a small band of Paladins appeared. Wading through the rotting carcasses of the living dead and hurling spheres of pure Light that expelled the evil controlling the battling corpses while renewing the strength of the remaining villagers.

Zeal- A noble Paladin, fervent in his dedication to righteousness, can draw upon the spirit of that dedication to perform seemingly impossible tasks. When surrounded by his enemies, a Paladin versed in this skill sets upon his adversaries with the zealous fervor of many times his number.

Charge- In showing fear, a Paladin displays his lack of faith, and a faithless Paladin is less than a man - let alone a knight. This is vital in that when all else fails, it is faith that will carry the Paladin through to victory. Warriors of faith never shirk from combat, but rush forward with heads down and shields up, allowing their glory to carry them into the thick of battle to deliver the first blow.

Vengeance- When a Paladin undertakes a crusade to banish evil, he is permitted to call upon the just souls of past crusades. Thus summoned, the spirits of the honorably vanquished manifest themselves and lend their energies to the weapons of the Paladin.

Blessed Hammer- The Visions of Akarat tell of a hopeless battle. Legions of the undead had laid siege to a small convent of nuns who were the keepers of a sacred relic, the Hammer of Ghrab Thaar. Suspended over a fiery chasm within the convent, the sisters knew the Hammer to be a powerful vessel of the Light and vowed never to allow it to fall into the hands of evil. With no weapons of their own, and no one to defend them, the nuns sacrificed themselves to destroy the hammer. Rather than let the undead despoil the church and the relic, they took the hammer and plunged themselves into the fiery chasm. At that moment, a powerful force of Light washed over the undead legion, striking them down where they stood. Since that time a well-trained Paladin is able to tap the remnants of this released energy, whirling a magical hammer to strike down his adversaries, especially the forces of the walking dead.

Conversion- Through force of will and strength of steel, a noble Paladin with this skill is able to blind his enemies with the glory of the Light. After trading blows with the Paladin and facing the fire of righteousness burning in his eyes, an enemy will sometimes be struck with a divine epiphany and momentarily repent his past undertakings. So complete is the transformation, that the converted will turn to slay its former comrades.

Holy Shield- To a Paladin, the shield is a symbol of his faith. Particularly devout Paladins can channel their faith into their shields, bolstering its defensive value with holy energy. The purer his faith, the greater his defense.

Fist of the Heavens- This spell allows the Paladin to summon the power of holy vengeance. Manifesting as lightning from the heavens, these bolts rain down from the sky, exploding into a thousand shafts of light that radiate outwards to banish the evil from the battlefield.

History- During the mid-twelfth century, after the Church of Zakarum had gained prominence in the East, the Church decreed that the visions of Akarat would be spread throughout the known world in order to redeem the masses. Thus, the Church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.

Unfortunately, the Church had not prepared these men for the rigors of travel nor the hazards of the world. The priests who survived their missions recounted tales of harsh weather, inadequate supplies, attacks from bandits and even encounters with horrible monsters. To ensure the success of future missions, the Church set about training holy warriors, Paladins, to accompany and safeguard their missionaries. In practice, these "Protectors of the Word" proved to be more successful at converting the native peoples than the Priests that they were assigned to defend. Impressing the locals with daring deeds, powerful weapons, and martial prowess was far more convincing than the condemnations of a soft-spoken monk. However, once the Word had been spread to every major city of the West, the "Protectors of the Word" faded from public view.

Some decades later, Paladins were again called into service. During the height of the Time of Troubles, the Church commenced a second campaign of conversion. This time, however, the inconvincible were deemed evil. The Zakarum Inquisition spread through the lands like a tempest, laying waste to all suspected of demonic possession or corruption. Leading this crusade was a new generation of Paladins, known as the "Hand of Zakarum." These cavaliers of righteousness swept through the lands, expunging the taint of demonic contamination wherever they found it.

In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that the new Order of Paladins should protect the innocent, and that the evil corruption was rooted in their forebear's failure. They resolved to fight the true source of corruption, the Three Prime Evils - Diablo, Baal and Mephisto. And so, these rebellious Paladins left their Zakarum brethren and ventured west.

Last edited by LimitLess; 09/06/07 at 02:11 AM.
LimitLess is offline   Reply With Quote
Old 09/06/07, 01:16 AM   #19
Banned
Join Date: Nov 2005
Location: Meadows Of Heaven.
Age: 16
Posts: 1,280
Rep Power: 0 Jack London is at an unknown quantity at this point.
Send a message via AIM to Jack London
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

( Bums -.-. Let me know if there's anything I should fix with mine. )

Name: Venic Retarian

Age: 62

Gender: Male

Role: Necromancer

Likes:

• Silence
• Balance
• The open minded
• Solitude
• Good leadership

Dislikes:
• Imbalance
• The ignorant
• All those who make a mockery of the “Great Cycle of Being”
• The cowardly
• Sugar

Appearance: Venic Retarian

Abilities:

~Life and Death: As a necromancer and having a strong belief in balance, Venic is able to manipulate the energies that run through the presence of life and death, which are more commonly known as positive and negative energy. Positive energy would be the energy representing life or creation and the one that would be able to damage undead creatures. Positive energy is similar to the concept of Yang. Negative energy is the complete opposite of positive energy, being the one representing death or decay and the one that would be able to keep the undead animated. Negative energy is similar to the concept of Yin. A good percent of his spells, if not all, are related to this concept.

~Spirit and Soul: As a necromancer, Venic has trained in the arts of the spiritual and soul and knows of the difference between the two as he is able to manipulate both. The spirit is a force within every living being, which grows as we do. To be able to control this energy within us is to be able to enhance physical assaults or even focus it as a deadly projectile. The soul, however, is the immortal essence of all living things, which moves on to what is known as the “afterlife” once its shell is unable to be used any further. With the manipulation of souls, Venic can summon them at will, from the realm of souls, by means of reinforcement or even reviving a fallen comrade by returning his soul into his body or even another body. These arts of manipulation are helpful in tight situations.

~Curse and Charm: Venic uses curses less often, merely to toy or simply torture his victims. While having a wide array of curses, most of which are utilized through lowering the amount of “luck” the target has, thereby making the target less fortunate, overall, from then on. Some more powerful curses; however, tend to be much more complicated than simply having bad luck. An example of this would be that the target experience his/her own nightmares manifested into physical form, only to be saved from it unless a riddle of some sort is solved. Though he can dispel these curses, he can also reverse their affect when given to allies or him, making them known as “charms,” which are essentially the opposite of curses. However, charms are rarely, if ever, used, due to it being against his teachings, for the most part.

~Flesh and Bone: Through his studies of both the living and the dead, Venic has practiced and learned the ability to manipulate both the flesh and bones of others. Many things can be done with this art in manipulation; it is simply all in the creativity. With this, however, it has been made known that the more he or his comrades kill the more power he now wields.

~Poison: Through his studies of both the chemical make up of poison and how it affects the human body, Venic has practiced and learned the ability to manipulate all types of poison, from non-lethal to lethal.

Summons: Though it was mentioned previously that Venic can summon souls and reanimate the dead at will, there are a few of summons that are far stronger than the average creature he can simply manipulate.

~Blackheart (zomg!): It is a manifestation of the deadliest of poisons. Being made completely out of poison, it can manipulate its own element and is able to change its form to a liquid, solid, or a gas. In its solid form, which is considered its initial and primary form, it takes the appearance of a black dragon. While in its initial form, a deadly and poisonous aura surrounds it, causing anything near it to become poisoned. Depending on how large the aura is, the area of affect varies as well as the damage done to its victims. However, the aura’s normal size will cause just about anything within five feet away from it to become poisoned, except, of course, its summoner. The creature’s intelligence is quite high and knows how to control its element. Though it has a mind of its own, it will obey and fight for its summoner.

~The Faceless One: As one may assume, this being has no actual face of its own. It has but a single eye at the center of its face, which steals the very soul of whomever looks directly at it. With the soul of another, it can take the target’s face and utilize all of the target’s abilities. While be able to only utilize weak assaults of Incarnum on its own, it is usually used as a source for souls, which, if used correctly, can be a powerful weapon.

~Death Swarm: Venic summons a massive swarm of flesh eating insects, enough to make it seem as though the sky had become darkened with clouds.

Brief Bio: As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.

As with most users of magic, the priests of the cult of Rathma hail from the far Eastern jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that allowed them to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has lead outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.

Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines.

Although their art is considered "dark," and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient Mage Clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.

Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. For the mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being, itself. The followers of Rathma seek to right the balance by ridding the mortal realms of non-mortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they are apparently willing to ally with the forces of Order but only until the balance is restored.

~Personal Theme: “The Kinslayer” by Nightwish
~Battle Theme: “Fight Fire with Fire” by Metallica
Jack London is offline   Reply With Quote
Old 09/06/07, 01:37 AM   #20
This is how I survive
Join Date: Oct 2005
Location: In a world I created for my friends. Wanna join?
Age: 18
Posts: 8,326
Rep Power: 13 Reckless Chaos is a jewel in the rough.Reckless Chaos is a jewel in the rough.Reckless Chaos is a jewel in the rough.
Send a message via MSN to Reckless Chaos
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

OOC: Thanks LL. One question, can I use a different pic? That one scares me and I would like to find a barbarian pic that suits my barbarian needs.
Reckless Chaos is offline   Reply With Quote
Old 09/06/07, 02:13 AM   #21
Banned
Join Date: Sep 2005
Location: USA
Posts: 3,100
Rep Power: 0 LimitLess is on a distinguished road.LimitLess is on a distinguished road.
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

And yes you can Reckless, I really like that one though

Ok I have finished putting up all the templates. Here's what we have so far, as far as I know. If anything changes tell me:

Druid- Limitless
Necromancer- Wolfy
Barbarian- Reckless
Paladin- D2L
Sorceress- VersionX

Now we need two more people to fill in for the Amazon and the Assassin. Any takers?

Last edited by LimitLess; 09/06/07 at 12:45 PM.
LimitLess is offline   Reply With Quote
Old 09/06/07, 03:57 AM   #22
Oblivion Angel
Join Date: May 2005
Location: In Eternal Twilight
Age: 17
Posts: 2,783
Rep Power: 6 KHFanatic4565 is at an unknown quantity at this point.
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

I'll take the Assassin role if you want me to.
KHFanatic4565 is offline   Reply With Quote
Old 09/06/07, 04:45 AM   #23
Banned
Join Date: Sep 2005
Location: USA
Posts: 3,100
Rep Power: 0 LimitLess is on a distinguished road.LimitLess is on a distinguished road.
Default Re: A World Of Expansion//Act~1 (The Sightless Eye)

I don't mind. Well shit if noone is going to take the Amazon I guess the Druid is open and ill take the zon :/
LimitLess is offline   Reply With Quote