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For a few seconds Clotho was quiet, but she made her mind up quickly. “You're not so bad yourself. A being of your obvious power would be most interesting indeed to my Master. For now, we should work together to ensure the elimination of the dwarves.” Pieces of chitinous brown were starting to poke through her burgundy flesh. Already her armor was beginning to regrow. As the carapace regenerated, it gave the swarm queen a strange, half-complete look. ”After that, I'm sure that my Master would be most eager to speak to you.” At that moment a Lambent appeared from the tunnel down which Clotho had previously come. It chittered a message into her ear before buzzing off. ”My partner has arrived with supplies. The dwarf exploration should be dealt with now. I enthralled two of them and sent them back to deliver false reports; our operation is secure for the time being. Follow me to the staging area.” Clotho took off, and hovered a way in front of Xahillion. Once the two had begun to move, Clotho started talking again. ”Tell me about yourself and why you're hear.”
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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Walking beside the hovering Clotho, Xallihion's features won't change as he responds to her questions, My people live deep in the heart of the earth, far deeper than any dwarf. There we pride ourselves on our mastery of magic and mental warfare. I left my people because I wanted power, as the strongest rule as our leaders. His feet pass over the dead dwarves that were formerly under his command like broken toys or rocks, nothing more than something to be used and thrown away. My journey brought me to the tunnels of the dwarves and I decided to work my way into the minds of their leaders and form a base of operations for myself to begin studying the dwarves and the surface races magic. At least until your people showed up. As they continue to walk down the tunnel, Xallihion's eyes will pass over the increasing number of bugs and his curiousity will be piqued when he sees small humanoid creatures with large round objects further down the tunnel in the staging area, I am guessing that is your comrade?
Name: Xallihion Standing at 6' 3, Xallihion has a frail body and is obviously more used to pouring over a tome than manual labor. Abilities: Xallihion uses Telepathy to communicate with those within a 100 feet radius around himself, as his natural mouth is incapable of producing speech and has very good night vision as his race lives deep in the earth where there is no light. Xallihion's powerful mind also allows him to rip the will from those who are not mentally strong or to send out a wave that can mentally stun those caught in it for a few seconds. Xallihion has spent most of his life studying magic, learning to kill his enemies from afar so that he doesn't have to get his own hands dirty. Xallihion prefers to use pure Force magic when he fights his enemies, though setting them on fire with a Fireball or encasing them in ice with a Frostbolt is also a favored tactic. Personality: Xallihion keeps his emotions out of the equation and uses cold logic to make his plans and execute them to the greatest effect. When it comes down to it, Xallihion prefers to use cat's paws and minions/slaves to carry out his plans and to keep his own hands from having to get dirty. Wants/Needs: Xallihion's whole goal is to acquire power and any knowledge of magic that he can Relationships: Has no feelings one way or another about anyone (subject to change if someone keeps messing with his plans or is deemed to be a useful lackey/scape goat) Backstory: Xallihion's race has long been hidden deep within the earth, rulers of the land where light has never touched. Holding a middle rank amoungst his people, Xallihion began a quest for power that would end up consuming his world. Xallihion was lured to the surface by his constant search for knowledge and power, with this quest eventually bringing him into contact with the Dungeon Keeper. Upon meeting this powerful creature, Xallihion quickly offered his serves in exchange for knowledge and power. Other: -
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As the Boss exploded into being in the center of the square, cackling with glee, Athinar simply stood there, and let the fire roll over his black armor. So the Boss finally arrives. Maybe he can tell me why in the Void he tried to kill me. Cackling with glee, and summoning more imps to his side, the Overlord walked towards them, and said, "Well, this could have certainly gone more smoothly, but in the end it turned out well enough I suppose...of course, without Shukra's guidance the orcs let some fleeing peasants escape. I will need a volunteer or two to hunt them down before they reach another settlement, so that they cannot draw unwanted attention to us. There is also the matter of who will govern this trashpile of a holdfast. And the matter of what to do with those who were too cowardly or incapable of taking charge this battle. Anybody care to chime in?" Athinar said nothing, as the other minions of the Master practically grovelled before him. Pathetic. The Overlord's attention didn't stay for long, however, for he quickly recruited some... wraith to join them. Oh well. Wasn't Athinar's business. Blood in his eye, Athinar walked to the Overlord's side, and placed his armored hand on the man's shoulder, covering it in bloody mist. "What I kind of want to know is why you tried to kill me. My victory was assured. And you meddled. I wish to know why." Athinar then braced for whatever retaliation the Overlord had in store, be it physical or magical. In the far corner of the square, a woman took her last breath. She was a guardsman, a defender of the town. And she had failed. Struggling to stand up, she fell back onto a pile of rubble, crossbow bolts in her gut. Through red-tinted vision, she saw a mob of little red... things charging through the streets, approaching her quickly. Scrabbling desperately for her pike, she had barely touched the haft of the polearm before she saw something unusual. A woman in shining plate armor, blond hair falling down around her face, cradled her head in her lap. Confused, the guardsman tried to speak, but the knight shushed her with a benevolent, albeit pained, smile. "Shhhh... Do not worry. You can rest now." The guardsman, comforted, fell limp, eyes glazing over. The knight, brushing the other woman's hair back, closed the now dead-woman's eyes, and placed the spear firmly in her grip. Standing up, blazing fury in her eyes, the paladin took her longsword out of its sheath, and charged towards the imps, a golden aura around her, one that struck fear into the tiny red creatures. With a wide slash, she cut through a good number of the main group. She would not let them succeed here.
Name: Athinar Gol-Gaia Physical Form: Tall, well-muscled, and stable, he is the pinnacle of physical perfection, even by the standards of some who would call themselves 'Immortal'. He is 6'8", and weighs at 300 pounds, in his normal form. In his alternate form, he gains a sentient sword, and a set of armor which is actually part of him. In this form, sometimes his face is visible, but more often than not, he keeps his mask on. He is 7'0" even, and weighs 450 pounds. Abilities: Normal Form / Carnage Form - Athinar has decided to forgo magic that affects others, in favor of a magic that supplements his already impressive strength. His Carnage Form is a shell, which looks like armor, but actually is a super-dense exoskeleton. While in this form, he is significantly slower, but is immensely more powerful in terms of strength and defense. Summon: Carnage Blade - Athinar has the ability to summon his Carnage blade at any time, however it is smaller and less impressive when he's not in Carnage form, although it still is alive, and speaks to him. The blade's name is Requiem. what the sword looks like, except with glowing red runes down the middle. (Normal Form - Rock Style) Blood Palm - Athinar uses the blood spilled by anyone, including his own, in a fight, to empower his fist's attack. Martial Arts - Athinar was trained in three forms of martial arts by the monks. However, he is only the equivalent of a black belt in one, and slightly competent in the others. (Skilled)Rock Style - Athinar stays solid, and in place, for the most part. He uses his fists, elbows, and occasionally trips the enemy, but tries to keep his feet steady. For if he can, not much in the terms of human force can move him, but if anyone has trained in Windstance (or was strong enough), they could move him through sheer momentum and weight transfer. (Beginner)The Path of the Cyclone - Not so much a martial art as a series of moves, executed one after the other, this unarmed style is used to fight large groups of enemies. There are twelve moves altogether, in three groups. However, Athinar was only taught the first group, and cannot continue the momentum of the Path. - Leaping Tornado: Athinar lunges forward, landing among his enemies. - Unseen Tempest: Athinar waits three seconds for enemies to close in, ready to strike. - Stormblade: Athinar ducks down beneath a man's weapon, and elbows him in the chest/neck area. - Cyclone Kick: Athinar does a roundhouse kick, tripping all surrounding enemies. However, these are usually poorly executed, due to lack of training. (Beginner) Celestial Mirage - This is possibly the martial art that he's learned that he has the most trouble with. It is a kick-based martial art, one that forces you to maintain patience. It's attacks come in bursts, to draw the enemy out, and allow the student to analyze the situation. However bad Athinar is with this, it was still one of the arts he learned from the monks, and he views it as a useful, albeit F*CKING INFURIATING skill. Personality: Athinar gets intense pleasure from seeing other creature's blood. No matter the circumstances, or whether he is allied with them or not. When he is not getting excited by bloodlust, he is usually a very calm, collected individual, who is quite intelligent, surprisingly. When blood is near, he turns into a vicious man, taking pleasure in drawing blood, tasting it, etc. Afterwards, he is, shall we say, *ahem* easily excitable. If you know what I mean. However, this doesn't mean that he's not smart. He is extremely smart, in his bloodlust, and will be able to craft plans on the fly, if they end in violence and killing. Relationships: Emily- Thinks that the homunculus is beneath his attention, generally, unless she does something big and shiny. That Which Consumes Peace- A fool, disobeying the Boss, but made a nice save, getting Shukra mildly punished. Ekushka- Hasn't met her yet. Narza- Is quite fond of the little ghost, curretly. Shukra- A pompous ass who fails at commanding. Darkwraith Kor- A good fighter, like Athinar, who shares his bloodlust. Enjoys his company. Azavarn- Too flamboyant. Umbra/Christopher- Thinks that Christopher is a bit off, but doesn't know why. Torrens- Doesn't have any opinion of him, but thinks that a fire demon might be useful. Clotho- Has a strange fixation on Clotho's chitin. Twitch- Has disdain for the ratty, well, twitchy kobold. Maybe if he actually did something, he might be useful. Backstory: Athinar is the reincarnated form of an ex-Dungeon Keeper, banished from his former world, and born to a new life in this one. However, he don't remember shit, and the only benefits were the impressive physical abilities you see today. He was born to an order of monks, who trained him in every combat style, unarmed and armed. However, this revealed his darker secret, his love for shedding blood. Killing them all, he was guided by a voice in his head, who told him that if he joined with him, he'd get to kill, kill, and keep killing. So he met up with the Dungeon Keeper, and started killing. Other: If Athinar seems too powerful, remember that he was converted to the Dungeon Keeper's cause by him just saying that he could kill people if he joined him. He's not dumb, but he does have quite the one-track-mind, and is quite susceptible to manipulation, in both forms. Like, REALLY susceptible. A novice hypnotist could put him to sleep.
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Visibly pleased when two volunteered---the fire demon and the gladiator---the Overlord sent them on their way with a wave. He called out, "Quickly, now. They have a head start!" As he spoke those words his gaze hadn't left the wraith. He was just about to throw in a comment wishing the two happy hunting when Cold Stare responded after what seemed to have been a bit of deliberation. Then, the wraith promptly proceeded to fade away. Perhaps it wasn't much for talking. In any case, the Master's withering gaze was next turned towards that strange beast of a warrior. Balothiss. The giant, hot-headed former thief. Oh, Balothiss was a piece of work to be sure, yet he was at least entertaining to watch. Sensing that Balothiss was more than a little nervous and worried about punishment, the Overlord merely stared at him for several seconds. Then he at last flashed a disarming smile after deciding that he had tortured his follower enough. His response to Balothiss's 'mistake' was, "Well, I watched as you torched half a dozen homes and with them Athinar's perfect plan. I could have stopped you, but I chalked it up to eagerness rather than disloyalty, or worse, incompetence...in any case, you were amusing to say the least! Perhaps I should even reward you..." On a mere whim, the Master waved his hand and an arc of light flew towards Reaver, Balothiss's sword. The magical light seeped into the blade's metal and enchanted it. When the warrior next used it he would find a few pleasant improvements. With his usual look of mixed mild amusement (or was it sheer insanity?) he now faced the sorry lot of cowards and incompetent fools that had lurked behind whilst the others took this village...so much for being his champions. But then Athinar approached with an intent look. Gah, he would deal with those fools in a moment. As Athinar drew closer it became clear that he had a wild, fiery look in his eyes and that he was utterly livid. Yes, the Master's could see, smell, and even magically sense the reek of anger and insubordination that wafted out of that one. All before he even spoke, and then dared to put a hand on the Master's shoulder. This would not stand! Athinar would most likely to be infuriated to have his Master respond by guffawing and not showing the slightest tinge of fear. Athinar demanded to know why the Master had sent down the meteorite and there answer was simple enough: it had shattered the human's resolve to fight, killed no less than two dozen defenders and likely saved Athinar in doing so, it had tested Athinar's might, and most importantly it had been quite delightful to watch from afar! But the Master didn't deign to answer his champion's impudent questions. After his laugh was done, he spoke to his minion with an even more insidious tone than usual, "Do not question my reasoning, Athinar!" At this point the Overlord brushed off Athinar's hand from his shoulder. Even through the human flesh of his warlock host and through the magical robes, the demon's searing touch was agonizingly hot and would be unpleasant for Athinar to feel, to say the least. "Just as I thought to congratulate you on this small victory, or perhaps even reward you, you show such disrespect! But no matter...I am in a merciful and forgiving mood. Remove your helmet, kneel, and kiss my boot." The Master's eyes were always as fiery as the depths of hell from whence the demon had emerged from, yet now they seemed to glower even brighter with a sadistic gleam. He did not say what might happen should Athinar refuse, but it would not be pretty...powerful as he was, Athinar would have been hard pressed to defeat the Master even with the advantage of surprise. Betraying his intentions meant that the warlock was fully prepared to fight. So Athinar had a choice: he could submit to the humiliation and please the Master at the cost of quite possibly losing all respect from the onlookers as they watched him cowed and put back into his place. Or he could risk being defiant. It might gain him some respect, but then again being reduced to a pile of ashes would be even more pathetic than falling to his knees and kissing the warlock's boot. Meanwhile, a veritable surge of red imps continued to be advance towards the paladin. Those at the front saw their danger and tried to back away, yet they were shoved forward by those behind who could not see her. A few of the small demons mustered up what magic they had and hurled fireballs at her, but more alarmingly many began yelling for their Master and for his more powerful minions. If their attention was raised and they bore down upon the paladin with all their might, she would not last for long.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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After the meteorite had arrived, Umbra noticed the flow of imps into the streets along with the Master at their sides. It wasn’t long before he realized that the meteor was quite possibly the master’s doing. Holding back his rage he gathered in the plaza area with the others, and quietly waited. The Master had little intention of addressing his careless act. Athinar however, refused to leave it be going as far as addressing the Master’s actions. The situation only escalated when the Master shoved the question to the side and asked Athinar to beg, as an owner would treat a dog. As this happened Umbra stood still and watched. While just as furious as Athinar, he had no intention on fighting the master, at least not until he had gotten what he wanted. Instead he possessed a nearby goblin like creature and shouted “Master when you are done, I suggest we get onto more pressing issues, such as the management of this town. In my former life, if you could call it that, I had experience in managing small villages and various other practices that could be useful.”
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Taking the time to enjoy the homely feeling that the underground gave him, Twich took the time to look around at the work that Clotho's swarm had been up to. Had things been somewhat different, he would have quite happily sent some messages back to his tribe and offered them the chance to move into a proper dwarven outpost that was connected to a massive underground fortress with plenty of room for home improvements and expansions... But alas, the fortress needed to remain vacant by the desire of the Master's will to pit the dwarves against the humans. When the Queen of the Swarm returned, she did not do so alone. The presence of the squid-head made Twich's scales itch; He had traveled a lot in his pursuit of knowledge and from the other kobold tribes had heard and read about the legends of the squid-men of the deep earth. It was rare for a kobold tribe to dig down deep enough or for one of the squids to dig up enough in the right place for the two species to intermingle, but it had happened before. The stories about what happened next were often told to Hatchlings to scare and warn them of one of the many dangers that exist with digging to deep. While he did not know just how much truth there were in the legends, Twich couldn't help but feel like he was now standing on the edge of a knife with a large fall awaiting him on either side should he slip. The future had just become more dangerous. "Clotho, how are things coming along?"
Name: Twich Physical Form: Abilities: Smarter then thou: What Twich lacks in physical strength and size, he makes up for with a cruel cunning, a twisted intellect and a surprisingly strong will. Alchemist Training: There are only two things that an alchemist needs to be able to do in order to be a good alchemist; The ability to flip a table and be on the other side of it when what they are working on explodes and the ability to know exactly when to do this. Everything else is just icing on the cake. If you don't want to eat it just because it has some mold growing on it, hand it over.: Twich is a kobold. They can eat just about anything regardless of how rotten its become just fine without ill effect. They are also immune to horrible smells that would make others sick. Love the BOOM!: There is something about arson and explosions that just appeals to Twich's soul. The fact that he is very good at creating things that explode and set things on fire makes his inner hatchling very happy. WHY?! FOR SCIENCE!: Twich doesn't always create or tamper with things to make them explode or catch fire (At least, not as the end goal). Often he likes to create concoctions or perform experiments for a large number of reasons, more often then not because he felt like it or just wants to see if the current theory in his head has any basis in reality. Personality: Those who meet Twich would surprisingly discover that he is, above everything else, quite civil. Those above or greater then him will get the recognition that they deserve of course but those of equal and even lower standing will be treated with professional, polite conversation when talking with Twich. They will also quickly discover that he is quite 'mad'; His mind seems to operate on a completely different wavelength then everyone around him and he often views the world far differently from other people as well. If one really wants to see him in his prime however, all they need to do is suggest a possible alchemy or science experiment within Twich's hearing range. The quest for discovery and knowledge burns within him brighter then the flames of hell themselves; Despite this he has made it quite clear to several demons that have offered him deals for knowledge and alchemist/scientific discoveries in exchange for his soul that he is not interested because 'That was the path of cowards and fools'. Even the most evil of beings would find the calm, professional and somewhat detracted approach that Twich takes with his experiments rather... unnerving. Almost all of his experiments are performed on live test subjects... often without their knowledge let alone consent. Wants/Needs: A bigger lab, more resources and freedom to explore with his various fields of science and alchemy. First pick of any group of slaves and captives with no questions asked as to why he wants/needs them. The right to take any student that he wishes. Relationships: Fairly civil, shows the needed respect to those that require it. Backstory: Twich was born to the Snakebiter tribe, a kobold tribe that had its tunnels located underneath a somewhat poisonous swamp. Taken to be trained as an alchemist rather early on when he showed he had a knack for it, Twich rather quickly learned everything that his tribe knew about it and found himself consumed by the desire to learn more. At first traveling to other kobold tribes to study, Twich soon found himself learning from many of the other underworld denizens in exchange for his services; At times he even found teachers among the more open minded of the surface dwelling races. When he ran out of teachers who could offer him new knowledge, Twich wasn't satisfied. He needed to know more and that meant he needed to create more things to learn himself. This is rather challenging as an independent working alone... but with the raise of the Master and his 'Hordes of Darkness', Twich found a patron who could make his dreams and desires a reality in exchange for his services. Other: -
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Balothiss thought he would receive punishment but he revived reward, and Balothiss was pleased, and he had finished looting the manor. Balothiss could still here the man yelling from the balcony as he left he turned wondering whether to burn the building to a crisp, actually he concluded that it should be the only building left standing in the village if he had a say in anything but to avail he turned and walked in the direction of where he heard and saw little red imps boring down on somebody and The Master looking upon Athinar and probably going to punish him. It took him a while but he made his way towards the Master and the others into the crowd. He looked up at the Master and set down the treasures in front of him. "Master, I have brought many treasures for you, and I also thank you for gracing my blade with a shred of power," He paused to wipe some sweat of his brow. "Many books of lore and other oddities are to be found within that manor if you are interested in them Master?" He added he said it as though he was asking a question. "If you wish for me to bring you the books I will go fetch them and if you would like more treasure I could grab assorted furniture from the manor and bring them to you?" He suggested, as he sheathed his sword and looked around. "There are many things of oddity around here if I must say so myself Master!" He added with slight disgust in his voice because the culture seemed very odd in this area, he was used to Democracy's and Dictatorships but this was different it seemed unclean and silly to Balothiss.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Athinar gazed back at the Overlord, fiery rage was tempered into calm, deadly wrath. There was no sense of danger, no fear in his heart. Only anger. As the Boss told him to not question his reasoning, Athinar's eyes narrowed, and his voice was icy cold. "You really don't have any particular reason, do you? ... Hmph. Contemptible." While he was somewhat of a sadist himself, Athinar wouldn't compromise the mission for mere pleasure. Then, The Boss told him to kiss his boots, literally, unlike the other minion's figurative boot-kissing. Hell no, would he kiss the Master's boots!!! However, to keep up the facade, Athinar slowly removed his helmet, and bending slowly, had bent halfway before he went into action. Flinging the helmet up towards the Master's face, which hopefully connected, Athinar lifted his massive Carnage in one hand, and standing up, planted it in the dirt between the Boss and himself. While he was standing directly behind the sword, in his massive black armor, there was an antimagic field in a linear path between Athinar and the demonic Keeper. However, the antimagic field didn't protect his sides, and it didn't protect against conjured objects. However, rays, hexes, and curses were all ineffective, as long as Athinar remained within the sword's antimagic field. Walking forward, remaining in the field, Athinar prepared himself for whatever came next. "A real Keeper wouldn't sabotage his own mission. Meanwhile, the paladin shrouded in a golden aura continued to slaughter the imps with impunity, and when they began to shout, she summoned up a giant golden sword, slightly translucent, which covered her blade, and extended further than any normal sword could. Slashing horizontally through the horde, Sarin managed to separate over half of the minion's heads from their bodies. Those that were left standing stared in equal parts shock and awe, before they skittered backwards, screeching for their Master. Sarin dispelled the sword and strode forward grimly. Yes, lead me to your Master.
Name: Athinar Gol-Gaia Physical Form: Tall, well-muscled, and stable, he is the pinnacle of physical perfection, even by the standards of some who would call themselves 'Immortal'. He is 6'8", and weighs at 300 pounds, in his normal form. In his alternate form, he gains a sentient sword, and a set of armor which is actually part of him. In this form, sometimes his face is visible, but more often than not, he keeps his mask on. He is 7'0" even, and weighs 450 pounds. Abilities: Normal Form / Carnage Form - Athinar has decided to forgo magic that affects others, in favor of a magic that supplements his already impressive strength. His Carnage Form is a shell, which looks like armor, but actually is a super-dense exoskeleton. While in this form, he is significantly slower, but is immensely more powerful in terms of strength and defense. Summon: Carnage Blade - Athinar has the ability to summon his Carnage blade at any time, however it is smaller and less impressive when he's not in Carnage form, although it still is alive, and speaks to him. The blade's name is Requiem. what the sword looks like, except with glowing red runes down the middle. (Normal Form - Rock Style) Blood Palm - Athinar uses the blood spilled by anyone, including his own, in a fight, to empower his fist's attack. Martial Arts - Athinar was trained in three forms of martial arts by the monks. However, he is only the equivalent of a black belt in one, and slightly competent in the others. (Skilled)Rock Style - Athinar stays solid, and in place, for the most part. He uses his fists, elbows, and occasionally trips the enemy, but tries to keep his feet steady. For if he can, not much in the terms of human force can move him, but if anyone has trained in Windstance (or was strong enough), they could move him through sheer momentum and weight transfer. (Beginner)The Path of the Cyclone - Not so much a martial art as a series of moves, executed one after the other, this unarmed style is used to fight large groups of enemies. There are twelve moves altogether, in three groups. However, Athinar was only taught the first group, and cannot continue the momentum of the Path. - Leaping Tornado: Athinar lunges forward, landing among his enemies. - Unseen Tempest: Athinar waits three seconds for enemies to close in, ready to strike. - Stormblade: Athinar ducks down beneath a man's weapon, and elbows him in the chest/neck area. - Cyclone Kick: Athinar does a roundhouse kick, tripping all surrounding enemies. However, these are usually poorly executed, due to lack of training. (Beginner) Celestial Mirage - This is possibly the martial art that he's learned that he has the most trouble with. It is a kick-based martial art, one that forces you to maintain patience. It's attacks come in bursts, to draw the enemy out, and allow the student to analyze the situation. However bad Athinar is with this, it was still one of the arts he learned from the monks, and he views it as a useful, albeit F*CKING INFURIATING skill. Personality: Athinar gets intense pleasure from seeing other creature's blood. No matter the circumstances, or whether he is allied with them or not. When he is not getting excited by bloodlust, he is usually a very calm, collected individual, who is quite intelligent, surprisingly. When blood is near, he turns into a vicious man, taking pleasure in drawing blood, tasting it, etc. Afterwards, he is, shall we say, *ahem* easily excitable. If you know what I mean. However, this doesn't mean that he's not smart. He is extremely smart, in his bloodlust, and will be able to craft plans on the fly, if they end in violence and killing. Relationships: Emily- Thinks that the homunculus is beneath his attention, generally, unless she does something big and shiny. That Which Consumes Peace- A fool, disobeying the Boss, but made a nice save, getting Shukra mildly punished. Ekushka- Hasn't met her yet. Narza- Is quite fond of the little ghost, curretly. Shukra- A pompous ass who fails at commanding. Darkwraith Kor- A good fighter, like Athinar, who shares his bloodlust. Enjoys his company. Azavarn- Too flamboyant. Umbra/Christopher- Thinks that Christopher is a bit off, but doesn't know why. Torrens- Doesn't have any opinion of him, but thinks that a fire demon might be useful. Clotho- Has a strange fixation on Clotho's chitin. Twitch- Has disdain for the ratty, well, twitchy kobold. Maybe if he actually did something, he might be useful. Backstory: Athinar is the reincarnated form of an ex-Dungeon Keeper, banished from his former world, and born to a new life in this one. However, he don't remember shit, and the only benefits were the impressive physical abilities you see today. He was born to an order of monks, who trained him in every combat style, unarmed and armed. However, this revealed his darker secret, his love for shedding blood. Killing them all, he was guided by a voice in his head, who told him that if he joined with him, he'd get to kill, kill, and keep killing. So he met up with the Dungeon Keeper, and started killing. Other: If Athinar seems too powerful, remember that he was converted to the Dungeon Keeper's cause by him just saying that he could kill people if he joined him. He's not dumb, but he does have quite the one-track-mind, and is quite susceptible to manipulation, in both forms. Like, REALLY susceptible. A novice hypnotist could put him to sleep.
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From the underverse cold stare witnessed everything. Time would tell where next the hammer will fall. Even in the realm of cursed souls did he see the keeper whose words tore into his mind like an arrow. Standing was not an entirely accurate term as he was simply stationary in the same location he had been when manifested. At the same time it could be argued that he was definitely not in the same location. In the underverses he had no legs or feet. One simply willed where they wanted to go. Currently cold stare remained in place awaiting the new key word that would give him the will to move. No need to do anything but wait for the next target. This evil was pure and the truth of this compelled the shade to remain close to the keeper. The dark flames that signaled the presence of the living faded as the captives and those that had barely survived being burned alive were given the blessing of the reaper. A blessing the cursed would never receive. The worst fate for the dead is not knowing the peace of passing. His anger grew, there was nothing to be done. He was forced to watch as the reapers hand moved between the ticks of time collecting those that expired. The pain of being left behind ate at him. This was the worst part of the curse. Simple farmers and the village militia being taken to the next place. What happen after the flames disappeared was unknown, a leap of faith. Trying to get noticed by death was like a dream trying to ride a horse in the waking world. He had tried in the beginning. A sick child in the village that killed him, death appeared it was a dream. Everyone knows you can't touch a dream.
Name: Cold stare Physical form: Manifestation of 6ft incorporeal image hovering 3 inches off the ground. Abilities: Necrotizing fasciitis in 3ft diameter when manifested. Moves threw physical barriers. Ghost blade ignores physical barriers, plunged into the living removes the warmth of life. Person actually dies of hypothermia with no physical wound. The air grows cold on his approach and plants wilt only when manifested. Invisible when not manifested. Can be repelled from a area, and blocked from manifesting for 24 hours. Able to see the life force of the living. The dead are invisible, he only sees what he wants to. Has the dead traits of being immune to sleep, poison, death, physical damage, disease, charm, illusion, and additional curses. Personality: Cold. Desires/Goals: Driven by the single goal Murdering the human race that let him die in the street. Only in the face of horror do humans find their nobler selves. I will bring them fear as they will never forget. Back story: Once a champion of the people. This knight of justice fought on their behalf slaying all who would prey on the innocent. No matter the odds this champion would ride forth and right the wrong. Not for king, or queen, but the people. Bandits, thieves, corrupt royalty, cowardly guards, it mattered little to him. Steel was the scales of justice he used to exact forgiveness from the wrong. After one such crusade against the corrupt band of mercenaries exacting a protection toll (some from the very flesh of the villages youth) in a farming village, this champion put the sword to these villains. Heavily out numbered and taking some cross bow fire he prevailed. Mortally wounded he asked the people for help. The village closed there doors and let him die in the street. The fear they had lived with for so long stayed even after the threat was gone. With his dying breath he cursed, not them but himself for believing that good deeds sowed the seed of fellowship. The villagers later dragged him and the mercenaries to the woods at the edge of town and left them to rot. Years later he arose, from his own death after his body was eaten by scavengers. Cursed to never know peace by his own soul, by the people he devoted his life to protect, by the gods.
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Balothiss's words went unheeded but Athinar was the one to make his words unimportant by making it seem like he would kiss the Master's boots, but supriseingly the warrior had the guts to throw his helm at the Master's own face. Balothiss stepped back and receded as much as he could to a safe distance from where Athinar and the Master were planted, he made his way over to Cold Stare who seemed to be rooted into position probably watching everything happening, he stood near the Wraith watching the being sit there and just watch things happen. Although Balothiss had no interest in Cold Stare's endeavours he did favour the Wraith who seemed to be more intelligent than others of his own kind, at the moment Balothiss watched Athinar and the Master wanting to see what would become of Athinar in the moments to come. Out of the corner of his eyes Balothiss spotted a warrior wielding a large golden sword slaughtering the Master's imps, the now distracted him from watching Athinar's punishment or maybe even his death for what he had done rather Balothiss unsheathed Reaver and looked at the blade it seemed different, he used some of his sorcery to glean a bit from the power of the blade but it showed nothing but that it was enchanted heavily by a great power. He looked up from his blade seeing the warrior an armoured woman striding casually through the street as the imps began fleeing and screeching for their master. He stepped forward a little getting a better look and he landed himself in a stance that was defensive if anything came at his or attacked that he would lash out and counterattack, he watched the woman she seemed to be a holy warrior of some kind. "Faith is pathetic..." Balothiss thought because he had faith in himself and the Master who seemed to be a god himself, he believed in his own might and strength to make him stronger in battle and make him superior, in these moments as Balothiss stood there believing in himself not in some so called 'Deity' that was spoken of in holy texts and whispered in front of shrines, when were any of his prayers answered when he was in pain long ago when he was just a measly their making his way in society, but now he was a mighty warrior. Balothiss stood there in belief that he would prevail with his own power as if he was a holy entity himself, that he was his own God and that he controlled his own destiny so he used this thought to strengthen his belief in himself so he could stand there as he would stand in the front lines of war. "Approach but beware you bastard wench!" He shouted lifting his sword as he stood locked in position and ready for her to attack. "No one draws the blood of the Masters minions and goes unnoticed from him or his henchmen, I shall strike my wrath upon you in the Masters name but I shall let you strike first you uncouth whore may your children have the fate of unjust punishment until the end of time!" He filled his words with meaning and the raw magic of his sorcerer powers, but he did not know what the effect they would have on the destiny of her descendants of her children, but he shouted with might and the strength of his soul, he looked to the Wraith Cold Stare and waved a free hand in front of the spectre, then said. "I am in slight need of assistance comrade maybe you could be of help to me Cold Stare that would help me very much," He looked back to the woman and then to Cold Stare, and idea popped up in his mind. "Cold Stare since you are a kind of undead that is almost like a ghost or a spectre of some kind are you able to possess or attach yourself to a persons mind and body almost melding together this might help to fell this women if you will help though?" He asked the Wraith hoping that if this worked he might be able to meld minds and strength with Cold Stare and they could work as one and have double the strength.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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The Thought of becoming flesh intrigued cold stare. Not sure if the giant could see him or not. The offer to control the flesh had little in the way of negatives. If he died then perhaps cold stare could keep the body. The task was simple enough. The wraith moved into the physical space not knowing what to expect. He could feel the air in the lungs and the weight of the body. It was intoxicating. As the warmth flooded his senses that he now had the loss of the undead status and abilities that came with it was a small price Cold stare wouldn't even register until later. Cold stare couldn't move the giant or preform actions but just being here with blood beneath flesh was its own reward. The smells of the battle and the sounds of the surrounding area were all a welcome experience. He would stay in this flesh forever. It was not meant to be. The pull of the curse began to cause a small trickle of blood from the eyes and ripped cold stare from the body willing or not. The warmth and the senses were gone. Enraged the shade tried once more to possess the giant but the curse made him only an image unattainable. Cold stare learned insight during the few moments of warmth about the giant and his past. Some of his thoughts mingled within the wraiths mind. This was a new power he would use for later.
Name: Cold stare Physical form: Manifestation of 6ft incorporeal image hovering 3 inches off the ground. Abilities: Necrotizing fasciitis in 3ft diameter when manifested. Moves threw physical barriers. Ghost blade ignores physical barriers, plunged into the living removes the warmth of life. Person actually dies of hypothermia with no physical wound. The air grows cold on his approach and plants wilt only when manifested. Invisible when not manifested. Can be repelled from a area, and blocked from manifesting for 24 hours. Able to see the life force of the living. The dead are invisible, he only sees what he wants to. Has the dead traits of being immune to sleep, poison, death, physical damage, disease, charm, illusion, and additional curses. Personality: Cold. Desires/Goals: Driven by the single goal Murdering the human race that let him die in the street. Only in the face of horror do humans find their nobler selves. I will bring them fear as they will never forget. Back story: Once a champion of the people. This knight of justice fought on their behalf slaying all who would prey on the innocent. No matter the odds this champion would ride forth and right the wrong. Not for king, or queen, but the people. Bandits, thieves, corrupt royalty, cowardly guards, it mattered little to him. Steel was the scales of justice he used to exact forgiveness from the wrong. After one such crusade against the corrupt band of mercenaries exacting a protection toll (some from the very flesh of the villages youth) in a farming village, this champion put the sword to these villains. Heavily out numbered and taking some cross bow fire he prevailed. Mortally wounded he asked the people for help. The village closed there doors and let him die in the street. The fear they had lived with for so long stayed even after the threat was gone. With his dying breath he cursed, not them but himself for believing that good deeds sowed the seed of fellowship. The villagers later dragged him and the mercenaries to the woods at the edge of town and left them to rot. Years later he arose, from his own death after his body was eaten by scavengers. Cursed to never know peace by his own soul, by the people he devoted his life to protect, by the gods.
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Balothiss wiped the blood from his eyes and sighed at least they tried but now that he had melded with the wraith he saw glimpses of Cold Stares past although few glimmers such as his death, or things before his death their thoughts mingled in the process at least he had given the man a chance to feel life again but they were not able to meld completely because of what Cold Stare called his "curse" that afflicted him from being able to rest or go to the great beyond. This made Balothiss feel bad but he decided to look to the women again who was working her way around and killing the Master's minions. It felt different to Balothiss that he was able to control his own body but still their minds mingled a bit, almost like a link but not it seemed like a spiritual link as if the Wraith had left something behind. Whatever it was it didn't affect Balothiss but it did make him change a little.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Clotho hovered as she listened, silent as a grave save for the soft beat of her wings. Though by now very familiar with the unnatural, she had not put any credence into tales of beings that were kin to the planet's core, the 'dwellers in the deep'. To meet one would certainly go down as an interesting point in her day. It did raise some questions, however, one of which being: If he's such a living brain trust, doesn't he realize that pride is a weakness? That query, like the rest, went unspoken as the pair neared the cavern that Clotho had chosen as her staging area. Upon entering the lively place and finding it suitably abuzz with activity, the swarm queen was immediately surrounded by bugs, some rattling off reports in an insect language, some waiting for orders, and a few expressing affection. Dealing with them the best she could, and making sure they knew not to try and attack Xahillion, she found herself faced with her Kobold partner. “Ah, Twitch. Things are going smoothly. As I predicted, scouting parties curious to the new occurrences came down to snoop around. They were taken care of, partially by me and partially by Xahillion here, and false positives sent back to whoever leads them. I must confess, at this point I am very confident in my swarm's ability to reduce this outpost to dust, particularly with our new ally's help.” She indicated the tentacled newcomer. ”Xahillion wishes to prove his worth to the Master by rendering us aid, you see. Regardless, we are ready for the grand battle between humans and dwarves to commence. Any news on your front? Something from the other team perhaps?”
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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"Approach but beware you bastard wench! No one draws the blood of the Masters minions and goes unnoticed from him or his henchmen, I shall strike my wrath upon you in the Masters name but I shall let you strike first you uncouth whore may your children have the fate of unjust punishment until the end of time!" Sarin stared down the half-giant sorcerer cooly, face neutral. "No need for language. We're all adults here." Feeling a pressure build around her, Sarin dispelled the curse, even if it wouldn't do anything. Sarin had tried to have children before, but... Shaking her head, Sarin focused back at the sorcerer. Golden specks in her eyes flared, and caused her eyes to flash gold, before fading back to their normal brown-and gold color. It appeared that some sort of wraith was trying to merge with the half-giant. However, Sarin knew that, even if some ghosts were capable of possessing the living, the sort of wraith that was bred from hatred wouldn't be capable of the feat. As the few remaining imps scrambled to get out of the way of Sarin's path, the paladin walked forward, flicking the black, grimy ichor of the most pathetic servants of the Underworld Sarin had seen off her blade. Sword resting comfortably in her hand, Sarin said, "Might I ask your name, bastard child of giants? I would like to know whom I face. My name is Sarin Raekyn, and I am here to stop you." After he gave his name, if he did at all, Sarin would nod, and spring forward, slashing lightly at his unarmored face. It wasn't an attack that she was invested in, rather, one to simply test his defenses. Better to see what the half giant was capable of, rather than charge in foolishly.
Name: Athinar Gol-Gaia Physical Form: Tall, well-muscled, and stable, he is the pinnacle of physical perfection, even by the standards of some who would call themselves 'Immortal'. He is 6'8", and weighs at 300 pounds, in his normal form. In his alternate form, he gains a sentient sword, and a set of armor which is actually part of him. In this form, sometimes his face is visible, but more often than not, he keeps his mask on. He is 7'0" even, and weighs 450 pounds. Abilities: Normal Form / Carnage Form - Athinar has decided to forgo magic that affects others, in favor of a magic that supplements his already impressive strength. His Carnage Form is a shell, which looks like armor, but actually is a super-dense exoskeleton. While in this form, he is significantly slower, but is immensely more powerful in terms of strength and defense. Summon: Carnage Blade - Athinar has the ability to summon his Carnage blade at any time, however it is smaller and less impressive when he's not in Carnage form, although it still is alive, and speaks to him. The blade's name is Requiem. what the sword looks like, except with glowing red runes down the middle. (Normal Form - Rock Style) Blood Palm - Athinar uses the blood spilled by anyone, including his own, in a fight, to empower his fist's attack. Martial Arts - Athinar was trained in three forms of martial arts by the monks. However, he is only the equivalent of a black belt in one, and slightly competent in the others. (Skilled)Rock Style - Athinar stays solid, and in place, for the most part. He uses his fists, elbows, and occasionally trips the enemy, but tries to keep his feet steady. For if he can, not much in the terms of human force can move him, but if anyone has trained in Windstance (or was strong enough), they could move him through sheer momentum and weight transfer. (Beginner)The Path of the Cyclone - Not so much a martial art as a series of moves, executed one after the other, this unarmed style is used to fight large groups of enemies. There are twelve moves altogether, in three groups. However, Athinar was only taught the first group, and cannot continue the momentum of the Path. - Leaping Tornado: Athinar lunges forward, landing among his enemies. - Unseen Tempest: Athinar waits three seconds for enemies to close in, ready to strike. - Stormblade: Athinar ducks down beneath a man's weapon, and elbows him in the chest/neck area. - Cyclone Kick: Athinar does a roundhouse kick, tripping all surrounding enemies. However, these are usually poorly executed, due to lack of training. (Beginner) Celestial Mirage - This is possibly the martial art that he's learned that he has the most trouble with. It is a kick-based martial art, one that forces you to maintain patience. It's attacks come in bursts, to draw the enemy out, and allow the student to analyze the situation. However bad Athinar is with this, it was still one of the arts he learned from the monks, and he views it as a useful, albeit F*CKING INFURIATING skill. Personality: Athinar gets intense pleasure from seeing other creature's blood. No matter the circumstances, or whether he is allied with them or not. When he is not getting excited by bloodlust, he is usually a very calm, collected individual, who is quite intelligent, surprisingly. When blood is near, he turns into a vicious man, taking pleasure in drawing blood, tasting it, etc. Afterwards, he is, shall we say, *ahem* easily excitable. If you know what I mean. However, this doesn't mean that he's not smart. He is extremely smart, in his bloodlust, and will be able to craft plans on the fly, if they end in violence and killing. Relationships: Emily- Thinks that the homunculus is beneath his attention, generally, unless she does something big and shiny. That Which Consumes Peace- A fool, disobeying the Boss, but made a nice save, getting Shukra mildly punished. Ekushka- Hasn't met her yet. Narza- Is quite fond of the little ghost, curretly. Shukra- A pompous ass who fails at commanding. Darkwraith Kor- A good fighter, like Athinar, who shares his bloodlust. Enjoys his company. Azavarn- Too flamboyant. Umbra/Christopher- Thinks that Christopher is a bit off, but doesn't know why. Torrens- Doesn't have any opinion of him, but thinks that a fire demon might be useful. Clotho- Has a strange fixation on Clotho's chitin. Twitch- Has disdain for the ratty, well, twitchy kobold. Maybe if he actually did something, he might be useful. Backstory: Athinar is the reincarnated form of an ex-Dungeon Keeper, banished from his former world, and born to a new life in this one. However, he don't remember shit, and the only benefits were the impressive physical abilities you see today. He was born to an order of monks, who trained him in every combat style, unarmed and armed. However, this revealed his darker secret, his love for shedding blood. Killing them all, he was guided by a voice in his head, who told him that if he joined with him, he'd get to kill, kill, and keep killing. So he met up with the Dungeon Keeper, and started killing. Other: If Athinar seems too powerful, remember that he was converted to the Dungeon Keeper's cause by him just saying that he could kill people if he joined him. He's not dumb, but he does have quite the one-track-mind, and is quite susceptible to manipulation, in both forms. Like, REALLY susceptible. A novice hypnotist could put him to sleep.
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Ready for her attack Balothiss saw her coming her aim was directed at his face and she didn't aim to kill but rather to test him so she could see how his defenses worked. He took a step forward slightly as she sprang forward and he blocked with his blade so her sword wouldn't reach his face, so Balothiss blocked her attack and then followed up with kicking her backwards aiming to make her fall onto her back making it hard for her to stand again. He raised his hand to throw a fire ball and readied it so it turned blue so the fire was extremely hot. "A fine opponent you are Sarin I respect you as I do most my enemies let us not call each other childish names so we may maintain our dignity!" He dimmed the flame a bit and he had his sword at the ready if she would spring at him without him being ready for another attack this time he stepped back giving her room for a good attack but allowing him opportunity to counter if she tried to attack. "Why don't we have this battle only as a fight of our honour and to boast our qualities let us not fell one another Sarin!" He said to Sarin who he had kicked back.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Sarin slid back, not knocked onto her back, but rather pushed by the sheer force of the kick. With a flourish, she bowed to the half-giant, a polite one, meant to convey respect for his abilities. The fire didn't blind her in the slightest, eyes accustomed to flames greater than such as his. "A fine opponent you are Sarin I respect you as I do most my enemies let us not call each other childish names so we may maintain our dignity!" Sarin noted that he didn't tell her his name, but accepted his statement with a nod, and then, after thinking a bit, grinned. "So what about your other enemies? Are they not worthy of such respect?" Listening to his next statement carefully, Sarin shook her head, regret on her face. "Ahh, whilst I would be honored to duel you, under different circumstances, I must decline. I am honor-bound to stop your Master at all costs, and by association, you." She cocked her head, curiously, and asked, "Unless you'd like to change sides? Your past wouldn't matter." However, Sarin was sure he'd decline, so when he did, she shook her head and committed to fighting. Running forward, Sarin readied her sword to parry a strike from the sword, holding it low, ready to fly in front of the half-giant's sword. If he loosed his fireball, she would dodge around the bolt of flame, and continue running, and preparing to parry. If he decided to forgo using his sword, Sarin would jump over the fireball, and attempt to knee the sorcerer in the face. With most armor, this would be impossible, but Sarin's shining plate was made of pure mithril, a light, incredibly strong metal that some cultures say came from fallen stars. Wherever it came from, however, it was impossibly light, and fantastically strong, allowing Sarin such acrobatic feats like what she was attempting.
Name: Athinar Gol-Gaia Physical Form: Tall, well-muscled, and stable, he is the pinnacle of physical perfection, even by the standards of some who would call themselves 'Immortal'. He is 6'8", and weighs at 300 pounds, in his normal form. In his alternate form, he gains a sentient sword, and a set of armor which is actually part of him. In this form, sometimes his face is visible, but more often than not, he keeps his mask on. He is 7'0" even, and weighs 450 pounds. Abilities: Normal Form / Carnage Form - Athinar has decided to forgo magic that affects others, in favor of a magic that supplements his already impressive strength. His Carnage Form is a shell, which looks like armor, but actually is a super-dense exoskeleton. While in this form, he is significantly slower, but is immensely more powerful in terms of strength and defense. Summon: Carnage Blade - Athinar has the ability to summon his Carnage blade at any time, however it is smaller and less impressive when he's not in Carnage form, although it still is alive, and speaks to him. The blade's name is Requiem. what the sword looks like, except with glowing red runes down the middle. (Normal Form - Rock Style) Blood Palm - Athinar uses the blood spilled by anyone, including his own, in a fight, to empower his fist's attack. Martial Arts - Athinar was trained in three forms of martial arts by the monks. However, he is only the equivalent of a black belt in one, and slightly competent in the others. (Skilled)Rock Style - Athinar stays solid, and in place, for the most part. He uses his fists, elbows, and occasionally trips the enemy, but tries to keep his feet steady. For if he can, not much in the terms of human force can move him, but if anyone has trained in Windstance (or was strong enough), they could move him through sheer momentum and weight transfer. (Beginner)The Path of the Cyclone - Not so much a martial art as a series of moves, executed one after the other, this unarmed style is used to fight large groups of enemies. There are twelve moves altogether, in three groups. However, Athinar was only taught the first group, and cannot continue the momentum of the Path. - Leaping Tornado: Athinar lunges forward, landing among his enemies. - Unseen Tempest: Athinar waits three seconds for enemies to close in, ready to strike. - Stormblade: Athinar ducks down beneath a man's weapon, and elbows him in the chest/neck area. - Cyclone Kick: Athinar does a roundhouse kick, tripping all surrounding enemies. However, these are usually poorly executed, due to lack of training. (Beginner) Celestial Mirage - This is possibly the martial art that he's learned that he has the most trouble with. It is a kick-based martial art, one that forces you to maintain patience. It's attacks come in bursts, to draw the enemy out, and allow the student to analyze the situation. However bad Athinar is with this, it was still one of the arts he learned from the monks, and he views it as a useful, albeit F*CKING INFURIATING skill. Personality: Athinar gets intense pleasure from seeing other creature's blood. No matter the circumstances, or whether he is allied with them or not. When he is not getting excited by bloodlust, he is usually a very calm, collected individual, who is quite intelligent, surprisingly. When blood is near, he turns into a vicious man, taking pleasure in drawing blood, tasting it, etc. Afterwards, he is, shall we say, *ahem* easily excitable. If you know what I mean. However, this doesn't mean that he's not smart. He is extremely smart, in his bloodlust, and will be able to craft plans on the fly, if they end in violence and killing. Relationships: Emily- Thinks that the homunculus is beneath his attention, generally, unless she does something big and shiny. That Which Consumes Peace- A fool, disobeying the Boss, but made a nice save, getting Shukra mildly punished. Ekushka- Hasn't met her yet. Narza- Is quite fond of the little ghost, curretly. Shukra- A pompous ass who fails at commanding. Darkwraith Kor- A good fighter, like Athinar, who shares his bloodlust. Enjoys his company. Azavarn- Too flamboyant. Umbra/Christopher- Thinks that Christopher is a bit off, but doesn't know why. Torrens- Doesn't have any opinion of him, but thinks that a fire demon might be useful. Clotho- Has a strange fixation on Clotho's chitin. Twitch- Has disdain for the ratty, well, twitchy kobold. Maybe if he actually did something, he might be useful. Backstory: Athinar is the reincarnated form of an ex-Dungeon Keeper, banished from his former world, and born to a new life in this one. However, he don't remember shit, and the only benefits were the impressive physical abilities you see today. He was born to an order of monks, who trained him in every combat style, unarmed and armed. However, this revealed his darker secret, his love for shedding blood. Killing them all, he was guided by a voice in his head, who told him that if he joined with him, he'd get to kill, kill, and keep killing. So he met up with the Dungeon Keeper, and started killing. Other: If Athinar seems too powerful, remember that he was converted to the Dungeon Keeper's cause by him just saying that he could kill people if he joined him. He's not dumb, but he does have quite the one-track-mind, and is quite susceptible to manipulation, in both forms. Like, REALLY susceptible. A novice hypnotist could put him to sleep.
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Balothiss slightly chuckled as he considered the offer but shook his head. "Pardon my manners Sarin I am Balothiss" He said with a slight bow and he stood still readying himself for her attack for he wanted his opponent to let her guard down so he may catch her off guard so he would make the strike and prevail. "Other enemies are blithering soldiers and pilgrims who can't muster the will to speak in my presence you are different from them take those words as compliments!" He said as he watched his opponent as she also stood waiting for him watching his form and prowess.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Quickly, now. They have a head start! "Not for long!" Was all the reply he offered as he swung into saddle and flew down the road with Tinkerhel flying on his heels. He watched the way the fire fiend flew and took the other path out of the village. Even with their head start, they could not out pace the summoned steed and perverted pixie. He cast a spell of silence in his radius, making the horse barely a whisper of the wind as he unsheathed his great-sword. One by one the blade came down, ending lives by the swath while he saw electric arcs of the bondage brownie ending others struggles. More than he thought got free, but in the end the body count was a full score. The gem in the hilt of his sword shimmered with the trapped essence of villagers, he hoped to cash them in with the devil at next time they were in the hideout. He swept the countryside one more time with her above to scan with her otherworldly vision. Successful, he returned to the ruins of the village with sword upon his back and grisly proof of twenty left arms taken at the shoulder to prove the efforts.
Name: Tiberius Octavius Pulcher, "The Dashing Bastard" Physical Form: "I put the gore in gorgeous!" 6'6" and 300 of tight body tone. Unarmored, he has a score of scars running him over from a decade in the arenas. His eyes are a fine gray with a catlike shimmer of silver in the back. Abilities: Curse; The cornerstone of the hexblade, the ability to lay a witches malicious befuddlement upon intended targets. Not an attack in of itself, it is a go-to weakening of the enemy before engaging. He often pairs the curse with a memorized intimidation to follow up and bring most to cower before finishing them off in a single blow. Resistance; Like a paladin, he can rely on his sheer strength of will to help shrug off attacks to mind body and soul. Mettle: Those that he cannot avoid, he tries do bear down and endure, taking the lesser of the worlds woes when he has the chance. Prestidigitation: Because of the hexblade's calling, Octavius' desire to know more about his arcane abilities manifests itself beyond the ability to curse and the he is able to cast minor prestidigitations at will. (Item) familiar: Where most would bond to a creature from elsewhere for more power, he has strengthened the bond with his sword to a supernatural level. Aura of unluck: Once per day Octavius can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a higher miss chance. Activating the aura is a free action, and the aura lasts for a full minute. Spells: Like a sorcerer, he uses his sheer strength of will to manifest magic in the world. He just severely lacks the dedication most others would possess by this time. 0 Message 0 Dancing lights 0 Mage hand 0 Detect magic 0 Acid splash 0 Distupt undead 1 True strike 1 Shocking grasp 1 Color spray 1 Identify 2 Eagle splendor 2 Flaming sphere Personality: Truly Octavius' greatest strength is his overwhelming charisma, wielded as a weapon as much as his sword. He brings it to bear to cow the most stalwart of enemies and draw up the crowds to a screaming frenzy in the arena. He is a patient man in combat, often letting the others go first before he devastates them. He had devoted his life to death, Hades specifically, as a way to deal with the loss of his family. But one can only lash out for so long. In time the burn in his hearth grew cold and hollow so he turned to ways to fill the hole, most often drinking and tavern wenches. But in the end he still fell back to his oldest friend, death. Its more of a bad habit than an addiction, but every week he makes his way to some manner of arena to put himself in the ring. He's smarter than he ever lets on, by no means is he a genius with lifetimes of knowledge. He's just more experienced that he'd like to be in the way the world works. The best thing he always reminds himself 'always assume they are better than you in every way and plan to fail'. Relationships: Since his arrival, he has taken a keen interest in Tinkerhel, She might be a nymphomaniac, but he thinks there is a whole lot more going on in her head. Backstory: Octavius' tale is not at twisted as many might think. His parents were simple farmers, his grandfather was a retired army officer who was too maimed to bear spear. When his chores were done for the day, his grandfather would train him in a longsword so big the boy needed both hands to wield it. Suns rose and set for a decade until the boy on cusp of manhood could now wield the longsword in a single hand. But now he was starting to think with the dagger between his knees and had his eye on the girl across the creek. They were promised to each other and their parents agreed to the union. Sadly, the fates have more in mind than a happy farmer. A merchant cart heavy with goods came to the farm, asking for a night in the barn for a few silver, all was well until the bandits climbed out of crate and pot to slaughter the family. The boy did well by all accounts, with no armor and only a sword older than him to keep himself safe as he killed the bandit leader while the others ran. As he burned the bodies, he was visited by a lady paladin of Hercule and her ancient wizard. One of his first life lessons about the bigger world would be that halflings and dwarves clearly age differently. She could see he was strong, strong enough to carry her stuff as his squire as he had nothing left for him here, indeed, he had no other ways to go but with them or try his own. He tried to learn magic cantrips from the wizard but had no luck compared to the combat she refined from what his father gave him. She was teaching him how to fight in armor, a skill he lacked, when they came upon a wizard of the dead. They made their way to the wizards workshop when they came to discover he was just finishing his ritual to litchdom. The paladin took the undead in a full body tackle while the other two destroyed the phylactery, the wizard found it while Octavius shattered the device but it was too late to save her from its evil magic. The magic of the ritual burned its way into him and changed him to his very core. Other: His hat he got from a pirate captain to whom he served upon a ship for a year before a monster afflicted her, her hats own bubble of air was her own undoing. At one time, he came upon a princess tiara as part of his treasure pull from a successful kidnapping of royalty. In order to dispose of the royal artifact, he had the enchantment transfered to a single jewel worn as a third eye and let them keep the rest of the encrusted property one worn by a queen as payment. While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects. Given his propensity for tavern wenches and the like, he was quick to acquire a trinket from the temple of Aphrodite The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases. Collected from the skin of a displacer beast, he had its pelt fashioned into his sleeveless longcoat with its powers still within the folds. Worn inside out to hide its value, he keeps a vest once worn by a pyromancer who was dumb enough to think his innerfire was more powerful than a white dragon. Octavius managed to convince the dragon that the vest would melt the beasts home so he would take it far away while the dragon ate the former wizard for lunch. Collected from a gnome adventuring party, he managed to run three through on his blade but only kept the one treasure. 1) Mount 2) Slumber 3) Phantasmal Killer A most useful glove he keeps on hand, it once belonged to an assassin who would use it to bring all manner of gear in a backpack hidden in the stitching. When not used to hide his sword from public eye, he is often known to put his hand into a bucket full (20 pints/2.5 gallons) of holy water and secure it away for dealing with fiery or unholy creatures. Two small but simple rings in his line of work, A dwarven ring warded to protect the wearer from evil is actually a good choice when traveling with evil on a daily basis. As powerful as a ring of invisibility, but far better for him as it makes eight more of him appear rather than make him vanish. Made from the hide of a Steel dragon parading around as a priestess to Athena, she was fought and slain on her monthly hunt while she was fat and full of a heard of sheep they had left for her as an ambush. When crafted into armor, he had the choice to make the leather immune to acid or protect the wearer from poison, he took the poison protection. In truth it protects him as a full suit of armor as strong as platemail but glamored to be debatable levels of leather and hide piecemeal to suit his ego. A prize from the arenas, once worn by a master of unarmed combat, this rope belt keeps him far more flexible than he ever could be without it. Acquired from a fellow raider, a barbarian far from home who could outrun almost anything but a cup of envenomed wine. These boots let him move faster than normal for moments at a time, acting as a blur when speed was needed over power. Tattoo: Psychoactive skin: Morningstar An lesser weapon best put to use when three feet of steel isn't recommended. He really hopes to replace it with a mace of disruption soon enough. Shield There are times when running around half naked with a greatsword isn't the best plans. When he has to play the defensive position, he uses a heavy shield with a depiction of Gaia upon it as she is of the earth as is hades. Throwing Axe When he needs to reach out and touch someone. He is also known to take a moment for himself to relax with all manner of pungent herb or alchemical paste into the bowl on the back. His gift from beyond. Once, when he was a much younger lad, he traveled as a squire under a paladin of Hercules and her elderly wizard friend into the keep of a vile necromancer. Unfortunately there is a big difference between necromancer and a newly formed litch! Thinking quickly, the paladin took her bag of holding and threw it over them both to pop it away into a pocket realm for just a few seconds as the squire smashed the Phylactery on the work table. The litch turned to dust within the bag and the paladin sacrificed herself for the greater good. Octavius had an idea. He had the wizard use his magic to transmute the holy cold-iron plate-mail of the paladin to the litch dust and he had a greatsword forged from the coldiron dust. This weapon is a Bane of the undead both solid and ghostly. Its supernaturally keen edge can store the simplest of enchantments within its Damascus folds for release at his will. Why would a worshiper of the god of death have such enmity to the undead? To KEEP them in Tartarus where they belong! Recently, he came upon a Devil who had a gift for Octavius. It seems the litch he had defeated so long ago had tried to use the phylactery as a bypass from the devils due. If the litch had succeeded it would have been most embarrassing and bad for business. So out of gratitude he offered the man one gift on credit, not the usual freebie sort of thing but the 'finders fee' of a wayward soul. Thinking about it, he could easily wish to be the most or the best or the richest... but he had seen how that can bite you in the ass with previous people so he chose to keep it smaller, something he could live without; an extra enchantment on his blade. The two bickered back and forth on the who or what to be done but Octavius was rather stringent on not asking for too much, lest he rely on it too far. In the end he got an idea from an assassin he used to know and had a small ruby inset into the pommel of his sword. This ruby would trap the soul of every victim of his sword for later that he could bring back to the devil for more credit. So far, Octavius cant find a problem with the deal and that bothers him.
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Looking at the small creature before him, Xallihion's head will lower in a small bow of equal to equal as Clotho introduces him. So, one of the other pieces is a Kobold. It will be interesting working with you. Xallihion will remain silent to listen to the information the Kobold has to offer.
Name: Xallihion Standing at 6' 3, Xallihion has a frail body and is obviously more used to pouring over a tome than manual labor. Abilities: Xallihion uses Telepathy to communicate with those within a 100 feet radius around himself, as his natural mouth is incapable of producing speech and has very good night vision as his race lives deep in the earth where there is no light. Xallihion's powerful mind also allows him to rip the will from those who are not mentally strong or to send out a wave that can mentally stun those caught in it for a few seconds. Xallihion has spent most of his life studying magic, learning to kill his enemies from afar so that he doesn't have to get his own hands dirty. Xallihion prefers to use pure Force magic when he fights his enemies, though setting them on fire with a Fireball or encasing them in ice with a Frostbolt is also a favored tactic. Personality: Xallihion keeps his emotions out of the equation and uses cold logic to make his plans and execute them to the greatest effect. When it comes down to it, Xallihion prefers to use cat's paws and minions/slaves to carry out his plans and to keep his own hands from having to get dirty. Wants/Needs: Xallihion's whole goal is to acquire power and any knowledge of magic that he can Relationships: Has no feelings one way or another about anyone (subject to change if someone keeps messing with his plans or is deemed to be a useful lackey/scape goat) Backstory: Xallihion's race has long been hidden deep within the earth, rulers of the land where light has never touched. Holding a middle rank amoungst his people, Xallihion began a quest for power that would end up consuming his world. Xallihion was lured to the surface by his constant search for knowledge and power, with this quest eventually bringing him into contact with the Dungeon Keeper. Upon meeting this powerful creature, Xallihion quickly offered his serves in exchange for knowledge and power. Other: -
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While Balothiss and Sarin had a great duel in one corner of the ruined square, their strength seemingly evenly matched at the moment, nothing of the sort happened between the vile Keeper and Athinar. Their strength was far from matched and the treacherous warlock was never one for honor or drawn out duels. That wasn't to say that what happened wasn't dramatic, though. It was quite a horrific spectacle. The Overlord was struck clear in the head by the flung helmet, caught vulnerable more from surprise than from slow reflexes. The human body began to convulse wildly and stagger backwards. It almost fell to the ground, but some unnatural magic held upright. The demonic Keeper would not suffer the humiliation of being knocked into the dirt by some lowly minion of his! The warlock's mouth opened and emanated a choking sound along with a haze of sulfur and black smoke. Though the warlock's mouth was gaping wide open and his tongue unmoving, a great voice reverberated from deep within his chest. It was a diabolical rasp with the cadence of grinding steel, with cruelty and anger dripping from every word. Without a doubt this was the unadulterated voice of the demon speaking by itself, rather than through its mortal host. "Fool! Your arrogance is without bounds! Your might is nothing before my own; behold the true power of an elder demon! Wildly, as if he were a puppet being thrown about by unseen strings, the warlock flung two hands upwards. A bloodcurdling wailing of tortured souls echoed through the town, heralding the two portals to the inferno that appeared on either side of Athinar. Monstrous, demonic arms shot out from those rifts to claw at Athinar and grasp him with all the hunger and desperation of a starving man. The demons below were always hungry for a fresh soul. Restrained by the claws that tore at and grabbed him, Athinar's forward advance was stopped. Noticing the pitiful antimagic barrier that stood between him and the one that dared challenge him, the Overlord was tempted to simply conjure a fireball so strong that it would smash through the magical shield and incinerate Athinar and half the village. But no...fire would not be painful enough. A hundred bolts of crimson lightning flew down from the clear skies like arrows and struck Athinar at once, wracking him with agony and paralyzing energy. Then a third massive portal opened behind Athinar, but it was not claws that reached out. Instead it was some sort of sickly green spear straight from the Underworld. Like a living snake, it lashed forward and effortlessly impaled its victim. The metal of the spear was the bane of life and consciously hungered to kill, and so it warped and twisted with barbs pushing through flesh to pierce Athinar's heart. As tempting as it was to just leave his traitorous follower there to suffer, this particular demon never left a job half done. A ball of sickly red ight appeared in the walrock's hand, and he used blood magic to utterly destroy Athinar. The Mighty warrior's armor cracked and burst off like a bone burned in fire, then his skin melted into tallow and dripped off before the rest of him was incinerated by fire and the demons started a great tug of war between his charred skeleton before they ripped it in half. With Athinar thoroughly dead, the demon could now behold his soul...and he saw something surprising. Of course, he thought to himself. He would have allowed the demons to simply claim Athinar's soul and drag it to the inferno, but this was too valuable a prize to surrender! Its power would be his! The warlock waved a hand, turning the demonic arms to ash (and unintentionally obliterating the charred skeleton to dust) before closing the three portals. Then he snatched up Athinar's soul. It was at this time that the demon at last turned to face the intruder, Sarin. He recognized that fool as one of the great champions of this realm. Were she and the emperor already aware of his presence? Quickly he banished such distracting thoughts and left her to Balothiss; he had to resurrect Athinar before death brought back all of his former memories! The Master called upon his blood magic once again, turning the ashen remnants of Athinar and the other dead humans into a suitable form, then inserting the Keeper soul back into it...
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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The Town Square What happened in the brief moments before Athinar's death was extremely painful. Getting thrown about like a ragdoll, he was confused. How had this sickly, frail, weak mage do this? What had the power? However, any thoughts he had were shattered, as the Overlord increased the torment. In the few seconds before his physical form was destroyed, he felt nothing, every sense was overloaded. In that moment, the world faded away, and he looked up, seeing a tether to.... himself? Then all was Void. The Void, Thirty Years Ago. Deep in the depths of the Void, Athinar the Void Lord floated around, amused. It appeared that the Demonic Keeper from three worlds ago had appeared, and come to the current one. He would take a vessel, and live as a mortal, without his memories. However, if he died, he would return in a more powerful form, with his memories. Let's see, which form.... ah, he'd just go with his normal one. No use in doing anything special for such a dull planet. Seeking out a form, he shot to the planet, looking into the hearts of men. None were sufficient, though. Even this world's warlords were boring. So.... he might choose a... younger target. Finding an orphan upon the steps of a monastery, wrapped in rags, Athinar implanted his soul within the body, replacing the infant's own. Being an ancient spirit of darkness, he had no qualms, no regrets about ending the life of a month-old child. As his memories faded away, the infant's eyes flashed an impossible shade of red. This would be fun. Back in the town, present day. As the Keeper reformed Athinar, Sarin's memories returned to her. On this world, she was known as a paladin, servant of the Emperor. However, she was much more than that. As Athinar had come to the world, and taken a body, Sarin had become one with a young girl, joining her as she prayed to a deity. They had become a compound soul, two people in one body. It was complicated to explain, but not hard to do. Needless to say, up until this point, Sarin was more of a guardian angel, but now, she was manifest. As this happened, she flew at Balothiss, speed doubled, and battered him with a flurry of blows from every angle. It would be nigh impossible to dodge them all, though to a half-giant such as Balothiss, they wouldn't be too grievous. Meanwhile, Athinar awoke. Ash and green fire spinning around in a cyclone of terror, a black form could be seen in the center of the vortex. After it subsided, a man, with medium-length black hair, and shining red eyes, appeared. Clad in leather, with a sword sheathed at his hip, he looked to the warlock, and with a massive shit-eating grin on his face gave a deep, theatrical bow. "You rang?"
Name: Athinar Gol-Gaia Physical Form: Tall, well-muscled, and stable, he is the pinnacle of physical perfection, even by the standards of some who would call themselves 'Immortal'. He is 6'8", and weighs at 300 pounds, in his normal form. In his alternate form, he gains a sentient sword, and a set of armor which is actually part of him. In this form, sometimes his face is visible, but more often than not, he keeps his mask on. He is 7'0" even, and weighs 450 pounds. Abilities: Normal Form / Carnage Form - Athinar has decided to forgo magic that affects others, in favor of a magic that supplements his already impressive strength. His Carnage Form is a shell, which looks like armor, but actually is a super-dense exoskeleton. While in this form, he is significantly slower, but is immensely more powerful in terms of strength and defense. Summon: Carnage Blade - Athinar has the ability to summon his Carnage blade at any time, however it is smaller and less impressive when he's not in Carnage form, although it still is alive, and speaks to him. The blade's name is Requiem. what the sword looks like, except with glowing red runes down the middle. (Normal Form - Rock Style) Blood Palm - Athinar uses the blood spilled by anyone, including his own, in a fight, to empower his fist's attack. Martial Arts - Athinar was trained in three forms of martial arts by the monks. However, he is only the equivalent of a black belt in one, and slightly competent in the others. (Skilled)Rock Style - Athinar stays solid, and in place, for the most part. He uses his fists, elbows, and occasionally trips the enemy, but tries to keep his feet steady. For if he can, not much in the terms of human force can move him, but if anyone has trained in Windstance (or was strong enough), they could move him through sheer momentum and weight transfer. (Beginner)The Path of the Cyclone - Not so much a martial art as a series of moves, executed one after the other, this unarmed style is used to fight large groups of enemies. There are twelve moves altogether, in three groups. However, Athinar was only taught the first group, and cannot continue the momentum of the Path. - Leaping Tornado: Athinar lunges forward, landing among his enemies. - Unseen Tempest: Athinar waits three seconds for enemies to close in, ready to strike. - Stormblade: Athinar ducks down beneath a man's weapon, and elbows him in the chest/neck area. - Cyclone Kick: Athinar does a roundhouse kick, tripping all surrounding enemies. However, these are usually poorly executed, due to lack of training. (Beginner) Celestial Mirage - This is possibly the martial art that he's learned that he has the most trouble with. It is a kick-based martial art, one that forces you to maintain patience. It's attacks come in bursts, to draw the enemy out, and allow the student to analyze the situation. However bad Athinar is with this, it was still one of the arts he learned from the monks, and he views it as a useful, albeit F*CKING INFURIATING skill. Personality: Athinar gets intense pleasure from seeing other creature's blood. No matter the circumstances, or whether he is allied with them or not. When he is not getting excited by bloodlust, he is usually a very calm, collected individual, who is quite intelligent, surprisingly. When blood is near, he turns into a vicious man, taking pleasure in drawing blood, tasting it, etc. Afterwards, he is, shall we say, *ahem* easily excitable. If you know what I mean. However, this doesn't mean that he's not smart. He is extremely smart, in his bloodlust, and will be able to craft plans on the fly, if they end in violence and killing. Relationships: Emily- Thinks that the homunculus is beneath his attention, generally, unless she does something big and shiny. That Which Consumes Peace- A fool, disobeying the Boss, but made a nice save, getting Shukra mildly punished. Ekushka- Hasn't met her yet. Narza- Is quite fond of the little ghost, curretly. Shukra- A pompous ass who fails at commanding. Darkwraith Kor- A good fighter, like Athinar, who shares his bloodlust. Enjoys his company. Azavarn- Too flamboyant. Umbra/Christopher- Thinks that Christopher is a bit off, but doesn't know why. Torrens- Doesn't have any opinion of him, but thinks that a fire demon might be useful. Clotho- Has a strange fixation on Clotho's chitin. Twitch- Has disdain for the ratty, well, twitchy kobold. Maybe if he actually did something, he might be useful. Backstory: Athinar is the reincarnated form of an ex-Dungeon Keeper, banished from his former world, and born to a new life in this one. However, he don't remember shit, and the only benefits were the impressive physical abilities you see today. He was born to an order of monks, who trained him in every combat style, unarmed and armed. However, this revealed his darker secret, his love for shedding blood. Killing them all, he was guided by a voice in his head, who told him that if he joined with him, he'd get to kill, kill, and keep killing. So he met up with the Dungeon Keeper, and started killing. Other: If Athinar seems too powerful, remember that he was converted to the Dungeon Keeper's cause by him just saying that he could kill people if he joined him. He's not dumb, but he does have quite the one-track-mind, and is quite susceptible to manipulation, in both forms. Like, REALLY susceptible. A novice hypnotist could put him to sleep.
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Balothiss did take a battering and he also didn't dodge all the blows but he did make it to draw back from his opponent, he was badly bloodied and bruised but not dying or incapable of fighting but definitely battered. His fault had been Athinar and the Keeper because he couldn't help but watch the scene unfold, now he had taken punishment for being distracted. He put a hand to his mouth wiping some blood from his face, he also was now looking at his sword because he did not understand why it's magics had not helped him yet what was so magical about it now. He looked back to Sarin who seemed so prideful and arrogant, but most of all so holy it angered him first he gritted his teeth his blood rushing through his veins he could feel his heart pounding and the adrenaline in his body. He stood up he grunted feeling a little sore but he was too angry to notice he looked upon Sarin with disgust and almost even pity because the women had one fault her sheer faith. His veins now showed as he held Reaver in his grasp his jaw clenched and his eyes filled with rage but his brain filled with more rage than anyone should handle for he had the soul of a giant and the might of his ancestors. He could feel himself slowly becoming angrier and angrier, he knew he wanted so badly to tear Sarin apart but he knew she also was very talented in battle. He charged at her not caring if she swung at him he held Reaver before him to block her blade and he send himself charging at Sarin roaring a mighty battle cry that not even he knew how loud it was although he could here his voice straining from the roar then it must have been loud. He was determined to kill Sarin the so called Holy Champion of Paladin he just ran at her and if he even reached her he would make sure he would crush her or if she even cut him that he would maim her severely so that she would loose life or limb.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Those volatile orbs of fire hat were the warlock's eyes narrowed at Athinar. The freshly resurrected servant of his wasn't gnashing his teeth and charging wildly, and that was a good sign. It was always inconvenient to reanimate someone and have them remember exactly what killed them since the Master usually had a hand in their deaths and such foul memories always led to further violence or disobedience...no, it was best to have a clean slate. But was this new Athinar a clean slate? Just how much did he remember? The Overlord would be sure to keep an eye on that one and later probe with some questions. It couldn't hurt to play it safe, after all. If it proved necessary he knew of a few means of "fixing" any defects in this reanimated Athinar's mind and memories. But in the meantime, there were more pressing matters to attend to. Noticing that Umbra seemed to be waiting for something, he cast a harsh that way. 'What does that fool want?' the Keeper found himself thinking. But then it hit him; how could he have forgotten? "Oh yes, you wanted permission to rule this ravaged waste of a fief. By all means, it is yours. Make the locals slaves to work for our cause, press them into being warriors, use them all as a catalyst in some ritual that will summon us real fighters...it doesn't matter what you do with them or this place, so long as you exploit the resources here for our cause." It was then that the ever forgetful and absent-minded Keeper had his thoughts and monologue interrupted by the sound of fighting. He turned once again to notice Sarin a second time. Balothiss hadn't killed her yet, and as droll as it might be to watch the two fight, perhaps it was time that he interceded. Lazily yet deliberately, he menacingly approached with his dark staff in hand.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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As he forced Sarin back with his blows Balothiss might have thought himself to be winning the battle except for the fact the he had realized that the Keeper was approaching and seemed to be quite tired of this dither of a battle. Balothiss backed away from Sarin quickly before she could even attack him and he nodded at the Keeper wondering whether the Keeper would destroy the paladin out right or let her go alive. "Do you wish to intercede my Lord?" Balothiss spoke up. "I feel our powers are too evenly matched for us to even fell one another we are two equally tough fighters and skilled warriors and we are too much of an even match so I must guess you are tired of the boring battle to end? He asked the Keeper watching as he approached.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Umbra gave a somewhat distasteful smile after finally receiving permission from the Master. He noticed the Master’s feelings for the village and his overall lack of enthusiasm for what happened to it, but Umbra felt almost invigorated at the very thought. It had been a long time since he had control over a fief, rather than a man he had simply possessed. It was his land to rule, and as long as he gave tribute to his overlord then all would be well. By the time the master began to leave to deal with the paladin, Umbra had already planned out how he would rule the fief. He would execute any man 16 or older, or at the very least looked to be of that age in his eyes, to quell any thoughts of rebellion. It would be a messy process, but if done quickly enough he would need only a couple of orcs to gather the men. After essentially exterminating the male population the chances of an immediate uprising would be slim to none. If all went well Umbra imagined that they would have the land in full production by next harvesting season. He knew that it would not be that simple, but it was a start. As soon as the master had dealt with the paladin he would request the necessary men in order to execute his initial plan.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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Having been far out in the countryside, Torrens was one of the last champions to be collected by the Keeper, which was just as well because he was radiating noticeably more heat than before, which could have raised the temperature of the cavern to quite uncomfortable levels if he had been there for long. On passing through the portal into the cavern, Torrens casually acknowledged the other champions already there and then found some corner where he could stand without inadvertently roasting any of Clotho's insects. When he found Clotho and Twitch, who were in charge of this particular operation as he had been informed, he was quick to speak out with energetic enthusiasm. "So, we want to kill all the dwarves. Shall we charge them now, or do we have a more subtle plan? I've just eaten a whole forest fire so I'm ready to shoot things."
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Emily, far away from the village both in distance and hieght, was lost. Not that she would admit that to the new Kitsune. Flying as a Kitsune was so different. It was like sitting on a chair that flew, rather than blasting flame from your palms like endless afterburner. The problem was, that from so high up, Emily was having trouble with landmarks, and so just floated around hoping to get lucky. 'Are you lost?'The sweet coo of the newest tennant asked. "Are you shut up?" Emily retorted, with little to no sense at all, but still. Retorts didn't need to make sense, they just needed to retort. However, as she was retorting, a portal suddenly appeared in the sky, far to close to move out of the way, considering her first thought was 'Why would I need a portal?' Unfortunately, the portal led into a cramped underground tunnel, which did not agree with her rather swift flying in the slightest. So, her second thought was 'Ohh crap, wall!'. She then made sweet love to the business end of the rock-face, as one did, when moving, and then suddenly stopping moving due to a large wall of rock.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Octavius was returning to town when the familiar portal enveloped him, expecting to return to the dungeon, he was not at a full gallop into the gathered but rather dismissed the mount spell and dropped the six feet to a stand with the chain of left arms on a rope. He tossed the proof at the keepers feet to dismiss as he wished as he inspected his surroundings. "This is new, these markings in the corner... Dwarven? Most impressive Sir. Orders?"
Name: Tiberius Octavius Pulcher, "The Dashing Bastard" Physical Form: "I put the gore in gorgeous!" 6'6" and 300 of tight body tone. Unarmored, he has a score of scars running him over from a decade in the arenas. His eyes are a fine gray with a catlike shimmer of silver in the back. Abilities: Curse; The cornerstone of the hexblade, the ability to lay a witches malicious befuddlement upon intended targets. Not an attack in of itself, it is a go-to weakening of the enemy before engaging. He often pairs the curse with a memorized intimidation to follow up and bring most to cower before finishing them off in a single blow. Resistance; Like a paladin, he can rely on his sheer strength of will to help shrug off attacks to mind body and soul. Mettle: Those that he cannot avoid, he tries do bear down and endure, taking the lesser of the worlds woes when he has the chance. Prestidigitation: Because of the hexblade's calling, Octavius' desire to know more about his arcane abilities manifests itself beyond the ability to curse and the he is able to cast minor prestidigitations at will. (Item) familiar: Where most would bond to a creature from elsewhere for more power, he has strengthened the bond with his sword to a supernatural level. Aura of unluck: Once per day Octavius can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a higher miss chance. Activating the aura is a free action, and the aura lasts for a full minute. Spells: Like a sorcerer, he uses his sheer strength of will to manifest magic in the world. He just severely lacks the dedication most others would possess by this time. 0 Message 0 Dancing lights 0 Mage hand 0 Detect magic 0 Acid splash 0 Distupt undead 1 True strike 1 Shocking grasp 1 Color spray 1 Identify 2 Eagle splendor 2 Flaming sphere Personality: Truly Octavius' greatest strength is his overwhelming charisma, wielded as a weapon as much as his sword. He brings it to bear to cow the most stalwart of enemies and draw up the crowds to a screaming frenzy in the arena. He is a patient man in combat, often letting the others go first before he devastates them. He had devoted his life to death, Hades specifically, as a way to deal with the loss of his family. But one can only lash out for so long. In time the burn in his hearth grew cold and hollow so he turned to ways to fill the hole, most often drinking and tavern wenches. But in the end he still fell back to his oldest friend, death. Its more of a bad habit than an addiction, but every week he makes his way to some manner of arena to put himself in the ring. He's smarter than he ever lets on, by no means is he a genius with lifetimes of knowledge. He's just more experienced that he'd like to be in the way the world works. The best thing he always reminds himself 'always assume they are better than you in every way and plan to fail'. Relationships: Since his arrival, he has taken a keen interest in Tinkerhel, She might be a nymphomaniac, but he thinks there is a whole lot more going on in her head. Backstory: Octavius' tale is not at twisted as many might think. His parents were simple farmers, his grandfather was a retired army officer who was too maimed to bear spear. When his chores were done for the day, his grandfather would train him in a longsword so big the boy needed both hands to wield it. Suns rose and set for a decade until the boy on cusp of manhood could now wield the longsword in a single hand. But now he was starting to think with the dagger between his knees and had his eye on the girl across the creek. They were promised to each other and their parents agreed to the union. Sadly, the fates have more in mind than a happy farmer. A merchant cart heavy with goods came to the farm, asking for a night in the barn for a few silver, all was well until the bandits climbed out of crate and pot to slaughter the family. The boy did well by all accounts, with no armor and only a sword older than him to keep himself safe as he killed the bandit leader while the others ran. As he burned the bodies, he was visited by a lady paladin of Hercule and her ancient wizard. One of his first life lessons about the bigger world would be that halflings and dwarves clearly age differently. She could see he was strong, strong enough to carry her stuff as his squire as he had nothing left for him here, indeed, he had no other ways to go but with them or try his own. He tried to learn magic cantrips from the wizard but had no luck compared to the combat she refined from what his father gave him. She was teaching him how to fight in armor, a skill he lacked, when they came upon a wizard of the dead. They made their way to the wizards workshop when they came to discover he was just finishing his ritual to litchdom. The paladin took the undead in a full body tackle while the other two destroyed the phylactery, the wizard found it while Octavius shattered the device but it was too late to save her from its evil magic. The magic of the ritual burned its way into him and changed him to his very core. Other: His hat he got from a pirate captain to whom he served upon a ship for a year before a monster afflicted her, her hats own bubble of air was her own undoing. At one time, he came upon a princess tiara as part of his treasure pull from a successful kidnapping of royalty. In order to dispose of the royal artifact, he had the enchantment transfered to a single jewel worn as a third eye and let them keep the rest of the encrusted property one worn by a queen as payment. While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects. Given his propensity for tavern wenches and the like, he was quick to acquire a trinket from the temple of Aphrodite The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases. Collected from the skin of a displacer beast, he had its pelt fashioned into his sleeveless longcoat with its powers still within the folds. Worn inside out to hide its value, he keeps a vest once worn by a pyromancer who was dumb enough to think his innerfire was more powerful than a white dragon. Octavius managed to convince the dragon that the vest would melt the beasts home so he would take it far away while the dragon ate the former wizard for lunch. Collected from a gnome adventuring party, he managed to run three through on his blade but only kept the one treasure. 1) Mount 2) Slumber 3) Phantasmal Killer A most useful glove he keeps on hand, it once belonged to an assassin who would use it to bring all manner of gear in a backpack hidden in the stitching. When not used to hide his sword from public eye, he is often known to put his hand into a bucket full (20 pints/2.5 gallons) of holy water and secure it away for dealing with fiery or unholy creatures. Two small but simple rings in his line of work, A dwarven ring warded to protect the wearer from evil is actually a good choice when traveling with evil on a daily basis. As powerful as a ring of invisibility, but far better for him as it makes eight more of him appear rather than make him vanish. Made from the hide of a Steel dragon parading around as a priestess to Athena, she was fought and slain on her monthly hunt while she was fat and full of a heard of sheep they had left for her as an ambush. When crafted into armor, he had the choice to make the leather immune to acid or protect the wearer from poison, he took the poison protection. In truth it protects him as a full suit of armor as strong as platemail but glamored to be debatable levels of leather and hide piecemeal to suit his ego. A prize from the arenas, once worn by a master of unarmed combat, this rope belt keeps him far more flexible than he ever could be without it. Acquired from a fellow raider, a barbarian far from home who could outrun almost anything but a cup of envenomed wine. These boots let him move faster than normal for moments at a time, acting as a blur when speed was needed over power. Tattoo: Psychoactive skin: Morningstar An lesser weapon best put to use when three feet of steel isn't recommended. He really hopes to replace it with a mace of disruption soon enough. Shield There are times when running around half naked with a greatsword isn't the best plans. When he has to play the defensive position, he uses a heavy shield with a depiction of Gaia upon it as she is of the earth as is hades. Throwing Axe When he needs to reach out and touch someone. He is also known to take a moment for himself to relax with all manner of pungent herb or alchemical paste into the bowl on the back. His gift from beyond. Once, when he was a much younger lad, he traveled as a squire under a paladin of Hercules and her elderly wizard friend into the keep of a vile necromancer. Unfortunately there is a big difference between necromancer and a newly formed litch! Thinking quickly, the paladin took her bag of holding and threw it over them both to pop it away into a pocket realm for just a few seconds as the squire smashed the Phylactery on the work table. The litch turned to dust within the bag and the paladin sacrificed herself for the greater good. Octavius had an idea. He had the wizard use his magic to transmute the holy cold-iron plate-mail of the paladin to the litch dust and he had a greatsword forged from the coldiron dust. This weapon is a Bane of the undead both solid and ghostly. Its supernaturally keen edge can store the simplest of enchantments within its Damascus folds for release at his will. Why would a worshiper of the god of death have such enmity to the undead? To KEEP them in Tartarus where they belong! Recently, he came upon a Devil who had a gift for Octavius. It seems the litch he had defeated so long ago had tried to use the phylactery as a bypass from the devils due. If the litch had succeeded it would have been most embarrassing and bad for business. So out of gratitude he offered the man one gift on credit, not the usual freebie sort of thing but the 'finders fee' of a wayward soul. Thinking about it, he could easily wish to be the most or the best or the richest... but he had seen how that can bite you in the ass with previous people so he chose to keep it smaller, something he could live without; an extra enchantment on his blade. The two bickered back and forth on the who or what to be done but Octavius was rather stringent on not asking for too much, lest he rely on it too far. In the end he got an idea from an assassin he used to know and had a small ruby inset into the pommel of his sword. This ruby would trap the soul of every victim of his sword for later that he could bring back to the devil for more credit. So far, Octavius cant find a problem with the deal and that bothers him.
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While initially Clotho felt a degree of indignation that so many allies had appeared to aid her, she ultimately trusted in the Master's judgment and began incorporating the wealth of new talent and power into her plan. Surprisingly few of the new arrivals approached her, but nevertheless the swarm queen was on hand to respond to any who did. Just as her scheming reached its end, and her various papers and maps gathered neatly off to the side of her makeshift table, Clotho became aware of the air's changing temperature. Immediately her mind raced to discern exactly why such an event would be occurring, and she figured out who might be approaching her an instant before that individual arrived. Her eyes were drawn to the searing brilliance of the fire demon. “Greetings, Torrens. Long time no see. The attack is indeed about to begin, in only a few minutes in fact. My remaining Macula above have informed me that the dwarves, despite my best efforts, have readied themselves for an attack from below. I was hoping to speak to you or another elementalist, in fact, for you are precisely what I need. They expect to be fighting creatures, beasts or soldiers, but instead I will give them an inferno. I would like to send you straight into the heart of their mining operation, to fill their great shafts and cavern buildings with fire from which there will be no escape.” She glanced over her shoulder briefly, employing a gleaming emerald compound eye to ensure that Twitch, too, was listening. ”Meanwhile, I will give the signal for my Antlions to collapse the upper passages. In one fell swoop their walls, buildings, and settlement will be undermined and in a tumult. In addition, holes will be opened up for our soldiers to pour from and overwhelm them. First wave will be my Lambent, zooming from the holes with my Myrmidons in their clutches and dropping them into position. From there the Lambent will provide aerial support for the entire horde, including the other champions and Xahillion. Remember, we are fighting to eradicate the enemy, but also to possess their things. Destroy nothing needlessly.” Twenty minutes later, the signal was given, and with a thunderous, bone-shaking series of cracks and rumbles, the attack began.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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Athinar watched this all silently, taking it in, with a smirk on his face. Now, if he didn't have any memories, what would he ask? Now, if he remembered this particular demon Warlock, then he liked people being subservient. However, that was his downfall, last time. He oppressed his minions too much last time, and they worked together to bring him down. Now that would be embarrassing, getting taken out by the Denizens? However, Athinar couldn't say that the same hadn't happened to him; however, he never had to fight his own minions, Denizens or no. Effective management solved most problems. Passing through the portal with the others, Athinar reached out with his senses, and snatched up a strand of the Warlock's magic, examining it. He didn't even try and hide it, instead preferring to look like a curious, recently summoned minion. If the Warlock tried to sift through Athinar's memories, he would meet an obsidian wall within his mind, one that blocked all penetration. It wasn't magical, as this body was nothing more than a puppet, so it had no memories beyond that of the recent moments. Athinar looked to the Demon's minions, and saw Torrens! Athinar had liked working with that little demon, a few worlds ago. They hadn't destroyed or conquered it, but they had a lot of fun trying. Torrens might recognize the fifth Keeper he worked under, but Athinar kept a perfect poker face, the same grin on his face not changing at all, as he looked to the people. A Mind Flayer, a Bug Queen, a Human, a Kobold, a Homunculus with a Kitsune hitching a ride, a Demon, and of course, the Big Demon himself. Looking around, he saw that he was in a Dwarven settlement, which the other Keeper had apparently assaulted while he had been attacking the village. Surrounded by bugs, Athinar assumed that the strange bug-lady had assumed control of the attack, but the kobold wasn't at the village, so maybe he was there too. Clearing his throat, and grinning evilly, Athinar said to the Warlock, "So, Master, what exactly do you want me to do? Why was I brought here?" Athinar knew perfectly well why the demon wanted him, but he had aeons of hiding his thoughts and facial expressions from others under his belt, so the Warlock, confident in his superiority, would most likely disregard him as a threat, and see him as a tool.
Name: Athinar Gol-Gaia Physical Form: Tall, well-muscled, and stable, he is the pinnacle of physical perfection, even by the standards of some who would call themselves 'Immortal'. He is 6'8", and weighs at 300 pounds, in his normal form. In his alternate form, he gains a sentient sword, and a set of armor which is actually part of him. In this form, sometimes his face is visible, but more often than not, he keeps his mask on. He is 7'0" even, and weighs 450 pounds. Abilities: Normal Form / Carnage Form - Athinar has decided to forgo magic that affects others, in favor of a magic that supplements his already impressive strength. His Carnage Form is a shell, which looks like armor, but actually is a super-dense exoskeleton. While in this form, he is significantly slower, but is immensely more powerful in terms of strength and defense. Summon: Carnage Blade - Athinar has the ability to summon his Carnage blade at any time, however it is smaller and less impressive when he's not in Carnage form, although it still is alive, and speaks to him. The blade's name is Requiem. what the sword looks like, except with glowing red runes down the middle. (Normal Form - Rock Style) Blood Palm - Athinar uses the blood spilled by anyone, including his own, in a fight, to empower his fist's attack. Martial Arts - Athinar was trained in three forms of martial arts by the monks. However, he is only the equivalent of a black belt in one, and slightly competent in the others. (Skilled)Rock Style - Athinar stays solid, and in place, for the most part. He uses his fists, elbows, and occasionally trips the enemy, but tries to keep his feet steady. For if he can, not much in the terms of human force can move him, but if anyone has trained in Windstance (or was strong enough), they could move him through sheer momentum and weight transfer. (Beginner)The Path of the Cyclone - Not so much a martial art as a series of moves, executed one after the other, this unarmed style is used to fight large groups of enemies. There are twelve moves altogether, in three groups. However, Athinar was only taught the first group, and cannot continue the momentum of the Path. - Leaping Tornado: Athinar lunges forward, landing among his enemies. - Unseen Tempest: Athinar waits three seconds for enemies to close in, ready to strike. - Stormblade: Athinar ducks down beneath a man's weapon, and elbows him in the chest/neck area. - Cyclone Kick: Athinar does a roundhouse kick, tripping all surrounding enemies. However, these are usually poorly executed, due to lack of training. (Beginner) Celestial Mirage - This is possibly the martial art that he's learned that he has the most trouble with. It is a kick-based martial art, one that forces you to maintain patience. It's attacks come in bursts, to draw the enemy out, and allow the student to analyze the situation. However bad Athinar is with this, it was still one of the arts he learned from the monks, and he views it as a useful, albeit F*CKING INFURIATING skill. Personality: Athinar gets intense pleasure from seeing other creature's blood. No matter the circumstances, or whether he is allied with them or not. When he is not getting excited by bloodlust, he is usually a very calm, collected individual, who is quite intelligent, surprisingly. When blood is near, he turns into a vicious man, taking pleasure in drawing blood, tasting it, etc. Afterwards, he is, shall we say, *ahem* easily excitable. If you know what I mean. However, this doesn't mean that he's not smart. He is extremely smart, in his bloodlust, and will be able to craft plans on the fly, if they end in violence and killing. Relationships: Emily- Thinks that the homunculus is beneath his attention, generally, unless she does something big and shiny. That Which Consumes Peace- A fool, disobeying the Boss, but made a nice save, getting Shukra mildly punished. Ekushka- Hasn't met her yet. Narza- Is quite fond of the little ghost, curretly. Shukra- A pompous ass who fails at commanding. Darkwraith Kor- A good fighter, like Athinar, who shares his bloodlust. Enjoys his company. Azavarn- Too flamboyant. Umbra/Christopher- Thinks that Christopher is a bit off, but doesn't know why. Torrens- Doesn't have any opinion of him, but thinks that a fire demon might be useful. Clotho- Has a strange fixation on Clotho's chitin. Twitch- Has disdain for the ratty, well, twitchy kobold. Maybe if he actually did something, he might be useful. Backstory: Athinar is the reincarnated form of an ex-Dungeon Keeper, banished from his former world, and born to a new life in this one. However, he don't remember shit, and the only benefits were the impressive physical abilities you see today. He was born to an order of monks, who trained him in every combat style, unarmed and armed. However, this revealed his darker secret, his love for shedding blood. Killing them all, he was guided by a voice in his head, who told him that if he joined with him, he'd get to kill, kill, and keep killing. So he met up with the Dungeon Keeper, and started killing. Other: If Athinar seems too powerful, remember that he was converted to the Dungeon Keeper's cause by him just saying that he could kill people if he joined him. He's not dumb, but he does have quite the one-track-mind, and is quite susceptible to manipulation, in both forms. Like, REALLY susceptible. A novice hypnotist could put him to sleep.
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Balothiss snorted and smirked as he stood near the Master, Athinar was fool at most but a powerful evil fool who crossed the Master. Athinar seemed to have lost most of his prior memories before he had been killed by the Master of which Balothiss was the only person to actually witness Athinar's grotesque and gruesome death. Balothiss made sure in his mind that he would remember to tell Athinar about his death and his actions prior to his death, he would get the him alone at some point and hopefully give Athinar his old memories as best as he could. He looked around at everyone who he had not yet associated himself with, many of which were quite peculiar beings such as a Mind Flayer and a Kobold even a Homunculus who was quite good looking and attractive. He was particularly interested in the Demon which lumbered around, all of this made him feel like less of an anomaly and more normal than he had felt before. "What are your next orders Master, and if I may ask what sort of magic does my sword hold now?" Balothiss asked the Master as he shifted the large sack of treasures with a slight tug and it was soon beside him.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Looking at the new arrivals and who could only be the Master, Xallihion's thoughts turn inward as he begins building plans, The Master is obviously far more than he appears, no human could have that much power inside of him. This alliance might just be far more beneficial than I thought. His pieces look to be fairly strong as well, but we will see soon. As he listens to Clotho's battle plans, he will speak into the mind of every piece and the Master, How do you purpose to communicate with each other during the battle? I see nothing more than simple messengers and those are incredibly slow. I have an alternative that will allow for each of you to speak mind to mind with each other, but it will require you to open part of your mind to me and allow myself inside. And do not worry, my touch will not reveal anything you do not want revealed, it will be exactly like speaking with each other but with our minds and at a distance of roughly two miles. I can make the range much farther, but that would require time and materials that I do not have with me at the moment.
Name: Xallihion Standing at 6' 3, Xallihion has a frail body and is obviously more used to pouring over a tome than manual labor. Abilities: Xallihion uses Telepathy to communicate with those within a 100 feet radius around himself, as his natural mouth is incapable of producing speech and has very good night vision as his race lives deep in the earth where there is no light. Xallihion's powerful mind also allows him to rip the will from those who are not mentally strong or to send out a wave that can mentally stun those caught in it for a few seconds. Xallihion has spent most of his life studying magic, learning to kill his enemies from afar so that he doesn't have to get his own hands dirty. Xallihion prefers to use pure Force magic when he fights his enemies, though setting them on fire with a Fireball or encasing them in ice with a Frostbolt is also a favored tactic. Personality: Xallihion keeps his emotions out of the equation and uses cold logic to make his plans and execute them to the greatest effect. When it comes down to it, Xallihion prefers to use cat's paws and minions/slaves to carry out his plans and to keep his own hands from having to get dirty. Wants/Needs: Xallihion's whole goal is to acquire power and any knowledge of magic that he can Relationships: Has no feelings one way or another about anyone (subject to change if someone keeps messing with his plans or is deemed to be a useful lackey/scape goat) Backstory: Xallihion's race has long been hidden deep within the earth, rulers of the land where light has never touched. Holding a middle rank amoungst his people, Xallihion began a quest for power that would end up consuming his world. Xallihion was lured to the surface by his constant search for knowledge and power, with this quest eventually bringing him into contact with the Dungeon Keeper. Upon meeting this powerful creature, Xallihion quickly offered his serves in exchange for knowledge and power. Other: -
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No sooner had he made his appearance was the Keeper swarmed by several of his various followers, all seemingly curious about their orders or wanting something. Xallihion was rather interesting. He hadn't been watching Clotho when she had encountered the Mind Flayer, but it seemed that she had enlisted him into the Horde. The Master used telepathy to briefly communicate to his newest recruit a short welcome before he turned to address all of the ones gathered around him. "Clotho is preparing for her forces to assault the upper levels. We shall assist her in any way possible, and be sure to retrieve the magical explosives! Those are what we have come to retrieve." He did not bother to answer Balothiss' question; even if he could remember what he had done to the sword a few minutes ago, he wouldn't have bothered to waste his breath. Balothiss would have a chance to see for himself soon enough. Suddenly the stone itself began to groan and crack, a terrifying sound considering that it signaled an impending collapse of the tunnels and certain death for all inside. These tunnels were new and not particularly shoddy, so the Master was correct in guessing that this was the doing of the dwarves above. Geomancy. They were trying to cave in their own mines to trap or kill whatever was coming up for them. Unfortunately, they hadn't counted on a formidable warlock being present among their attackers. While manipulating the earth was certainly not the strength of the Master (or almost any demon, really) his magic was versatile enough to quickly sense the geomancers above and nullify their ritual. "The dwarves are trying to bring down this entire mountain upon us! I will stay here and counter their magic, but there is no time to waste. Go!" After an exhaustively long charge upon countless dark and winding tunnels, the Horde would find themselves faced with several lines of dwarven pikemen. The creatures' great spears and shields made their formation all the more strong. Some of the rear lines of pikemen had hastily erected barricades of rubble in front of them to help stay any attack on them, and in the back were several dwarves bringing in wheelbarrows of explosives. It seemed that they still intended to collapse the lower levels if given the chance, earth magic or no.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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In the underverse the lone sentient soul damned to never know peace hovered. The fear of the dwarves was strong but it was not the strength that fueled this wretch. It needed human suffering. The tears of eyes who beheld the last breath of a loved one. The gasp of a woman as some unholy terror took her to the depth of hell while a heart still beat in her chest. The suffering of a family under the hands of a tax collector. None of that happening yet. Not like the town that woke it from the dark oblivion. The oblivion called its cell showed nothing, held nothing. Regardless the creature could be seen. It's aura burned even in the cold abyss of the void. Like a moth to a flame the soul of a once champion of justice lingered like a shadow around this burning effigy of evil. Eternity in its own way was a big part of the curse. It would wait for as long as it took. There were still people out there masquerading as good. Fake good was more destructive then any dark deed done on this plane. They needed to be taught what evil truly is and that it's real.
Name: Cold stare Physical form: Manifestation of 6ft incorporeal image hovering 3 inches off the ground. Abilities: Necrotizing fasciitis in 3ft diameter when manifested. Moves threw physical barriers. Ghost blade ignores physical barriers, plunged into the living removes the warmth of life. Person actually dies of hypothermia with no physical wound. The air grows cold on his approach and plants wilt only when manifested. Invisible when not manifested. Can be repelled from a area, and blocked from manifesting for 24 hours. Able to see the life force of the living. The dead are invisible, he only sees what he wants to. Has the dead traits of being immune to sleep, poison, death, physical damage, disease, charm, illusion, and additional curses. Personality: Cold. Desires/Goals: Driven by the single goal Murdering the human race that let him die in the street. Only in the face of horror do humans find their nobler selves. I will bring them fear as they will never forget. Back story: Once a champion of the people. This knight of justice fought on their behalf slaying all who would prey on the innocent. No matter the odds this champion would ride forth and right the wrong. Not for king, or queen, but the people. Bandits, thieves, corrupt royalty, cowardly guards, it mattered little to him. Steel was the scales of justice he used to exact forgiveness from the wrong. After one such crusade against the corrupt band of mercenaries exacting a protection toll (some from the very flesh of the villages youth) in a farming village, this champion put the sword to these villains. Heavily out numbered and taking some cross bow fire he prevailed. Mortally wounded he asked the people for help. The village closed there doors and let him die in the street. The fear they had lived with for so long stayed even after the threat was gone. With his dying breath he cursed, not them but himself for believing that good deeds sowed the seed of fellowship. The villagers later dragged him and the mercenaries to the woods at the edge of town and left them to rot. Years later he arose, from his own death after his body was eaten by scavengers. Cursed to never know peace by his own soul, by the people he devoted his life to protect, by the gods.
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Emily was dragged along with the flow, not sure what she was going to do, she was no front line fighter after all. And when she saw the dwarven line, it just made her even more nervous. But, the barrels of explosives did give her an idea. Maybe, with her no-so-great-but-still-kinda-good Earth Magic, she could harden the walls so they wouldn't blow apart, and then blow the barrels into the Dwarven line with her slightly-less-good-than-Earth-but-still-not-that-bad Storm Magic, and then detonate it all and watch bits of dwarf fly all over the place while the walls stayed solid. 'That's your plan?' her Kitsune asked, incrediously. Emily was forced to admit it was a stupid plan, but stupid worked a lot of the time. Half the horde was made up of stupid things, and yet here they were. So, putting her plan into action, Emily crouched down and placed a hand on the Earth, probing it. She could sense the dwarves and the Master clashing over control, but was certain she could sneak around them both, and swipe control from them both. Working without Runes would be interesting, but she could focus her magic musically, something which very few mages did. "Early one morning, around the first of may, a priest came wandering into a woodland glave.." she started, putting all her power into this. It wasn't some flash and flick thing like her fires, after all.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Octavius took his orders and smirked as he used his wand to summon a new mount in the form of a riding spider. It took significant more charges from the wand than he cared to use frivolously so he saved it for moments like this. Strapped into the saddle, he took off along the wall to the ceiling. The pikeman braced themselved to attack the lone rider, when he started to get blurry as if he were stretching or distorting before there were suddenly eight more of him on the walls. He used his ring of mirror image to occupy some of their forces as he barreled in. Funny thing about giant swords like his, they were actually used to chop off the tips of pikes to provide an opening for other troops and far be it from him to go against tradition. So from a surprise angle did he swing his heavy blade to provide an opportunity for another of the group to size their chance. Of course the pikemen got their good shots in, he had certainly felt at least one tip get him in the thigh and he could see the green ichor oozing from the spiders bulbous butt. Wounded, he has managed to break through the lines as they removed all eight other false selves. It only worked once a day but once was all he needed.
Name: Tiberius Octavius Pulcher, "The Dashing Bastard" Physical Form: "I put the gore in gorgeous!" 6'6" and 300 of tight body tone. Unarmored, he has a score of scars running him over from a decade in the arenas. His eyes are a fine gray with a catlike shimmer of silver in the back. Abilities: Curse; The cornerstone of the hexblade, the ability to lay a witches malicious befuddlement upon intended targets. Not an attack in of itself, it is a go-to weakening of the enemy before engaging. He often pairs the curse with a memorized intimidation to follow up and bring most to cower before finishing them off in a single blow. Resistance; Like a paladin, he can rely on his sheer strength of will to help shrug off attacks to mind body and soul. Mettle: Those that he cannot avoid, he tries do bear down and endure, taking the lesser of the worlds woes when he has the chance. Prestidigitation: Because of the hexblade's calling, Octavius' desire to know more about his arcane abilities manifests itself beyond the ability to curse and the he is able to cast minor prestidigitations at will. (Item) familiar: Where most would bond to a creature from elsewhere for more power, he has strengthened the bond with his sword to a supernatural level. Aura of unluck: Once per day Octavius can create a baleful aura of misfortune. Any melee or ranged attack made against the hexblade while this aura of unluck is active has a higher miss chance. Activating the aura is a free action, and the aura lasts for a full minute. Spells: Like a sorcerer, he uses his sheer strength of will to manifest magic in the world. He just severely lacks the dedication most others would possess by this time. 0 Message 0 Dancing lights 0 Mage hand 0 Detect magic 0 Acid splash 0 Distupt undead 1 True strike 1 Shocking grasp 1 Color spray 1 Identify 2 Eagle splendor 2 Flaming sphere Personality: Truly Octavius' greatest strength is his overwhelming charisma, wielded as a weapon as much as his sword. He brings it to bear to cow the most stalwart of enemies and draw up the crowds to a screaming frenzy in the arena. He is a patient man in combat, often letting the others go first before he devastates them. He had devoted his life to death, Hades specifically, as a way to deal with the loss of his family. But one can only lash out for so long. In time the burn in his hearth grew cold and hollow so he turned to ways to fill the hole, most often drinking and tavern wenches. But in the end he still fell back to his oldest friend, death. Its more of a bad habit than an addiction, but every week he makes his way to some manner of arena to put himself in the ring. He's smarter than he ever lets on, by no means is he a genius with lifetimes of knowledge. He's just more experienced that he'd like to be in the way the world works. The best thing he always reminds himself 'always assume they are better than you in every way and plan to fail'. Relationships: Since his arrival, he has taken a keen interest in Tinkerhel, She might be a nymphomaniac, but he thinks there is a whole lot more going on in her head. Backstory: Octavius' tale is not at twisted as many might think. His parents were simple farmers, his grandfather was a retired army officer who was too maimed to bear spear. When his chores were done for the day, his grandfather would train him in a longsword so big the boy needed both hands to wield it. Suns rose and set for a decade until the boy on cusp of manhood could now wield the longsword in a single hand. But now he was starting to think with the dagger between his knees and had his eye on the girl across the creek. They were promised to each other and their parents agreed to the union. Sadly, the fates have more in mind than a happy farmer. A merchant cart heavy with goods came to the farm, asking for a night in the barn for a few silver, all was well until the bandits climbed out of crate and pot to slaughter the family. The boy did well by all accounts, with no armor and only a sword older than him to keep himself safe as he killed the bandit leader while the others ran. As he burned the bodies, he was visited by a lady paladin of Hercule and her ancient wizard. One of his first life lessons about the bigger world would be that halflings and dwarves clearly age differently. She could see he was strong, strong enough to carry her stuff as his squire as he had nothing left for him here, indeed, he had no other ways to go but with them or try his own. He tried to learn magic cantrips from the wizard but had no luck compared to the combat she refined from what his father gave him. She was teaching him how to fight in armor, a skill he lacked, when they came upon a wizard of the dead. They made their way to the wizards workshop when they came to discover he was just finishing his ritual to litchdom. The paladin took the undead in a full body tackle while the other two destroyed the phylactery, the wizard found it while Octavius shattered the device but it was too late to save her from its evil magic. The magic of the ritual burned its way into him and changed him to his very core. Other: His hat he got from a pirate captain to whom he served upon a ship for a year before a monster afflicted her, her hats own bubble of air was her own undoing. At one time, he came upon a princess tiara as part of his treasure pull from a successful kidnapping of royalty. In order to dispose of the royal artifact, he had the enchantment transfered to a single jewel worn as a third eye and let them keep the rest of the encrusted property one worn by a queen as payment. While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects. Given his propensity for tavern wenches and the like, he was quick to acquire a trinket from the temple of Aphrodite The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases. Collected from the skin of a displacer beast, he had its pelt fashioned into his sleeveless longcoat with its powers still within the folds. Worn inside out to hide its value, he keeps a vest once worn by a pyromancer who was dumb enough to think his innerfire was more powerful than a white dragon. Octavius managed to convince the dragon that the vest would melt the beasts home so he would take it far away while the dragon ate the former wizard for lunch. Collected from a gnome adventuring party, he managed to run three through on his blade but only kept the one treasure. 1) Mount 2) Slumber 3) Phantasmal Killer A most useful glove he keeps on hand, it once belonged to an assassin who would use it to bring all manner of gear in a backpack hidden in the stitching. When not used to hide his sword from public eye, he is often known to put his hand into a bucket full (20 pints/2.5 gallons) of holy water and secure it away for dealing with fiery or unholy creatures. Two small but simple rings in his line of work, A dwarven ring warded to protect the wearer from evil is actually a good choice when traveling with evil on a daily basis. As powerful as a ring of invisibility, but far better for him as it makes eight more of him appear rather than make him vanish. Made from the hide of a Steel dragon parading around as a priestess to Athena, she was fought and slain on her monthly hunt while she was fat and full of a heard of sheep they had left for her as an ambush. When crafted into armor, he had the choice to make the leather immune to acid or protect the wearer from poison, he took the poison protection. In truth it protects him as a full suit of armor as strong as platemail but glamored to be debatable levels of leather and hide piecemeal to suit his ego. A prize from the arenas, once worn by a master of unarmed combat, this rope belt keeps him far more flexible than he ever could be without it. Acquired from a fellow raider, a barbarian far from home who could outrun almost anything but a cup of envenomed wine. These boots let him move faster than normal for moments at a time, acting as a blur when speed was needed over power. Tattoo: Psychoactive skin: Morningstar An lesser weapon best put to use when three feet of steel isn't recommended. He really hopes to replace it with a mace of disruption soon enough. Shield There are times when running around half naked with a greatsword isn't the best plans. When he has to play the defensive position, he uses a heavy shield with a depiction of Gaia upon it as she is of the earth as is hades. Throwing Axe When he needs to reach out and touch someone. He is also known to take a moment for himself to relax with all manner of pungent herb or alchemical paste into the bowl on the back. His gift from beyond. Once, when he was a much younger lad, he traveled as a squire under a paladin of Hercules and her elderly wizard friend into the keep of a vile necromancer. Unfortunately there is a big difference between necromancer and a newly formed litch! Thinking quickly, the paladin took her bag of holding and threw it over them both to pop it away into a pocket realm for just a few seconds as the squire smashed the Phylactery on the work table. The litch turned to dust within the bag and the paladin sacrificed herself for the greater good. Octavius had an idea. He had the wizard use his magic to transmute the holy cold-iron plate-mail of the paladin to the litch dust and he had a greatsword forged from the coldiron dust. This weapon is a Bane of the undead both solid and ghostly. Its supernaturally keen edge can store the simplest of enchantments within its Damascus folds for release at his will. Why would a worshiper of the god of death have such enmity to the undead? To KEEP them in Tartarus where they belong! Recently, he came upon a Devil who had a gift for Octavius. It seems the litch he had defeated so long ago had tried to use the phylactery as a bypass from the devils due. If the litch had succeeded it would have been most embarrassing and bad for business. So out of gratitude he offered the man one gift on credit, not the usual freebie sort of thing but the 'finders fee' of a wayward soul. Thinking about it, he could easily wish to be the most or the best or the richest... but he had seen how that can bite you in the ass with previous people so he chose to keep it smaller, something he could live without; an extra enchantment on his blade. The two bickered back and forth on the who or what to be done but Octavius was rather stringent on not asking for too much, lest he rely on it too far. In the end he got an idea from an assassin he used to know and had a small ruby inset into the pommel of his sword. This ruby would trap the soul of every victim of his sword for later that he could bring back to the devil for more credit. So far, Octavius cant find a problem with the deal and that bothers him.
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Following along with the horde as they rush to the outskirts of the outpost, Xallihion looked at the pike-men and thought to himself, At least they will put up some amusing resistance. Gathering his power in his hands and tentacles moving, the power will erupt from his hands in a powerful have of force and flinging the Dwarves hit by it like a child would throw around a doll. With a quick look at the others and their attempts to break the line, This will be a good chance to get an idea of their power. Gathering his power and throwing a Force Tentacle spell in the middle of a section of the line with no allies nearby, Xallihion's mind will reach out and touch Emily's, What magic are you casting? If it is a fire spell I can help shape it to do more damage to the pitiful Dwarves resistance.
Name: Xallihion Standing at 6' 3, Xallihion has a frail body and is obviously more used to pouring over a tome than manual labor. Abilities: Xallihion uses Telepathy to communicate with those within a 100 feet radius around himself, as his natural mouth is incapable of producing speech and has very good night vision as his race lives deep in the earth where there is no light. Xallihion's powerful mind also allows him to rip the will from those who are not mentally strong or to send out a wave that can mentally stun those caught in it for a few seconds. Xallihion has spent most of his life studying magic, learning to kill his enemies from afar so that he doesn't have to get his own hands dirty. Xallihion prefers to use pure Force magic when he fights his enemies, though setting them on fire with a Fireball or encasing them in ice with a Frostbolt is also a favored tactic. Personality: Xallihion keeps his emotions out of the equation and uses cold logic to make his plans and execute them to the greatest effect. When it comes down to it, Xallihion prefers to use cat's paws and minions/slaves to carry out his plans and to keep his own hands from having to get dirty. Wants/Needs: Xallihion's whole goal is to acquire power and any knowledge of magic that he can Relationships: Has no feelings one way or another about anyone (subject to change if someone keeps messing with his plans or is deemed to be a useful lackey/scape goat) Backstory: Xallihion's race has long been hidden deep within the earth, rulers of the land where light has never touched. Holding a middle rank amoungst his people, Xallihion began a quest for power that would end up consuming his world. Xallihion was lured to the surface by his constant search for knowledge and power, with this quest eventually bringing him into contact with the Dungeon Keeper. Upon meeting this powerful creature, Xallihion quickly offered his serves in exchange for knowledge and power. Other: -
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Torrens had been joined in the charge by hexblade Octavius and he could feel the powerful concussive blasts of the illithid echoing throughout the cave. Torrens reinserted himself into the fray where the Xallihion had just cleared a path with a tentacle of force. Looking over to Octavius, Torrens saw that the human was already wounded, so he decided to ease the opposition against him. Covering his back with a two-meter long cone of fire projected from his left hand, Torrens stretched forwards his right arm with his hand as if it were a gun. From his right hand Torrens fired several consecutive fire bolts at the dwarves near Octavius, slaying them with skill and precision. Torrens was about to shoot again when a pike slashed down onto his arm and caused the fire bolt to strike the ground uselessly. "Oi!" Torrens growled, and brought his other hand around to plant a fire bolt through the offending dwarf's skull. However, his attack had been anticipated, and the dwarf blocked with his shield. Before Torrens could get another attack through, he was struck from behind by another dwarf. He spun around and threw a small fireball, but that too was blocked. Yet again, another dwarf which he could not see swung a pike down onto his head, buffeting Torrens. He was surrounded by dwarves who were taking turns to stab him in the back and hiding behind shields. "Think you're clever, eh?" Torrens snapped. He then stamped on the ground, and in a flash a meter-tall ring of fire had manifested around Torrens, right under the feet of the dwarves surrounding him. The blazing fire lasted only a second, but that was long enough to ignite the clothing and flesh of his assailants. "Bam! Wall of fire! Weren't expecting that, were you?" Torrens then stretched out his arms and inhaled, and the flames eating the dwarves intensified through the spectrum from red through yellow and finally into blinding white, all in the course of two seconds. Air rushed through the caves to feed the flames which, in turn, fed Torrens. However, a second more and the flames were suddenly snuffed out, leaving behind shriveled, charred corpses draped in molten metal. Torrens' face flickered for a moment in dissatisfaction that he couldn't have burned the bodies completely, but he realised that this was a consequence of working in the limited oxygen environment of a cave. Besides, he had recovered more energy than the energy lost by the blows he had received. Standing proud and looking to the rest of the dwarves, Torrens thumped his chest and bellowed, "Who else wants a piece of me?" Torrens' spectacular pyrotechnic display from before, while invigorating for himself and terrifying to everyone else, would have also come with the unintended consequence of raising local carbon dioxide concentrations to hazardous levels. While it should diffuse soon enough, it might cause some air-breathers to feel a bit light-headed.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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From the untroubled air, Clotho observed the entire battlefield. Judging by the profuse incendiaries spouting in bursts from the entrances to the outpost underground, Torrens was doing his job well, and after the inner defenses had been burned to a crisp the subterranean divisions would be able to proceed with their attack. In only a few moments, the Swarm Queen imagined, there would form the pincer-attack to crush the dwarven outpost from inside and outside simultaneously. Focusing now on the battle, she spotted a group of Antlions carving away at a section of wall below. Unfortunately for them, the dwarves stood rigid in defense of their bastion, and took advantage of everything at hand to rain agony on the living siege engines that assaulted them. Torches, braziers, fireplace embers, forge coals, and more all pelted the Antlions like hail, burning through their armor one chunk at a time. Before Clotho's eyes, one Antlion fell, its head affixed by an expertly-thrown lance. With a snarl Clotho descended, striking as a thunderbolt out of the blue, and dealt a kick powerful enough to snap the thrower's neck. On the way out, the Swarm Queen darted past a pair of dwarves carrying a huge urn of flaming embers, and cut into the back of one's knee. A cry heralded the downfall of the urn, spilling its contests out onto the walltop and lighting up wooden fortifications. On cue, part of the wall collapsed, and after the Antlion broke triumphantly through a crew of Myrmidons followed suit, fanning out into a shield formation. Back in the sky now, Clotho could frankly concede that the dwarves were good. They knew their architecture, their warfare, and their technologies so thoroughly that any other army on the planet would have found a very tough time, if not undignified defeat, in an attack on this outpost. Clotho merely boasted the fortune of having a fighting force like no other on the planet. Beneath her, the event she'd bet on was coming to pass; from the sides and beneath the Horde attacked, leaving the dwarves with only the defenses of their buildings to serve them. Never one to bask in the thought of victory before it was assured, however, Clotho dove down from her vantage point to join in the struggle. A barricade set up by dwarves, fashioned of carts, barrels, and crates and fortified by flamethrowers and pikemen, had stalled her bugs' advance down a main street. Knowing that extended involvement would risk direct aggression and counterattack, Clotho engaged the obstacle by zooming low to the ground, in front of the barricade, and coming up from beneath to throw the flamethrowers out of position. While the weapons were disabled and the dwarves were distracted, the Myrmidons pressed the advantage and overwhelmed the barricade with a few casualties. Unfortunately, Clotho hadn't taken into account a third party, and from seemingly nowhere suffered a crossbow bolt in the small of her back from a hidden assailant. ”Agh! Ah, ah, ow!” Suddenly every beat of her wings was agony, and Clotho was forced to land on top of a building. Any dwarf worth his salt would be inbound to her location, hoping to finish off what was obviously a high-value target. Clotho needed help.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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Emily had finished strengthening the walls, and began to channel her Storm Magic, still riding off the power of the last song. The ground had been made in such a way that when the explosion went off, it would shift so as to shield the Horde - except Torrens, who would probably think the explosion was a spicy curry - from the damage. However, while she was working, a wind suddenly whipping up inside the tunnels, her mind was not so quite. 'Ohh, hello cutie. Wanna come over and we can make dual-blood babies?' The Kitsune asked, stunning the rest of them, except Emily who was too caught up in the spell to listen to her mind. 'You can't just invite people here, it's not your body!' the Overseer exclaimed, shaking his head. 'I wouldn't mind having a bit' one of the minor fire spirits put in, followed by the thought of him getting his head caved in by the Overseer. 'BURN!!!!' Came the second, less sane fire spirit, panting with anger. 'FIRE! SMOKE! DEATH!"
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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Their was a moment of silence outside of the battlefield a small figure watching the battle form afar,"A gorgeous day for a battle" He spoke to himself smelling the air filling his nose with the scent of blood and fire.The small figure too another breath of the air before rushing towards the battlefield while riding his steed,His steed being a large wolf like creature covered in armor to protect it form swords and any other weapon. His wolf had a sword attached to his back that can be unseethed by jumping into the air and the wolf carrying it in it's mouth swinging it form side to side,It was good for taking out large enemies and he could use his steed in this situation.The figure now coming closer towards the castle walls jumping over the crumbling wall beside the entrance and towards the door to the Dwarfven home,Once he got down the long stairs made his way towards the battle. The two now in the battlefield mowing down the Dwarfs with the small figure getting off his wolf while the wolf was fighting with his own sword mowing them down.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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While the tumult above grew increasingly bloody and chaotic with the charge of Torrens and Octavius and the arrival of Clotho's antlions and myrmidons, the Master had remained in the lower tunnels continuing to struggle using his magic to counter the dwarven geomancers cowering somewhere in a ritual chamber. Powerful a warlock as he was, he was only just able to hold them at bay by an inch and stymie their efforts to bring a hundred tons of rock down upon the heads of their attackers. This mental battle manifested itself as tendrils of magic extended everywhere through the very earth itself, porbing and manipulating it while tangling and fighting with one another. Of course, that was only until Emily got herself involved in the tangle by seizing control of the earth from right below both sides. What followed was bewilderment and confusion as both the Keeper and the dwarves tried to determine if this was friend or foe. While the Master wasn't sure exactly who was responsible, he fortunately made the correct assumption that this was the work of one of his allies. He seized the brief window of opportunity that was afforded when the geomancers panicked and dropped their defenses. Tracing their magic back to their physical location, he used his own unholy powers to grasp at their souls from afar and rip with all his might. The dwarves' tenuous hold over the earth instantly vanished, leaving the Master with a strong suspicion that he had rendered those spellcasters either dead or as mindless husks. Still, he wasn't take any risks. Seeing as he already had penetrated the earth with his magic, he collapsed the entire ritual chamber that the geologists had been working within. Hearing the satisfying rumble of the collapse along with the sounds of battle echoing through the tunnels to the dwarven city above, the somewhat fatigued Keeper managed to teleport into the dwarven hall. The outpost was built into a large and airy natural cavern, a little village of of homes and workshops beneath a sky of pure rock. Atop the roofs of one of these subterranean abodes there was a flash of fire that heralded the Master's arrival. Torrens especially, but also Octavius and the others had succeeded in routing the first ranks of dwarven spearmen. While more moves forward to fill in the gap and a platoon or two of axe throwers moved in behind the rear spearwalls, the Master lazily conjured a few massive fireballs and hurled them into the dense formations. That would hopefully open up some holes and create an opening for the Horde to exploit. Between gigantic fireballs, he also attempted to smite down the cowardly soldiers that were fleeing. Thinner lances of pure flame shot out to snipe individual stragglers, with the Master intentionally shooting one or two towards Torrens in a rare act of kindness. While he would have been content to utterly break the mass of dwarves holding back the Horde coming up the staircase from below, the Master simultaneously noticed many things: first and foremost, Clotho had managed to injure herself badly. Secondly, there was some sort of...creature with a sword, riding a wolf and hacking down dwarves. It seemed to be on his side so the Master did not try to kill it, but he taken aback. Thirdly, a steady stream of the weak, young, and old were running through the dark cavern towards a few select passages that most likely were secret escape routes to the surface or places to hide or make a last stand. Either case was bad; those dwarves would need to be stopped. And then of course, there was still the manner of finding the stash alchemical explosives that they had come to steal in the first place. Feeling far too overwhelmed to handle all of these things at once, the Master could only hope that his followers would prove themselves more competent here and now than they had during Athinar's attack on that last village...
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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Emily controlled the unatural, underground wind, and it picked up the explosive barrels, before dumping them at strategic points in the Dwarven resistance. She was going to make some specific shots towards them, but the Master flung some huge fireballs, which hit the barrels and caused the explosions to go off prematurely. The Earth still rose to defend The Horde, and the walls still did little more than drop some dust from the impact, so there was no problem, but Master Kill-stealed. Emily had a small little vent in the back of it, so the spare fireball and smoke could rush down the tunnel and possibly hit any second line of defense, but most of the dwarves would be vaporized by their own hand, and Emily thought that Torrens would be super-charged by the firy blast. Still, the idea in itself had worked, and she was still in control of the cavern walls, just needing to exert her infulence over more of them, and possibly swamp important parts of the cavern with lava by melting the walls. Still, she was then aware of the noise in her head, but missed the inital question. 'So, head people. What's going on?' she asked. 'Ohh, some cute guy is here' Kitsune replied, which led Emily to become immidiately exapserated. 'It's telepathic, you don't know if he is cute!'
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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As luck would have it, the bolt lay in precisely the worst spot it could have been. Not only did it highly de-incentivize flight by way of impressive pain, but it also eluded Clotho's best attempts to reach behind her and pull it out. Even when she did lay fingers on it, the positioning did not allow her enough strength to wrench the offending projectile free. Gritting her teeth against the pain, Clotho turned to face the trapdoor through which an increasingly loud noise promised to pour forth vengeful dwarves. No help had arrived, and the swarm queen expected none would be coming. How typical of an evil horde. I'll have to repay the favor some time. She limped over to the trapdoor, knowing that while such an act was unnecessary, it made her feel better. A shrill call resounded from the stridulatory organ in her neck, summoning some of her insect allies to her aide. Unfortunately, it appeared as if they would arrive, judging by the shouts and clangs immediately below, too late. Clotho stepped back from the trapdoor, not trusting the dwarves to be stupid enough to stick their heads out one-by-one and be skewered. A moment later she watched in muted satisfaction as the trapdoor exploded, blown apart into splinters by a fired projectile from below, and immediately after the first dwarf, boosted up by his friends, popped through. Again Clotho decided to take the cautious route by instantly dodging to the side, but the dwarf, seeing no other enemies at the moment, took his time to aim at her. A steel ball burst from the metal device in his hands and smashed into Clotho's chest, crushing her newly-regrown armor and driving the wind from her lungs. These things, she thought as she gasped for breath, are too clever by half. When she looked again, two more dwarves had joined the first one, protecting him from the front and either side with hammers as he reloaded his blunderbuss. Thinking quickly, she darted forward, moving straight from doubled-over to lunging, and vaulted over the gunner's head. In midair, she twisted herself despite the pain and extended her stinger to nick the gunner's neck. While only one venom flowed through her systems at the moment, its paralytic properties ensured that the dwarf could not shoot her down as she sprinted for the edge of the building, leaped off, and was grabbed by a perfectly-timed Lambent that responded to her call. The oversized firefly made a speedy escape, and in no time was circling with its queen near the cavern roof once more. Putting aside the agony still pulsing from the small of her back, Clotho took stock of the situation. The dwarves were putting up a stout and noble resistance, but Clotho's horde, guided by her commanding intelligence, was making steady progress. Though outgunned by the dwarves on multiple fronts, her bugs carried the advantage of adaptability; a single unit of Myrmidons could rush single-file through narrow alleys, form a shield wall to advance down a main street, or clamber over some of the more clustered buildings to appear where the dwarves wanted them least, and always were the dwarves harried by Lambent acid bombers from above. After making a few localized calls to specific groups, Clotho directed her carrier to zoom toward the nearest storehouse and set her down. Alone and unbothered for now, Clotho made a discreet entry into the building, intent on finding alchemy but prepared for combat with rapier at the ready.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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As Torrens entered the settlement, he found that a squadron of dwarves was coming to intercept him, probably initially intended as reinforcements for the dwarves which had just been blown up. This contingent was made up of a few pikemen, as well as several axe-throwers. If Torrens had been at full strength, such a fight would have been trivial. However, with his presently limited amount of energy, he needed to carefully ration the amount of fire he used until he could find some source of heat. To start, Torrens pointed his fingers at the dwarves and fired a couple of bolts of fire at them. The first one, with the advantage of surprise, landed its mark and felled a pikeman. The second was blocked by a shield, and Torrens did not waste his time trying to get any more bolts past their shields. Then Torrens charged forwards at a full sprint, strafing aside as dwarves threw axes at him and managing to avoid getting hit by too many. When the gap between him and the dwarves was just a few meters Torrens lashed his hands forwards and cast out a fireball- not a very hot one, but one which would erupt into a large and disruptive plume of flame. With the dwarves distracted momentarily by the searing heat and the bright light, Torrens was easily able to slip past the spears pointing at him and push into the ranks of dwarves. As he entered, he clambered over the stocky figures, grabbing at their faces whenever he was capable or otherwise forcing his way past on threat of third degree burns. In just a couple of seconds of confused panic amongst the dwarves, Torrens had made it to the other side. Torrens cleared the group by a few paces, turned and taunted "Bye". Then Torrens turned and ran, easily outpacing the dwarves. As he continued, he found that Clotho's insect swarms had already cleared many of the streets. Those streets which remained held by the dwarves, however, were held tightly. One such barricade that caught his attention, however, was one which was using coals from nearby forges to rain down onto the bugs below. At the street level, the barricade was held by pikemen and dwarves with warhammers and battleaxes for whenever the Myrmidons pushed through the first line of pikemen. In the windows of the buildings adjacent to the barricade were dwarves with crossbows, raining bolts of steel upon the Myrmidons below. And on top, along with the urns of embers, were more crossbowmen and also a few dwarves with blunderbusses, which were keeping the flying Lambent at bay. Torrens wanted to get to those top floors. However, to get there, he would need to somehow gain access to the buildings, and there were no doors or ground-level windows on this side of the blockade, or else it would have been overrun already. The walls were made of stone, so he had no power to barge through them, and it appeared that any attempts by Antlions to get to the walls had been hindered by the rain of embers from above. And Torrens didn't have the power to spare to simply charge through the blockade. However, after a few moments of consideration, he did notice that one window of a building he wanted to get to was within leaping distance of the roof of another building which wasn't under dwarven control. A couple of dwarves guarded it from the inside, but that should hardly be a problem. Torrens entered the adjacent building and climbed to the rooftop. As he emerged, he was noticed by the crossbowman in the window he wanted to get to, and was struck squarely in the shoulder by a crossbow bolt. A small jet of flame erupted as a result, although it barely staggered the fire demon. Swiftly, Torrens retaliated with two bolts of fire, dispatching both the crossbowman and the pikeman guarding that window, then he ran forwards and took a running jump towards that window. A dwarf with a blunderbuss on the roof noticed him and took a shot, but that shot flew wide and landed behind Torrens. Torrens landed half way in the window, grabbing onto the windowsill with both arms. As he pulled himself over, he was almost knocked out of the building by a solid blow by a dwarven warhammer to the face, leaving Torrens dangling out of the window and somewhat peeved. Before the dwarf could follow up the attack Torrens hurled himself up so that his head was above the windowsill and breathed out a cone of fire which engulfed the dwarf, immolating him. Given a few seconds of respite, Torrens was able to climb fully through the window and enter the building. Inside, he was faced with more dwarven warriors who were intent on stopping him. However, Torrens didn't have to get through all of them, only enough to get him to the staircase. Charging forwards, Torrens cleared his path with a tactical fireball, scattering the two dwarves who were in his direct path, then dashed through the opening and up the stairs. On that rooftop, many of the crossbowmen and blunderbuss dwarves on the roof turned in surprise at the intruder, but before they could turn their weapons and open fire Torrens had already made it to the nearest large urn of hot embers and jumped inside, scattering some of the embers onto the surrounding rooftop. This urn was deep enough to hold Torrens up to his waist, so his torso stood out above the hot coals. However, less than a moment after he had entered, the embers flared from a dull red to searing white and hot flames erupted from the urn as Torrens supercharged the combustion of those coals to feed himself. Most of the dwarves were forced to shield their eyes, although a few fired at Torrens any way in a futile attempt to do some damage. About 5 seconds later most of the coals had been reduced to a billowing cloud of searing ashes and the urn which Torrens was standing in now glowed cherry red. Grinning and glowing with power, Torrens leaned forwards, tipped the urn over and stepped out as it fell. As the dwarves raised their weapons to shoot, Torrens made one simple quip. "I win." Then, with outstretched arms and a surge of power, he filled the rooftop with a conflagration which ignited every dwarf caught in it. Laughing, Torrens feasted on the flames of a couple of the burning dwarves before jumping down into the barricade below to join the fight.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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D'Artagnan mowed his way though the dwarves that were of course in his way,The small rabbit helping his steed or rather his wolf pet.The two were making good process helping the group killing the dwarfs underground.His wolf was in the crowd closes to the group to become back up for the group,Meanwhile D'Artagnan was in one of the watch tower killing off the soldiers inside and the archers that were firing at the group at at his pet. D'Artgnan was climbing up the stairs of the tower one by one he conquering the tower form the bottom to the top,The small bunny much to the confusion of the Dwarfs were seeing this cute looking rabbit brandishing a sword murdering their kin one after another.D'Artgnan after what seemed like a hour and a half D'Artgnan had killed most of the dwarfs inside of the tower and given the group a bit of breather room to battle below.His wolf was getting closer to the group the large black wolf flinging his sword back and forth chopping the attacking dwaves in half with each swing of his sword. D'Artgnan came out of the tower running down the stairs of the tower to rejoin the group killing the dwarfs that were in his way.He finally made his way out of the tower his body racing pasted the small figures slashing them while he was on the move towards the group.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Sir, those monsters are pushing further and further into the city, it won't take them long to get here. "It will still take them time, use it to gather my things, make sure to-" An elderly dwarf's sentence was cut off by a scream, which was followed by a dwarf being help down a stairway, a crossbow where his collarbone was, "He was hit by a stray bolt, he'll live, but-" He was interrupted the the elderly one, "If they're firing into the city, then there are monsters that have slipped past the barricades," he muttered a short string of curses, "Secure my alchemy notes, every one of them, then destroy and burn everything else.. We're heading to one of the escape tunnels with the others." "Even the... experiments?" The alchemist looked at him, and gave a short, curt nod. The dwarf guard gathered a couple others and set about killing what was in the cages in the next room. An elven woman, with the appearance of having once been a proud warrior, was huddled in the corner of one cage wearing nothing but loose, tattered, and torn rags, a unfocused and blank look in her eyes. She didn't even look when some dwarves entered the room and started systematically killing the other cages animals and sentient beings. The leader of the group made his way to her cage, looked at her for but a moment, then opened the cage to more easily drive his blade into her. As soon as it broke into her skin and went about an inch in, the pain and her short scream woke him up, the blade stuck and black fluid sprouted from around the blade and before the dwarf could register what happened a black tendril shot through his throat and stuck out of the base of his skull, he was dead before he hit the ground. Black, monster-like hands and claws formed around her hands, the feet following suit as her face was covered by a solid mask. The blade was pulled out and tossed aside, the noise drawing the attention of the other two dwarves, who immediately noticed the dead body and decided to rush what had killed him. One got there first, tripped over a limb in his rush, and had his throat ripped out as he fell, left to die slowly. The other was smarter, and had just reached the doorway and started to yell something when Mar came upon him. The life was ended quickly with a claw to the base of the skull. All that was left was two more guards, who appeared to be mercenary brigands hired for this shady work, one of which was injured from a bolt, and an old alchemist. "G-get it, kill it!" The healthy dwarf charged, and once he was nearly upon Mar just stopped, his arms falling limp to his sides before his body fell. A tendril slowly receding back into the elf's body. Needless to say, the wounded dwarf didn't take much and the alchemist was half-dead in Mar's hand when the doors could be heard opening. Whoever was coming in would hear the old dwarven alchemist begging for his life and trying to make deals, making repeating mentions of his research and the secured escape tunnels out of the city. The only reason he was still alive was because Mar was debating whether to take him as a temporary host while his current one recovered. No, it was too late for that, and he raised a hand to end the man's life.
Name: Mar'Ament "The Formless One" "The Black Blood" Physical Form: Mar, as one of his titles suggests, has no defined form, only being recognized most as like a black, blood-like fluid that can move on its own in any way it wants, taking up any shape or form that he wants or needs to. Abilities: Is currently incapable of using magic, but can learn it. Physical combat ability is potentially unlimited, the only limiting factor how much mass he has. Is capable of learning flight, and is able to harden different parts of himself into rock-like, iron-like, or harder consistencies. Personality: Calm, tactical, observant, and to many uncaring or indifferent. To others, should they earn it, a good ally to have. Wants/Needs: Doesn't exactly have any, though he has a thirst to learn and recover the history that was lost to him. Both of which he feels capable of doing himself. Does have a passive want of getting stronger, however. Relationships: None for now. Backstory: Mar has no memories from before he 'woke up'. So instead, I'll talk about when he was released. He was sealed inside an urn in some ruins right on the border of the elvish and dwarven territories, and a small group of elven warriors was sent to investigate, explore, and obtain anything of their people to bring back. One of them, a female elf, entered the chamber in which his urn resided. A couple of the other elves followed and they each went about searching the many bookshelves and few chest in the room. The female, unfortunately for her, touched the urn and it cracked from age. Right as that happened, the doors slammed shut, likely due to ancient magic, and a black blood from inside the urn shattered it as he lunged at the elf. One swing of the sword went right through it and did nothing, one swing was all she could do before it clung to her chest. She didn't feel it, but multiple small cut were made on her skin, then she felt the pain of the fluid entering her body through those cuts and her mouth and nose. Needless to say, he passed out and Mar took control, slaying the other elves in the room that tried to help her before he entered another dormant, restful state. The elf would wake up later, in a cage being drawn into the mountains by dwarves, feeling something inside her body and at the back of her mind. Other: Nothing at the moment.
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Balothiss marched along with his shoulders back and his posture straight like a old oak battered by wind but unmoving and unflinching from minor blows and strikes. He swung his mighty sword Reaver and was suprised when when he struck a sheild that it cut through it and utterly dystroyed it allowing him to kill much faster. This of all things brought a smile to his face that lifted his spirits and carried him farther into battle away from the ranks of Torrens minions and into the fray of battle, with much savage delight Balothiss swung his weapon here and there killing a dwarven warrior and maiming another. His very soul felt as though it had ignited as he usually ignited the flame that he flung from his very hand and it filled him with courage and bravery beyond anyones comprehension. His sword killed many who stepped in his way and so did the flames that he threw he waded through fallen enemies and a few comrades although nothing more than a whelp they were. He was minorly wounded yet he ignored the blood seeping from his shoulder from a cut that he had taken from an axe that he had evaded yet that had caught him unaware. He just laughed filled with energy and excitement and continued his onslaught, into the fray of battle he did not notice his other companions yet he knew of their existence but he was too focused on battle than petty social issues if they needed him they would call him over or the Master would summon him.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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The scent of burning flesh and an acrid smoke hung over the streets where Torrens battled, remorselessly immolating the dwarves who manned the barricades. Charred skeletons and ashes where all that Torrens left in his wake as he tore through the dwarven blockades, restoring any lost strength from the flames which burned his foes. With the dwarves' formation falling apart, the rest of the city would be much more penetrable to the rest of the Horde's forces. As Torrens approached another barricaded street, he gleefully hurled fireballs at the lines of soldiers and in through the windows where dwarves were shooting down at him. However, he stopped when he noticed that something, or someone, was killing dwarves at the back of the group. As the flanked pikemen turned to face this new threat Torrens took the opportunity to shoot them in the backs with fire bolts. Assaulted from both sides by competent fighters, the dwarves were swiftly slain, and emerging from the press of stocky dwarven bodies was- a rabbit? Torrens had to stare for a second before he could believe his eyes. Yes, the mysterious fighter was a rabbit. An anthropomorphic rabbit with a blood-soaked sword, but still a rabbit. Torrens bent down so he could get closer and said to the rabbitfolk swordsman, "You're even shorter than the dwarves. Are you new or have you just been hiding behind other people all this time?"
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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D'Artagnan was slashing down the incoming dwarves that was in his way form speaking to male figure speaking to him,"Neigh i have just arrived this foul place to help you lot with this battle...bloody buggers seemed to be trouble... The small rabbit like figure now cutting down the dwarfs coming towards him making his way towards the group. The small rabbit now finally making his way towards the group his wolf companion coming towards them to help support his master in the fight,The small rabbit like figure now decapitating the few dwaven warriors that were attacking them being a little peeved by being called short but he was use to that.Most of the tall folk would use such terms to describe him and something that made him more angry then being called short was being called cute. "Come on you bastards is that all you've got" He said with a thick accent (Scottish) killing a few of the dwarves seeing their numbers becoming fewer and fewer but of course it would take sometime to kill all of them.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Torrens shrugged and followed the rabbit as he cut through the dwarves. The numbers of dwarves did indeed appear to be thinning, although the tactical withdrawal of the dwarves into more fortifiable locations would be just as big a factor as the dwarven soldiers which were being slain. Now that D'Artagnan was out from behind dwarven lines, he would find that there were almost no dwarves in his way. The dwarves were fighting for defense, not offense. They had little reason to overstep their blockades, as doing so would only weaken their lines. On this side of the battlefront, the lines were being pressed by Clotho's insect army. D'Artagnan would be weaving around the legs of the ant-like Myrmidon foot-soldiers, navigating around the large bodies of the besieging Antlions and seeing the sleek forms of the Lambent flying high in the lofty cavern. As for the other members of the Horde, they seemed to be rather sparse. Torrens had glimpsed Balothiss charging the dwarven lines with a fury befitting a giant, and he had also spotted Clotho flying to some deeper part of the city, although he hadn't seen any other members of the Horde. Either they were fighting elsewhere and he had missed them, or they were still standing around in that cave like cowards. He remembered seeing Twitch down in the lower mines with some vats of something nasty-looking, so Torrens wondered when, if ever, those chemicals would be used on the outpost. Torrens followed D'Artagnan's wolf-back search for more dwarves to kill. He considered it ironic that a rabbit would be riding a wolf, an animal which would probably be more content to eat the rabbit, although this wolf definitely seemed more intelligent than just any old animal. As they rounded a corner, they were met by billowing fire. When the fire stopped a dwarven flamethrower, flanked by two pikemen, could be seen standing their ground at the far end of the alleyway. To enter the alleyway would mean going face to face with a long, wide jet of burning oil from the flamethrower. "Did you want me to take this one, or shall I watch you become roast rabbit?" Torrens asked.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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D'Artagnan not saying a word to Torrens rushing at the dwarfs manning the flamethrower,He jumped from wall to wall using his speed and jump height to try to avoid the flames.The small rabbit keeping his momentum pulling out something form his belt,It was smoke bombs that would make for good cover for himself. Throwing the smoke bombs onto the ground hopefully giving him cover form the flames,The rabbit was going to make his move getting closer and close to the station since the area was so small combine with the smoke they would not be able to see much.D'Artganan made his move getting close enough to the dwarfs trying to stab one of them in the throat while making a quick motion to decapitate another.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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With every thought in a varying shades of panic and aggression, the dwarves of this ill-fated outpost had sensibly chosen to leave behind their civilian buildings and focus all their attention and might on their noble but futile defense. This, Clotho thought, must have been the reason why she encountered nobody in the storehouse, even as she discovered objects of immense worth inside. A central partition, floor to ceiling, divided the storehouse into two halves: a granary and an apothecary. After determining with her acute senses there to be no enemy in proximity, Cloth sidled into the former section, reached down, and reached into a barrel. Its squishy contents were tightly-packed, unmolested by air, and with plentiful salt for preservation. She plucked a slab of pork and took a dainty bite, pleasing her with both the cultured taste and the significance of the act as one of domination. Outside the battle raged still, and yet already the Swarm Queen sampled the spoils of war. She replaced the barrel's lid, checking its security, before strolling over to the other side. Organized, well-labeled jars, urns, bottles, and vials lay quietly in separate cabinets, while the walls' remainder was lined with a great variety of ingredients and papers with procedures. Clotho's eyes glittered; this was the jackpot she sought. While she could appreciate the art of combat as much as some of her allies, it did not constitute an ultimate pleasure for Clotho. For her, it was to possess, power and things alike. She craved the sophistication and position such things would bring her, those things that symbolized her own skill and ability. The Swarm Queen whistled loudly, and in a span of moments the floor ruptured to reveal an Antlion, though at a glance this particular specimen could be seen as much more than its brethren. Its mottled carapace sported deep red stripes, the hallmark of Clotho's Honor Guard, chosen not just for their strength in battle but their ability to heed Clotho's commands. Working quickly, she gathered up as many manuscripts, bottles, and ingredients as she could carry, bundled them together, and gave them to the Antlion to take away. Ignoring the continued fight, even to the point of fiery explosions licking at the storehouse's door, Clotho acquired and made ready for transport everything of value to her, for she despised waste. Once all was prepared for the Antlions to remove, Clotho made her exit from the building. She beheld a dwarven city sans its defenders, the doomed warriors driven back into a few surviving bastions. The forces of the Master had done their work, slaying to their insipid hearts' desires. Just like them to not see the bigger picture. One grimace later at the residual pain in her wings, Clotho began to walk toward the nearest concentration of the Horde, her rapier out and ready for action should the need arise.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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Torrens watched as the rabbit jumped up the walls and used, ironically, height to his advantage, traversing the alleyway above the reach of the flamethrower, covering his final approach with smoke bombs and then swiftly dispatching the dwarves. Torrens had already started walking up the alleyway even before the flamethrower had stopped, and as the smoke cleared Torrens gave a curt applause. "Bravo. Well done indeed. The Master will likely be pleased to have a fighter of your skill on our side. I'm Torrens, by the way." As Torrens emerged, he noticed a contingent of dwarf soldiers heading their way, obviously coming to try and cover the breach in their defenses. Torrens glanced down at the flamethrower strapped to the now-dead dwarf and had an idea. "Stand clear. I've got this one." The flamethrower had a metal tank of oil worn on the back of the dwarf, with a pump which could feed the oil through a pipe and out the end of the flamethrower, where it would be ignited by a small pilot light. This tank was Torrens' point of focus. As quickly as he could Torrens removed the flamethrower from the corpse. Finding it rather heavy and unwieldy to lift too high off the ground, Torrens lay it on the ground. He rolled it so it was pointing at the incoming dwarves, unscrewed the cap on the top which was used for refilling the tank, then shoved his incandescent fist into the tank full of oil. Instantly the oil which came near his hand vaporised, and any oil or oil vapours in contact with the air immediately combusted, raised well above its flash point. This expanding fireball had nowhere to go but out through the single opening, so a roaring jet of flame erupted at Torrens. As a consequence of simple physics, the tank of burning oil shot out in the opposite direction, straight at the dwarves like a rocket. Unlike a rocket, however, the flamethrower was completely unaerodynamic and unbalanced, so instead of gracefully flying into them it instead tumbled and span, throwing burning oil across the street and over the dwarves. Torrens laughed at the success of his cunning and the damage it had wrought. Torrens hurried into the crowd and inhaled deeply, causing the flames burning the dwarves and from what remained of the oil to flare into unnatural intensity as Torrens fed off their heat. As he feasted, however, the survivors- those lucky enough to avoid catching on fire or those who had splintered off from the group before Torrens entered- made their escape around a corner and deeper into the outpost. Torrens didn't care about their escape, though. They could be dealt with later, or by someone else.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Noticing that no other had taken it upon himself to find and secure the very explosives that the Horde had come to this rathole to acquire, the Master decided that he would do it himself. Walking at a casual pace through the streets, no decimated remnant of a defense was left to challenge him. The dwarves were all either fleeing or dead at this point. As he rounded a corner, the warlock's gaze found itself looking down a dark tunnel in the side of the cavern wall, with perhaps a dozen ragged soldiers fleeing towards its safety. He knew not whether they intended to hide and wait out the attack, find a more defensible point, or escape through some secret passage; but that was irrelevant. They would die anyways. Out of curiosity, he reached out with his mind, probing to see what was down the tunnel. The warlock could sense elaborate stone sarcophagi and an air of death. It was a tomb. How convenient. "Your pitiful Afterlife ends now," the Master muttered to the dead before raising his staff. A sepulchral wind suddenly and violently blasted out of the tomb, knocking down even the stocky and surefooted dwarven soldiers that had been moving to enter. A caucophony of wailing souls followed, the spectral dwarves carried along by the unholy wind. The souls of those dead interred in the tombs as well as a fair few of the slain dwarves that littered the streets were drawn together into one singularity of pure darkness, and then the void began to grow. The distant sound of thunderous footsteps echoed from within the dark portal, and then suddenly a demon of huge proportion stepped out. With a triumphant roar, the demon bellowed, "FREEDOM!" Unfortunately, that freedom was short lived for the demon. In the next instant, the Keeper forced his way into the demon's mind and began to grasp at it, binding it to his will. The giant demon howled and convulsed wildly as it tried to fight back, but in a few seconds it was over. By its Master's telepathic command, the demon stooped down and raked his great claws across the dwarves that scurried at his feet. Those that weren't torn to pieces attempted to impale it upon their spears. Vile blood poured out of the wounds that they inflicted, but it was to no avail. Seemingly just enraged, the demon opened its mouth and a cloud of smoldering ash billowed out to engulf the dwarves. Driven onwards, the demon moved towards one of the other tunnels to intercept more of the fleeing dwarves. Not even bothering to take the streets, the gargantuan demon crashed through every building in its way and left a trail of utter destruction. On its way, it indiscriminately butchered several of the friendly antlions and myrmidons, cackling the whole time. Unfortunately, the Master had already gone off, and hardly even noticed as his tenuous grasp over the demon began to slip away...In his characteristic shortsightedness, it was only a few minutes until the dreaded thing finally managed to break free, alarmingly close to the street with Torrens and D'Artagne. The thing, like many demons, reveled in destruction and violence just for the sake of it, and on top of that it now had a desire to obtain vengeance upon the trifling ones that had so foolishly tried to enslave it. Naturally, the demon moved to attack the Horde. ~==--==--==~ While the tumult outside had just gotten far more interesting, the Master had finally made his way to what a sign revealed to be the alchemy shop. Throwing the door open, he found half the people inside already dead, the one surviving alchemist being gripped by...something. Admittedly the Master did not recognize Mars, but then again some of his more boring minions were easy to forget. Coming to the conclusion that this was just another member of the Horde that he had forgotten about, the Master addressed Mar, "Well, be done with that fool and help me find the explosives. They must be kept somewhere around here, and the Horde will not leave empty-handed!"
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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I am Sir D'Artagnan... The rabbit bowed his head towards Torrens seeing the man making quick work of the dwarfs,His eyes now moving towards the demon hovering above him.His small hands gripping his sword whistling for his wolf companion to come join him.The voice of The Master was which sent shivers down his spine but didn't think much of it as his wolf companion came by to help kill the few dwarves around them. "Fenir come..kill them..." D'Artagnan commanded his wolf who nodded with the two heading towards the incoming dwarfs now coming towards them.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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The gigantic demon crashing through the buildings was a bit of a surprise to Torrens. He guessed it must have been summoned by the Master to wreak havoc on the outpost, although it seemed that yet again the Master had overlooked potential severe collateral damage. The gargantuan demon had paused in its charge to some tunnel and seemed to take a moment to reassess its course of action, before turning and searching the streets, its eyes resting on Torrens. It seemed angry, vengeful, all signs of a demon who had just broken free from enslavement. Torrens sighed. This towering demon with glowing incandescence and sulphurous breath was almost certainly immune to fire. "I hate fireproof enemies," he muttered to himself. With fighting likely to be incredibly inefficient, Torrens decided to try the diplomatic approach. Cupping his hand around his mouth to project his voice to be heard by the gargantuan demon, he called out, "Hello there, fellow demon. Shall we go slaughter some dwarves together? Hundreds of innocent townspeople must be cowering around here somewhere, ripe for the butchering. Easy pickings, eh?"
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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D'Artgnan was still fighting the demons around him along with the help of his wolf,The two were mowing down the dwarfs around him trying to ignore the huge demon that was now looming over them.He wasn't one to convince people he was more of the only way to win a argument is with a duel even if he was to try to convince someone he wouldn't do a very good job of it. The rabbit hoped that Torrens would clam down the demon and convince it to help them instead of kill the group.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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After her explosive destruction of the Dwarves, Emily floated casually around town, not really seeing anything she could lend her aid to. The mopping up was going down quite nicely now, so she let her mind go inward, to chat. 'So, riddle of Spitfire. Got anything to do with the dwarves? They seem prety dam small, after all' She mentally quipped, to a rather happy shrill from the Kitsune. 'Yes, actually. I knew you where a smart darling when I first saw you' the Kitsune kooed. But, before anything else could be said, a giant bloody demon started wrecking shit. Master didn't tell her not to kill it, and she had never seen it before, so Emily held out both her hands, slightly cupped, and started to create a pure white flame, with the assistance of her other spirits. 'Ohh, that looks shiny' The Kitsune put in, before grinning. 'I got a great idea. Think of it as an enhanced delivery system' she told Emily, before imparting her plan. Emily had to admit, it was a good plan.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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D'Artagnan was still fighting with the dwarfs noticing the big fire created demon was now rushing at them,"Well i guess that did not work out so well damn it to hell..." The small rabbit figure turned his head to speak to Torrens,"What is the plan now then comrade?" He yelled over the rumbling of the ground below them and the death screams of the dwarfs he was murdering. His wolf was still helping him kill the rest of the dwarfs that were in front of them and would get in their way if they needed to escape.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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As the demon charged towards them, Torrens sighed and muttered a curse. Torrens turned his head to look down at D'Artagnan. "Unless you have a magical sword of demon slaying, then I would recommend that you leg it. That little knife isn't going to do any real harm to this monster." As he looked back to the demon and began plotting his angle of attack, Torrens added, "Besides, all the dwarves are fleeing too. You should probably chase them down. I'll hold back this guy." As Torrens moved into a battle-ready stance, though, he was still apprehensive about this encounter. The simple technique of burning it before it reached him wouldn't work all that well, so exactly what he did would depend strongly on what the demon did. Would it pick him up? Try to eat him? Slobber lava over him? Stomp on him? Throw him away? He would have to be adaptable. Before the demon reached him, Torrens pointed his fingers towards the demon's head, took careful aim, and fired two bolts of white-hot plasma at the demon's eyes. It was a long shot- the demon seemed fire-immune, which probably still held true for temperatures a couple thousand degrees above normal, so it wouldn't burn; the eyes were small, erratically moving targets, which would make it a difficult shot even for Torrens; and if the demon had a blink reflex it would probably blink and mitigate a good portion of the damage- but Torrens hoped that the intense energy behind such shots, or even just the very bright light, would at least temporarily stunt its vision. By now Torrens was out of time and the demon was on top of him, so Torrens sprang into motion, ready to dodge and weave and in general be tricky to catch.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Doom for everyone. Didn't seem very diplomatic, from where Emily was hovering, so she finished up her spell. Then, she squealed softly as the Kitsune tail popped out of her skirt. After a few experimental swishes, Emily smiled to herself. It would make for a very nice addition. 'And, can shoot fire' The Kitsune put in, mentally grinning. 'I am aware of that. Fox Fire is pretty dangerous without...this. So, I dread to think what is going to happen' Emily replied. Not actually dreading it, but just saying it for the effect. Once her spell was finished, she brought the tail forward, and held the pure white flame to the tip of it. Instead of doing what Emily expected and setting the tail on fire, the flame slowly dwindled, and the tail end turned lighter in colour, until it was pure white. 'So, you know what to do right? It's not like normal magic, this is Sonnetical' The Kitsune informed Emily, who nodded. 'I got it, don't worry' She replied, before pointing the tip of the tail at the Demon, currently bearing down on Torrens. "Ten no kitsune!" she shouted, and then hovered amazed as a pure white line of liquid fire burst from the tail, smashing into the Demon almost at the same instant as she had shouted, a few seconds before Torrens seemed to fire his own flame into the Demon's eyes. The thing looked tough, but what Emily had just shot off would cause lava to boil in a heartbeat, so flame immunity would not help it very much with this special little trick.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Though undoubtedly useful, bugs did have their faults. Clotho, as much as she liked her various minions, could not help bemoan their general degree of intelligence when she was forced to stop in the middle of a street and sort out a remarkably expansive bout of in-fighting among her troops. The Myrmidons, most obedient of the lot, generally disentangled themselves from the brawl when she hailed them, standing at rapt attention should whatever wounds they sustained allow it. Some of the bugs had, after all, lost limbs, antennae, eyes, and more to dwarven rifles, crossbows, firebombs, and sears. All the Lambent required to get the picture was a quick shove, but the Antlions, of course, proved the most obstinate. One, blind to reason and authority, even attempted to charger her down, forcing Clotho to duck out of the way, grab a mandible by the root, and rip it out with her bare but fury-empowered hands. Following that, the insects seemed more capable of listening to her. After a few moments, the cause of the squabble became apparent. A rich dwarf, holed up in a safe place during the invasion, had attempted to make a run for it with his retinue a number of chests, only to be pursued, caught, and killed by a patrol. The contents of the chests, from the choicest of foods to the most resplendent of jewels, tickled the greed and gluttony of every insect who came near, enough so to turn them on one another. Even Clotho, upon curiously plucking a ruby from the stony ground, felt her heart throb in lust for the entrancing jewel. Reflexively, like vomiting ingested poison, the swarm queen flung the jewel away. ”Don't touch this, any of this. It's cursed for sure. Find something else to keep you busy.” A round of slaps to any hesitant bugs helped speed the entire group on their way, their instincts overshadowing any resentment. Her attention flew to the enormous demon when it arrived. She watched it with a degree of hope despite how uncontrollable and evil it looked, and wondered if she was becoming jaded when it turned on her allies. Flexing her wings and finding them serviceable, though uncomfortably akin to being jabbed with a stuff thumb along the spine, she detached her rapier and took to the skies. Before her eyes the behemoth belched forth a pyroclastic flow of magma, raising the cavern's ambient temperature by a noteworthy margin and filling it with the echoes of his mighty voice. Knowing that her wings and carapace wouldn't tolerate direct heat for long, Clotho put some distance between herself and the oversized fiend, considering plans of attack. Contemplative, she observed both Torrens and Emily attack the demon with white fire, which Clotho imagined wouldn't do much. It seemed that this demon sported some kind of flesh, meaning that beneath its magical hide lay organs ripe for the penetrating. Though fortunate to Clotho, this meant a new problem: that of making an entrance. Her eyes alighted on D.Artagnan below, taking in his blood-splattered blade. Perhaps the two sword-users of the Horde could cooperate. Clotho dove down to hover in front of the rabbit warrior. ”Greetings, furred warrior,” she intoned in her usual, oddly-pitched hum, fairly deadpan considering the circumstances. ”If we work together, we may be able to strike down this foe. I can keep you safe and on the move as you attack it, and when you tear its hide, I can get inside it and attack critical points. Would you agree to this?”
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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"I will need something bigger then my sword to tear it's hide girly..unless i can find a catapult in tact to do some damage..." D'Artagnan said calming down his wolf who snarled at Clotho before being calmed down by the rabbit."Perhaps you can come with me and help me get to some heavier fire power and once i have weakened it then you can get it's damned heart' He added looking at the massive beast for a moment feeling even more helpless then before. The rabbit then looked back at the women thinking of a way to help bring down the beast in someway or another.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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The demon was the only thing that caught Balothiss off guard it's laugh directed his attention towards it he swore in the giant dialect and backed of of the foray of combat dodging a dwarven axe and getting nicked by a short sword. The infernal beast had set it's dreaded gaze upon Torrens and mightily roared about doom for everyone and apparently for somereason lumbered towards him, Balothiss thought the deamon was the masters creation and it was on their side. Balothiss wiped the sweat from his eyes and forehead he was slightly confused by this and now was concerned for the team, he surveyed the area and saw a rabbit swordsmen and a few of his other comrades. He lumbered towards them and joined them looking equally confused, he stepped towards the odd rabbit fellow Balothiss did not sheath his sword rather putting on his shoulder and stepping towards the furry warrior who looked quite small to him. "You rabbit with the sword I am not familiar with you but we all work for the same master, this deamon is a problem rather than what I usually do I think I might as well work with people around me so what do we plan to do with this infernal fiend!" He asked the rabbit man with an awkward disposition, he seemed quite awkward amongst the Masters other servants since they were all at the very least smaller than him and he did not really understand what sort of tendencies these people have.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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"Well follow me to one of the towers their has to be a catapult or a cannon or anything that can help us take down that thing" D'Artgnan said now riding his wolf towards the tower cutting down the cowering Dwarfs in front of him.The small rabbit made his way towards the tower finally arriving at the door getting off his wolf telling him to come inside if called. The wolf nodded in agreement as the rabbit went inside to find something to combat the demon.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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D'Artgnan's lack of cooperative spirit earned him a disapproving sneer from Clotho. On an unrelated note, she found it amusing that the rabbit referred to her by her sex. Aside from her voice and general silhouette, there existed no immediately visible indications of her femininity. "Is that so?" She frowned at the wolf who'd threatened her. "I must have misjudged your level of skill. Forgive me..." The arrival of Balothiss provided Clotho an alternative means of assistance, though she did not get her hopes up. He proceeded to ignore her and address D'Artgnan, which seemed to the Swarm Queen massively counterintuitive. If someone needed help, did it make sense to ask an individual with proven power and talent, an affinity for leadership, and a record of triumph, rather than a newly-arrived stranger of diminutive stature and regrettable self-esteem? Clotho buzzed irritably while the two wasted time saying things she already knew, during which the demon continued to rampage. When the rabbit left, Clotho launched into conversation with Balothiss. "Balothiss! Your strength alone should be everything I need to make an entrance in the demon's hide. I can call my Lambent to carry you and drop you upon the foe, allowing your to perform a cleaving strike to tear it open from collarbone to hipbone. Then I can pierce its heart. Would that suffice you?"
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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D'Artgnan was heading up the tower finally reaching the top of the tower,Noticing a large catapults that were placed about the top of the tower.The small rabbit rushed over to one of the catapults placing or trying to move a rock onto the end part of the catapult."Just have to wait for em" He said to himself waiting for the demon to come closer towards him. "Steady...just keep your hand steady..." He said watching the demon coming closer before pulling the rope sending the rock hurling towards the demon.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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"It will suffice decently!" Balothiss nodded because the plan would certainly suffice he trusted Clotho and he wanted to do something other than mindlessly battle, the threat must be eliminated.
Name: Balothiss "Balo", "The Carver", "The Vile" Physical Form: Balothiss is 7 ft 5 inches tall and 200 lbs in weight, Balo is a Human with the blood of a Giant in his lineage, Balo has long black hair that he often pulls it back into a ponytail, green eyes and tanish coloured skin, Balo also wears a suit of Obsidian black plate armour with an attached tattered cape, Balo has many battle scars but the most prominent scar is on his face, Balo weilds a large Great-Sword that he calls "Reaver". Abilities: -Giant Blood; Balothiss because of his Giant heritage is exceptionally strong and quite durable, he is able to carry, lift and push more than a normal human can. -Expert Warrior; He is an expert in swordfighting and most other combat skills. -Magic (Sorcerer); Balo as a young boy discovered his magical abilities as a Sorcerer and has honed his abilities ever since and is still learning his skills. -Flameing missiles: Balo can hurl bolts of fire at his enemies. -Light: Can conjure a floating ball of light to provide vision in the darkness. -Detect Magic: Balo can use this spell to sense other spellcasters, magical traps. -Berserkers Avater(Unlock Later): Balo unlocks the potential of a Berserker and when he activates this spell he becomes wild and feral using rage to guide his actions and becoming even stronger in combat. (Balo will learn more spells as he progresses through his adventures.) -Criminal: He was a criminal before he came to the Cave and he still has a few tricks of trade. -Reaver: Balo channels his might through his sword and he is able to work in harmony with the heavy blade as if it was a Long Sword or maybe even a Short Sword. ( Later it might become a bit more magical) Personality: Balothiss is both vile and corrupt only wanting more power, he is also very impatient and hotheaded at times but he enjoys ale and loves combat a lot, he is somewhat reserved and reclusive at times often reading books about magic and often reading many tomes in his spare time. Wants/Needs: Balothiss is driven by bloodlust and joy of combat but also the lure of power, and fame but most of all he is driven by his goal to become the most potent of all the Sorcerers becoming the best spellcaster ever. Relationships: Will be filled as RP progresses. Backstory: Balothiss was exiled from the kingdom he had came from for countless killings of innocents and the brutal murder of the king in front of millions in the gladiatorial stadium, he hadn't killed all the innocents that he was accused of killing it was some of his associates who turned him in because he was becoming corrupt. Balothiss stumbled upon the Cave of the Dungeon Keeper on his journeys of exile across the fields which are endless and he took refuge there and met the Dungeon Keeper who he feared greatly and held in high respect, more than anyone and he challenged Balothiss to kill a monster as a challenge to take shelter here and Balothiss accepted the challenge and mirdered the beast and gained the title Balothiss "the Carver". Other: Nothing to add.
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The demon's charge was halted by the glob of anemic fire that the kitsune had launched. Ducking, it managed to get off with a scathing blow before the magical flames collided with the cavern wall and incinerated pure stone. Holing in pain, it stumbled forward and was disorientated for a time, albeit far from dead. When D'Artagne surprisingly managed to find a catapult within the confines of an underground city (as it was, the dwarves in a great show of laziness had designed a catapult to hurl slag from the smithies off into a nearby, vacant cavity where it could be forgotten) and unleashed a hail of stones upon the demon, that did it share of damage as well. The thing fell backwards. Scrambling to its feet, in a few great strides it finally closed the gap between itself and Torrens. With a flurry of blows, it would prepare to pummel the heat straight out of the fire demon. Still, while it was distracted by other quarry, perhaps Clotho and Balothiss could see their plan into fruition and end the monstrous being rightly.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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D'Artagnan jumped up and down glad that he had gotten a hit on the demon,"Good now i'll give you another taste of these catapults.." The small rabbit was happily jumping around moving to the next catapults getting another rocks on the end of the catapult.Once the catapults was at the ready D'Artagnan pulled the rope releasing the mechanism. The rabbit hopped the rocks would hit the demon and give the group enough room to further their attack.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Torrens had only a moment to appreciate that he was not alone in this fight when he had to dive out of the way of a giant demon fist crashing into the ground where he stood a mere moment ago, shattering the chiseled stone road. While Torrens might be quite durable, he had no intention of standing there and getting pummeled. Instead he weaved and jumped and dodged out of the way of the demon's multiple fists, making his way to the feet of the gargantuan demon. Down here he was mostly clear from the arms, but not from stomping feet. But this was all part of Torrens' plan. As the demon raised one foot, Torrens took a couple of swift strides towards the other foot and threw himself bodily at it, reaching out with his hand for the demon's ankle. As soon as it touched, or at least came near, Torrens released several megajoules of energy in a single instant, a force equivalent to a couple of kilograms of TNT. This explosion should be sufficient to at the very least break the giant demon's ankle, if not sever its foot entirely. The blast also sent Torrens tumbling down the road like a ragdoll, trailing fire wherever he struck the ground. As soon as he came to rest, though, Torrens sprung right back to his feet, ready to fight or run as necessary. As usual, Torrens was unscathed by the ordeal, although his incandescence was slightly yet visibly weaker than before.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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A nod of Clotho's head acknowledged the response of Balothiss. "Good." Her wings beating too quickly to see, she flitted behind Balothiss and uttered a high-pitched chirp. Immediately, a trio of Lambents homed in on her position, and after receiving their instructions all four worked together to lift Balothiss into the air. Bearing this living load, they approached the enormous demon, and steadily gained altitude so as to be above it when the time came. For now, Emily and Torrens occupied the unholy giant's attention, enabling the swarm queen's group to get into an advantageous position. After a few moments they reached the opportune spot, and Balothiss dangled several hundred feet above the cavern floor, and more importantly, the target. If the Carver saw the height and felt inclined to back out, the opportunity was long passed. No way remained but down. Clotho smirked again. "Fortune be with you. If you do your job but splatter on the floor, rest assured I will weep bitter tears for you." With that, she chirped again, and as one the Lambents dropped Balothiss, sending the mighty warrior hurdling toward his target.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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Toppled over by Torrens' retaliatory blast and another barrage from D'Artagne's catapult, being impaled by both Emily and then Balothiss proved a mortal wound. Convulsing wildly as searing blood gushed from where it had mutilated, it let out a harrowing scream and flailed its limbs its a scything motion at Balothiss and anybody else unfortunate to be close to where it had fallen. Its spasms and howling grew rapidly more frantic for a brief time, until the thing simultaneously disintegrated and exploded. Rocky, demonic flesh crumbled to mere ash while the monster's burning heart erupted into a nova of flame. When all was said and done, nothing was left of the demon save the ash and bone that its demise has strewn everywhere through the cavern, as well as the destruction that it had inflicted during its brief time in the world. All the straggling dwarves had now been found and killed; there was no more resistance to speak of. Further back in the cavern, a seemingly oblivious Master hummed loudly to himself as he conjured another gateway to the inferno and brought forth wave after wave of imps. A small horde of demons advanced into the storeroom to seize the alchemical explosives that the Master had come for, but the red tide did not stop there. The rest of them poured elsewhere, invading and pillaging what few buildings had remained barricaded and safe, picking through the bones and remains of the dead, and braving the crumbling remains of houses. With the outpost thoroughly sacked and his minions already scouring it for every last bit of wealth, the Master now turned to his champions, the lot of them having had a few minutes to rest and regain their bearings after that incident with the massive demon. "Now how will we make this look like the work of the humans?" he asked in what could have been either a sarcastic or genuine tone. The look that he gave his followers was somehow both quizzical and lazy at the same time. No doubt the callous Dungeon Keeper was already bored yet again. It would appear that he had already forgotten about the demon that he had just summoned, having either missed the spectacle that it had created or simply being so unimpressed and indifferent as to not even comment on it. The two were almost equally likely, as those in the Horde of Evil were most likely aware.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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Torrens watched the death throes of the demon from the safe distance of where he had been flung to by the explosion. When he was spontaneously covered in a spiral of fire, he turned around, spotted Emily and gave her a salute in gratitude. It wasn't much energy, but it gave him a small lift after having lost a large portion of his own energy. As the imps surged out to loot the outpost, Torrens made his way to the Master, along with the rest of the Horde. As seemed to be the trend with the Keeper, no mention was made of the giant demon which only he could have summoned. The question of how to mask this slaughter as being committed by the humans was raised, albeit in a rather offhand manner, and Torrens, after a moment's thought, gave an answer. "The first thing to do would be to get rid of all the insect corpses and replace them with human ones. Make sure they look like soldiers who died in battle." He thought a little more, then added, "Although not too many. Humans tend to bury their dead or something like that."
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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D'Artgnan looked up at the direction the voice was speaking to them wondering if this was indeed The Master speaking to them,"Im sure we can do just that..." The small rabbit thought heading down the stairs of the tower.He was soon coming out of the entrance of the tower looking over towards Torrens. "So what shall we do now?" He asked Torrens since coming a bit late to the game he did not know the full plan.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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As D'Artagnan walked over Torrens looked down to the rabbitfolk warrior. He was an unexpected ally, Torrens thought, although definitely capable. Whether he was up to the whole evil business he wasn't sure. The rabbit may as well stick around for now, though. "We need to frame the humans for this raid. You know, to incite war between the local nations so that its easier for us to come in and conquer them both. Standard evil overlord scheme," Torrens told D'Artagnan. He then announced to the rest of the group, "I'm going to cremate some bug corpses. If anyone wants to help me out by gathering them all in a heap that will be greatly appreciated." Torrens then turned, waved and left, heading down the stone streets towards where the battlefronts were.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Emily was glad when the Demon finally died, but her Kitsune was scarily silent, obviously planning something. "Mountians..." She muttered, thinking about that riddle she had been given. Dwarves were small, but made their homes in the largest of places. On a hunch, she started to move towards one of the forges, to see if they did what she thought they where doing. The Master arrived, and instead of mentioning the giant near-fireproof demon they had just offed, he asked how to frame the Humans. "Spraying some dead around would be stupid. If the humans won, which they obviously have, they wouldn't leave a single body. You just need to have some sort of flag, or iconography, or some other manner of human-based claiming. Leaving dead bodies around would be to suscpicious" she put in, before heading off to a forge leaning against the mountian wall. 'Honestly, what would they do without me?' Emily thought to herself. 'Burn and die?' was offered, by the less sane spirit within her mind.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Despite doing little to the foe in question, Clotho took satisfaction in the defeat of the rogue demon. Of course, the entire situation displeased her. Competence meant avoiding mistakes harmful to one's operation, and an error so crippling as summoning a towering flame diabolos that couldn't be controlled struck her as particularly embarrassing. Still, the fault lay not on her head, so the end of the fight marked the end of her involvement in the matter. All that remained was to move ahead. Framing the humans for the massacre of the dwarven outpost appeared to Clotho, at least at first, to be a task for which she was singularly ill-suited. It irritated her, though for no discernible reason, that the only worthwhile feedback offered by her compeers so far was the incineration of her soldiers. To be certain, Clotho did not treasure the individual members of her insect horde, but she valued them and their battle efficiency far more than some allies she could name. As strong as a single fighter was, no magic or strength was infinite, and an individual could never accomplish as much as an army could. If not for her forces providing the main backbone of the attack, the dwarves would have beaten each member of the Overlord's so-called elite one by one, however enflamed their egos. As such, it rubbed Clotho the wrong way to see her comrades so eager to torch her servants. They were fodder, but deadly, effective, and essential fodder. An idea struck Clotho after a few moments. "My Antlions' pointed legs and weight have made indents in the softer portions of the ground. I can get my Myrmidons to smooth the streets out. My methods of fighting differ from the humans; they use arrows and siege weapons on wheels. If we have arrows and wheels in stock, we can simulate the aftermath of battle. Tracks here, stuck arrows, split ones. Some human weapons we've gathered can be damaged and littered about as well." The swarm queen issued some commands to her Lambent to fly back through the tunnels to the Dungeon and gather the requested items. "Should make for a convincing setup. I, however, am not needed, and will retire to my research." Her wings beat like a hummingbird;s in preparation to zip away.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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With the matter settled, the Master now took his leave back through a portal that he carelessly spawned. By the time that the ashes of the cremated dead began to grow cold in the dwarves' ruined hall, the Keeper was already beginning to set in place another of his diabolical plots. He spent the next several days in seclusion within his inner sanctum. Strange men cloaked in black (and other, stranger beings as well) began riding to the dungeon by night. It would seem that the Master was not as idle nor as incompetent as one might think; he had eyes everywhere in this land, and for whatever reason these spies that had first arrived in small trickles were now becoming an almost constant sight. The Master only allowed his precious solitude to be disturbed by reports from those spies. Every last blood slave that the Master had in his pen was dragged to the ritual chambers. Soon enough the dark halls began to reek of something foul: there was the heavy, metallic taste of blood spilled from the countless sacrificial victims, but the air was also laden with the sickening smell of sulfur and the infernal realms. Sacrifice after sacrifice were brought down, along with candles, incense, and other reagents for the rituals. What came back up were all manner of horrifying monsters. Brazen demonic knights marched forth, their armor dusky and their swords bloodied from the perpetual chaos and fighting of their home plane. They were followed by winged vanguards with flesh that smoldered with sickly green flame and all manner of cruel weapons in their hands. Horror after horror was summoned to join the Horde, and it was with an almost desperate frenzy that the Master and his imps worked to tirelessly summon more. Among all those that surged forth from the infernal gateways was one...more unusual being. He shrouded his form within a thick cloak, a masked hood, and boots that seemed to make no sound as they touched the floor. Concealed within his handwraps were extendable blades if one looked closely, but beyond that he had no weapons save for whatever might be within the strange satchel that he always carried upon his shoulder. His stature was rather humanoid, and indeed he might have passed for some sort of desert bandit were it not for two eyes that glowered with that crimson light that gives any demon away for what they are. This peculiar being practically radiated power and had a particularly sinister and shifty aura about him, though in all their haste and carelessness none of the summoners paid him much heed. He was quick to take to the shadows and skulk about the dungeon after he was summoned, meticulously analyzing everything and everyone from the comfort of shady corners. The first person to ask his name caught him off guard, and he answered with the first alias that came to mind. Faeles. In any case, one day the summoning rituals suddenly stopped. At last, just when the Horde was beginning to grow restless, the Master ordered his champions to cease whatever they had been doing to keep themselves preoccupied and convene with him in the depths of the dungeon. Once they had all made their way there, he began. "Those of you with half a mind might have noticed that something is afoot. The human kingdom has begun mustering every soldier that they can to raise an army the likes of which this land has never seen." While this would have been disastrous tidings and explain the recent flurry of activity, the warlock's tone had not a hint of fear or nervousness. Rather, he sounded gleeful and amused. Perhaps he had at last gone fully insane, for he stopped momentarily just to laugh with some sort of sadistic glee. He went on, "Their little army was even joined by some elves, though our recent work with that outpost has ensured that no aid will come from the dwarves. Oh, but they do not march on us! Rather, a rival Horde of Evil, led by some great brute of an ogre, declared war upon this kingdom. From some stronghold to the east, this rival horde marched through the northern mountain passes with an army in the tens of thousands. It will take every levy that the humans can muster to repel such a force. Naturally, while our rival and our mortal enemy weather down one another, we will move to annihilate them both. Before either of them so much as learn of our existence, it will be too late." While this sank in, the Keeper gestured to an empty space on the stone floor and a tendril of flame drifted from his palm to the cold surface. The fire scorched and superheated that small patch bleak stone until it began to glow. As one gazed into the depths of the searing rock, a strange picture of a faroff place became clear. The Dungeon Keeper allowed his underlings several moments to crowd the scrying spell and look for themselves; it flashed back and forth between the vast hordes of monstrous creatures on their unchallenged march through the humans' verdant fields and then to their distant stronghold, impressive in its grandeur but nearly abandoned. The few defenders there would put up a fight, but the Horde would no doubt prevail and manage to pillage that fortress for all its treasures. Suddenly the pounding of footsteps echoed from down a corridor and a line of demons, fresh recruits for the Master's army, stomped out in formation as they marched to leave the dungeon. "Gather your things over the next few hours and then fall in line! We march a short ways north for lands held by the orcish tribes; there are passes through the mountains there. By traveling that way, we will both go quicker and avoid drawing the attention of either of our enemies. It wouldn't do to distract them from killing one another." In the back of the crowd Faeles had stood and watched the whole time, shrinking away from the slightest glance and withering slightly whenever the Master's wandering eye lingered too long near him. Regardless, with most of the attention on the Master and so many creatures coming and going throughout the ranks of the horde, he probably was not so inconspicuous as one might think. When the Keeper finished his worthless spiel, Faeles lingered for a short while to let the others disperse. He would not be the first to leave, but neither would he be the last. He would blend in, until an opportunity presented itself...
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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Emily had spent the time since the attack on the Dwarven outpost mostly in the Mountians. She had learned the Dwarves used lava to fuel some of their forges, and that led to an exploration of the entire mountian network while there was a lull in Horde activity. She was so engrossed in this, that she was rarely at the lair, any almost always out. Never beyond contact, however. Even if Emily was to distracted to anwser, there was always one of the spirits in her mind that checked in, and maybe chatted a bit, if it was the Overseer, or the Kitsune. But, when the day came, and the Master called all his servants to the Lair, Emily was errily quiet. She could not, in anyway, be contacted. Even the spirits had gone silent, and the entire thing was as if she had never existed, or simply dropped off the face of the world. It was uncertain if the Master would even notice this lack, she was after all just another face in the crowd. A cute, spell-slinging face, but a face none the less. It was not as if she was the most favoured of them all, or had really done anything to attract the Keeper's attention enough to be noticed immidiately when she was mysteriously absent.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Torrens was not a big fan of downtime. Unlike most other beings, his strength decreases substantially over time, so if he were to just laze around the Dungeon for a week he would dwindle to little more than a small campfire. To keep that from happening, Torrens went on frequent forays out into the world, burning down entire forests just to keep his strength up. He even burnt down a couple of farms just for fun, although he avoided villages lest he draw unwanted attention to himself and by extension the Master. The rest of his time he spent in the Dungeon. He socialised, chatting with the other champions, or at least those who were sociable in nature. He noticed that Emily was not in the Dungeon. He had also noticed a new being in the Dungeon, who could be a Rogue Being, except that this being who went by the name of Faeles tried to slink away from all contact and questioning. This was rather suspicious behaviour to Torrens. It was possible that this was just in Faeles' character, but Torrens was still suspicious of this entity. He also inspected the work of the Keeper and his newly summoned minions. This was a familiar scene now. As a veteran servant of Dungeon Keepers, Torrens knew that every serious Dungeon Keeper had to have an army, and until now Clotho had been more of an actual Keeper than the Master with her army of insectoids. As soon as he first saw the winged vanguards, Torrens had been quick to scoop off a handful of that green flame which crawled over their hide. To his mild disappointment he noticed that it wasn't soulflame, but it was at least magical, which made it useful. After getting some more of it, by harvesting some and burning down half a forest with the stuff, Torrens took some time in his room behind the forge to experiment. The magic fire behaved much like normal fire, being hot and burning combustibles, but it was much more difficult to extinguish than typical fire, which is a standard trait of most magical fires. An additional benefit of magical fires is that they are much easier to manipulate into complex forms than normal fire. Back when he had possessed soulflame Torrens had been able to create fiery forms with complex behaviours, such as a decoy of himself, or homing fireballs. This stuff had none of those animated properties, but it still expanded his box of tricks substantially. Then, finally, the Master called a meeting. Torrens listened intently to the speech. When time came to inspect the scrying spell, Torrens was easily able to get a front row view, since nobody would want to get into a shoving contest with someone who's a couple thousand of degrees. As the description of the plan fell into place around him his face lit up with glee. As the champions began to split up, Torrens advised them, "You understand what this means? If this warlord is an actual Dungeon Keeper, then if we strike at his Dungeon and destroy his Dungeon Heart this warlord will become practically powerless." Torrens gave a maniacal laugh of his own and left, heading to the gathering army and joining their ranks.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Following the attack on the dwarven outpost, Clotho dwelt exclusively in the region of the dungeon converted into hive. The hatcheries worked around the clock of replenish and then surpass the raid's casualties, reinforcing the Overlord's army. Her alchemist worked to the best of his ability, aided by his assistant and even his captor, and in exchange for his labor enjoyed short hours and real food. When not overseeing her troops, practicing swordplay, or reading, Clotho experimented with new chemicals to try and tease a greater ability to manipulate life out of her stinger. One by one she incorporated new toxins, serums, and mutagens into her venom system, and just as quickly the flawed ones were expunged. Several of her insects gave samples for study, which Cloth broke down into their constituent components with acids before examining under a looking glass. Clotho's chief aim was to improve, be it her forces, her self, or her allies. The attitude of her alchemist and assistant gradually improved thanks to a steady dosage of special chemicals hidden in their food. Slight physical changes accompanied them, but they did not seem to notice. Progress was good. The grotesque rituals occurring elsewhere did not phase her or her horde. Practically a dungeon in and of itself, the hive's activity continued until its queen was summoned. Upon hearing the call, Clotho flitted into the lab. ”I am called for,” she announced. ”Proceed without me. By my estimation, we should be able to fabricate a type-IV mutagen this very day.” She noticed with smug satisfaction that the assistant girl appeared to have unknowingly grown mandibles. She zoomed into the gathering chamber and awaited the Overlord's appearance. To his announcements she listened attentively, believing his plan to crush both enemies to be plausible now that her own insect forces would be bolstered by the ranks of demonic warriors newly summoned. Dutifully she hovered above his scrying spell, examining in only a few seconds the significance of the image shown to her. All the while, she considered all she knew of ogres. Unlike the orcs, blindly aggressive and strong, and the trolls, renowned for their ability to wreck havoc not only physically but psychologically, the ogres always struck her as a surprisingly complex breed. Each individual had layers, the first one most often that of a brainless brute. An ogre as the commander of a rival horde of evil did not bode well in her mind. Scheming and strategizing already, Clotho made a beeline back to her hive to begin preparations.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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Faeles took his leave, moving right at the heels of that fiery demon that always had something to say. Torrens' tremendous heat was of no bother, and Faeles had a way of ironically looking even more hidden when he stood beside Torrens' glow. Perhaps it was only because the fire demon's incandescence tended to draw one's eyes; standing next to Torrens, Faeles was akin to a firefly next to the sun. When Torrens voiced aloud his thoughts about the Dungeon Heart, the Keeper remarked in passing to the leaving champions, "Yes...his Heart is an artefact of some sort, a rock that has been imbued with the very powers of creation. I have half a mind to claim its power for myself and bring down our rival's fortress using his own magic!" Chuckling at his own insidious japes, the Master turned and pranced off down a different corridor. Those that turned to look at the Master when he opened his mouth again might have noticed Faeles' head instantly snap to attention the moment that the artefact was mentioned. In some attempt to deflect any attention from his own suspicious interest in the Dungeon Heart and blend in with this tumultuous crowd, Faeles declared, "I will enjoy smashing this stone and watching the mighty ogre die." Quickly pacing down a few busy halls and corridors, Faeles found his way to the dark side tunnels that he usually kept to. After a moment the magic woven into his cloak took hold and he melded into the darkness itself, utterly invisible. He then moved at a brisk pace, making his way through a hidden crevice in the wall and into a hidden cavity. It was the recesses there that he retreated to for seclusion. Anxiously, the demon dropped that satchel that he always carried onto the stone floor and opened it. From within he procured something unusual: a looking lens. What appeared to be a mundane object was truly a treasure greater than any other in this hovel of a dungeon. Glancing into the lens, a picture of the Stone became clear. It was a magnificent, prismatic gem, set atop an obelisk...Faeles also saw the rival keeper's dungeon in great detail, the guards, the extravagant throne room that the obelisk was within, and even the warlord himself sitting lazily upon a throne as he waited for news from his generals. It was all far superior to the scrying ritual that the Master had performed at that wretched meeting. In fact, it would seem as if the Horde was walking right into a trap: though the dungeon did appear more or less abandoned, they would be in for a nasty surprise when they found that the Keeper himself was present. Done for now, Faeles opened up his satchel once more and placed the lens back inside. Similar to the lens, the seemingly normal bag was also an item of great power. Strong enchantments warped space itself, and so within that tiny pack one could fit an entire room. Faeles had it brimming with relics of all sorts of magical artefacts that he had plundered from countless worlds. This rival Keeper's magical stone would probably make a good addition, at least better than what the demon had expected to find upon entering this worthless plane. At the very least, this would all prove to be very amusing. Eagerly, the arch-thief slung his bag back over a shoulder and made his way to join with the others. He intended to be somewhat more conversational and do everything he could to make himself useful. He would blend in and serve well, gaining their trust until the perfect time. This was a ripe and rare opportunity, and he would not waste it. ~==--==--==~ The next two days were little more than monotonous and long marches, though of course half the Horde did venture off at times to indulge in the occasional looting of a farmstead or two; they would take any chance they got to break the boredom. Fertile grasslands and verdant forest gave way to more barren steppe and then finally to rugged foothills. Quickly what few farmsteads there were in these parts began to thin out more and more until there were none, save a few ancient ruins. These parts had been infested with orcs for the past century or two, and their merciless raids had driven out any frontiersmen. Eventually even the foothills began to give way to even harsher terrain. Deep and hidden caves, treacherous ravines, and all manner of gulleys and canyons lived in thee lands beneath the shadow of the towering peaks and wild mountain crags. The dirt was parched and burnt orange, while the exposed stone faces of the mountains were red like orcish blood. For another day the Horde negotiated the land as they marched onward, though it was only because of the flying demons' ability to scout ahead that the Horde managed to find good routes through this unforgiving land. The next morning they encountered a few orcish 'flags'. The local tribes had a rather mild and innocent flag, as far as orcs go: it consisted of a crude wooden stake in the ground, with a skull crowning the top and dozens of bones tied to the sides of the stick, rattling in the wind. There were still no orcs to be seen until later that night, when a few sharp eyed creatures spotted dark figures atop shaggy horses, eyeing the Horde from atop distant cliffs. Before the flying vanguards could so much as approach, the figures were gone. There were simply too many hiding holes to vanish into in these parts, and in all fairness the vanguards were probably loathe to fly too close lest they be shot out of the sky. Regardless, the Master so strongly suspected an ambush that he had the army make camp while a scouting party went on. In the confines of the narrow mountain pass that they were in, the aerial viewpoints of the various flying demons and even of Clotho's Macula were of limited worth, so it was necessary for some scouts to go on foot as well. For this the Master chose his best, those few champions that were tried and true: Clotho, Torrens, and the like. The one that looked like a little girl was strangely absent, the Keeper had noticed, but that was no matter. People came and went all the time, and her role in this could be replaced by D'Artagne. Faelis volunteered to go as well, keeping up with his determination to prove useful to the Horde and act ever so slightly more sociable. The Master waved on Faelis with an air of indifference, accepting the demon's offer to help. Naturally Faelis seethed inside at the Keeper's narcissistic, reckless, and ungrateful nature. It was a wonder to him that none of the others had acted on the growing displeasure that surely accompanied suffering the rule of that fool; to the arch-thief, even the smallest of slights was vexing enough to warrant vengeance. Thanks to his Lens of Farsight, Faelis was already well aware of what laid in store for them ahead. The local tribe had a particularly brutal and quarrelsome chieftain, who also happened to be a formidable shaman. Faelis was very interested in seeing how these others would fare against such a foe in battle, or even against mere orcish warriors. He had never seen any of the beings in this menagerie fight, after all. Approaching the others, he took the initiative and asked, "So, who shall lead our band of intrepid scouts?" He was not used to taking commands and some part of him burned to simply take charge of the fools right now, but his logical mind overruled such urges. He would be in a better position following the lead of another, though he would be sure not to make a habit of this sort of pitiful subservience.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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While there was still green in the landscape, Torrens had been happy marching along, for he could break off and burn down some trees whenever he felt, for want of a better word, hungry. However, the barren landscape of the mountains offered no combustibles, which meant that he wanted to get through them as quickly as possible or else he might be half dead before they even got to the rival Dungeon. Although, rocky terrain was familiar to Torrens, for his last Keeper had his Dungeon in mountains like these. Then he was assigned a scouting mission with some of the others, including Faeles. This Faeles person had started acting a little less suspiciously as of late. Nobody knew anything about him still, but at least he wasn't hiding or anything. Then Faeles posed the question of who would be leading. "That depends on whether we want to be sneaky," Torrens said, "If we don't care about being seen, then I should definitely take the lead, so if we get attacked they'll strike me first, and I doubt that'll be something which would deal me any serious harm. On the other hand, if we want stealth, then I'd better pull up the rear instead." Torrens looked over at the other champions in the scouting party. Clotho, D'Artagnan, Faeles. They looked like the sneaky types rather than the direct types, although he had given them the option either way. Being part of an army needed a team effort and cooperation, and Torrens knew that well.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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"I don't mind taking this lead for the scouting party...Unless anyone else wanna take my position..." D'Artagnan said looking around at the group,He didn't mind being the leader he was since he had experience with being the leader of a rag tag group to lead attacking their foes.His small eyes watching the group speaking to each other his small nose twitching.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Torrens looked down the D'Artagnan and analysed the rabbit-person for a few moments. Then he seemed to come to a conclusion, shrugged, and said, "Sure, makes sense to me. Lead the way, Sir D'Artagnan." Torrens motioned ahead with his hand, indicating for D'Artagnan to go. Looking to the other two people in the group, Torrens defended his decision. "I'm sure you can both admit that he is very well built for scouting across terrain like this. No point wasting time bickering. You two get moving, I'll bring up the rear."
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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D'Artagnan hopped forward not waiting for the others and hoped they could follow behind him,He was going to scout ahead with or without them either way he was going to do his job and get what he wanted. The rabbitfolk was heading out and would want to gain as much information as he could,Also since his kind we're excel in stealth he could do his job effectively.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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The miracle of flight was not a feat that just any mook of the Overlord’s army could readily boast. One truly began to think differently when granted the vast dimension of airy space above the ground. Even those who did reach the skies often struggled to keep the idea of boundlessness from overwhelming them. Possessed of that certain rush of euphoria from time to time when soaring high above the plains and trees, Clotho found it both literally and figuratively grounding to walk the earth. A disciple of the research hall, however overgrown with papery hive, she did not get out much, and actually enjoyed the opportunity to stretch her legs. Her long stroll along with her army did not afford her complete relaxation, however. When faced with the endless sky and rushing, exciting wind, feelings haunted Clotho of a past life—one where she dreamed of making her own fate in the world. Yet here she stood, mighty and militant, still nothing more than a subordinate. It caused her sorrow. If alcohol could be found among the Horde’s stockpiles, she would have tasted that relieving fugue. As the terrain changed, Clotho unwittingly shared in her Master’s discomfort, imaging the enemy to lurk in every corner of this unknown territory, however paranoid. When the order came to make camp, she allowed her Myrmidons, Antlions, and Lambent to settle in, finding or creating comfortable, shaded clefts to rest in. Clotho, meanwhile, warmed up her wings and took to the breezes to seek out the Overlord for orders. She welcomed the idea of an elite scouting party, and rendezvoused with the other members for a quick discussion before their departure. She landed between D’Artagan and Faeles, and attempted to volunteer for the requested leadership position only to be cut off by both the fire demon and the oversized rabbit in quick succession. ”I would have liked to extend my proven expertise in leadership over this squad as well,” she remarked, irked, only for Torrens to come to the aid of D’Artagan. She watched him hop off, not so much as waiting for his group to follow behind him. Clotho sniffed, coldly haughty. ”Brilliant. I wish our intrepid commander the best of luck.” Her words made it crystal clear that D’Artagan could lead as long as he didn’t expect her to follow, not that he’d given them anything to follow but a fluffy white tail. Clotho’s wings hummed and she shot upward into the air, becoming little more than an indistinct dark blur in a matter of seconds, which then began to proceed in the direction of the enemy fortification.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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D'Artagan looked behind him stopping for a moment to let the others caught up to him,"Sorry.." He spoke taking a moment to take a swig from his flask.The small rabbit gave out a small burp apologizing for it making his way to the enemy camp,The rabbit made his way to the camp now silently making his way a few feet away form a tent with some orcs inside.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Not as nimbly footed as D'Artagnan or capable of flight like Clotho, Torrens fell to the back rank of the scouting party, scurrying around boulders to try to keep up with the rabbitfolk warrior he had put in the front of the party. In vouching for D'Artagnan, Torrens realised that he had slighted Clotho, although he had no intent to apologise. Not yet, anyway. D'Artagnan had shown himself to be surprisingly capable during the raid on the dwarves, despite his diminutive stature, and Torrens saw potential in him. Eventually, D'Artagnan rounded a large boulder, and when Torrens reached the corner and rounded it, he saw the orc tribe. Evidence of its presence had been littered throughout the narrow valley leading up to this point, but its appearance still took him slightly by surprise, since Torrens had been travelling quickly to keep pace. He reversed back behind the boulder as quickly as he had arrived. Then, carefully this time, he poked his head around the boulder to see more clearly. It looked like a typical orc tribe. Quite flammable. He also saw the small figure of D'Artagnan, a mere blotch of fur at this distance, sneaking into the camp. Torrens smirked, and slipped back behind the boulder. Torrens was the kind of fighter to burst in and shoot everything with reckless abandon. However, he had enough tact to know when that was not appropriate, and until D'Artagnan or one of the others alerted the orc guards Torrens would lurk by the sidelines, waiting for the right time to strike. So he settled in to watch and observe from a gap between two boulders, a location he hoped would not be too revealing of him and his incandescence.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Faeles silently regarded D'Artagne, the rabbit having unilaterally proclaimed himself leader and then charged off, before stopping to apologize and wait just long enough for them to catch up before he went on again. The two abyssal eyes from within his hood turned towards Clotho, and for a moment his burning gaze locked with hers. Perhaps she sense a small fraction of the disdain and mockery that dwelled within his thoughts, but then the fleeting moment would be over in an instant once Faeles slunk off. He kept a distance from the others and always hugged the canyon walls where they existed or kept low to the ground where there was no cover, obviously skilled in this sort of stealthy work. His movements were deft and skillful even as he traversed the roughest terrain, his feet both fleet and utterly silent. So it was that he crept along in the shade, always just within sight of the others. While the rabbit D'Artagne crept forth, Torrens hung back, and Clotho looked on from far above as an invisible speck in the sky, three orcs sat in the crude tent near D'Artagne, the opening wide open for the scout to peer in. The trio of orcish warrior growled to one another in their characteristic gutteral speak, already in the middle of a conversation. "...elders speak well of Gormlag. Say he already great shaman. Gonna lead tribe to glory! War! Finally sack lowlands!" During his bellowing, that orc chugged from a horn of grog so strong and foul a medicine that its overpowering odor killed any of the buzzing flies that came too close. A second one sat nearby, fletching a wicked set of arrows with jagged tips of rusty iron, dipping their heads into a pot of some sort of oily poison before tossing them into a quiver. It was a third one that spoke, however, this one roasting a boar over an open fire. "Strong orc, maybe, but dumb one. Set own hands on fire! Fused them with stone!" "Smart orc! Good warlord! Better than old shaman," the drunken warrior roared back, seemingly taking personal offense. "Old shaman better! I go right up to top of hill and tell Gormlag, then smash his face!" "No, I smash your face for shaman! He reward me for your head!" "Da king laugh when I give him skull of both you and Gormlag! Gormalg no deserve da powers king gave him!" The petty argument quickly devolved into a drunken brawl, and the pounding of footsteps heralded the impending arrival of what would most likely be more belligerent orcs. It might be best that D'Artagne find Torrens and the others now, before he get caught in the middle of that fight... Meanwhile, outside the orcs' settlement Faeles sat near Torrens. Lazily he glanced towards the dying light of what little crack of dusky sky there was to see from where they sat at the bottom of a canyon. At last, his set of sharp eyes spied Clotho far above. Oh, if only she knew how much danger she was in up there. A light chuckle escaped from Faeles, the thought of the orcs' king coming down from its throne atop the mountain to squash the fly that dared trespass through his domain in the clouds. Awkwardly glancing towards Torrens, Faeles attempted to start a conversation. Laughing ominously to himself would do no good. "I do believe that I heard some peasant farmer mention these orcs having a king, once I held a knife to his throat and started asking questions," he spoke in a low tone so as to not draw the attention of anything that might be near. Upon mentioning his knife, he procured from within his handwraps one of his hidden blades and began to skillfully flick it about with one hand. He continued, "Yes, there was something unusual about this 'king' though, from the way I recall...I think that their king is a giant bird, one of the windrocs of legend? Or no, perhaps his little tale had their king a great bat, the way he spun it. Oh, if only my memory would serve so reliably as this blade..." The demon chuckled again, his echoing laughter somewhat disconcerting. He actually remembered quite well what their king was, and he eagerly awaited seeing the look on the face of that fool that all these called 'Master' when he learned just what sort of being had managed to terrify these orcs to the point where they served at its whim and worshiped it as a god of war. Oh how they would all cower when they beheld the true lord of these mountains! Suddenly, the sound of the brawling orcs caught Faeles ears. He looked towards Torrens with what seemed an amusement of amusement and pity, incorrectly assuming that D'Artagne had caught the orcs' attention. Still, he would probably prove to be right in anticipating that the rabbit might soon find himself in dire need of help."Shall we?" he whispered, already skulking towards the village in that effortlessly dexterous manner of his.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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As Faeles sat next to Torrens, he gave Faeles a nod of acknowledgement. When Faeles shared his intrigue, Torrens replied, "A king, eh? If he becomes a problem we may have to kill him." As Faeles elaborated, Torrens stroked his chin for a few moments as he considered this information. "Sounds like a creature of flesh, either way. Easier to deal with than the other sort." Torrens looked skywards, following where Faeles had looked earlier, and managed to spot the tiny speck which was Clotho, high above. There was no sign of this flying orc king yet, although he felt a twinge of concern for Clotho, who would have no idea that perhaps her greatest threat came from above. The distant sound of a brawl snapped his attention back to earth. He couldn't see D'Artagnan, which didn't mean much at this distance, but there seemed a good chance that this warrior had started fighting the orcs. To Faeles he responded, "Let's." Between his hands he generated a fireball, roughly a meter in diameter. Holding the fireball in his left hand, he took the pointer finger of his right hand and twirled it around the fireball, from top to bottom, binding it in the magical green flame and compressing it to the size of a baseball. Torrens took another look at the camp, took a few steps back, then threw the ball with a running overarm throw towards the camp. The fireball streaked across the sky like a comet, flying in a smooth parabola until it hit a tent across from the tent where the brawl had broken out. On impact the magical bindings were shattered and the fireball exploded, covering the entire tent in flames in an instant. If that didn't divert attention from D'Artagnan, nothing would. As Faeles slunk across the ground towards the camp, Torrens broke cover and also advanced on the camp, intentionally going in the opposite direction to Faeles. Glowing like fire in the dusk light, Torrens would be plain to see to all who looked in that direction. This was, of course, his intent. The orcs would see him and blame him for the fire and go after him, leaving their backs turned to the others in his party. At least, that's what Torrens hoped.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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As unconstrained as she felt in the air, Clotho could not help but feel ever so slightly ill at ease as she lofted far above the orc settlement. Not only did the savages never casually look upward, but they also sported no visible sentries whose jobs it might be to compensate for this oblivious tendency. For a troupe of mongrels neither stealthy nor subtle, the orcs appeared to be awfully comfortable out in the open like this, at least compared to human armies. Logically, this was some sort of flaw of the species, but Clotho decided not to make any definite assumptions just yet. Far below, things began to heat up in the camp. Threats spewed, tempers flared, and melee ensued. The Swarm Queen, witnessing this display, cringed. To her, or indeed any commander worthy of being called such, self-destructive behavior like this constituted one of the gravest offenses a soldier could make. She More disturbing, however, was the event that followed. A surge of brightness and color caught her attention, drawing her eyes to a tent reduced to cinders. Clotho’s eyes widened; such instant immolation could be the work of none other but Torrens, but why would the demon compromise the scouts’ stealth so recklessly? Looking back and forth, she saw nothing that warranted an attack, and only grew more dismayed to see Torrens and Faeles engaging the foe. A furious despair pricked her. The Overlord expressly assigned a scouting mission, not some mindless attack that could lead to the discovery of the entire Horde. Incredulous, Clotho scanned the ground again, and found nothing to explain her allies’ folly. Sure, D’Artagnan had snuck his way into the camp’s interior, but took no further action. Her mind raced to find a way to solve this problem, but only a few seconds later, Torrens had exposed himself. The lips of the Swarm Queen curled into a disdainful grimace. There would be no easy solution to this mess. From what she could see from her bird’s-eye view, however, Faeles and D’Artagnan had yet to show themselves. The essence of a plan popped into Clotho’s mind, one that hinged on nigh-impossible speed and precision to pull off. Folding in her wings, she began to dive, assuming a streamlined posture to shoot, bulletlike, toward the ground. In the gathering gloom, she would be difficult to spot, especially with a smelter demon practically prostrating himself before them. Now that the hothead is fighting, this entire operation can end only one of three ways: the camp is destroyed, or Torrens is, or Torrens and the rest of us are. Better a single soldier lost than an army detected. Clotho carefully unfurled her wings, spreading them to glide, and she swooped over the camp in a preconceived path. First she landed next to D’Artagnan, braking painfully hard and pressing herself against the ground to avoid detection. ”Do not engage the enemy. Torrens has picked a rash fight; we cannot avoid risking the Horde by revealing ourselves as well.” Clotho then rolled to her feet, crouched, and sprang directly up. She twisted around and darted toward the position of Faeles, using as circuitous a route as possible to remain out of sight. When she appeared by his side, she hissed, "D'Artagnan is still hidden. Everything was fine. Torrens is fighting, and you are engaging, for what reason exactly?" She then remained crouched next to him rather than fleeing again.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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D'Artagnan was listening into the conversation taking in as much information as he could,"Shaman?King?How interesting...." He thought to himself wiggling his cute pink button sized nose.Their seemed to be a distributes in their forces which could be wonderful if he or the others could disorganizes the tribe,However it seemed this would be a bit tougher then he thought with Torren making a big mess. "It is fine i know he can look after himself...he is a big boy" D'Artgnan responded thinking that Torrens could look after himself and it would make for a good cover for himself.The small rabbit was hopped as quiet as he could to find this shaman and have a word with him,Or if he could find this so called king of theirs.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Faeles stopped upon spying Clotho as she darted towards him. "I had thought to save the rabbit, but now it looks as if the fire demon is the one that might need saving," he answered Clotho's sharp inquiry with an amused tone, as if this was some sort of game. "Do you suggest that we remain hidden and let the reckless fool get himself killed?" Though the strange demon spoke with words blunt as a millstone, almost to the point of sounding sarcastic, his tone and the devious look in his eyes meant that he was considering it. Truth be told, he only cared for keeping up appearances for so long as he stayed in this 'Horde'. The fate of Torrens and D'Artagne was of little concern to him. "Or do you hope to deescalate this disaster of a scouting foray and negotiate with the orcs? That would interesting, though we would have to move quickly to salvage this situation now." The Arch-Thief cackled at the idea, looking eagerly to Clotho for her response. Meanwhile, the tumultuous brawl inside of the orcish village stopped as soon as it began. The sudden pyroblast launched by Torrens engulfed one of the tents immediately and immolated several nearby ones purely from the resulting heat and embers. In doing so it incinerated two or three orcs that had the poor fortune of being inside the tent or too close, and it singed a dozen more. Needless to say, a wave of panic swept through what were usually ferocious warriors. Undisciplined as the orcs were, the result was utter havoc. D'Artagne might be able to simple run through the village at this point without anyone caring; the orcs had greater threats to deal with than some sort of little rabbit-man in their village. Most of the orcs rallied and moved to sally out and meet their attacker, but others were terrified to the point that they fought their way through the surging crowds to retreat deeper into the village. Upon setting sight upon the living inferno that was Torrens, the tide of orcs that were fleeing grew somewhat greater in numbers. Torrens would find himself soon faced with about a dozen warriors charging at him in an attempt to defend their village, heroic to the point of stupidity. Countless others poured out as well (this was no small settlement, and it seemed that nearly every orc was a warrior of some sort) though they shied back a bit, too timid to approach a fire demon. Meanwhile, atop a nearby bluff that overlooked the way up to the village, Captain Mog suddenly awakened to a pounding headache. His head throbbed; he looked down to his horn of grog and saw the thing dry as a desert. His fellow 'watchmen' were collapsed on the ground, slumbering for their mid-watch nap. As Mog peered down to see his village on fire, he blinked several times. His rather slow mind took several seconds to process the image shown by his eyes, though in all fairness his vision was glazed and his eyes tired. With a start, he kicked the others awake. "Bad guys! Shoot them! Shoot them! I go get shaman!" The other guards stumbled to their feet, grabbed their warbows, and arranged themselves into a line to prepare firing on those below. By that time, Mog was already sprinting like a mountain goat down a narrow dirt path that led to Gormlag's hut; the ragtag mob might fall to the burning creature that was attacking the village, but the mighty shaman would not be easily bested. He even had the power to call the king! It would be about fifteen seconds after the warriors charged at Torrens that the archers would begin to shoot. In that time, if Clotho moved she might too be seen from above and catch the attention of the archers above.
Name: Whatever his real name is, he hasn't told any of his minions. He demands to be called the Overlord, Master, Dungeon Keeper, or simply 'boss'. Physical Form: He may appear to be just human, a simple warlock, but make no mistake: possessing that frail human body is an ancient and incredibly powerful demon. The demon's unadulterated malevolence is made visible to the eye by the glowing lines and strange symbols that adorn his face, and his crimson eyes that seem to reflect the deepest pits of hell like a lake reflects the moon. Abilities: The Dungeon Keeper is essentially a demigod; he is aware of everything that happens inside his own dungeon (and with some simple magic he can see what is happening elsewhere), with a flick of his wrist he could incinerate a dozen people, and overall he could match at least five or six of his champions at once, blow for blow. On top of this he is a powerful warlock, capable of performing all manner of black magic, summoning monstrous beasts or brokering deals with other demons. He has two fatal weaknesses, however: the first is his human form. He is not the sort of demon that is a massive hulk of red flesh; he is stuck within this fragile body, and while he is harder to kill than a normal human he is still an easy target for any that can withstand his might for long enough to retaliate. His second weakness is that all of his power stems from what he refers to as his Dungeon Heart, and so this heart must be protected at all costs. For these two reasons, don't expect to see him fighting much. He'll have his champions doing that sort of dirty work. Personality: He is ruthless, seemingly without compassion or care for anything. Brutal and valuing effectiveness over all other traits, one of the quickest ways to his good side is to obey his orders and exceed his expectations. He is not much for words, and not terribly approachable either. Still, if one of his minions hatched a devious enough plan, he might at least listen and consider it. Wants/Needs: He's utterly hellbent upon enslaving the mortal races and conquering the world. Relationships: Unless listed otherwise, he feels rather neutral towards your character, or hasn't been left with any impression. Twich - He's watching this one. Twich seems both competent and useful, so the Master likes him. That Which Consumes Peace - The Dungeon Keeper is rather agitated with him, after the incident with Shukra. Shukra - Shukra seems rather ballsy and arrogant. Even though the Master took Shukra's side, he still feels that the warlord might need to be put in his place. Athinar - Bold, and seems like he might be a good leader. While he doesn't necessarily like Athinar, he will humor his request and grant him a few chances to prove himself as a leader. Backstory: This invasion of his has been years in the planning; for many centuries he writhed in the abyss of the infernal realm, until he finally managed to escape into this world. Then, he lurked in the darkness, always on the run, biding his time until he sensed that the time was right. Now, that time has come, and through various means he's been gathering together a horde of evil the likes of which this world hasn't seen in thousands of years.
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D'Artagnan found his chance trying his best to be sneaky running form tent to tent until he would arrive behind one of the tents,The small rabbit-folk was listening into the conversation the orcs we're having."Interesting...." The rabbit said to himself moving form that tent to the one the shaman was in waiting to make his move and speak to the shaman.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.
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Watching the not insubstantial force of orcs assemble outside their village, Torrens was starting to have second thoughts about his plan. While the part of the plan where he distracted the entire village to the point that sneaking through would be trivial had worked, he had failed to properly consider his own exit strategy. "Well, I asked for a fight and I got one," Torrens said to himself. He stopped running in his arc and turned to face his challengers, crouching down to prepare to sprint towards them. "Bring it on." In a burst of speed, Torrens charged towards the dozen orcs who were approaching him. About 10 meters away he brought up his hands and shot two of the orcs with fire bolts while maintaining his charge. Just before he was about to collide with the group he feigned to the right then tackled an orc to his left, smothering that orc in excruciating flesh-melting heat before letting it go. At this point the other orcs closest to Torrens would probably try to strike him down, but to their dismay or even horror they would find that their weapons failed to wound this demon among them. Torrens would get knocked around a little, but that didn't concern him. Now inside the scrum, Torrens released a cone of fire from each of his hands and spun around, engulfing the group in orange flames which weren't particularly hot but still enough to make hair, fabric and maybe even flesh alight. Then Torrens inhaled. The fire on any of the orcs which hadn't scattered after his last attack, however small, grew in size and ferocity until they covered the entire body of the affected orcs, immolating them. Torrens took a moment to stand there and savour the heat, walking up to each of the burning bodies in turn, since he would need every joule he could get if he was going to have the best chance of making it out of this fight. All the while, he was oblivious to the archers above who were aiming their arrows at him.
Name Umbra Physical Form Umbra Umbra has no real physical form, but rather takes control of various objects most often statues, and in rare occasions even people or animals. In order to get around this Umbra does have a human companion that he uses as a temporary body if the situation calls for it. Christopher His companion is a small child named Christopher who is around the age of 7 who stands at just under 4’. The child looks like a normal human commoner, and wears nothing but very simple clothing, a plain white t-shirt and light brown pants (both loosely fitted and slightly torn). Christopher looks very unkempt and often appears covered in dirt and grime. Abilities Umbra -Possess:Umbra attempts to take complete control of the person or object for an unlimited amount of time if successful. If the object is inanimate and is unprotected from magical wards then Umbra can possess it with ease. If he is trying to posses something protected by a magical ward or something that is living than it is slightly more difficult, and if the person is strongly willed or if the object in mention is protected by a powerful enough ward than Umbra will become unable to posses said object and will become unable to repossess something for the next twelve hours. -Inanimate Possession: If Umbra takes control of an inanimate object than he will be able to move around as that object as if it was another living being, only without the physical limitations of a normal human either, granting him as much as four times the physical capabilities of the average human. -Living Possession: If Umbra takes control of a living being than he is able to interact with people as if he was one. Though this comes with the risk of failure due to the person’s willpower and their own physical limitations, it is often the easiest way for Umbra to get around. -Trapped in Purgatory: When Umbra is not taking possession of an object or person he is unable to interact with the world of the living or be seen by those who inhabit it. -Frozen Touch: If Umbra is able to pierce or cut a living thing or object it will immediately begin to freeze until the person or object is completely frozen (It can take upwards of two days to become fully frozen from a minor cut, but a major wound can take as little time as an hour). The only way to prevent this is from fully happening is by cutting off the afflicted wound, using advanced healing magic or any kind of fire based magic to stop the spread. -Enemy of the light: When Umbra takes possession of a person or object he is unable to walk around or move in direct sunlight or any source of light as strong as sunlight, as well as unable to leave the possessed body because of it (fire lit rooms don’t affect him). If he comes into contact with any form of shade he is able to continue as if he wasn’t in sunlight. -Personality Disorder: When Umbra takes possession of a living being he will adopt that person’s characteristics and personality completely. -Flight: When Umbra is not taking possession of a person or object he is able to naturally fly from location to location at immense speeds. Personality Umbra Umbra is often extremely apathetic showing little care for morality or others around him beyond achieving his own goals and surviving. This makes him not inherently evil nor inherently good, but rather someone who will chooses the quickest and cleanest solution to solving a problem. Christopher Christopher is extremely outgoing and talkative for a small child. His childlike behavior is often easily noticed, and sometimes will go out of his way to show this to those around him. He is extremely naive and will attempt to befriend anyone or anything he sees. Much like Umbra, over the couple of years Christopher has spent with him he began to lose any concern over morality. Often seeing killing or other despicable activities as normal things that you must do in order to survive. Wants/Needs He has two ultimate goals, to find a permanent body of his own, one that doesn’t age, need rest, or get exhausted, and to be able to move freely in the sunlight. He is convinced that “the master” will be able to one day provide this to him or at the very least find him someone who can. Relationships Umbra holds a close relationship with Christopher. The small child being the closest thing he could have to his son he began to grow fond of him. Eventually befriending Christopher. Backstory Once a wealthy man named Jackson Rider, Umbra lead a life with little care until he found a beautiful woman named Rosana, who promised to marry him if he proved that he wasn’t only wealthy, but brave. Eventually he came to the conclusion the only way to prove this was to defeat a witch outside of the village, and bring back her head to show all of the towns people. As a week passed by he prepared buying weapons, armor, and potions to eventually defeat this witch. Eventually the time came and he set off on his journey, eventually arriving within two days. The witch though proved much more powerful than he had ever expected. To her, he was nothing but a mere bug waiting to be squashed maybe even less so. Before striking him down she found it more interesting to curse him instead. “A child born without soul to the newly wed wife. A husband to a weeping woman and a child without purpose in life. Forsaken by god and forsaken by man. Simply to prove one's bravery matches his wealth hand to hand.” It wasn’t long before he arrived home with feelings of failure and confusion. When he went to tell Rosana of his failure, she accepted him saying “an honest man is more virtuous and worthy of being my husband than the bravest of men,” and so they married. It wasn’t long until his wife told him of her pregnancy and the child was born not long after and was named Christopher. Sadly much like the witch had told him long ago his child was born without a soul. That day he journeyed to the witches hut, leaving behind both his wife and child. He begged and cried for forgiveness. For the witch to lift the curse on his son. She smiled wickedly and whispered. “Death will be both your salvation and your punishment.” She quickly pulled out a dagger and stabbed Umbra through the chest, whispering a chant. When he finally awoke he was greeted by the witch. “You are no longer man nor are you demon, simply Umbra taker of lives. Forced to walk in the shoes of others and the shadows of the night. Enjoy your son’s soul for yours.” After many years after that day, how many exactly is unknown to him, he slowly began to desire what he once lost many years ago. Eventually he stumbled upon the dungeon keeper. Sensing his power and strength he decided it would be best to seek his help. They eventually they came to a compromise, if Umbra helps him achieve his goals he will one day return the favor. Other -If Umbra is in the body of a living person and said living person suffers a fatal wound Umbra will not die, but rather he would suffer a great amount of pain and will be unable to possess a body for a great deal of time (usually around a couple of weeks). -There is no real way to permanently ‘kill’ Umbra, rather you can banish him to another plane of existence. While this can be accomplished through powerful spells or other magical means, the easiest way to do this would be to destroy his possessed body completely before the possessed can die. (Note: He can technically leave the possessed body at anytime so this would be best accomplished if he was under direct sunlight, or if it was by surprise.)
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Had she been human, Clotho would have furrowed her eyebrows in perplexed frustration. Perhaps this Faeles failed to grasp her meaning. ”Obviously.” Any reasons of his to ignore or even debate such a proposition escaped her. Torrens had his uses, of course, but she saw no reason to extend any sympathy for a being as despicable as a demon, whose primary function in battle could be accomplished by a sufficiently volatile firebomb. Pyromancers filled the world, and one as dull, cruel, and unlikeable as Torrens did not warrant any sort of special favor in her mind, particularly risking her life for him. Faeles’ next statement only furthered her ire with him. ”These brutes would slay me as soon as I stepped out, not that I’d even consider trying to reason with them. To salvage this situation, we must indeed move quickly: away from here, to let the bonfire sort things out for himself. Either he dies or the orcs do; either way, the Horde remains undetected.” In a high place a squadron of archers amassed, presumably to rain biting steel upon Torrens, and Clotho witnessed their formation. A moment too late she realized that by not escaping when she had the chance, she doomed herself to easy detection should she so much as flutter. Ultimately, however, she knew that remaining still would end up being just as foolish as making a scene. She waited, silent and stooped, while Torrens fanned the flames. Not seriously challenged so far, he had seemingly swelled in power, emanating a searing aura and brilliant, sunlike radiance. Now, Clotho reasoned, was the time; all eyes lay on the red-hot spectacle in the settlement’s center, and none but perhaps the arch-thief’s on the dirt-colored insect. Beating her wings, she took off and flew hazardously low to the ground, zooming in between tents and panicked orcs in a risky bid for speedy departure.
Name: Clotho Physical Form: Clotho is a foot taller than most men, with long arms and legs, and has a chitinous exoskeleton that is a dull brown-maroon in color. Four gossamer rounded wings, transparent green with orange edges, form into a cloak when not in use. Her shell forms into a barbaric-style armor around her shoulders, knees and thighs, gauntlets, and chest. Small spikes line many of the edges of her shell. Her face is crossed with seams, her nose is inhumanly sharp, and her wide mouth is lined with razor-sharp teeth. A shock of black hair more like spines protrudes from the top of her head. Additionally, her eyes are a bright, luminescent green, with layered pupil rings. Instead of hair, two membranous mini-wings protruding from her upper back form into a hood. Abilities: Clotho's wings grant her the power of flight, which she can perform with almost ludicrous speed and agility. Her insect carapace functions like armor, affording her ample protections. Hidden inside her left forearm is the Stinger, which she can project from her palm for stabbing. The Stinger can inject a variety of toxins into a target, all of which are manufactured chemically within Clotho's own glands. Such toxins include 'poison', 'paralysis', 'mutation', 'subordination', 'blindness', and 'calcification'. Cloth also has the ability to command bugs and parasites. Aside from conjuring flies, hornets, leeches, worms, and flesh-eating beetles, sometimes in vast swarms, she also controls her own minions in the form of Myrmidons, Lambent, and Antlions. These she orders around via chirp-calls, and she has no true leadership ability. The true combat ability of Clotho, however, lies in her rapier. With a barbed tip, it can slide into flesh cleanly and eviscerate it on the way out. Its flexible blade allows Clotho to lash the tip around when fighting, cutting and gashing opponents as she opens them up for a thrust. Its deceptive deadliness, couple with Clotho's uncanny speed and notable strength, make it a lethal tool of destruction. Personality: A certain conflict underlies Clotho's convincing exterior. Deep inside she is still Nona, confused and reticent and immature. This directly disparages with the aged experience of the that melded its soul with hers, whose bloodthirsty monstrosity has guided her thus far as a Keeper. The union of the two distinct spirits produced Clotho, a cunning, intelligent imperialist. Clotho is without conscious barring the distant, faint murmurs of the suppressed girl within her, and will kill without question, though good judgment keeps her from exercising this often. Though self-centered, she is more than willing to make alliances and deals for mutual gain, and will even adhere to them—an behavior unheard of among most such creatures. Wants/Needs: Clotho lusts for power and control. She wants nothing more than to rise through the ranks of her master and become both his most powerful warrior and most trusted ally. Eventually, Clotho wishes to gain the ability to become a Dungeon Keeper herself, though she does not plan whatsoever on betraying her current master. Relationships: None Backstory: Clotho was once human, an urchin of Virens. This premier logging town, situated in the Oerwood Forest north of the Saploya river, was home to over two hundred thousand, but never truly to a girl called Nona. Surviving by her wits and her knack for finding odd jobs, she later became reliant on the family of Theo Rosenstern. Theo, playing the nobleman as well as the romantic, sought to feel better about his own clan's success and gain a girlfriend in the process by hanging out with Nona and helping her get by. Ever in need of aid, Nona accepted, forming an uneasy relationship with the boy while trying to make ends meet. From a young age, the Biomancer's Guild of Virens, responsible for the magical acceleration of conditioning of the city's saplings and crops, had fascinated her, but her own lowly beginnings and ineptitude for magic estranged her from the organization. It was in this stagnation, during her nineteenth year of a woeful life, that a voice first reached out to her through her dreams. Its whispers, low and meaningless at first, grew in strength as she became more desperate, and finally its message became clear: journey into the jungle and find a special insect. After convincing Theo to accompany her, Nona left in the morning to pursue her dream. Hours later, she arrived in an unpeopled lumber camp miles from the city limits. Upon entering the shack at its center, she beheld a nasty-looking metallic green wasp confined in a jar. In a trance, she seized the jar -totally unresponsive to Theo's urges- and smashed it against the ground, freeing the wasp. Immediately it stung her, injecting into her the ancient soul of an insidious being of darkness—Kafka. The two minds, girl and monster, melded, and in the process her own body transformed into its current state. Long before the modification finished, Theo took to his heels. That day, Clotho came to be. From there she imposed herself on the forest, thinking to become a force of darkness. Though the self-appointed Vermin Queen stockpiled quite the retinue of mindless insectoid minions, and gave the nearby towns a great deal of trouble, she never quite lived up to the status of an evil overlord. After a botched attempt to obliterate her former hometown caused an army of avenging townsfolk to converge on her lair, she fled south until she happened to find one of the Overlord's bands. After wiping the plains with them, she sought the Overlord's dungeon, and pledged her service to him without question.
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D'Artagnan was now close enough to the tent hearing the voice of the shaman,He was alone so the rabbit would have time to convince the shaman to let the group pasted Torren be damned.The only problem would be if he could actually convince the shaman if not then he would have to try another method. "Damn it i hate talkin..." The rabbit-folk spoke to himself walking though the back of the tent behind the shaman,"Hello Sir elder" He said bowing his out of respect tapping into his knight days.
Name: Sir D'Artagnan Gender: Male Race: Rabbitfolk/Coniglio Physical Form: His race Rabbitfolk also known as Coniglio in his tongue are a race of rabbit like people that are skilled warriors and to a current extend thieves,Coniglio live in a region called Terra Di Coniglio where his race lives and for the most part live a peaceful life for the most part interacting with humans and other races but mostly like to keep to themselves. Skills/Abilities Hand of Demio: Skilled quick strikes to the torso to his enemies. Wind of Jouns: A quick dash to try to avoid enemy attacks. Quickness of Yri: A skill that lets him sneak in the shadows giving him a advantage sneaking around. Personality: Sir D'Artagnan is a proud sort of person hating being called cute or adorable by other people,He is also very stubborn doing things his own way having to be convinced strongly by others to be convinced otherwise.He has a strong personality in this he is a caring person to his friends and comrades going as far as throwing his life to try to save his friends. Because he was shamed by his king he is a bit washed up he can be angry and bitter towards royalty and knights. Wants/Needs: Sir D'Artgnan wants to gain revenge on the one who framed him. Backstory: D'Artgnan was born in his homeland called Land Of Rabbits by human tongue was born into a warrior family being trained by his father on how to be a warrior,Once he was of age he was a knight for his king named Sovrano who gave him many task and quest gaining favor with the king. Unfortunately for him during one of his quest he was framed for the murder of a member of the council.He was then exiled by his king where he does mercenary jobs and is a sword for hire. Other: His sword called Guarigione a iron sword with the runes of his people inscribed on the sides given to him by his father.