Azrael - Faithful Orchid, Demonic Hozen (Approved)
Kind of pushing it I feel, but if she tried to charge solo at the described garrison without a plan they could probably take her by virtue of 'having a fortress and mortars' if nothing else.

(If Salbazier actually submits the Shogunate Dragonblooded Highschooler I'm changing my submission, but for now have this one.)

Name: Faithful Orchid.
Appearance:
Image

Origin: Exalted (Infernal OC)

Backstory: Born and raised in the stringent environment of An-Teng, Faithful Orchid had a somewhat troubled life due mainly to her albinism, an unfortunate natural condition that aligned with the superstitious Tengese's ideas of the marks of their goddess of disease, death, and chaos, the Pale Mistress.

Shunned despite her attempts to be a model child and doing all her family asked her to, Faithful Orchid eventually became fed up and ran away from home. Living without a family is a very difficult prospect in An-Teng, and so she turned to thievery and banditry to survive. Finding she had a talent for murder, she became a successful bandit and managed to gather a gang of thugs under her.

Then the Prince of the High Lands rallied his forces and went bandit hunting, which he does regularly. Faithful Orchid's new 'family' was slaughtered, and she could do nothing to stop it. She got fatally wounded in the attempt.

Sitting on a battlefield dying, she cursed her fate and the gods that laid it upon her. Then she met Istrazak, a Blood Ape- a demon, something Tengese shun and loathe - who showed genuine sympathy to her. It tore apart the Prince's soldiers nearby, picked her up like a child, and moved away from the battlefield, where it made her an offer.

She accepted, and became one of the Infernal Exalted.

Personality and Life Philosophy: Faithful Orchid deserves her name, as to those who she deems friend and confidant, she is a staunch ally and loyal defender, but the opposite also holds true. Those she dislikes, and those who shun her find her wrath and tendency for violence to be equally sincere. She has sympathy for the lost, forgotten and broken, and tries to adopt those who were abandoned or orphaned into her ragtag family. She is not terribly bright, and combined with her newfound self-confidence has a tendency to make bad decisions.

Abilities:

Physical Parameters: Faithful Orchid is abnormally strong, able to consistently lift 450 pounds, or, in short bursts as many as 800. She can sprint 10 meters a second, leap 30 feet straight up or 60 feet horizontally, perform taxing physical labor for at least 10 hours before tiring, and her body is naturally hard enough to turn away weak sword strokes. Incidentally, Faithful Orchid possesses four arms.

Exalted Physiology: Faithful Orchid heals from injury approximately fourteen times as fast as a regular human, is extremely resistant to mundane disease, and mildly resistant to mundane poison. The Exalted are particularly hardy, and Faithful Orchid can stem bloodloss simply by willing her wounds to close, as well as being assured of total recovery from all but the most grievous or supernaturally inflicted wounds- her arm might be smashed to pulp under falling rubble, but it will right itself with time. Only complete amputation or something akin to a curse that prevents recovery can permanently injure her.

Superlative Fighter: Faithful Orchid exists at the peak of human skill in the field of 'hitting people with sharp and or blunt objects' and is only slightly less able in the use of bows or slings. The Exalted also possess the ability to enhance their skill at mundane tasks through expenditure of Essence, such that Faithful Orchid may even match a being beyond mortals, at least for a time.

Anima Power: Each Caste of Infernal Exalted has an innate ability that activates when they use large amounts of Essence. Faithful Orchid is a Slayer, and so when the light of her soul burns high, her form twists and shifts in horrific ways. Her face becomes a fanged snarl, her hands drip with blood, and she seems to grow and loom over her unfortunate victims. Those who see this nightmare visage are subjected to unnatural terror, and as a result they have trouble attempting to strike the source of their fear, and blind panic makes it harder to coordinate and plan with allies. Similarly, as the source of existential terror, Faithful Orchid becomes unable to feel fear while her Anima power is active.

Unwoven Coadjutor: Infernals are not often alone with their thoughts, as the demon that bore their tainted Exaltation to them merges with their mind and remains as friend, mentor, and chain to the will of the Yozis. Faithful Orchid has a Blood Ape named Istrazak sharing space in her mind, and so can talk with him in her thoughts.

Past Life Memories: At the core of an Infernal Exaltation is a Solar Exaltation, captured by the Yozi for use in their mad attempts to slip free of their eternal prison beyond the world. The spark of divinity is known to carry the memories and impressions of its previous host to its next, and so the God Lytek typically cleans away undesirable or unflattering memories before the shard is allowed to find a new hero to Exalt.

This is not the case for Infernal Exaltations, which are left uncleaned when they are let out to find a new champion of the Yozi. As a result, it is not uncommon for Infernals to not only receive flashes of insight, or remember facts and locations they never learned or been to, but to actually fully lose themselves in the lingering persona of their Exaltation's previous holder. Faithful Orchid can draw upon the memories of her past life in order to aid her perform various tasks, but this carries the risk that the memories will subsume her temporarily, leaving a shade of a dead man to puppet her flesh for anywhere from minutes to hours.

Outside Fate: At the conclusion of the Incarnate Rebellion, when the Gods cast off the yoke of servitude to their Primordial creators, the survivors of the Once-Rulers of Creation were maimed and imprisoned within the belly of their king, then cast out an eternity away from Creation, separated by the infinite wastes of the Primordial Cecelyne. Away from their Creation and its Loom of Fate, which forecasts the destiny of mortal men, the embittered Yozi were not particularly effected by lack of the Loom- they had created it themselves after all, in mimicry of how their own Mythos set the course for the fate of their servants and lesser souls. They are thus, completely divorced from normal 'destiny' and 'fate', and unaffected by it. As one of their chosen champions, who has supped from their power, Faithful Orchid shares this attribute. Existing Outside Fate, she cannot be the subject of divination based on such, and any attempt to forecast a future that includes her simply cannot account for any actions she might take. Even something like a fate-altering curse would have to first find some way to bridge this disconnection, though it may very well be possible.

Charms: The powers of the Exalted are referred to as "Charms", Faithful Orchid knows twelve of them, and will likely only learn more as a result of completing her Objective.
-By Pain Reforged: By use of this Charm, Faithful Orchid dulls her sense of pain enough that light wounds such as bruising and sprains become unnoticeable and cannot hinder her in any way.

-By Rage Recast: Faithful Orchid's Infernal power now twists her body in more concrete ways. When her anima flares enough that her anima power activates, Faithful Orchid gains one or two physical mutations (that she can choose to keep or discard once her anima dies down) from this list: Growing to 10ft tall and gaining appropriate strength (while becoming less agile), growing claws on her hands, her skin turning into red demon hide that can withstand small caliber bullets, or her muscles bulging grotesquely and becoming much better at damaging things by hand.

-Scar-Writ Saga Shield: This passively raises Faithful Orchid's physical toughness to the level previously stated.

-Pathetic Distraction Rebuke: Allows Faithful Orchid to ignore any circumstance that would make it harder to accurately parry an attack with her weapons or her hands. Further, the more injured she is, the better she gets at parrying attacks, until a certain threshold whereby By Pain Reforged no longer applies.

-Countless Cities Clotting: This Charm increases the rate of Faithful Orchid's natural recovery to the amount listed (from four times a normal human) at the cost of horrific scarring of brass or basalt that fades in the time it would have taken her to heal naturally.

-Palate Without Limit: Massively increases the sensitivity of Faithful Orchid's sense of taste, allowing her to perform impossible feats like identifying someone's age, weight, or even eye colour by tasting sweat that belonged to that person, and less massively increases her sense of smell to merely dog-like levels. It also renders her immune to bad smells or tastes.

-Weight-Exaggerating Ego Density: Allows Faithful Orchid to increase her weight by 3x, making it extremely hard for others to forcibly move her and aiding her in holding down people, while not effecting her own ability to run or jump. It also increases her lifting strength to about 1100 pounds.

-Push-to-Shove Reply: Faithful Orchid can use this Charm to ignore any attempt to knock her down or send her flying away, and then redirect that force into anyone within 18 feet of her. The redirected force does not itself cause any harm, but the target's landing follows the normal laws of physics.

-Foe-Hurling Gore Strike: By use of this Charm, Faithful Orchid's strength is exaggerated when it comes to knocking her targets away, generally sending them flying yards away with a solid strike.

-Whorehouse-Flinging Muscle: This Charm allows Faithful Orchid to wield or throw any object she has the strength to lift as easily as she could a broadsword.

-Remote Satisfaction Demand: Allows Faithful Orchid to call any object she owns that she could lift with a hand and is within 9 feet to her.

-Erymanthoi Flesh Extravagance: The bond between Infernal and Coadjutor has reached the point where Faithful Orchid has taken on certain characteristics of her demonic companion. Namely, she can climb and swing through vines and trees at nearly twice her normal speed.

Equipment:
-A patchwork shirt of iron chain that she has cut and grafted together to fit her extra arms.
-A knife, a one-handed sword, and a two-handed iron club.
-A simple sling and pouch of rock bullets.
 
Because wildfires are a thing and a part of the natural life cycle of forests.

Vaaka represents that cycle by constantly burning and regrowing.
I bet he just has has the hardest time keeping those dryads away from him in that case.

Blackout is the treeman. always_confused is a dark elf sorceress, they just posted info on the relevant magic.
Whoops... my bad.

Ah.... the winds of magic always are such fun.
 
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Name: Aeresia

Appearance:

Origin: World of Warcraft

Personality and Life Philosophy:

In the Light, We triumph.


Before the Orcish Horde's campaign of genocide on her people; Aeresia planned on becoming an Anchorite, a Priest. Like many of her people, she believed that their eons of running had come to an end. With this reprieve, she hoped to one day bring the Light to the natives of Draenor.

But the pillars of that life came crashing down once the Orcs made their terrible deal.
She spent weeks hiding from the orcs in the ruins and rubble of her home. Which is why she now suffers from claustrophobia. As well as other, more physical, scars.

After the war she built walls around her feelings. She became slow to trust others, and even small tasks she insists on doing on her own. Aeresia will often choose to overburden herself rather than ask someone for help. She has a tendency to push people away, but will also guard them if they manage to get through her emotional walls. This is not a flaw that isn't aware of, but rather embraces with open arms. If someone wanted to earn her trust, they would work for it and those that don't aren't worth crying over.

When she isn't off on another task to collect boar meat for villagers, she spends her free time in meditation, contemplating the nature of the Light and looking back on the events of her life. Or, if she is able, she will spend her day reading the scriptures she has collected from the races of the Alliance. She knows now that Argus won't heal with what knowledge she has now, and that she must grow with the light if she wishes to retake the homeworld of her grandparents from the Burning Legion. Even after the defeat of Sargeras, Argus remained a burning twisted ruin with demons pouring from open portals. She hopes that she will be able to return to Argus, and help heal the damage done so long ago.

Aeresia believes in the Light, and in the Naaru. These beliefs are the driving force behind her power as a Priest. No matter how dark things might get, she will always hold onto her faith. For her, hope is an indelible force.

With this faith, and an unshakeable will, she uses the Light to scour the land clean of evil. Whether that evil be Orcs, Ogres, or remnants of the Burning Legion. All will one day meet justice; either at her hands or someone else's.

Aar-don'sha, ki kahl'dos!

Backstory:

Aeresia was born on the Genedar, or Oshu'gun if you speak the orcs foul language. 'Days' later, the ship which had been home to her people for thousands of years crash-landed on the world that became known to the Draenei as 'Draenor'.

She had a normal childhood. Her mother Illuna doted upon her (perhaps a bit too much) and nurtured her talents. Iluuna often brought her daughter to the temple of Karabor. There she spent her days learning about the Light from the Priests. Her father, a Vindicator named Meraak, brought her up on the tales of the Draenei heroes that came before. He wanted her to grow up strong and become a Vindicator like him. Which was something her mother had mixed feelings about.

As she grew older, Aeresia turned her inquisitive mind towards different pursuits. She, somewhat forcefully, apprenticed herself with a senior enchantress and learned much from her. Wrapping her mind around the Arcane was difficult at this juncture. But she persisted (pestered the enchantress more like) and gained a passing knowledge of Enchanting as the years went on.

It was Enchantress Ismae who suggested that Aeresia learn how to tailor her own clothing. It was both a means of escaping the rambunctious girl, and also as a way to keep her from destroying her own possessions. As was typical when you failed an enchantment.

Two centuries passed. Two centuries of growing and learning, of tearful reunions and joyful goodbyes, of loving the world that she grew up in. two centuries of peace lured the Draenei into a sense of security.

But everything changed when the Horde attacked.

She was in Shattrath when it fell, huddled with her mother as orcs battered against the city's walls. Of her Father, she had heard nothing. She and her mother fled as the city began to fall to the unrelenting attack. Fire rained from the sky, fired from Orcish war machines and fel-powered warlocks.

The Light had forsaken the Draenei that day. When Shattrath fell, everything the Draenei built came crumbling down.

Aeresia survived, somehow. She avoided Orc search parties and patrols by hiding in caves and in the muck and grime that dotted Talador. She fed herself on the few wild creatures that weren't caught and slaughtered by the Horde. Mud Jumpers, chipmunks, even snails and Sporebats became fair game.

This went on for years, until she traveled northwards. And in the Marshes that surrounded the Zangar Sea, she was found by one of the Rangari. The eyes of the prophet brought her to the secret refuge Telredor, and there she remained for quite some time.

Over the years, the orcs gradually became less focused on hunting down the remaining Draenei, distracted by some great project in the east. Aeresia became despondent. Only eating as much as she had to, only doing as much as she required. She stood on the edge, contemplating the end of everything as the world gradually grew more and more sick. As whatever darkness the Orcs were befouling Draenor with poisoned and corrupted the land.

She was among the least surprised when the land finally broke.

And she was among the first to volunteer when Prophet Velen announced his bold plan. The Naaru had not forgotten them, and the Light had not yet fallen into dark. Although Tempest Keep, a fortress of the Naaru that had come to aid them, fell to an assault committed by a foreign race, 'Blood Elves', there was still hope. If they could take some small part of the keep, they could flee the broken world. To step into the stars as her parents did before.

Aeresia grabbed a hammer, and with newfound purpose, joined the band of Draenei. They launched a covert assault on the Keep. They stealthily defeating the few defenders of the fourth satellite, and took control of the structure. The Exodar was theirs, and Velen knew what to do next.

But of course, with their track record it should come to no surprise that the Exodar crashed. Fortunately, they crashed upon the world known as Azeroth.

Aeresia helped carve a home for the Draenei, much as she could. Day in, and day out, she worked herself to the bone to help her people. She used what she had learned as a child to craft clothing, and helped Zalduun with aiding the injured.

She stayed on Azuremyst Isle, during the battle against Illidan and the Burning Crusade. With help from her people and fellow survivors, she began to heal. Slowly, but surely, the wounds that afflicted her gradually receded. Until, one day, she gathered up the courage to leave the isles.

She spent some time with the Night Elves, jumpy as she was. But grew calmer as she spent time with them, their people more alike than she realized.

When the Lich King launched his daring attack on Stormwind, she had thought to stay out of it. That plan didn't work out as intended, and she found herself volunteered for medical duty. At first, she aided with bandages and cleaning wounds to prevent infection. It was here, as she helped the wounded in Valiance Keep, that she met a priest. He was human, as were most of the people in the Keep, but the way he carried himself, and the way he spoke, made her feel as though she were watching a lecture given by a Grand Anchorite.

The battle against the Lich King went on. Aeresia kept the Priests words in her heart, and in doing so she could feel a comforting warmth build inside of her. It brought to mind memories of her mother's embrace, and the way her father held her hand and mended her scrapped knees after a long day of roughhousing.

After the defeat of the Lich King, and for a time the world was at peace. She returned to the Exodar and formally finished her training. The centuries spent traveling to Karabor to learn had come in handy when learning, but control of the Light needed more than book knowledge.

By the time Death Wing had broken Azeroth, she was ready to help the Alliance in a more direct way. Her journey took her across the world, from the reaches of Darkshore to the Blasted Lands and beyond. From the sacred Mount Hyjal, to the glimmering Deepholm.

Aeresia fought many battles, alongside many friends. Together, they've traveled to the past to regain a magical artifact, they helped Thrall defeat Deathwing, they've fought against Garrosh's Madness, against the Iron Horde (and she still has doubts about not staying in the alternate Draenor), and finally against the Burning Legion on Argus. When the Horde attacked Teldrassil, she was more than happy to fight back.

During a reprieve from all the fighting, she received a message from her good friend Chromie. There was something that Chromie wanted her to see, something called a 'Temporal Discombobulator.'

TLDR: Made this character during WOTLK and couldn't get into the priest thing at the time. Got to around Level 70 and sat her in Valliance Keep while I mainlined my Warrior. Only got around to playing her around the time Cataclysm released, and I've been maining her ever since.

Abilities

The Holy Light:

Also called Light magic, this power is a manifestation of the Light as directed by Aeresia's will. It heals, defends, and harms. Demons and the Undead are doubly affected by its power.

Aeresia prides herself as both a healer of the sick, and as a hero of the Alliance. Her school of thought is that it is better to not get harmed at all, than to experience the pain that comes with receiving a sword to the shins. She wraps her friends in a bubble made of light, Shielding them from blows with a single word. If they get stabbed anyways, they're one flash of light away from being healed.

But just because the Holy Light can be used to heal, that doesn't mean it is toothless. The Light burns the wicked, and Aeresia has become proficient in many uses of this aspect. She can call holy fire down upon her enemies, purging the wicked with a castigating blaze. She can throw bolts of light that burns and heals at once, and smite them directly with needed.
The Light is incredibly versatile, it can shackle the undead, lift ones spirits so high that they levitate. It can teather one to the caster and fling them towards them at great speeds. It can even purify curses and cleanse poison.

However, the greatest miracle that she wields with this power, is that of resurrection. So long as the body is in one piece, and the time of death was a short while ago, she can perform a miracle and bring them back to life. True, life. Not the hellish existence that is undeath.

The Void:

The other side of the coin, and why she's called a 'Discipline' priest. The Dagger Xal'atath taught her much about the void, and how it could be harnessed. With her faith and will tested at every turn, Aeresia learned what she could without sacrificing her sanity, and in doing so learned how to harness the Void for the betterment of all.

She first learned how to 'rewind' a wound by using this power. Not a true mending, like with the power of the Light, but a way to turn back the clock on it. Although fate can't be defied(too much), and eventually the wound will return if not taken care of. Shadow Mend is often a useful tool in emergencies. Likewise, she can use the power of the void to suppress ones pain, and encourage them to keep fighting.

Yet, that is merely the start. She can cause one great agony with a single shadow word, or attack their souls directly by striking out with void magic. The void can even be used to summon a shadowy creature, or create panic in the minds of nearby enemies. From here, she even managed to branch into minor control of minds.


Equipment

Light's Wrath
: Obsessed with cleansing undead from the world of Azeroth, the ffanatical Scarlet Crusade tried to create a second Ashbringer in the form of a staff. But, a dreadlord who had infiltrated the order intervened, interrupting their efforts and triggering a violent magical explosion. Although the staff's power henceforth proved uncontrollable for the crusaders, Aeresia tamed it after recovering the staff from where the Kirin Tor hid it.

This artifacts power was sacrificed to draw out the darkness from the sword of Sargeras and stabilize Azeroth's wounds.

Xal'atath, Blade of the Black Empire: Once a prized weapon used against the burning Legion, this artifacts power was sacrificed(with great protest from Xal'atath) to draw out the darkness from the sword of Sargeras and stabilize Azeroth's wounds. It has gone into a dormant state. For now.

Gilded Seraph's Rainment: With the assault on Antorus rapidly approaching, Aeresia and her order requested the help of the Army of the Light with crafting a magnificent set of armor. Together, they created these magical robes to protect Aeresia during the final battle. It offers the greatest protection the army of the Light could afford her, and bolsters her magical capabilities.

The Heart of Azeroth: "A living symbol of hope, borne by the champions of a dying planet. The fate of Azeroth will be shared by all her children."

Enchanting Bag: Contains various reagents for her enchanting.

Big Bag of Gold: Contains 1 million(give or take a couple of silvers) gold coins.
Pretty good and I will certainly APPROVE! it, however keep in mind that if you have Xal'atath certain things are inevitable. Also that the vast majority of the races will think you are a Demon as this is Classic, only the older Orcs would know the different.
OOC: Ok... I've decided to have a little fun and put a pikmin inspired sheet up. The human form is mostly because this character is a known shapeshiften and I can't see it's true form getting much conversation in.

Name: Epsilon (The Plasma Wraith)

Origin: Pikmin
Backstory:
A mysteries organism found on the plant PNF-404 the Plasma Wraith was first discovered by the delivery man turned desperate explorer caption Olimar, as the the strange organism had been following him, though at a distance since his very first foray into the planet, and was responsible for his disappearance upon his third major disappearance on the planet, the alien creature having activated his suits auto-sleep function though unknown means and having kidnapped him for reasons unknown, though strangely enough no harm had been done to the captain himself by the Plasma Wraith. Though it fought fiercely to defend it's captured prize the Plasma Wraith was ultimately defeated and forced to retreat back to it's layer in the Forbidden Oak, once again alone on a wild planet with naught but beasts and the strange plant creatures for company.

This however was not the end of the Plasma Wraith as though the initial object of it's mysterious obsession had vanished the strange life form had learned much about the visitors from others planets, and in turn had been inspired to look more into the history of the species of giants that had formerly held domain over it's home... humanity.

From what little it could learn about humanity the Plasma wraith crafted a new appearance and from what it had learned from the outsiders it had taken on it's new name, using a combination of their own naming scheme and the Greek Alphabet of humanity. It had taken a long time to grow to a size where it would be even passingly capable of imitating a true human, but eventually Epsilon has accomplished her goal.... all she needed now was others to interact with.

Personality
Lonely: Epsilon has spend a long time as one of the few creatures of real intelligence on her home planet.... with the exception of the pikmin whom as a result tended to alternate between nearly extinct and swarming the surrounding areas in massive numbers leaving her with a very long and very unpleasant experience of being alone.
Cannot into Social: Epsilons knowledge of socialization amounts to being aware of the fact that people don't like being attacked or kidnapped, and that's due to having tried the latter herself, she isn't going to be talking her way out of many situations.
Constantly Interested: Weather it's nature, societies, or technology itself Epsilon has learned to find interest in just about ever new experience she can get... probably because she didn't really have much to undergo new experiences in all her time on PNF-404.
Hello Sailor!: For some reason the Plasma Wrath has a strange obsession with sailors and the captions of ships... where she to encounter one she'd have to resist the urge to take him home with her.

Abilities
Shape-shifting: The Plasma Wraith is quite capible of changing shapes as it wishes having access to a humanoid form, a human disguised formed after a long period of at best semi-accurate research, and a blob form though she could probably learn more if she wished. However as it involves shifting her psychical matter Epsilons shapeshifting abilities are heavily influenced by the amount of her own mass she has available. Thankfully she can compress large amounts of her own mass into smaller areas so that she isn't encumber by the amount she has on hand. Additionally she can convert parts of her body into a different element, though this involves sacrificing a part of her mass in order to do so an as such she vastly prefers to use other methods of doing elemental damage such as her cores.
Corrosive Body: When in blob form the Epsilons body is mildly corrosive to entities that enter it, and can kill fairly weak creatures in sort oder.
Imitation Creation: Epsilon is capible of splitting of parts of herself and having them act as independent entities, usually based off of another creature she has seen in action. These creatures to some extant use abilities based off the things they've imitated but if an ability is particular esoteric or requires intelligence to use she the creation cannot utilize it, and Epsilon herself looses mass when creating Imitations.
Elemental Core: Epsilon is capible of splitting off parts of herself to create elemental 'Cores' a strange object that radiates an elemental aura such as Fire, Water, electricity or even solid objects such as crystals around it in order to do damage to nearby enemies. If the core is not destroyed Epsilon has reabsorb it in order to regain that mass she had used to spawn it, though conversely if an enemy resistant to the element she'd creates approached the core and destroys it she looses the biomass she'd put into some core.
Flight: Oddly enough Epsilon can fly in her true form, not very high or very fast but she can do it... and she can even skewer unlucky enemies from above if they do not pay attention.
Ship Bane: Epsilon or the Plasma Wrath as she is called is widely believed to be the reason behind the crashes of ships traveling to PNF-404 and is associated with a mythological beast known to sink ships and steal their treasures/captions, while she won't be sinking an entire fleet or something anytime soon any ship she gets to close to is very likely to have a string of bad luck.
Looks good from what I can see, although I pity any harbors you end up in. APPROVED!
Aqshy, the Lore of Fire, is the Red Wind of Magic, and it is the coalesence of the emotional experience and abstract of passion in its widest possible sense. It is the projection of brashness, courage, and enthusiasm. It is also an expression of the mortal feelings of warmth and heat that is often felt in a state of high emotion.
Aqshy blows down from the north as a hot and searing wind, unnoticed by those not sensitive to Aethyric currents. It is attracted to wherever there is passion, argument, or excitement. Actual physical flame also seems to draw the power of Aqshy.
Human wizards who feel the pull of Aqshy the strongest usually train as Pyromancers of the Bright Order in the Imperial Colleges of Magic. Those who do not get proper training often lose control of their powers and destroy themselves accidentally.

The Magisters of the Bright Order study the Lore of Fire, also called Pyromancy. Spells woven from Aqshy are aggressive, destructive, and vigorous, and the Red Magisters' spells range from simple but effective fiery blasts and flame-balls, to the summoning of massive infernos that engulf entire detachments of troops.
A Bright Magister can wield flame as other warriors can wield swords and bows. It is no coincidence that the Magisters of the Bright Order are esteemed above all others in matters of warfare, but are also favoured in noble courts as advisors and protectors.
In one sense, the Bright Order is the oldest of all the Orders of Magic, simply because basic fire spells were amongst the very first that Teclis taught to the base magickers and hedge wizards of the Empire during the Great War.

Ruin and Destruction - Causes a non-living object to instantaneously be destroyed as if by fire. The precise remains of the object after the spell is cast generally depend on its nature.. A sheaf of papers would be reduced to ash. A sturdy wooden chair would be reduced to a collection of charred bits of wood. A sword would be charred black and its leather wrappings destroyed, but the sword itself would be largely intact. The overall rule is any object that would be essentially destroyed by a prolonged fire is essentially destroyed by Ruin and Destruction. After the spell is over, the object is left cold to the touch. This is a touch spell.

Taste of Fire - Imparts one batch of food or drink with a fiery potency. This makes food spicy and imparts the burning flavour and effect of alcoholic spirits to beverages of any kind. A "batch" of food consists of a plate of food served to you, a common serving container of one dish (a whole stewpot, for example), or a single container of some beverage up to and including a whole barrel of water or keg of ale. Beverages which were already alcoholic have their potency increased to that of spirits. The effect of spicy food on those unaccustomed to it—the caster is always considered accustomed—causes intestinal distress for several hours.​

Flame Beam - A beam-like offensive spell that stuns the targets while causing continuous damage.​

Flashcook - The caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. This is a touch spell.​

Hopefully that should give you an idea of the Lore of Fire. Fireball, fire swords, shield etc. are all pretty much a given, so I added some of the more exotic (?) spells as examples to give more detail. :)
Thanks this is most helpful.
Damnit, I was just about to answer that question!:mad:
(The format, like the other ones I've sparked, tends to reemerge every so many months just when you thought it was all dead.)
And no matter how many minions you send I still haven't payed those royalties!!
Man, when it rains it pours apparently.

At least I hopefully gave him enough to last until he gets to the point that he can restock on cartridges.
Don't worry I am going to balance the starting locations to the players, also I'll pick ones that are nice and FUN.
Kind of pushing it I feel, but if she tried to charge solo at the described garrison without a plan they could probably take her by virtue of 'having a fortress and mortars' if nothing else.

(If Salbazier actually submits the Shogunate Dragonblooded Highschooler I'm changing my submission, but for now have this one.)

Name: Faithful Orchid.
Appearance:
Image

Origin: Exalted (Infernal OC)

Backstory: Born and raised in the stringent environment of An-Teng, Faithful Orchid had a somewhat troubled life due mainly to her albinism, an unfortunate natural condition that aligned with the superstitious Tengese's ideas of the marks of their goddess of disease, death, and chaos, the Pale Mistress.

Shunned despite her attempts to be a model child and doing all her family asked her to, Faithful Orchid eventually became fed up and ran away from home. Living without a family is a very difficult prospect in An-Teng, and so she turned to thievery and banditry to survive. Finding she had a talent for murder, she became a successful bandit and managed to gather a gang of thugs under her.

Then the Prince of the High Lands rallied his forces and went bandit hunting, which he does regularly. Faithful Orchid's new 'family' was slaughtered, and she could do nothing to stop it. She got fatally wounded in the attempt.

Sitting on a battlefield dying, she cursed her fate and the gods that laid it upon her. Then she met Istrazak, a Blood Ape- a demon, something Tengese shun and loathe - who showed genuine sympathy to her. It tore apart the Prince's soldiers nearby, picked her up like a child, and moved away from the battlefield, where it made her an offer.

She accepted, and became one of the Infernal Exalted.

Personality and Life Philosophy: Faithful Orchid deserves her name, as to those who she deems friend and confidant, she is a staunch ally and loyal defender, but the opposite also holds true. Those she dislikes, and those who shun her find her wrath and tendency for violence to be equally sincere. She has sympathy for the lost, forgotten and broken, and tries to adopt those who were abandoned or orphaned into her ragtag family. She is not terribly bright, and combined with her newfound self-confidence has a tendency to make bad decisions.

Abilities:

Physical Parameters: Faithful Orchid is abnormally strong, able to consistently lift 450 pounds, or, in short bursts as many as 800. She can sprint 10 meters a second, leap 30 feet straight up or 60 feet horizontally, perform taxing physical labor for at least 10 hours before tiring, and her body is naturally hard enough to turn away weak sword strokes. Incidentally, Faithful Orchid possesses four arms.

Exalted Physiology: Faithful Orchid heals from injury approximately fourteen times as fast as a regular human, is extremely resistant to mundane disease, and mildly resistant to mundane poison. The Exalted are particularly hardy, and Faithful Orchid can stem bloodloss simply by willing her wounds to close, as well as being assured of total recovery from all but the most grievous or supernaturally inflicted wounds- her arm might be smashed to pulp under falling rubble, but it will right itself with time. Only complete amputation or something akin to a curse that prevents recovery can permanently injure her.

Superlative Fighter: Faithful Orchid exists at the peak of human skill in the field of 'hitting people with sharp and or blunt objects' and is only slightly less able in the use of bows or slings. The Exalted also possess the ability to enhance their skill at mundane tasks through expenditure of Essence, such that Faithful Orchid may even match a being beyond mortals, at least for a time.

Anima Power: Each Caste of Infernal Exalted has an innate ability that activates when they use large amounts of Essence. Faithful Orchid is a Slayer, and so when the light of her soul burns high, her form twists and shifts in horrific ways. Her face becomes a fanged snarl, her hands drip with blood, and she seems to grow and loom over her unfortunate victims. Those who see this nightmare visage are subjected to unnatural terror, and as a result they have trouble attempting to strike the source of their fear, and blind panic makes it harder to coordinate and plan with allies. Similarly, as the source of existential terror, Faithful Orchid becomes unable to feel fear while her Anima power is active.

Unwoven Coadjutor: Infernals are not often alone with their thoughts, as the demon that bore their tainted Exaltation to them merges with their mind and remains as friend, mentor, and chain to the will of the Yozis. Faithful Orchid has a Blood Ape named Istrazak sharing space in her mind, and so can talk with him in her thoughts.

Past Life Memories: At the core of an Infernal Exaltation is a Solar Exaltation, captured by the Yozi for use in their mad attempts to slip free of their eternal prison beyond the world. The spark of divinity is known to carry the memories and impressions of its previous host to its next, and so the God Lytek typically cleans away undesirable or unflattering memories before the shard is allowed to find a new hero to Exalt.

This is not the case for Infernal Exaltations, which are left uncleaned when they are let out to find a new champion of the Yozi. As a result, it is not uncommon for Infernals to not only receive flashes of insight, or remember facts and locations they never learned or been to, but to actually fully lose themselves in the lingering persona of their Exaltation's previous holder. Faithful Orchid can draw upon the memories of her past life in order to aid her perform various tasks, but this carries the risk that the memories will subsume her temporarily, leaving a shade of a dead man to puppet her flesh for anywhere from minutes to hours.

Outside Fate: At the conclusion of the Incarnate Rebellion, when the Gods cast off the yoke of servitude to their Primordial creators, the survivors of the Once-Rulers of Creation were maimed and imprisoned within the belly of their king, then cast out an eternity away from Creation, separated by the infinite wastes of the Primordial Cecelyne. Away from their Creation and its Loom of Fate, which forecasts the destiny of mortal men, the embittered Yozi were not particularly effected by lack of the Loom- they had created it themselves after all, in mimicry of how their own Mythos set the course for the fate of their servants and lesser souls. They are thus, completely divorced from normal 'destiny' and 'fate', and unaffected by it. As one of their chosen champions, who has supped from their power, Faithful Orchid shares this attribute. Existing Outside Fate, she cannot be the subject of divination based on such, and any attempt to forecast a future that includes her simply cannot account for any actions she might take. Even something like a fate-altering curse would have to first find some way to bridge this disconnection, though it may very well be possible.

Charms: The powers of the Exalted are referred to as "Charms", Faithful Orchid knows twelve of them, and will likely only learn more as a result of completing her Objective.
-By Pain Reforged: By use of this Charm, Faithful Orchid dulls her sense of pain enough that light wounds such as bruising and sprains become unnoticeable and cannot hinder her in any way.

-By Rage Recast: Faithful Orchid's Infernal power now twists her body in more concrete ways. When her anima flares enough that her anima power activates, Faithful Orchid gains one or two physical mutations (that she can choose to keep or discard once her anima dies down) from this list: Growing to 10ft tall and gaining appropriate strength (while becoming less agile), growing claws on her hands, her skin turning into red demon hide that can withstand small caliber bullets, or her muscles bulging grotesquely and becoming much better at damaging things by hand.

-Scar-Writ Saga Shield: This passively raises Faithful Orchid's physical toughness to the level previously stated.

-Pathetic Distraction Rebuke: Allows Faithful Orchid to ignore any circumstance that would make it harder to accurately parry an attack with her weapons or her hands. Further, the more injured she is, the better she gets at parrying attacks, until a certain threshold whereby By Pain Reforged no longer applies.

-Countless Cities Clotting: This Charm increases the rate of Faithful Orchid's natural recovery to the amount listed (from four times a normal human) at the cost of horrific scarring of brass or basalt that fades in the time it would have taken her to heal naturally.

-Palate Without Limit: Massively increases the sensitivity of Faithful Orchid's sense of taste, allowing her to perform impossible feats like identifying someone's age, weight, or even eye colour by tasting sweat that belonged to that person, and less massively increases her sense of smell to merely dog-like levels. It also renders her immune to bad smells or tastes.

-Weight-Exaggerating Ego Density: Allows Faithful Orchid to increase her weight by 3x, making it extremely hard for others to forcibly move her and aiding her in holding down people, while not effecting her own ability to run or jump. It also increases her lifting strength to about 1100 pounds.

-Push-to-Shove Reply: Faithful Orchid can use this Charm to ignore any attempt to knock her down or send her flying away, and then redirect that force into anyone within 18 feet of her. The redirected force does not itself cause any harm, but the target's landing follows the normal laws of physics.

-Foe-Hurling Gore Strike: By use of this Charm, Faithful Orchid's strength is exaggerated when it comes to knocking her targets away, generally sending them flying yards away with a solid strike.

-Whorehouse-Flinging Muscle: This Charm allows Faithful Orchid to wield or throw any object she has the strength to lift as easily as she could a broadsword.

-Remote Satisfaction Demand: Allows Faithful Orchid to call any object she owns that she could lift with a hand and is within 9 feet to her.

-Erymanthoi Flesh Extravagance: The bond between Infernal and Coadjutor has reached the point where Faithful Orchid has taken on certain characteristics of her demonic companion. Namely, she can climb and swing through vines and trees at nearly twice her normal speed.

Equipment:
-A patchwork shirt of iron chain that she has cut and grafted together to fit her extra arms.
-A knife, a one-handed sword, and a two-handed iron club.
-A simple sling and pouch of rock bullets.
I'm not the most familiar with Exalted, but I'll Approve your sheet as I don't see anything that looks like a problem.
 
Pretty good and I will certainly APPROVE! it, however keep in mind that if you have Xal'atath certain things are inevitable. Also that the vast majority of the races will think you are a Demon as this is Classic, only the older Orcs would know the different.

I'm counting on it. I think it'll make for an incredibly interesting experience.
 
Speaking of which, I was going to put something called Shadowlight on my character sheet. But decided to remove it about half way through writing. But still, is it possible to merge the two after a lot of in character experiments?
 
Hopefully yes. If I manage to squeak in, first order of business will be improving my skills in combat and trying to learn Qhaysh.
 
Speaking of which, I was going to put something called Shadowlight on my character sheet. But decided to remove it about half way through writing. But still, is it possible to merge the two after a lot of in character experiments?
Explain what you had in mind and I'll consider it.
Speaking of locations, are the instance locations still going to be like raids that require more than one person (assuming they're not terribly overleveled/powered) to tackle?
Various locations will be treated like they would be if they existed, so for instance assaulting the home city of the Dark Iron Dwarves would require either a lot of preparation or help or simply being very tricky.
...Hopefully not FUN in the sense that it will end in FIRE, right? I mean, our characters still gotta survive.
Well i'm not planning on dropping a player in the middle of a Raid at least.
This does sound pretty interesting. @Sinsystems

Name: Patchouli Knowledge

Appearance:

Patchouli has purple violet hair and eyes. She has many ribbons tied to her hair and other parts of her clothing. She wears pink pajama-like clothing and a night-cap with a gold crescent moon on it.

Origin: Touhou Project

Personality and Life Philosophy:
She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. She is very pragmatic and she seeks to obtain more knowledge of Magic as much as possible. She detests the term of 'perfection'. To be 'perfect' is to be unable to improve any further. There would be no scope for 'improvement', not a single gap in one's knowledge or one's ability. In her eyes 'perfection' is tantamount to 'stagnation'. So to her progress and improvement is more important than any sort of static ideal like perfection. Perfection doesn't exist, there is always one stage above the other that need to be surpassed. She is ruthless towards those who stand in her way.

Backstory:
Patchouli Knowledge is a very smart, anemic and asthmatic magician from the Scarlet Devil Mansion. She has lived for hundreds of years, her past is a mystery to most. Not much is known about her prior to her working with Remillia or before Remillia came to Gensokyo with her entire mansion.

Abilities:
Patchouli uses the five elements making her an Eastern-type Western magician, the complete opposite to Marisa. Patchouli is able to handle the five elements (They are called Wu Xing) with the addition of the sun and moon elements. The order of elements she uses follows the days of the week on a Japanese calendar.
Elemental magic borrows the powers of spirits that exist in nature. Through this, she's able to receive great output from a small input. Since the Wu Xing elements interact with each other, she can combine them and multiply their power, but this runs the risk of weakening the overall effect unless the elements are precisely controlled. When she confronts enemies that likewise use spiritual magic, then the interactions of Wu Xing would imply that she can somehow effectively use her own magic and somehow inhibit the opponent's magic.
Patchouli can easily use other magical systems like the Western one which is her native one but she prefers to use the Eastern one. While she's capable of using advanced magic with great power, her poor health, asthma, and anemia limit her ability to use it.
Fitting her magic to the same attributes as the days of the week is her secret hobby, but nobody has realized this. Thanks to this, she doesn't mistake the day of the week, but oddly enough she doesn't have a good sense of the date.

Equipment:
-Patchouli is known to be deeply linked to her Library accessing the books in it at any time.

Name: Scáthach

Appearance:

Scáthach is an unnaturally beautiful woman. She has long violet hair and crimson eyes. She wears a full-body outfit that highlights her appearance. She also has golden pauldrons and a fancy headdress that only add to her overall majesty.

Origin: Fate Grand Order.

Personality and Life Philosophy:
Scáthach is easy going although she can be strict. From other people's perspective, Scáthach is a reliable Queen as well as a mentor. Rarely and only for a few people, Scáthach can show the warmth and flavor of a big sister looking after her younger siblings. Scáthach has a proud attitude and she refuses to bow to anyone. She was born into a ruling class and thus she
possesses the traits of a ruler. Scáthach is overflowing with talent, she understands more than anyone else that she is different from the mediocre, the average or even the talented.
"Because I am superior, I will rule over the masses."
"Ruling the masses is the duty of the ruling classes."
Although, despite holding such a philosophy, she doesn't try to put her desires over that of the people. However, she has no intention on becoming a slave for the masses.

Backstory:
Scáthach is the Queen and Gatekeeper of the unknown land known by the name of 'Land of the Shadows'. On carrying out her duties as the Ruler of that Land, she had to face many battles and throughout those battles, Scáthach ceased to be Human. She was known for being as a strong as a 'Monster'. Many people sought out her apprenticeship and only a few received it. One of them being Cú Chulainn, his son Connla, Fergus mac Róich and Ferdiad. Due to her newfound nature, the Land of Shadows eventually became completely separate from the mortal world, fully becoming a land of the dead. She was unable to become a Heroic Spirit on the Throne of Heroes, Scáthach had not ventured outside of the Land of Shadows for two thousand years. Unable to die, she could only wait until the time the World and its outside finally disappear and with it, her death.

Abilities:
Scáthach was known as a prodigy in both spearmanship and runic magecraft, a powerful individual who turned halfway into a Divine Spirit at the end of a long period of time. She was an elite warrior, an expert in magecraft, and slayer of people, wraiths, and gods.

Scáthach possesses the ability known as Wisdom of the Haunted Ground which was acquired as a consequence of surpassing humanity, killing gods and being left behind in the outside of the World. She can display a proficiency in many fields at varying levels depending on its complexity and can rapidly develop it over time. She often also uses this ability during combat which allows her a slight foresight into the battle. If she took the time and made enough preparations, she often predicted the future with such foresight, even the final moments of her beloved pupil Cú Chulainn. However, a prediction is still just that, a prediction and can be found faulty.

Scáthach has possession of and knowledge about the Primordial Runes that came from an older era. Those with possession and knowledge of Primordial Runes can also make use of the classic Rune Magic. These are Primal Runes hailing from the Age of Gods. She had granted Cú Chulainn 18 Primal Runes.
Runic Magic is just Magic but really powerful. She can use her spear to make runes in the air and cast spells of different kinds. I can't really tell you what it can do, its quite a vague question. That's like asking what can Science achieve. I can't really answer that. To what extent is it powerful perhaps? Well, the strongest spells have reality-altering powers(portals, summonings) and environment shaping, the destructive kind. I don't think I'll ever use it to that extent, too straining and Scathach is already weakened. The weakest and moderate spells are just what you'll expect, on the scale of normal mages, generally.

As the Land of Shadows' Queen and Gatekeeper; Scáthach's continual slaying of multitudes of Divine Spirits has obtained a God Slayer ability. This ability allow her to damage Gods like she would for any normal monster or creature she is battling with. She can also open a gate to her Realm of Shadows, which sucks out the life from its surroundings. Although, any sufficiently strong opponent mentally, physically or magically can successfully resist it.

Equipment:
-Gae Bolg Alternatives: They are copies of Gae Bolg which Scáthach can make of them as many as she wants. She normally holds and fights with two of them in her hands.
It is basically a magical weapon. The usual properties being that it can cut through steel like butter, hard to destroy and that's all. As for what makes it unique is that, when its infused with the mana of the user, it activate its unique ability. It'll always hit its target no matter what, even reversing causality and effect to hit the heart of the enemy, the blow to the heart cannot be healed. You just can't dodge this weapon. But there is a way to beat it and that's taking it head-on. As strong as the weapon is, it has a limit, if the shield you're blocking the weapon with is strong enough or you are just that strong physically/magically, it can be thrown off.
-Full-body suit: Scáthach's current clothes for thousands of years.
(Anything else would be left in her realm. Scáthach rarely takes something extra, she only takes what she needs. And as an immortal, she only needs her clothes and weapons.)
So you've switched your sheet, I don't see any issues with the new one so you are still APPROVED!!
 
Explain what you had in mind and I'll consider it.

Back in my day, there was a damage type called Shadowfrost, as well as Frostfire. Now, ignoring the gameplay side of things, these were a mixture of Void and Arcane energies to create something new. My question is if my character can learn how to do something similar with Light and Void energy. According to Warcraft Chronicles, Light and Shadow crashing against one another created the physical universe.

Now normally these two powers would have me suspect that trying to mix them both would create a matter - antimatter explosion rather than anything really powerful. However the Netherlight Crucible shows that you 'can' use them without such a reaction. My question then is if I can, with careful experimentation, learn to mix the two in order to create more powerful spells.

Various locations will be treated like they would be if they existed, so for instance assaulting the home city of the Dark Iron Dwarves would require either a lot of preparation or help or simply being very tricky.

You mean I can't solo Onyxia with my dud of a staff or my sleeping Knaifu? :V The cheek!
 
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Back in my day, there was a damage type called Shadowfrost, as well as Frostfire. Now, ignoring the gameplay side of things, these were a mixture of Void and Arcane energies to create something new. My question is if my character can learn how to do something similar with Light and Void energy. According to Warcraft Chronicles, Light and Shadow crashing against one another created the physical universe.

Now normally these two powers would have me suspect that trying to mix them both would create a matter - antimatter explosion rather than anything really powerful. However the Netherlight Crucible shows that you 'can' use them without such a reaction. My question then is if I can, with careful experimentation, learn to mix the two in order to create more powerful spells.
I will say that it would take a lot of experimentation and is not something that would be easily done in a battlefield scenario. Although honestly I think that in order to do so you'd need two people working in concert.
You mean I can't solo Onyxia with my dud of a staff or my sleeping Knaifu? :V The cheek!
Killing a Dragon is never an easy task.
 
Don't see any issue with this, although I would like a bit more info on the types of spells she knows. But beyond that no problem and if you get in I am going to enjoy having you confuse a lot of people as your ears are much too small for a warcraft elf, APPROVED!

Funny you say that. It was a couple of months back, but oddly enough I had been reading this WHF/WC crossover with a bunch of Tiliean Mercs and a High-Elf Mage. The latter kept getting confused for a half-breed due to the smaller size of WH Elf Ears to WC Elf Ears, much to their annoyance.
 
Is it good and link?

Gimme a few minutes. But not particularly, in my opinion. I only got a few chapters in, but the author took things too literally IMO. At least from my perspective, the hueg pauldrons and oversized weapons of Warcraft are art-style. IRL they'd be more practical. Ditto how an Orc Grunt and a Human Swordsman can run up to each other and randomly hack away dozens of times at one another. The author for whatever reason decided to play the art-style straight. Just made for a weird read for me. Who knows, maybe it was a good story despite that.
 
Is it good and link?

https://www.fanfiction.net/s/12789891/1/Peiper-s-Pipers

It's.... eh? It's got your usual crossover problems that tend to even out as you get around the last chapter. The initial 30 chapters run on the weird idea that the Alliance and Horde are a bunch of pants on head idiots that don't know how to use actual tactics and such and wage wars with 'muh valor', which the author uses to make his OC mercenaries "suuuuper kewl". Not really a big fan of how he treats the High Elf(warcraft): Caledra as some kind of simpering waifu who couldn't do anything without a strong man telling her what to do(which clashes with the idea that she supposedly has centuries of experience as a ranger), nor with the way that he actively threatens to have Caledra and her niece(who is a horde adventuer) raped and kept as 'play things' for his mercenaries.

The side bits about characters who aren't his super OC are much better. I enjoyed Serra helping fight Deathwing and particularly like her respect for the Draenei(even if I get the feeling it won't last when it's revealed the Burning Legion aren't really the Ruinous Powers in spite of being far more dangerous than them).

Brother-Aspirant Philip could have made for an interesting focus character, but his recent face turn came from out of nowhere, and seems to smack of "Well if these retarded Draenei can become Lightforged, anyone with the training and fanaticism of someone from Warhammer Fantasy should be able to just Lightforge themselves with pure willpower".

Finally, it treats the Horde even worse than the Alliance. The Forsaken are literally just squishy blood bags because "lol no muscles' that can be smacked around by farmers with pitchforks, Orcs are 'savages' who would break formation and charge if a single person so much as taunts them. Blood elves are.... well see above. Trolls and Tauren are almost certainly going to get similar treatments.

About the only group that get any kind of respect on the Warcraft side are the Titans and the Dragons.

It's.... eh. It's a good concept that's mired in some really, really, big flaws. Flaws that could be fixed if the author pulled his head out of his rear end and treated the Warcraft side of things as if they were actual people with brains in their heads.
 
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Various locations will be treated like they would be if they existed, so for instance assaulting the home city of the Dark Iron Dwarves would require either a lot of preparation or help or simply being very tricky.
Makes sense. Though it does sound like it'd be much harder to do a raid given the nature of what Oath Sign asks for, no? Unless the objectives are much more PvE oriented.
 
Makes sense. Though it does sound like it'd be much harder to do a raid given the nature of what Oath Sign asks for, no? Unless the objectives are much more PvE oriented.
I trust in the Dice to turn up some hilarious Objectives as per usual, it happens with every one that randomises the Objectives.
 
Fellgrave - Valla ~Blood Widow~ Romanova, Illidan and Maiev's lovechild (Approved)
If this is still open, I'm gonna port over my character from the last Oath Sign I applied to. Need to finish off the power section, but other than that, should be good to go.

Name: Valla ~Blood Widow~ Romanova
Appearance:

Origin: Sanctuary-616 (OC Fusion verse)
Personality and Life Philosophy: Suffer not the demon to live. The heretic and cultist neither. Hatred, fury, are nothing without discipline.

Valla is driven by a need for justice. When presented with an injustice, or the sign of demons nearby, she will not cease in her efforts until it is resolved. Sometimes, this has landed her trouble with the law. Particularly in the desert lands where slavery is still considered allowable.

She believes that taking an individuals freedom, even more than taking their life, to be a great sin. She doesn't mind working alone, and will outright say she prefers it, but she has grown used to the companionship of the other Avengers, and does, in fact, miss them.

Backstory: At a young age, Valla`s family was slaughtered by the forces of Hell. She herself only escaped by a stroke of luck, having been out in the woods that day supposedly practicing her archery, but was rather playing hide and seek with her sister. Upon their return, they found their home burned and their family slaughtered. The sight drove Valla's sister mad, and eventually brought her to take her own life. Upon that day, Valla swore that she would avenge her family.

The Cult of Crimson Chamber, perhaps sensing the potential within the young girl, took Valla in. Under their tutelage, she was raised ostensibly as a perfect weapon against Hell`s might, alongside countless other children. They were instructed in all manners of weaponry, including arcane devices of the Cult`s own mad designing, as well as most vicious and brutal magics.

In actual fact, the Cult served the Lord of Hell known as Belial the Many-Headed. The Cult`s training was overseen by the Lord of Bloody Bones, a demon possessed man whose fell power had burned the flesh from the head of the cultist he had taken over. He did not interact with the students, directing them from afar, only emerging for the completion of their training, of which only few ever reached.

During the final ritual, one which would strip Valla of her soul and forever bind her to the Cult`s master, they awoke her Nephelam heritage. In that moment, the haze which had clouded Valla`s mind since they had first approached her parted, and in she shattered their control forever. Her hatred of the Demon's gave her strength, the years of training focus, and the tools with which to wreak a bloody vengeance upon them.

When she was finished, there were nothing left alive within the walls of the Chamber's lair save for Valla. Searching through the files and hidden correspondences, she uncovered hints of plots, hidden agents, and the machinations of the Cult's secretive master. She left the fortress she had spent so long within, and after spending a number of years hunting down the remnants of the Cult, she eventually joined a group of Nephalem, united by the dark omen of a star falling from the sky.

The Iron Knight, the Inventor-Guardian of New Tristram City, where part of the star fell; Thorya, the Thundering Scion of Harrogard, searching for her lost brother; Captain Johan Rogers, a warrior of Zakurum from a time when the faith was still strong and pure; and the strange 'doctor' from the jungles to east, Bruce.

Together, they seek to Avenge the people of Sanctuary who have fallen to the forces of Hell.

Abilities:
Nephalem Heritage: Stronger, faster, harder, better. The blood of Heaven and Hell flows in the veins of all the humans of Sanctuary. In Valla, this blood was particularly strong, and with its potential awoken, she counts herself far beyond even the most paragon of mortals.

Crimson Chamber Training: The Cult made Valla into a living weapon, educating her in all manner of weapons, unarmed combat, infiltration, exfiltration, and more. It also included how to construct and maintain the many weapons and devices the Cult's mage-scientists had developed for their soldiers.

Magics fell and violent: All of the Cults 'trainees' were tested for magical aptitude, and then which specific magics they were most suited for. Valla herself showed a particular adeptness for shadow magic, proving capable of using it disappear from view entirely, travel from shadow to shadow, as well as attack with it directly in a wide manner of ways. She also learned how to channel her magic into her own weapons and armour, which the Cult was quick to exploit.


Equipment:
Munition Fabricator - an invention designed and constructed by Valla's close friend and ally, the Iron Knight. The Fabricator converts energy fed into it - usually magic, but in the case that she has exhausted her reserves, even her own blood will suffice - and produces all the ammo and other munitions Valla could need. Given enough time and energy, the fabricator is capable of producing anything and everything that Valla could need, including parts for the devices she stole from the Cult`s vaults.

Mobile Arsenal - Valla tends to travel fairly lightly, relying on her Fabricator to supply her when she finds herself needing a specific tool. On her person at practically all time though, are a pair of hand crossbows, several blades of varying length, and multiple small explosives. If she's hunting particularly big prey, she may carry a modified arbalest on her back, not so much a large crossbow, more a slightly smaller ballista that only a Nephalem could wield.

Infiltration Suit - Another Cult invention, this time refined and improved by both the Iron Knight and Valla. It's primary design focused not for defends, but instead facilitating Valla's stealth and magic. It features smoke launchers and vents, as well as channels that direct the blood that often soaks her into the Fabricator, keeping her killing sprees going.


Widow's Gauntlets - originally designed by the Cult, Valla took them and improved them. Her fallback weapon, the gauntlets are capable of delivering shocks of electricity, both from afar through a high powered dart, and on contact. The gauntlets also contain an aerosolized toxin and dispersal device. They also hurt, a lot, when you get punched with their reinforced frame.
 
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