Post by Deleted on Mar 30, 2010 3:36:45 GMT -5
Personal information and social status
Name: Aldari Urya
Race: 3/4 elven, 1/4 human
Age: 342 years old
Gender: Male
Appearance: link
Personality: Often calm and welcoming, Aldari can be known either for his passionate and almost empathetic kindness, or his fiery temper and unforgiving punishments. Anyone who seeks a peaceful meeting, or alliance is welcomed with open arms, but any who would threaten his desire for an idealistic world will be met with no quarter. He holds his friends and allies with a familial bond, willing to take an arrow for them if it came to it, because he expects the same of those he defends.
Home Realm: Terra Mystica
Affiliation: Peacekeeper
Alignment: LG (Lawful Good)
History: Born into one of the two elven noble bloodlines of the five kingdoms, Aldari grew up in the custody of his grandparents, an elven queen and a human king. His parents were both assassinated early in his life, sparking the first war between the fire and ice kingdoms 200 years ago.
During that war, Aldari was on the front lines, despite his grandparent's advice against his actions. But his stubbornness and desire to punish those who had wronged his family. Eventually, the battle had reached a stalemate, and eventually a meeting between nobles was arranged. Aldari met with the Ice kingdom's king, and after a heated exchange of words, discovered that the assassination was orchestrated by a radical in the ice kingdom, who was found and executed for war crimes several years after the initial assassination.
Because of the misunderstanding Aldari and the ice king both signed a ceasefire and peace treaty for both kingdoms, ushering a peaceful era between the two kingdoms that laster almost two centuries. It wasn't until recently, after the recent death of the ice kingdom family, did tensions between the kingdoms resurface. The ice kingdom had been driving out trade caravans, and had been blocking out any attempts by Aldari's kingdom to communicate with them.
Aldari had begun to prep his guards for war and increase his kingdom's war efforts, should this tension escalate to a full scale war. As much as he was enjoying the peace between the two kingdoms, it seemed that it was only being held together by the ice king's presence, and with him gone, he had to be ready for the worst case scenario.
Combat potential
Weapons: Burning Obsidian Blade - A sword given to Aldari by his grandfather, that served him well in the first war between the fire and ice kingdoms. The blade is incredibly hot, the heat condensed to mere inches around the blade. Any non-enchanted or magical weapon that clashes with this sword will be rendered useless by the sheer heat the blade gives off (taking about three clashes between blades to destroy a weapon completely, if metal, instantly, if wooden). It also has the ability to cauterize any wound, inflicted by the blade or otherwise. Good for clean kills, saving people from blood loss, and ensuring prisoners of war don't die from loss of blood if Aldari is their opponent.
Armor: Fire Kingdom's Phoenix Armor - Armor handed down by the fire kings each generation. The armor itself is able to engulf the body in a veil of fire, at no risk to the wearer. This provides a slight protection from most physical offensive spells, but not enough to protect from any damage if the spell connects to its target and can get past the armor. Like the phoenix rising from the ashes, if this armor is broken or otherwise destroyed in any way, it can reassemble itself to perfect conditions by placing all of the armor pieces inside of a fire large enough to engulf the entire armor.
Enchanted weapons/accessories: The Fire Kingdom Relic: Aldari was given this relic by his grandfather, after his father's passing. With training, he has been able to wield all of the weapons that this ancient artifact can provide.
Weaknesses: Aldari's fiery temper, when enraged, can cause him to act rashly, his compassionate side can also be a hindrance as well, making him reluctant to act if it would put his friends and family at risk.
Magical potential
Special/Racial Abilities: Being elven, Aldari has a much longer lifespan than most humanoid races. He is also magically adept, and capable of magical feats that some races are not able to pull off.
Magical Affinity: Fire
Spells Known (25/55sP)
Fireball (3sP): A basic spell that many fire mages can perform. The heat from the fire is not intense enough to melt standard metals, and not powerful enough to send people sprawling backwards, but it can easily make it unbearable for soldiers and knights to withstand the heat hitting their armor.
Wall of Embers (3sP): By thrusting ones hand in front of them, a wall of red hot ash forms in front of the caster. the wall has a rectangular ration of 3:5 with the longest part of the shield rising vertically, rather than horizontally, and can adjust its size accordingly to match the required size of the caster. The wall is fairly useful for stopping wooden projectiles, incinerating most of them and leaving the stone or metal tips, but it's not completely effective against melee attacks or larger enemies, and elemental attacks can bypass or even cancel the wall out, depending on the spell.
Inferno Fist (5sP): The caster's fists become engulfed in a red hot flame, these flames are hot enough to ignite anything that the fists collide with, the fire spreading from the impact zone before engulfing the body completely. These flames can be snuffed out like a normal fire, but the fire on he caster's hands cannot be extinguished except by an ice spell of equal or near equal power.
Phoenix's Rage (7sP): A radial blast of flames that can take out a small army within the blast radius. The caster channels a large amount of Mana into their body, requiring one post to charge up the attack. When the channeling of mana reaches critical mass, it is all released in a large fiery explosion.
--Anyone caught at point blank range of 5 feet or less are inflicted with severe burns, and possibly even have their flesh burned off, if they aren't killed outright (depends on the durability of the target. If a target isn't killed from the point blank explosion, the force of the blast will send them flying far away. The distance is also dependent on the target.
--Anyone caught 6-10 feet will get knocked back by the blast shockwave, and received severe 3rd degree burns. Knock-back and damage depends on the durability of the target.
--Anyone caught beyond 10 feet will simply be knocked back from the blast, mild singes from the excess heat scorching armor and flesh, but not causing severe burns. Knock-back and damage also depends on the durability of the target
Pillars of the Phoenix (7sP): Four spires of flames at least five feet in diameter shoot up in front of the caster, summoned forth by his hands on the floor. These pillars are ten feet high, and after being summoned, can be sent forward, fanning outward. The spires can then be collided together into a massive fiery explosion for incredible damage. These spires last for one turn after being summoned, or until the spires are forced to collide and explode.
Name: Aldari Urya
Race: 3/4 elven, 1/4 human
Age: 342 years old
Gender: Male
Appearance: link
Personality: Often calm and welcoming, Aldari can be known either for his passionate and almost empathetic kindness, or his fiery temper and unforgiving punishments. Anyone who seeks a peaceful meeting, or alliance is welcomed with open arms, but any who would threaten his desire for an idealistic world will be met with no quarter. He holds his friends and allies with a familial bond, willing to take an arrow for them if it came to it, because he expects the same of those he defends.
Home Realm: Terra Mystica
Affiliation: Peacekeeper
Alignment: LG (Lawful Good)
History: Born into one of the two elven noble bloodlines of the five kingdoms, Aldari grew up in the custody of his grandparents, an elven queen and a human king. His parents were both assassinated early in his life, sparking the first war between the fire and ice kingdoms 200 years ago.
During that war, Aldari was on the front lines, despite his grandparent's advice against his actions. But his stubbornness and desire to punish those who had wronged his family. Eventually, the battle had reached a stalemate, and eventually a meeting between nobles was arranged. Aldari met with the Ice kingdom's king, and after a heated exchange of words, discovered that the assassination was orchestrated by a radical in the ice kingdom, who was found and executed for war crimes several years after the initial assassination.
Because of the misunderstanding Aldari and the ice king both signed a ceasefire and peace treaty for both kingdoms, ushering a peaceful era between the two kingdoms that laster almost two centuries. It wasn't until recently, after the recent death of the ice kingdom family, did tensions between the kingdoms resurface. The ice kingdom had been driving out trade caravans, and had been blocking out any attempts by Aldari's kingdom to communicate with them.
Aldari had begun to prep his guards for war and increase his kingdom's war efforts, should this tension escalate to a full scale war. As much as he was enjoying the peace between the two kingdoms, it seemed that it was only being held together by the ice king's presence, and with him gone, he had to be ready for the worst case scenario.
Combat potential
Weapons: Burning Obsidian Blade - A sword given to Aldari by his grandfather, that served him well in the first war between the fire and ice kingdoms. The blade is incredibly hot, the heat condensed to mere inches around the blade. Any non-enchanted or magical weapon that clashes with this sword will be rendered useless by the sheer heat the blade gives off (taking about three clashes between blades to destroy a weapon completely, if metal, instantly, if wooden). It also has the ability to cauterize any wound, inflicted by the blade or otherwise. Good for clean kills, saving people from blood loss, and ensuring prisoners of war don't die from loss of blood if Aldari is their opponent.
Armor: Fire Kingdom's Phoenix Armor - Armor handed down by the fire kings each generation. The armor itself is able to engulf the body in a veil of fire, at no risk to the wearer. This provides a slight protection from most physical offensive spells, but not enough to protect from any damage if the spell connects to its target and can get past the armor. Like the phoenix rising from the ashes, if this armor is broken or otherwise destroyed in any way, it can reassemble itself to perfect conditions by placing all of the armor pieces inside of a fire large enough to engulf the entire armor.
Enchanted weapons/accessories: The Fire Kingdom Relic: Aldari was given this relic by his grandfather, after his father's passing. With training, he has been able to wield all of the weapons that this ancient artifact can provide.
Weaknesses: Aldari's fiery temper, when enraged, can cause him to act rashly, his compassionate side can also be a hindrance as well, making him reluctant to act if it would put his friends and family at risk.
Magical potential
Special/Racial Abilities: Being elven, Aldari has a much longer lifespan than most humanoid races. He is also magically adept, and capable of magical feats that some races are not able to pull off.
Magical Affinity: Fire
Spells Known (25/55sP)
Fireball (3sP): A basic spell that many fire mages can perform. The heat from the fire is not intense enough to melt standard metals, and not powerful enough to send people sprawling backwards, but it can easily make it unbearable for soldiers and knights to withstand the heat hitting their armor.
Wall of Embers (3sP): By thrusting ones hand in front of them, a wall of red hot ash forms in front of the caster. the wall has a rectangular ration of 3:5 with the longest part of the shield rising vertically, rather than horizontally, and can adjust its size accordingly to match the required size of the caster. The wall is fairly useful for stopping wooden projectiles, incinerating most of them and leaving the stone or metal tips, but it's not completely effective against melee attacks or larger enemies, and elemental attacks can bypass or even cancel the wall out, depending on the spell.
Inferno Fist (5sP): The caster's fists become engulfed in a red hot flame, these flames are hot enough to ignite anything that the fists collide with, the fire spreading from the impact zone before engulfing the body completely. These flames can be snuffed out like a normal fire, but the fire on he caster's hands cannot be extinguished except by an ice spell of equal or near equal power.
Phoenix's Rage (7sP): A radial blast of flames that can take out a small army within the blast radius. The caster channels a large amount of Mana into their body, requiring one post to charge up the attack. When the channeling of mana reaches critical mass, it is all released in a large fiery explosion.
--Anyone caught at point blank range of 5 feet or less are inflicted with severe burns, and possibly even have their flesh burned off, if they aren't killed outright (depends on the durability of the target. If a target isn't killed from the point blank explosion, the force of the blast will send them flying far away. The distance is also dependent on the target.
--Anyone caught 6-10 feet will get knocked back by the blast shockwave, and received severe 3rd degree burns. Knock-back and damage depends on the durability of the target.
--Anyone caught beyond 10 feet will simply be knocked back from the blast, mild singes from the excess heat scorching armor and flesh, but not causing severe burns. Knock-back and damage also depends on the durability of the target
Pillars of the Phoenix (7sP): Four spires of flames at least five feet in diameter shoot up in front of the caster, summoned forth by his hands on the floor. These pillars are ten feet high, and after being summoned, can be sent forward, fanning outward. The spires can then be collided together into a massive fiery explosion for incredible damage. These spires last for one turn after being summoned, or until the spires are forced to collide and explode.