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Thread: Splashy splash

  1. #1
    Member
    EXP: 3,000, Level: 2
    Level completed: 34%, EXP required for next level: 2,000
    Level completed: 34%,
    EXP required for next level: 2,000
    GP
    793
    Melancor's Avatar

    Name
    Sylvan
    Age
    20 In mind
    Race
    ?
    Gender
    Male
    Hair Color
    Silver
    Eye Color
    Blue
    Build
    6"0' / 170
    Job
    Wanderer

    Splashy splash

    *Name: Syllidan The Immolate. Better known as Sylvan and referred to as Slid’vad in the Attickle, Book of Prophecies, who’s body before held the name Meh’al-dcor.

    *Age: Sylvan’s present body and soul can be dated as far back as 25,000 years into Althanian history. By preserving the power of a divinity it has not deteriorated, and recently it has been rejuvenated back a couple of years. Today, Sylvan has the appearance of a human youth of about nineteen.

    *Race: Although his body is that of an Agean Demi-God, his current essence is not holy birth or creation, having been stained by a forced re-incarnation. Creatures in this state are often referred to as Teifen or Holy Avatars. His appearance is more or less of a human.

    *Hair Color: Silver

    *Eye Color: Being sensitive to temperature his eyes work as a thermometer, dying a deep blue in warm conditions and gray, almost silver in cold.

    *Height: 6”0’

    Weight: 160 pounds

    *Occupation: Wanderer.

    *Personality:

    Having the body been disowned of the god’s memories, his essence, Sylvan is very distinct to Melancor in personality. Because of an ancient soul, Sylvan is calm and serene most of the time. However he is young in mind and presence, making him cheerful though sometimes hoarse. He is more likely to view threat as play than danger. His temper can withstand numerous misgivings, but when he feels malice towards him he’ll take no time to return it.

    *Appearance:
    The god was created to be near perfection. To a common peasant he appears to be one of the most handsome creatures of Althanas. His skin is fair and lightly bronzed from a life at sea. His hair has been turned into a silver, shaggy mane, keeping the long back loosely gathered into a single thin tail. Two silver eyes peer from under the locks of hair with the same sharp expression as everything of his face. He stands six feet in size and about a hundred sixty in pounds, a body better described as athletic than that of a body builder. He dresses in dark-colored cloth and leather, which he wears underneath metal plates, silver in aspect. Two shoulder plates are mounted unto his stern build, along with a slim breast plate adorned with a holy insignia. Two arm plates extend from the middle of his arm to just above his knuckles, they are kept on by slim adamantium chains. The plate’s surface is gray, with a natural pattern of scattered particles, of slightly different silver shades. His legs are covered by a pair of gray-tainted jeans, and black leather boots that reach to below his knees.

    Sylvan acquires a slightly different appearance when he enters combat, however. When he is under enough pressure, he will enter the cleansing state, in which Melancor unlocks himself and regains control on the body, only to go berserk in the field of battle. When Sylvan is pressured , though not enough to release Melancor, a halo formed by twelve luminescent ice needles appears above his head, vertical to his body. In addition to this, the holy mark of the Agean becomes visible in his forehead, shimmering with a blue light. His eyes will also glow, literally releasing a frosty mist.
    He covers himself in a long black cloak with silver rimming

    *History: (pay no mind to this. It shall be scrapped in the somewhat-near future)
    Sylvan’s present body and soul can be dated as far back as 25,000 into Anthanian history. The body was born from the fragments of that of the High God of the sea, Age’ehlno, one of the eight father gods, after being destroyed by the God of Omega. The lore explains that a god may not be destroyed, only forced into slumber or broken into fragments; such is the situation of the Agean. From the destruction of the Father of the Sea emerged the eight Agean Demigods, who currently perform the late god’s job in ruling the oceans.

    Similar is the case of the Qual Sisters, a group of demigoddesses that emerged from the fallen body of the Sea Mistress, sister of Age’ehlno, whose realm is attributed the rain and the storms. After the Mother Goddess was broken they failed to retain the same position the late goddess had held. They fell under subordination of Hash’kira, goddess of the Wind, sister of Father Heaven, whose realm conflicted with the fallen goddess. Hash’kira, also known as Haskara was the next one to be attacked by the God of Omega, and so she utilized the weakened essence of the sea mistress, the demi-goddesses’ power to avoid merging into Omega. As a result the demi-goddesses fell into a weakened mortal state in which their bodies where turned into quals, a type of ancient flying serpents, thus acquiring the mock title of “The Qual Sisters”. Like this, the Sister’s relinquished their position in the sea, giving complete dominance to the Agean Brothers.

    Unfortunately, the male side of the family did not share the close bond The Qual Sister had. A strict hierarchy had been set between the gods, dividing the seas into territories each individually dominated by one of the brothers. Resentment among the gods eventually lead to holy strives, each with the same outcome; the way in which the ranks where decided.

    It was the tenuous alliance between three of the gods which threatened to upset the natural order in which the oceans had ran for centuries, designed to dethrone their wise, elder brother, Am’aleh. Knowing the other five gods would not oppose them as one united party it was easy for them to strike each one of them separately. It was not until Melancor, the third god of the Aegean was chased out of his realm, driven into exile, that the rest of the Agean reluctantly agreed to a pact.

    Since the third eldest brother was exiled by his brothers he was deprived from visiting the Holy Grove. This grove is hidden deep into elf territory, in the sacred forest. The book of lore tells of a large door hidden inside a mountain that leads to a place where, even though underground, the sun and moon shine. This grove holds the tree of Genesis, which provides the primordial substance for a gods survival. Without it, Melancor grew restless and wicked, and in a moment of blindness his power was sealed, unusually, by a so-called human priest.
    Melancor walked through Althanas as a mortal for five years, hiding from his brother’s inquisition, which wanted his essence silenced even though he was currently harmless. He survived many ordeals effectively so he never expected his brother Am’aleh, who had up to now supported his cause and planned to return him to a holy state, as he would be a good asset against the opposing alliance, to betray him. He was struck by the Vicious Black Water, a holy poison Melancor proved no match for. Am’aleh’s motives are unknown, but he has lost all credibility from what’s left of his brother Melancor.

    The mangled body was regenerated at the pond of the sacred grove, removing a couple of years in age from it. Melancor’s essence, what is considered the ‘god’, have been locked away inside his body. Melancor is no longer Melancor, as what has made him himself is no longer there. This new entity was born from the Tree of Genesis, and he was met by Mother Earth who gave him the name Slid’van. Entrusting him with two more rings of the Qual sisters that had been salvaged by the only walking Demigoddess of the sea, Auryon. This new person, mortal of thought, has set in the impossible quest to unlock the divinity within him, restoring Melancor to his rightful place amongst the gods.





    ~Abilities:~



    Sylvan can create up to three cubic meters of water, manipulate up to four, and freeze two, per day. He is not as strong as he had been before, thus he cannot manipulate water for extended periods of time.


    -Gripping Water: Using the mere impulse of will Sylvan can call upon water to permeate from his skin, though he has control over such ability and he normally he will only use his hands as the birth point. This water is not like natural rain, sea or the tap kind, however. The water that Sylvan creates, or that he takes possession off, will become gripping water, as in order to manipulate the liquid he uses a little amount of his energy, which in term can give the water a solid property, allowing the water to grab onto things, yet still possessing a liquid status.
    Because gripping water reflects another extension of his body, its strength is only limited by that of Sylvan’s. As much as Sylvan can pull or push will be the setting limit for any of these water extensions. Though these bodies do not need to be connected to his body nor are they bounded to the ground.

    -Mithril Ice (lv.1): Although its name is deceiving, the ice that Sylvan can create, or take possession of will turn into Mi thrill ice, stronger than the ordinary ice. For now, his ice only has the strength of steel. This ice does not handle the flames as formidably, however. It fends against heat better than water-ice non-the less; it’s melting point reaches up to 20*C (as opposed to water which melting point is around 0*C), it will resist a summer’s day toll a little better than normal ice.
    Because Mithril Ice reflects another extension of his body, its strength is only limited by that of Sylvan’s. As much as Sylvan can pull or push will be the setting limit for any of these ice extensions. Though these bodies do not need to be connected to his body nor are they bounded to the ground.

    *Ithkimian Wall (lv.1): By will Sylvan can create a spherical barrier, a meter radius, which lasts 10 seconds/1 round and has a decent chance of protecting Sylvan from a single attack from a level 0 character (~55%), a low chance to protect from a level 1 character (~25%), a very remote chance to protect from a level 2 character (~5%), and no chance to protect from level 3 and above characters. Such wall cannot be accessed from the outside but it is permeable from the inside. If objects come into conflict in its parameter when its depleted, it does not have the ability to sever them, but it will hold them in place for the duration of its depletion. This wall has a transparent and glossy appearance, its color varies from blue to green hues. Since this wall is made of light or plasma, it radiates energy though its surface, and at contact it will react with a shimmer at the place of the intrusion. It does not possess any other abrasive effects.

    *Water Whip (lv.1): Using the set amount of griping water as its limit, Sylvan can create two rope-like strips of water that he can utilize as whips. However, they do not proportionate the same kind of pain a normal leather whip will, but in it’s essence they possess the same nature. The Toils of Hyperion are required to be attached to his hands.

    *Hoar Needles (lv.1): Sylvan can use his ice to shoot two sets of three ice-blades, per day. Although they fall under the effects of Mithrill ice, they can be as fragile as obsidian, though as sharp as blades made from the same, one centimeter thick but three wide, and ten long.

    *Soar Circle (lv.1): Sylvan has the ability to create a large spell circle that, serving as an intangible surface, lifts him into the air. It is not necessary for this surface to remain horizontal to the ground, as it exerts its own gravity on Sylvan and Sylvan only. This ability propels him swiftly through the air with no limit as to how high it can go. However, he cannot sustain the circle for too long as this ability uses up a lot of energy.


    ~Miscellaneous skills: ~

    -Moderate Archer. (Average skill)

    -Light of Knowledge: since Melancor is more than 20,500 years of age, and when in holy strife he would spend his days gazing upon Althanian life. His omnipresence allowed him to collect vast amounts of knowledge, from the history and fate of many civilizations, to the detailed taxonomy of the great majority of the races on Althanas.


    -Universal Speak:
    Melancor knows all languages of Althanas, and nearly all dialects, with the exclusion of those unique to a character or small group of people, excluding all the aquatic dialects from these unique groups.

    -Immortality: He is no longer a god, nor is he invulnerable. Nevertheless, his body is not dependent on food, water, or oxygen (due to its aquatic decent) for that matter.


    ~Equipment: ~

    *Bow made of oak with catgut string, and steel garments at the edges.
    *Quiver with and 20 arrows, oak with steel tips and goose fletching.
    *Slim Chest Plate made of a metal currently with the strength of steel
    *Shoulder Plates “ “ “
    *Arm Plates “ “ “
    *Leather Canteen that holds up to a liter of water.
    *12” knife.

    Familiars:

    When Melancor began his journey to find a way to restore his former power, he found himself looking for the aid of lesser divinities. In the past many other spirits had inhabited the the seas, rivers, and streams. However with the events that followed The Great Coercion, many of these spirits where imprisoned into weaker physical bodies, and sealed within ordinary objects throughout Althanas. Using the destruction of the Aegean Brothers as a precedent, the men who sealed lesser gods and spirits managed to leave most of Althanas without their ancestral defenders. It was Melancor's belief that collecting the power of these lesser spirits, and understand the methods of breaking their ancient bondage would help him further understand his humiliating situation.

    Melancor followed the steps of one exorcist in particular. Farook, a powerful man in his days had taken upon the task to systematically seal away mountain spirits. However, he was also the only man to ever encounter the elusive river gods and stream spirits. After much debate by his peers he was also entrusted with studying the habits of these spirits for the benefit of better understanding how to seal them. It was Farook that first discovered that water spirits resisted most attempts of transmutation into physical bodies; in the known fauna of Althanas there where very few creatures with the ability to manipulate the fluidity of the spiritual power of water sprites. For his transmutation Farook prefered utilizing a creature that was scarcely known, and was seldom mentioned in tales of mythical creatures, the Qual. Although they are extinct now as a by-product of the Great Coercion, a few dozen still remained at the time of Farook deep within the icy forests of Salvar.

    Quals are serpentine creatures roughly about eight feel long, with their greatest with as their head being about a eight inches wide. They are completely scaled creatures, ranging from silver to black and spotted colors.Their cranium is flat at the top, resembling that of a snake, though lacking a clear mouth, but it is much thicker and it is able to resist several blows. Because o their diet and parasidic nature, Quals developed a remarkable ability to phase into a spiritual and physical reality. Being creatures designed to feed of the spiritual discharge of spirits and peoples souls, Quals are beings with inane psychic abilities. These skills allows them to hover in the air, this is the way the move exclusively. They are able to soar at very hight altitudes, making the sky their main habitat. However they are also very fond of trees and can prove to be very furtive, they can easily hide from the untrained eye using their ability to change colour to camouflage. They communicate telepathically in the wild and are known for using hypnosis and possession to both feed and manipulate their victims. Six spider-like legs sprout from beneath their cranium using them to latch onto a beings soul when in spirit phase, or to superficially scratch an aggressor in the physical realm.
    Melancor was eventually able to retrieve a ring once belonging to Farook, and he utilized it as a reservoir to transfer the spirits from their bondage onto the relic. The relic appears to be a simple silver band with a small unrecognizable signet, as it has been damaged after time. The ring is made of a mysterious metal that reacts aggressively against beings with a low spiritual level. Acting like the voltage on a battery, the wearer must have inherently strong spiritual power otherwise it will burn the skin in contact. Although the familiars are bound to this ring, they do not have to be summoned to be present, although their senses are keen, they cannot use their abilities unless summoned. They can read Sylvans thoughts and often times will sync to him, however he can choose to ban them from his mind.

    -Ithkim lv.1: The former guardian spirit of a now gone lake in Fallien, Ithkim now specializes in psychic and defensive abilities. Ithkim can now collect minute pieces of thoughts from other people.

    -Inarak lv.1: The former keeper of a spring in northern Salvar, Inarak has a few offensive abilities. Inarak has the ability to secrete up to five milliliters of venom. This venom has the potential to paralyze a foe in large quantities, however, at the moment the venom can only produce minimal neuro-interference.

    Sylvan can only summon one at a time in battle and cannot recall them if they perish throughout the duration of the battle.
    Last edited by Melancor; 05-31-12 at 11:39 PM.

    The wicked arrogantly hunt down the weak.
    Let them be caught in the evil they plan for others.
    Lord, make them feel true terror,
    Let them remember that they are naught but men.

  2. #2
    Non Timebo Mala
    EXP: 126,303, Level: 15
    Level completed: 46%, EXP required for next level: 8,697
    Level completed: 46%,
    EXP required for next level: 8,697
    GP
    6,582
    Letho's Avatar

    Name
    Letho Ravenheart
    Age
    41
    Race
    Human
    Gender
    Male
    Hair Color
    Dark brown, turning gray
    Eye Color
    Dark brown
    Build
    6'0''/240 lbs
    Job
    Corone Ranger

    You have too many abilities as it stands now, mostly because all those skills you mention are actually considered abilities. You can have seven abilities total at level 2, including the ability to summon a familiar, and as it stands now you have nine. I'll let you choose where to trim it down.

    Also, while we're at it, I need to you to restrict yourself to using a single familiar at any given time in a battle. You can summon another if the first one is destroyed, but not without some delay (let's say a couple of posts).
    "Turning and turning in the widening gyre
    The falcon cannot hear the falconer;
    Things fall apart; the centre cannot hold;
    Mere anarchy is loosed upon the world,
    The blood-dimmed tide is loosed, and everywhere
    The ceremony of innocence is drowned;
    The best lack all conviction, while the worst
    Are full of passionate intensity."

    William Butler Yeats - The Second Coming

  3. #3
    Member
    EXP: 3,000, Level: 2
    Level completed: 34%, EXP required for next level: 2,000
    Level completed: 34%,
    EXP required for next level: 2,000
    GP
    793
    Melancor's Avatar

    Name
    Sylvan
    Age
    20 In mind
    Race
    ?
    Gender
    Male
    Hair Color
    Silver
    Eye Color
    Blue
    Build
    6"0' / 170
    Job
    Wanderer

    Edited.

    I took moon grav. and water draconian out. I set the familiars aside, since I'm not sure I'll be able to use them in battle. Instead I was wondering if there is a way I could either: exchange them for a new ability; aybe upgrade my gear; or perhaps upgrade another ability. If not, I was hoping you could help me re-work them to get the most out of an ability familiar at level 2. I was hoping you could give me your opinion on which of the two options, (if the first one is available) would make for a better build. Originally I thought of making him a utility character. But since he had so many abilities his strength was spread to thin. But I'm not sure I want a future powerhouse, I'm hoping for something more balanced.

    Anyway, sorry, It is probably too much thought for a level 2 character.
    Last edited by Melancor; 05-28-12 at 08:40 PM.

    The wicked arrogantly hunt down the weak.
    Let them be caught in the evil they plan for others.
    Lord, make them feel true terror,
    Let them remember that they are naught but men.

  4. #4
    Non Timebo Mala
    EXP: 126,303, Level: 15
    Level completed: 46%, EXP required for next level: 8,697
    Level completed: 46%,
    EXP required for next level: 8,697
    GP
    6,582
    Letho's Avatar

    Name
    Letho Ravenheart
    Age
    41
    Race
    Human
    Gender
    Male
    Hair Color
    Dark brown, turning gray
    Eye Color
    Dark brown
    Build
    6'0''/240 lbs
    Job
    Corone Ranger

    You can have an extra ability if you take the familiars out of the picture. As for should you do so or work with the familiars, I can't really say as I don't really know what exactly you mean to do with the character. If you would like to do so, I'd probably advise you to opt for strengthening one of them to have some actual application in combat, but again, not sure if you want them for that to begin with. So it's really up to you.

    Also, you cannot upgrade gear at level up anymore. You have to buy the upgrades or earn them through a thread.
    "Turning and turning in the widening gyre
    The falcon cannot hear the falconer;
    Things fall apart; the centre cannot hold;
    Mere anarchy is loosed upon the world,
    The blood-dimmed tide is loosed, and everywhere
    The ceremony of innocence is drowned;
    The best lack all conviction, while the worst
    Are full of passionate intensity."

    William Butler Yeats - The Second Coming

  5. #5
    Member
    EXP: 3,000, Level: 2
    Level completed: 34%, EXP required for next level: 2,000
    Level completed: 34%,
    EXP required for next level: 2,000
    GP
    793
    Melancor's Avatar

    Name
    Sylvan
    Age
    20 In mind
    Race
    ?
    Gender
    Male
    Hair Color
    Silver
    Eye Color
    Blue
    Build
    6"0' / 170
    Job
    Wanderer

    Okay EDITED! Sorry I took so long. I eventually decided to stick with the familiars. I decided to divide the abilities of the familiars and add a specialization for the last one instead of making one of them specifically stronger than the other.

    The wicked arrogantly hunt down the weak.
    Let them be caught in the evil they plan for others.
    Lord, make them feel true terror,
    Let them remember that they are naught but men.

  6. #6
    Non Timebo Mala
    EXP: 126,303, Level: 15
    Level completed: 46%, EXP required for next level: 8,697
    Level completed: 46%,
    EXP required for next level: 8,697
    GP
    6,582
    Letho's Avatar

    Name
    Letho Ravenheart
    Age
    41
    Race
    Human
    Gender
    Male
    Hair Color
    Dark brown, turning gray
    Eye Color
    Dark brown
    Build
    6'0''/240 lbs
    Job
    Corone Ranger

    Here's the thing. As it stands now, I can't allow both familiars, especially not when they seem to have multiple abilities themselves. If you lose the inherent abilities and make it so each familiar has a single special ability, I will allow you to have both, but only if you can summon only one at a time and can't recall them if they perish during a battle.
    "Turning and turning in the widening gyre
    The falcon cannot hear the falconer;
    Things fall apart; the centre cannot hold;
    Mere anarchy is loosed upon the world,
    The blood-dimmed tide is loosed, and everywhere
    The ceremony of innocence is drowned;
    The best lack all conviction, while the worst
    Are full of passionate intensity."

    William Butler Yeats - The Second Coming

  7. #7
    Member
    EXP: 3,000, Level: 2
    Level completed: 34%, EXP required for next level: 2,000
    Level completed: 34%,
    EXP required for next level: 2,000
    GP
    793
    Melancor's Avatar

    Name
    Sylvan
    Age
    20 In mind
    Race
    ?
    Gender
    Male
    Hair Color
    Silver
    Eye Color
    Blue
    Build
    6"0' / 170
    Job
    Wanderer

    Edited

    I figured as much. I took out the inherent abilities and reduced them to one per familiar. I also added the last clause.

    The wicked arrogantly hunt down the weak.
    Let them be caught in the evil they plan for others.
    Lord, make them feel true terror,
    Let them remember that they are naught but men.

  8. #8
    Non Timebo Mala
    EXP: 126,303, Level: 15
    Level completed: 46%, EXP required for next level: 8,697
    Level completed: 46%,
    EXP required for next level: 8,697
    GP
    6,582
    Letho's Avatar

    Name
    Letho Ravenheart
    Age
    41
    Race
    Human
    Gender
    Male
    Hair Color
    Dark brown, turning gray
    Eye Color
    Dark brown
    Build
    6'0''/240 lbs
    Job
    Corone Ranger

    That will work. You are approved. Thank you for your cooperation and welcome to Althanas 3.0.
    "Turning and turning in the widening gyre
    The falcon cannot hear the falconer;
    Things fall apart; the centre cannot hold;
    Mere anarchy is loosed upon the world,
    The blood-dimmed tide is loosed, and everywhere
    The ceremony of innocence is drowned;
    The best lack all conviction, while the worst
    Are full of passionate intensity."

    William Butler Yeats - The Second Coming

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