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Loridien
04-24-07, 03:09 AM
World Classification: Habitat Development.

Dubbed Name: Jeralith (Pronounced as Hae Rah Lif)

History:

Like most other worlds, the inhabitants of Jeralith believe themselves to be the ultimate creation of their God, Altatri. They are not that far from the truth in a certain aspect. The closest star to their planet is one they have dubbed Altatri. Constantly aflame with a red glow and blue hue, the day of Jeralith is one of strange colors to the average Althanian. Approximately twenty million years from the present day of Jeralith, a collision of a lesser star created a vortex, drawing particles not heavy enough to withstand the pull of the vortex to it. When the vortex was filled to a critical point, it imploded upon itself, causing a huge heated compression of more than thirty trillion tons of matter, forming the rough planet of Jeralith.

Inhabitants:

Letfri – Slender and graceful race with slightly upswept ears, the Letfri are usually fair skin and eyed. Defining characteristics of the Letfri are their strong kinship to the elemental arts of the Elementalist. Spellweavers of the Letfri are potentially amongst the most dangerous and their swordplay has been known to be swift, precise and, near always, universally fatal.

Frugag – Stumpy and well built, the Frugags live in a tribal society, the tribes never interacting more than is needed. Frugags are mostly warriors and healers though some extremely powerful Invokers have arisen from this race. Frugags are extremely sturdy and practical, the invocations calling on the elements and tribal gods to provide them with strength.

Ishlan – The most common of races and human like in appearance, the Ishlan are bred as warriors but many have been found to possess latent potential as Spellweavers. Usually built with heavy muscles, the Ishlan make the backbone of the armies of the Six Houses.

Heimir – Human like in general appearance though the common color of their irises are either deep red of light blue. The sclera is always black. Their skin is also paler, holding more of a crystalline attribute to it. Most Heimir tend to lean towards the darker arts of Necromancy or Summoning.

Geriy – Serpentine Ishlans are what the Geriy are, adapt at both spellweaving and combat, the Geriy are extremely reclusive and protective of their land, one of the smaller islands in Midshift. Geriys are most akin to Conjurers, casting mind altering spells to confuse their opponents.

Classification of Spellweavers:

Elementalist are amongst the most powerful Spellweavers, with the ability to conjure and summon any of the four basic elements in their pure or sub form at any time. Most Spellweavers from this class ascend to the Fifth House and are the essence of Spellweavers.

Invokers are the ones that invoke on celestial spirits to empower them, providing the invokers with enhanced strength, speed or any other physical attribute. Most invokers have tribal origins and are there for from the Frugag.

Summoners are spellweavers that use their reservoir of energies to summon a creature shaped from their imagination. The tricky thing about summoners is that no one ever knows how powerful a creature the summons is. Some completely harmless looking creatures have turned out to be the strongest and vice versa in context with fearsome looking creatures. Summoned creatures also have a mind of their own and the summoner must keep a tight leash on the summons lest they break loose and devour their summoner. Should this happen, the only way to vanquish summoned creatures is to have a necromancer to abolish the soul of the summoner.

Necromancers are the darker side of the Spellweavers. Using their energies to harness the power of the dead, they can call forth undead to fight for them though this has proven to be tricky. Like summoners, necromancers must keep a tight leash on the undead lest the break free of their binds that make them follow the will of their master. Necromancers also have the power to call upon the souls of the dead for whatever purpose they may have.

Conjurers are those that use mind altering or manipulating spells to confuse their opponents, making them hallucinate to the point of incapacitation. Some of the more powerful Conjurers have been said to conjure such lifelike illusions that people are pulled into them, inflicting harm though; it is in reality, not real.

Battlemages are, as the name implies, warriors that strive to excel at both the art of combat and spellweaving. Most Battlemages are extremely capable and are members of talented clans. Some of the more renowned Battlemages include Kiry, Lord of the Sixth House, and Koseferia, former Lord of the Sixth House. Battlemages are in no way less powerful at spellweaving than any pure class though many never achieve the level of perfection as the purists.

Environment:

The beings of Jeralith do not remember how they claim to be and the priests of Altatri claim that they were molded from the hands of their god. Truth to this matter has of yet not been addressed There being no substantial landmass upon Jeralith, inhabitants dwell on the giant rocky landmasses that float within the air. The reason is, not as the priests of Altatri claim, the will of their God. There is infact a more mundane explanation. The actual cause is due to a double gravitational pull from Altatri, the star, and Jeralith. The heated, uncovered core of Jeralith also contributes to the floating of the planets. The hot air that rises from the molten core causes the lands to lift. With the double pull in effect, the lands are lifted with an anchor holding them down while the air currents cause the lands to shift. The lands are divided into three regions, Heptshir, Midshift, and Koseferia.

Heptshir:

Heptshir is the land group in which the criminals, peasants and any other unwanted part of Jeralith dwell. Made up of nine large lands and twenty four other smaller lands, all of which un-named, Heptshir is the lowest level of the three regions, culminating in extreme temperatures and hardiness. While the hot air is cause for great discomfort, it is perhaps this that is the savior of the people on Heptshir. The heat creates a climate for crop growing that is not present at any other point on Jeralith therefore creating a unique trade for the Outcaste inhabitants to deal with Upperworlders. The second largest of the landmasses houses the Outcaste Covenant, a brotherhood of members from the Six Houses that fell into disgrace. While being an organization that commands little respect, they are notorious within the three regions for holding extreme power.

Midshift:

Midshifters as they are known, inhabit the less extreme middle lands. The temperature here varies extremely and most inhabitants are of the middle class including artisans, simple traders and warriors of little to no renown. The members of the First House may sometimes be found to reside within this region as well as the First House is the lowest of the Six Houses. Midshift is named after the constant air streams that circulate through the region, causing the constant shifting of the land masses. The largest of this land masses which also the location of the Freailuun Citadel of the First House is named Himrey. Other land masses that make up the Midshift include six large islands and seventeen smaller ones.

Koseferia:

Koseferia is named after the powerful Battlemage who was the first to ascend to the upperworld. Lord of the Sixth House, Koseferia made the upperworld into the most luxurious of the three with an actual alternating season that has been kept running for nearly eight millennia through a powerful enchantment. The largest of the fourteen large landmasses houses the Citadel Teliu, powerbase of the Sixth House and residence of the strongest and most powerful of the Two Institutes.

The Six Houses:

The Six Houses are not, as commonly assumed from the name, households but rather classifications of power. The strongest of the Six Houses is the Sixth house. Led by the powerful Battlemage, Kiry, the Sixth house is the governing faction of Jeralith and wield near absolute power. The Fifth House is where most members of the Two Institutes stop their journey up the ladder though only the talented and hard working ever make it this far. The Fourth, Third and Second Houses respectively are all positions of honor and power in descending order of prominence.

The Two Institutes:

The Two Institutes, namely the Judicial Institute and the Arcane Institute are the backbone of the life on Jeralith.

The Judicial Institute is the faction that provides the governing of those who welcome it. All matters in terms of disputes and wars must first pass through the approval of the Judicial Institute. In particular, wars are governed by the Judicial Institute and they state the number of resultant casualties accumulated before a victor is decided.

The Arcane Institute is in charge of training all spellweavers in their art and handle the acquisition of new spellweaving techniques and skills. The Arcane Institute is also the house of the largest library on Jeralith, the number of books they have in possession numbering in the tens of thousands.

The Legion Council:

The Legion Council is a sub branch of the Judicial Institutes and is in charge of organizing, training and, in the case of wars, deployment of the Judicial Legions, the army of the Judicial Institute. The Judicial Legions are separated into four classes, the Fragdin, the Galeir, the Feiarach and the Seiyuun. Fragdin’s are Battlemages in the training stages and as such, a growing power. Galeir are the Ishlan Heavy Infantry, wearing full plate mails and wielding huge swords, shields and spears. Feiarachs are the Ranged Infantry, attacking from a distance with bows. Seiyuuns are the cavalry division, riding on the back of giant lizard like beasts akin to Dragons called Striachs.

The Outcaste Covenant:

A fellowship of exiled spellweavers and warriors, the Outcaste Covenant, while having little to no say at all about the happenings in the Two Institutes, has a commanding presence and whenever they appear out of their seclusion, Jeralith holds their breath in the anticipated fear of something disastrous happening.
~ Taken from the “Study of Jeralith”


Name: Loridien March
Age: 25
Race: Heimir
Profession: Fragdin Battlemage (Elementalist), Third House, Judicial Institute.
Hair Color: Black
Eye Color: Black sclera with red iris.
Weight: 194 lbs
Height: Five Feet Eight Inches

Personality: Introverted, calm, analytical are three of the most defining qualities of Loridien, his unit has never once seen Loridien rush into any actions without first thinking the whole plan through, weighing the pros and cons. No one has ever witnessed his anger as well as Loridien has exceptional self control. A trait that Loridien possess that is not common amongst his kind is compassion though, that is not to say that he shows mercy on any of his enemies.

Appearance: When in armor, nearly all facial features of Loridien is obliterated by his full face helm. Without however, he displays pale white skin, not an unhealthy white but rather natural white, dark and extremely messy black hair and his intimidating eyes of black and red. He is, many would consider, handsome but he exudes an air of aloofness that turns most away from him. Loridien is never unarmed and is always seen wearing the standard slightly baggy leather trousers, extremely seasoned leather boots and a serviceable grey tunic made of an undetermined material. Loridien is, in no way, small in build. He is tall and fairly well built due to his profession of choice.

Weapons: Two Fragdin Phrindarks (Long Sword, Curved Edge on one side, flat edge on other, both sides sharpened, made Tsila*Note 1)

Armors: Two Tsila bucklers attach to specially designed gloves with hooks on them to hold the bucklers in place, Hra*Note 2 shoulder pads and a plate that covers only the chest and abdomen area with a Tsila collar around the neck area, providing protection from the little opening in the full face Tsila helm that he wears, the only openings being three holes near the mouth area for breathing and a long slit from one end of the helm to the other, providing him with a view hole.

Skills:

Weapon Expertise – In his own world of Jeralith, Loridien is a master of dual blade wielding, spear wielding and two handed sword wielding. However, on Althanas, Loridien’s body is sluggish and unused to the planetary gravity, causing his movements to slow and his dual wielding mastery is reduced to adapt handling the rest, due to the increased weight and gravitational strain placed on the larger weapons, have caused his mastery in swear wielding and two handed sword wielding to drop beneath average.

Elementalist:

Similarly, Loridien’s magic was built around the foundations of Jeralith. Whatever the source of his magic is, it has blocked his access, limiting the amount of power he can command at one given time or at all.

Lightning Bolt - A single arrow like bolt of lightning that hits a single target, dealing damage relative to the size of the enemy.

(Locked) Chain Lightning – Until Loridien achieves a higher level or returns to his home world, he may not use this spell.

(Locked) Lightning Storm - Until Loridien achieves a higher level or returns to his home world, he may not use this spell.

Fire Bolt – A single burst of 3 small fire projectiles aimed at a relative enemy. Damage deal is relative to distance of enemy.

(Locked) Fire Storm - Until Loridien achieves a higher level or returns to his home world, he may not use this spell.

(Locked) Flare - Until Loridien achieves a higher level or returns to his home world, he may not use this spell.

Cold Bold – an icicle shot at a single target, freezes a small portion of the body upon contact. Damage dealt is none and area frozen is no larger than the palm of a person’s hand.

(Locked) Storm Drop - Until Loridien achieves a higher level or returns to his home world, he may not use this spell.

Character History:

Loridien March was born to a small family, one that was strange compared to other Heimir homes in that it was, in every sense of the word, a family. Unlike the other families that trained their children endlessly in the arts of Necromancy or Summoning, Loridien's father urged him to follow his calling of becoming an Elementalist. While his family was poorer than most, Loridien’s father never left him for want of anything, always meeting the expectations of his son as best he could. Loridien, being raised in this family environment, learned a virtue no other Heimir his age had, compassion. This is what truly marks him different from the rest of the Heimir.

At the age of fourteen, despite protests from his family members, Loridien joined the Judicial Legions as a Fragdin Battlemage, finally attaining proper training in his pursuit of the Elementalist arts. Loridien was an exceptional student, rising through the ranks of the Judicial Legions till he attained a captaincy and admittance into the First House within the first five years of him joining the Judicial Legion.

At the age of nineteen, eyebrows began to rise at the mention of his name. Loridien, the misfit Heimir Captain of the Judicial Legion, a strange combination to say the least and it was not long that his name began to precede his presence. Within the next three years, Loridien advanced within the ranks of the First and Second house to ascend to the Third House, further amplifying his name as the fastest advancer since the time of Koseferia.

As his powers continued to grow, so did his aloof attitude. It was not long before he spoke to no one less first addressed. During his fourth month in the Third House, Loridien received word from Heimir that an epidemic had spread through the town, wiping out nearly all inhabitants, his family included. The only survivor was his little sister, eight years his junior. It was Loridien who thought her the ropes of survival, she being his only confidante. Elis followed in her brothers footsteps and became a Fragdin Battlemage in the Judicial Legions.

This partnership was short lived as, after her third year in the Judicial Legion, Elis left for the Arcane Institute as an instructor and the Loridien’s sixth year as a captain arrived. He was given a mission to complete with his team, to determine his advancement to the Fourth House, about the same time Elis Exelin received word of her acceptance into the First House.

The mission itself was simple; quell a small uprising in Heptshir. Too simple in the eyes of Loridien but it was not his place to question the orders of the Legion Council. This is when his ill fortune began to surface.

Character Biography:

During his twenty fifth year, Loridien received orders to quell a small uprising of peasants, or so the missive claimed. His suspicion was immediately aroused from the second he read the orders. Why would anyone offer advancement into the Fourth house for such a simple mission? That was the question that plagued his mind constantly as he issued the command to his unit to prepare for the mission, the question that plagued him as the giant battle Striach they rode down to Heptshir from Midshift, the same question that plagued him as he and his unit slowly advanced towards their target destination.

Gliding in as quietly as possible, the Striach dropped the twenty men unit four leagues outside of the town of Modrin, a rebel stronghold according to reports. Moving in under the cover of night, the Fragdin unit crept slowly towards the walls of Modrin. As they stood in the shadow of it, the enormity of it seemed to literally crush them. Fifty feet high, surrounding the entire town, it seemed it would take forever to figure out a way into the town. As it turned out, it only took half and hour. Using his magic, Loridien propelled grappling hooks over the parapet of the wall, allowing his troops and himself to scale the impossibly high wall.

What happened next was perhaps the most hectic in Loridien’s twenty six four years. The battle begun, quite literally, the moment they reached the top of the wall. A small regiment of guards were awaiting them; spears extended battle ready. By the time the Fragdin Unit broke through the regiment, they had lost three of the twenty men unit, dropping their chance for survival down by fifteen percent, or that was how Loridien calculated it.

Their boots clattering on the granite steps that led to the bottom of the wall, the Fragdin unit encountered more troops, slowing their progress to a near halt as the fended off soldiers coming at them from both sides. Obviously, the members of the Fourth House and the Legion Council had failed to inform them about the size and organization of the rebellion.

Even as Loridien began casting his spells, men wearing the mottled brown robes of the Outcaste Covenant appeared from the top, hurling spells at them. His unit began to disintegrate right before his very eyes and there was absolutely nothing that he could do about it. An hour into the battle, there were only three other men who still survived while they dodged from side to side, avoiding spear tips as well as spells. In a desperate attempt to save his men and himself, Loridien cast a teleportation spell though he was not exactly sure how the spell functioned, the origin of it being of a different school of magic from his own.

As the gleam of the spell began to spread, a sizzling bolt pierced through the air, catching Loridien in the left shoulder, causing him to mutter a curse. It was due to this simple reason that the spell did not work the way he had planned for it to. A violent jerk from his back, near the kidneys seemed to lift the young Heimir into the air, the wind knocked out of him by the sudden pressure. Flashes passed by him, causing him to feel more and more nauseated as his journey continued. Just as he was thinking he could endure it no longer, he was dropped onto hard but slightly damp earth rather unceremoniously.

Looking up from his position, he found himself in a place he did not recognize, a world he did not know. Pushing himself up slowly, his arms aching from the simple act amazed him. Loridien was fit beyond all standards and this sudden exhaustion was rather unsettling.
As he slowly pushed himself into an upright sitting position, he checked himself and his equipment once over. After he was satisfied that his armor had served its purpose in deflecting the lightning bolt from causing severe damage, he attempted a simple wind spell to ascertain what direction he was in from his barracks in Midshift.

The energy came sluggishly and he had to exert quite some extra energy before the spell began to work. It was, however, totally unhelpful as it could not seem to pinpoint an exact direction. He rose to his feet slowly, his hand slipping under his tunic to rub the sore spot on his back from the tugging of the spell. Loridien began calling out the names of the remaining members of his squad but to no avail. It seemed he was alone, stranded in the middle of nowhere. Raising his right hand slowly and gingerly, he began incanting a wind summoning spell to inform the Third House and the Legion Council as to his location though there was not a doubt in his mind that there was a traitor within the midst of either the Judicial Institute or the Houses themselves.

He was more than slightly alarmed at how little power he was drawing and quickly began to cast other spells, thoughts of traitors vanishing from his mind. It did not take long for Loridien to conclude one thing. Where ever he was, his spells would not server him as well as they did in the past. Removing his full face helm, the Heimir smoothed back his messy and extremely sweaty hair. Holding onto the helm with one hand, Loridien began a slow but steady track south of his location.

”Bloody hell....” The Heimir muttered to himself, “Seems to me like I’m stuck here for awhile…”

*Note 1: Tsila is a black metal with the equivalent strength of steel.
*Note 2: Hra is a frabric with the the equivalent strength of leather.

Out of Character: I'm almost certain I've got too much armor, but seeing as how that's the standard armor for my character's "class", I'm not sure how to get around it. I'll wait on a moderator and see how it goes.

Letho
04-24-07, 08:09 AM
The armor actually isn't an issue. It's just a plate and a couple of shoulder pads. I've seen people approved with more.

What does need editing is his weapon skill. Right now he can't be expert at wielding any weapons. Given the fact that he's skilled with more then one weapon, I'm going to have to ask you to make him average.

Your spell descriptions are a bit vague when it comes to the damage they cause. Right now, the most you should be able to do is stun somebody mildly or cause moderate burns. If you promise me you won't rp them any stronger then that at this point, you don't have to edit.

Also, one minor thing. More of a remark really. While I appreciate the extensive history of the world your character is coming from, I hope you realize that most of what your character does has to take place in the world of Althanas. I'm saying this because your character strikes me as someone who would eventually unlock the teleportation spell again and return to his world.

Loridien
04-24-07, 12:59 PM
This character is actually already approved and Dissinger, I believe it was, raised the same point. It would appear that I forgot to save the updated version of the profile as I then stated that, while on a very good day and on best form, he would have expert handling, normally, he'd do about as well as someone who has received some formal training in the matter and as such, my first post has been edited.

As for the skill, I'm actually thinking of going for the more comical effect rather than actually ripping a whole through someone at the moment so no, I won't RP more than stunning till I actually get a few levels under my belt.

I do, actually know this, as for returning to his world, won't be happening anytime soon though, as I remember, a certain Ms. Snow did something similar, not that I can even claim to be anywhere near her expertise in the art.

Letho
04-24-07, 01:12 PM
All profiles, regardless of who approved them and when, are subject to change and revision on re-approval. Regardless of how rarely the "good day" and "best form" occur, I can't allow expert wielding of anything at level zero, especially since Loridien can wield multiple weapons with this expertise. Change it to average, or pick one weapon and make it above average and drop the rest to below average.

Time of Ms. Snow is mostly behind us. From what I could gather, most of the stuff she wrote didn't even take place on the world of Althanas. But then again, I'm not too familiar with her writing.

Loridien
04-24-07, 01:22 PM
You know, I actually never realised that he could, indeed wield multiple weapons and I aplogise for that. I had always intended his mastery to only extend to his Fragdin Phindraks.

Letho
04-24-07, 01:26 PM
Alright, looks good now.

You are approved! Thank you for your cooperation and welcome to Althanas.