App for Medietas
Apr. 4th, 2016 08:56 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Player Information
Name: Paul
Age: 36
Contact:
exacerangutan or email
Characters already in Medietas: None
Reserve: No
Character Basics
Name: Alric of House Caelegart
Age: 23
Icon:
Journal:
knighterrantofthedragon
Original Character Information
Appearance: Alric is moderately tall with a medium build and black hair worn well past his shoulders (in the style of the Kaithenian nobility). His most distinctive feature is the bright golden amber color of his eyes.
Setting: Eyuin is an original, high-magic fantasy setting with a number of Folks (inspired by classic fantasy setting concepts and real-world folk lore). In Alric's time, the Kaithenian Empire is still the most powerful nation by a significant margin, although its power has waned over the prior century. The sciences are actually well-developed, but public education remains lacking; guilds and academic societies prefer to keep sophisticated knowledge sequestered, both for their own interests, and as a safety measure. Magic is not universally accessible, and not even legal in every country, and generally takes the form either of sorcery (which alters the physical world according its own set of laws), or the beneficence of spirits or deities.
History: Alric grew up son of a (rather reluctant) Duke, who himself had grown up merely the son of a country gentleman--Alric's grandfather Marius--who later revealed himself to be Emperor Claudius II's elder brother (who had fled the capital to pursue his passion for perfecting his fencing). When he was a young teenager, it was discovered that his cousin, the newly-minted Emperor Marcus IV, had actually arranged for the death of his father Claudius II, and he was deposed with Marius standing as Regent, suddenly hurling Alric's family into the center of attention at the capital. Because of Alric's mother's history as a commoner and an outlaw, he was despised by many of the nobility, and together with his fiery temper, was drawn into many "friendly" duels that became increasingly violent as he grew older; given his anger issues and his abilities, this led to more than one serious injury among his opponents, until his grandfather (in one of his last acts as Regent) banned Alric from accepting further challenges without his father's permission. Humiliated, Alric sulked for awhile at the family estate, becoming an instructor at his grandfather's fencing school. Eventually, he pursued a knighthood, and undertook a quest to visit each sovereign nation of Eyuin and return with a token of their goodwill--not a small feat, given the poor state of Kaitheny's foreign relations, especially following the inept Emperor Marcus IV. He would just be on his way home from his quest when he arrives.
CR AU Addenda: Alric was among the second group of people to arrive in Medietas, and he came to be a friend to the Stark family, the Adairs, and Thorfinn, among others, fighting alongside others to end monster attacks, discussing with them the implications and causes of their presence in Medietas, and helping other new arrivals to adapt. He also became very close to Inara Serra, although it has taken them several months to begin clarifying exactly what the nature and future of their relationship is to be--but just about then, he disappeared from Medietas. In the course of forming relationships in Medietas, he has developed a committed interest in learning whatever can be learned about the islands and the forces bringing people to them, in particular hoping to learn whether arrangements can be made for those who would otherwise be returned to their deaths, or separated from one another.
Personality: Alric is in many ways a Prince's Prince. Raised by a father who had been a commoner (albeit a relatively wealthy one), an adventurer, and a nobleman, and by two mothers--one coarse but forthright, liberal, and exceptionally vivacious, and the other poised and conservative, but tender and comforting--he grew up quite well-rounded emotionally and intellectually, with an impulse to look for the good in everyone. However, his experiences in quarreling with the nobility have led him to acquire a fierce hatred of bigotry. At the same time, he has his mother's impulsive, ardent nature, and when confronted with a problem, his instinct is to leap in and solve it at once; leaving a problem sitting grates on his nerves (and he has serious trouble with down time), although his fear of overreacting or getting carried away with his own passions leads him sometimes to hesitate when he feels personally invested. Although he looks always for the good in people and diplomatic solutions to problems, his patience is well-practiced rather than innate, and he will resort to force with fierce resolve to protect the innocent. He takes his sword training extremely seriously, and struggles constantly to keep up his polite, poised, courteous presentation and keep his intensely emotional, hyperactive nature in check, relying on training, music, and other coping mechanisms to continually refine and practice his self-control. He has a soft spot for outcasts and those who have difficulty controlling their talents (like his mother), but also a deep admiration for his step-mother's poise, calm, and kindness. Like his father, he isn't completely comfortable with titles, and may "forget" to mention his own. However, he takes matters of honor very seriously, and while he may be evasive on some subjects, he avoids actually lying.
Innate Powers (magic): Alric, like his mother (who was altered by sorcery for use as a living weapon), is possessed of strength dozens of times a normal human's, as well as toughness enough to shrug off most blunt instruments in normal human hands (largely just from the strength of his bones and muscles) and exceptional endurance and agility. He heals much faster than a normal human (although nowhere near a Wolverine/Deadpool-like rate), and generally doesn't scar, at least in the long term. He also has the ability to propel himself in the air at up to about 100mph (although going faster than 30ish without some kind of wind shield isn't recommended), and to generate and condense an intense, fiery aura (for which his mother was called "The Ember"). This aura can be formed into simple shapes and compressed until it can either cut through most normal materials (in the manner of any other sort of plasma cutter) or be suddenly released, where it explodes with a burst of heat and force like a grenade.
Kaithenian Ancestral Magic:
As a Kaithenian knight, Alric can call on the support of Kaithenian heroes and ancestors (roughly in the manner of a paladin) for healing, protective barriers, and divination, but this only works when holding a proper focus (such as his sword Starlight) and if he is actually able to make contact with his ancestors; these powers were unavailable when Alric first arrived, but he gained access to them following a canon update.
Guardian Aura: The knight can generate a protective barrier, which can deflect anything from wind and rain to arrows and boulders or magical attacks. The more force the barrier resists, the greater the strain on the knight sustaining it, so they are generally used sparingly, to cover only one person or a few huddled together.
Healing Aura: A knight can dramatically accelerate another living thing's natural healing. This requires continuous concentration, making it ill-suited to the middle of a battle, but feasible for stabilizing serious injuries. "Old" injuries (those which have already healed as much as the body is able) cannot be healed with this ability. Alric is not sufficiently skilled with this ability to cure diseases, although he can sometimes ease the symptoms or slow the disease's progress, depending on its nature.
Purifying Aura: A knight can generate an aura of purifying energy which inflicts severe damage to Abominations (essentially the demons of Alric's world), and similarly fundamentally evil, destructive beings. This aura can envelope the knight himself, or his weapon, if it is an ancestral artifact or focus.
Soul Seeking: A knight can sense the presence of living things nearby, and detect some unusual conditions such as curses, demonic possession, and so on; masters can sense others' state of mind and intentions, and predict their actions, although this is beyond Alric's level. A knight can also find the direction of someone whose soul he has sensed with this ability before.
Skills and Talents:
Beyond this, Alric is a talented musician, an exceptionally gifted sword fighter trained by a master fencer, and educated by the best tutors available in a range of academic subjects including rhetoric, science and engineering (although limited to a technological range from 12th to 18th century European equivalent but including his world's type of magic), military tactics, and diplomacy.
What do you think your character could bring to the island? Alric is both a fighter and a diplomat, sworn to serve as a protector wherever he can. So long as there's anyone who needs someone to fight for them, to help soothe ruffled feathers, or both, he would be both able and eager to help.
What four items from home would you like your character to have on the island for the duration of their stay? 1) his heirloom sword Fairkalshi ("Starlight"), enchanted to be far stronger and sharper than any nonmagical material, able to deflect and rebound magic, and able to dissipate specific types of dark magic (this will be detailed in a permissions post in case it would be relevant); 2) a medallion bearing his coat of arms; 3) his signet ring, usually worn on a chain; 4) Alric's flute which he learned to play as a memento of his younger brother, while traveling.
Samples:
Samples: here and here.
Finally, pick one word from these four options: Sun.
Name: Paul
Age: 36
Contact:
Characters already in Medietas: None
Reserve: No
Character Basics
Name: Alric of House Caelegart
Age: 23
Icon:
Journal:
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Original Character Information
Appearance: Alric is moderately tall with a medium build and black hair worn well past his shoulders (in the style of the Kaithenian nobility). His most distinctive feature is the bright golden amber color of his eyes.
Setting: Eyuin is an original, high-magic fantasy setting with a number of Folks (inspired by classic fantasy setting concepts and real-world folk lore). In Alric's time, the Kaithenian Empire is still the most powerful nation by a significant margin, although its power has waned over the prior century. The sciences are actually well-developed, but public education remains lacking; guilds and academic societies prefer to keep sophisticated knowledge sequestered, both for their own interests, and as a safety measure. Magic is not universally accessible, and not even legal in every country, and generally takes the form either of sorcery (which alters the physical world according its own set of laws), or the beneficence of spirits or deities.
History: Alric grew up son of a (rather reluctant) Duke, who himself had grown up merely the son of a country gentleman--Alric's grandfather Marius--who later revealed himself to be Emperor Claudius II's elder brother (who had fled the capital to pursue his passion for perfecting his fencing). When he was a young teenager, it was discovered that his cousin, the newly-minted Emperor Marcus IV, had actually arranged for the death of his father Claudius II, and he was deposed with Marius standing as Regent, suddenly hurling Alric's family into the center of attention at the capital. Because of Alric's mother's history as a commoner and an outlaw, he was despised by many of the nobility, and together with his fiery temper, was drawn into many "friendly" duels that became increasingly violent as he grew older; given his anger issues and his abilities, this led to more than one serious injury among his opponents, until his grandfather (in one of his last acts as Regent) banned Alric from accepting further challenges without his father's permission. Humiliated, Alric sulked for awhile at the family estate, becoming an instructor at his grandfather's fencing school. Eventually, he pursued a knighthood, and undertook a quest to visit each sovereign nation of Eyuin and return with a token of their goodwill--not a small feat, given the poor state of Kaitheny's foreign relations, especially following the inept Emperor Marcus IV. He would just be on his way home from his quest when he arrives.
CR AU Addenda: Alric was among the second group of people to arrive in Medietas, and he came to be a friend to the Stark family, the Adairs, and Thorfinn, among others, fighting alongside others to end monster attacks, discussing with them the implications and causes of their presence in Medietas, and helping other new arrivals to adapt. He also became very close to Inara Serra, although it has taken them several months to begin clarifying exactly what the nature and future of their relationship is to be--but just about then, he disappeared from Medietas. In the course of forming relationships in Medietas, he has developed a committed interest in learning whatever can be learned about the islands and the forces bringing people to them, in particular hoping to learn whether arrangements can be made for those who would otherwise be returned to their deaths, or separated from one another.
Personality: Alric is in many ways a Prince's Prince. Raised by a father who had been a commoner (albeit a relatively wealthy one), an adventurer, and a nobleman, and by two mothers--one coarse but forthright, liberal, and exceptionally vivacious, and the other poised and conservative, but tender and comforting--he grew up quite well-rounded emotionally and intellectually, with an impulse to look for the good in everyone. However, his experiences in quarreling with the nobility have led him to acquire a fierce hatred of bigotry. At the same time, he has his mother's impulsive, ardent nature, and when confronted with a problem, his instinct is to leap in and solve it at once; leaving a problem sitting grates on his nerves (and he has serious trouble with down time), although his fear of overreacting or getting carried away with his own passions leads him sometimes to hesitate when he feels personally invested. Although he looks always for the good in people and diplomatic solutions to problems, his patience is well-practiced rather than innate, and he will resort to force with fierce resolve to protect the innocent. He takes his sword training extremely seriously, and struggles constantly to keep up his polite, poised, courteous presentation and keep his intensely emotional, hyperactive nature in check, relying on training, music, and other coping mechanisms to continually refine and practice his self-control. He has a soft spot for outcasts and those who have difficulty controlling their talents (like his mother), but also a deep admiration for his step-mother's poise, calm, and kindness. Like his father, he isn't completely comfortable with titles, and may "forget" to mention his own. However, he takes matters of honor very seriously, and while he may be evasive on some subjects, he avoids actually lying.
Innate Powers (magic): Alric, like his mother (who was altered by sorcery for use as a living weapon), is possessed of strength dozens of times a normal human's, as well as toughness enough to shrug off most blunt instruments in normal human hands (largely just from the strength of his bones and muscles) and exceptional endurance and agility. He heals much faster than a normal human (although nowhere near a Wolverine/Deadpool-like rate), and generally doesn't scar, at least in the long term. He also has the ability to propel himself in the air at up to about 100mph (although going faster than 30ish without some kind of wind shield isn't recommended), and to generate and condense an intense, fiery aura (for which his mother was called "The Ember"). This aura can be formed into simple shapes and compressed until it can either cut through most normal materials (in the manner of any other sort of plasma cutter) or be suddenly released, where it explodes with a burst of heat and force like a grenade.
Kaithenian Ancestral Magic:
As a Kaithenian knight, Alric can call on the support of Kaithenian heroes and ancestors (roughly in the manner of a paladin) for healing, protective barriers, and divination, but this only works when holding a proper focus (such as his sword Starlight) and if he is actually able to make contact with his ancestors; these powers were unavailable when Alric first arrived, but he gained access to them following a canon update.
Guardian Aura: The knight can generate a protective barrier, which can deflect anything from wind and rain to arrows and boulders or magical attacks. The more force the barrier resists, the greater the strain on the knight sustaining it, so they are generally used sparingly, to cover only one person or a few huddled together.
Healing Aura: A knight can dramatically accelerate another living thing's natural healing. This requires continuous concentration, making it ill-suited to the middle of a battle, but feasible for stabilizing serious injuries. "Old" injuries (those which have already healed as much as the body is able) cannot be healed with this ability. Alric is not sufficiently skilled with this ability to cure diseases, although he can sometimes ease the symptoms or slow the disease's progress, depending on its nature.
Purifying Aura: A knight can generate an aura of purifying energy which inflicts severe damage to Abominations (essentially the demons of Alric's world), and similarly fundamentally evil, destructive beings. This aura can envelope the knight himself, or his weapon, if it is an ancestral artifact or focus.
Soul Seeking: A knight can sense the presence of living things nearby, and detect some unusual conditions such as curses, demonic possession, and so on; masters can sense others' state of mind and intentions, and predict their actions, although this is beyond Alric's level. A knight can also find the direction of someone whose soul he has sensed with this ability before.
Skills and Talents:
Beyond this, Alric is a talented musician, an exceptionally gifted sword fighter trained by a master fencer, and educated by the best tutors available in a range of academic subjects including rhetoric, science and engineering (although limited to a technological range from 12th to 18th century European equivalent but including his world's type of magic), military tactics, and diplomacy.
What do you think your character could bring to the island? Alric is both a fighter and a diplomat, sworn to serve as a protector wherever he can. So long as there's anyone who needs someone to fight for them, to help soothe ruffled feathers, or both, he would be both able and eager to help.
What four items from home would you like your character to have on the island for the duration of their stay? 1) his heirloom sword Fairkalshi ("Starlight"), enchanted to be far stronger and sharper than any nonmagical material, able to deflect and rebound magic, and able to dissipate specific types of dark magic (this will be detailed in a permissions post in case it would be relevant); 2) a medallion bearing his coat of arms; 3) his signet ring, usually worn on a chain; 4) Alric's flute which he learned to play as a memento of his younger brother, while traveling.
Samples:
Samples: here and here.
Finally, pick one word from these four options: Sun.