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 Post subject: Un-named fantasy - Quest of the Goddess - Name changeing
PostPosted: July 23rd, 2010, 2:15 am 
Maia
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In the land of Oriandai in times of old there was a godess, she brought life and watched over all, and there was peace with the few wars. But one day she disapeared and the land was thrown into chaos. Now hurdreds of years later an item has been discovered, it is said this item would bring back the godess, but those who knew where it was were killed before they could speak of its location, just of what it was. There are others who think the item may also be used to grant power, so many groups have set out to find it.

I need people, I won't say you have to form groups, but I would think it might be easier to have the groups labled if people wish.

Characters:
Eleanor Smith - Misa_amane
Lady Ashta Miner - Misa_amane
George Carter - Anduril Vanlhach
Bardon Teague - Nurrantiel Mashiara
Matharis Innetra - Freya Baggins
Sinome Rae Innetra - Freya Baggins
Piper Rivers - Nienna of Rohan
Donovan Th'gil - Eruraina

Name: Eleanor Smith
Age: 25
Appearance: http://www.filmofilia.com/wp-content/up ... photo3.jpg , http://www.newsgab.com/attachments/cele ... ers-np.jpg .
History: She comes from a simple family. Her family has been Smiths of metals for generations, thus the last name. She wishes to find the item to bring back the goddess. She seems like a Mary-sue(on purpose) but its only because she hasn’t been in the world outside of her village, it is only after a group of raiders swipe through killing over half the men, including her father, did she decide to leave.

Name: Lady Ashta Miner
Age: 25
Appearance: http://www.bestcelebritylinks.com/r/rac ... cadams.jpg .
History: Her father was a slave, and a miner, until he decided to start keeping some of the gold and jewels he found. He raised a revolt of miners to over throw the man they worked for. They succeeded; he had then bought the land and gave himself the last name of his previous occupation. He married and had Ashta. So she had been raised in luxury and to try and claim as much power as she can like her father. It is why she wants the item, to gain power and rule over lands as her father taught her.

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Where do you go when your running away,
The cost of stopping is too great to pay.
~Amanda (saw this written in a washroom stall at a movie theater)


Last edited by Misa_Amane on August 14th, 2010, 5:51 pm, edited 8 times in total.

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 Post subject:
PostPosted: July 24th, 2010, 5:18 pm 
Tolkien Scholar
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i'm in

i'l get a bio up soon

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PostPosted: July 24th, 2010, 9:20 pm 
Maia
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Thanks for joining, of you know others who would be interested please, spread the word.

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The cost of stopping is too great to pay.
~Amanda (saw this written in a washroom stall at a movie theater)


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PostPosted: July 25th, 2010, 10:53 am 
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Name: George Carter
Appearance: http://img2.blogcu.com/images/e/v/r/evr ... actory.jpg
History: George's father is a relitively successful spice merchant who bought up two sons and daughter to a comfortable middle class existance. As the younger son George dose not need to follow his father into the buissness. He has a love of adventure and is quite a flirt around thier small town. His father expects him to make something of himself and to get him out of the house has persuaded him to travel in serch of new spices. An ambivalent George has set out knowing his father will probebly bail him out of most things.
Other information: As all middle class young boys in his town he is trained in sword craft and archery, however he prefferd to flirt with the girls come to watch.

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PostPosted: July 25th, 2010, 1:44 pm 
Maia
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Great to have your Bio. We need more people.

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Where do you go when your running away,
The cost of stopping is too great to pay.
~Amanda (saw this written in a washroom stall at a movie theater)


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PostPosted: July 26th, 2010, 5:14 pm 
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Have you tried inviteing people?

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PostPosted: July 26th, 2010, 8:27 pm 
Maia
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no, but when I do, they tend to say they are part of too many rps. do you know some who I could invite??

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Where do you go when your running away,
The cost of stopping is too great to pay.
~Amanda (saw this written in a washroom stall at a movie theater)


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PostPosted: July 26th, 2010, 10:02 pm 
Istari
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Location: Valinor
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I'm in. Bios up soon.

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PostPosted: July 26th, 2010, 10:06 pm 
Maia
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Thanks.

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Where do you go when your running away,
The cost of stopping is too great to pay.
~Amanda (saw this written in a washroom stall at a movie theater)


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PostPosted: July 26th, 2010, 10:17 pm 
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Location: Southeast of the Northern part of West Hyglemr
Country: Rohan (xr)
Gender: Female

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Name: Bardon Teague
Age: 34
Appearance: medium height, shoulder length dark hair, dark eyes, short beard. usually wears a simple tunic and loose fitting pants stuffed into tall boots

Personality: generally silent, he prefers to think before he speaks. He's often perceived as shy and untrusting, but it is only because he takes a while to focus his thoughts and words.

History: Bardon grew up in a small village and had worked as a tanner in the neighboring large city. An accident while he was an apprentice left him with a stiff left leg and slight limp. He still managed to build up a good business, but a chance fire last winter caused him to look elsewhere for work.

Other notes: Is not trained in weaponry, but has read many books. His weapon is his mind.

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PostPosted: July 26th, 2010, 10:21 pm 
Maia
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Welcome Nurrantiel Mashiara.

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Where do you go when your running away,
The cost of stopping is too great to pay.
~Amanda (saw this written in a washroom stall at a movie theater)


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PostPosted: July 26th, 2010, 11:08 pm 
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Location: Valinor
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<center>WARNING!
Giant Wall o' Text!
</center>

Name: Matharis Innetra (called Etra by most)
Race: Human
Origin: Desert Mountains
Age: 18
Gender: Male
Alignment: Neutral Evil
Afflictions: A deformation of his foot, caused as punishment by his former master, gives him a slight limp.
Occupation: Mercenary and Minion-for-hire
Possessions: Two strings of seemingly innocuous glowing black pearls, each string holds 20.
Two glowing black pearl earrings, these are held in reserve for Comatose Sleep and Shroud of Protection
A walking staff covered with red spiraling runes
A black leather pack with black metal buckles
A large black broadsword slung across his back
The clothes on his back and a nicer extra set in his pack
Appearance: Tall and slightly built, Etra wears loose-fitting clothing, suited to the Ash Mountains where he used to reside. His black linen pants are worn under a black tunic, which is belted with a worn hemp rope. Etra’s black rough-leather boots are worn and dusty, but are comfortable, as they were custom made to fit his deformity. He wears a black, ill-fitting cloak over everything. Etra’s eyes are steel-gray, and hard as stone, as if he could do anything to you and feel no regrets. His red hair, though he is young, is streaked with white, another punishment from his former master. Dangling from his belt are his two strands of black pearls.

Personality: A very bitter person, Etra is reclusive and will only associate himself with others if there is some gain in it for him. Due to his reclusive nature, certain common mannerisms, such as talking too much, tend to irritate him. He can blow at any moment, and become very angry, very quickly. Many who have crossed him have not lived to tell the tale. He was once described as “twitchy as a rabid animal, ready to jump out at the sound of a pin drop.”
Skills: Etra is skilled in magic, having been raised from near birth as a dark magician. He can fend for himself in the wild and is not ignorant of how to survive civilization, though it is more foreign to him. He is adept at tracking, but not as good as some, more experienced, men. Etra is a master of sword work, but he prefers magic.
Abilities: Etra’s senses have been heightened by his training as a child. His hearing and sight are superior to most humans, but not as efficient as elves. Due to the nature of his magic, he has also developed a sixth sense of sorts, he can always tell when he, or his twin sister, is in danger.
Knowledge: Etra has a working knowledge of plants and animals, enough to stay out of harms way most of the time. He can read, write, and speak fluently in several languages.
Magic: Etra uses sorcery as his main magic means. His strands of black pearls are his source of energy. All of Etra’s spells drain at least one his pearls. Each pearl takes 10 minutes to recharge, but in order for them to do so, Etra must be in a deep sleep. I will add more spells over time as Etra learns them.

Name: Lightning Strike
Type: Sorcery
Casting Time: Takes a very short amount of time to cast, only a few seconds, between 3 and 5.
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: This is a long distance strike, it can hit a maximum of 2000 feet from Etra and a minimum of 50 feet.
Area of Effect: A five foot radius of the area where the spell was thrown.
Duration: 10 seconds
Usage/Energy Drain: One pearl.
Description: Out of nowhere, lightning bolts will randomly but violently strike at the area where the spell was thrown.

Name: Rend
Type: Sorcery
Casting Time: 10 seconds
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: This is a ranged attack, it can hit a maximum of 2000 feet from Etra and a minimum of 1 foot.
Area of Effect: The person or object attacked.
Duration: instantaneous
Usage/Energy Drain: Two pearls.
Description: Creates painful, and usually dangerous, welts and open wounds on living creatures. Not effective on inanimate objects.


Name: Comatose Sleep
Type: Sorcery
Casting Time: 5 minutes
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: Only himself.
Area of Effect: Only his body.
Duration: As long as he needs to recharge his pearls. If all 42 need recharging, the sleep can last 4.5 hours.
Usage/Energy Drain: One pearl.
Description: Etra falls into a coma-like sleep, deep enough to appear as if he is dead. It is only in this state that his pearls will recharge quickly. If not they will take up to a week for only one to charge.

Name: Shroud of Protection
Type: Sorcery
Casting Time: One minute.
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: Himself
Area of Effect: Himself.
Duration: As long as he is under the Effects of Comatose Sleep.
Usage/Energy Drain: One Pearl.
Description: This spell insures that Etra will not be harmed while in his deep sleep. It is only effective while he is asleep.

Name: Inanimate Life
Type:Sorcery
Casting Time: 10 seconds
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: Within 20 feet of the caster.
Area of Effect: Only the object aimed at.
Duration: 5 minutes
Usage/Energy Drain: Two pearls.
Description: Etra can give life to any inanimate object, such as a sword or even a house. That object will do his exact bidding for five minutes, and then will return to its place of origin and original state.

Name: Possession
Type:Sorcery
Casting Time: 10 seconds
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: Any living being within Etra’s sight at the moment of casting
Area of Effect: Only the object aimed at.
Duration: 20 minutes
Usage/Energy Drain: 5 pearls.
Description: Etra can enter and possess any living being for the duration of this spell. After entering them, he can use them how he wishes, and no longer needs to see them to continue the spell. To end the spell early, he merely has to repeat the name of the spell.

Name:Doom Cyclone
Type:Sorcery
Casting Time:20 seconds
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: This is a long distance strike, it can hit a maximum of 2000 feet from Etra and a minimum of 50 feet.
Area of Effect:All the area within 25 feet of the strike area.
Duration: 10 Seconds
Usage/Energy Drain: Two Pearls
Description: The spell starts out as a light wind, but rapidly grows to a gale greater than a hurricane. It will pick up anything below it (water, sticks, rocks, dirt, people) and carry it high into the sky. Then the winds will suddenly stop and all the debris will fall down onto the ground below. If anyone was unlucky enough to get picked up by this massive storm, they will either break their neck or be nearly crushed by falling objects.

Name: Cloak of Invisibility
Type:Sorcery
Casting Time: 30 seconds
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: Only works on Etra.
Area of Effect: Himself
Duration: 10 minutes
Usage/Energy Drain: Five Pearls
Description: This spell causes Etra to seem invisible. It appears as a rapid fading out of Etra’s “form.”

Name: Teleportation
Type: Sorcery
Casting Time: Instantanious
Casting Method: Etra must touch one of his unused pearls and whisper the name of this spell.
Range: Must be touching the object.
Area of Effect: The object being touched.
Duration: Permanent.
Usage/Energy Drain: Ten pearls.
Description: This spell can teleport any object or person to any place that is within 10 miles of Etra’s location. It is instantaneous, and looks like that object has disappeared. Unfortunately, the spell-caster cannot use this spell on himself. Etra avoids using this spell unless absolutely necessary, because of it’s high energy drain. This spell also causes him extreme fatigue.

Strengths & Weaknesses:
– Social:
Strengths: The only social strength that Etra possesses is that people do not want to get on his bad side and are therefore civil to him.
Weaknesses: Etra cannot stand to be around others unless there is something in it for him.

– Career:
Strengths: His magic gives him the upper hand, in most cases.
Weaknesses: Most people don’t want to hire a lame sorcerer or mercenary.

– Racial:
Strengths: Etra has no racial strengths.
Weaknesses: Etra is looked down upon because of his deformity.

– Combat:
Strengths: He is expert at long range magic attacks, and, if pressed, fairly good with a sword.
Weaknesses: He has slow reflexes and his lamed foot causes him to not be able to move fast out of harm’s way.

– Intelligence:
Strengths: Etra analyzes problems thoroughly before making a final judgment. This has gotten him out of many tight situations.
Weaknesses: Etra’s analytical mind makes him seem slow-witted sometimes.

History:
Born into a poor human family, Matharis Innetra and his twin sister were sold, at the tender age of two, to a magician. For three years they were taught magic by an elite group of sorcerers, using energy derived from magical pearls. Once they reached five years of age, they were separated, and Etra did not see his sister again for many years.

What the twins were not told in their years of training was that they were part of a diabolical experiment. The sorcerers were attempting to find out if the environment affected the moral alignment of magic users. Etra was to be trained for evil, and his sister for good.

Etra was taken to some mountains in the desert, where he was kept in Spartan conditions for the duration of his training. His master was a cruel man who delighted in causing physical pain for no reason whatsoever. In a fit of anger, he took a hammer to Etra’s foot, breaking the bones. His foot did not heal properly, resulting in the deformity that causes his lameness.

Over the next decade, Etra was carefully conditioned by his cruel master to be an evil magician. Using torture and manual labor the magic master built up permanent hate for mankind inside Etra’s young body. Finally fed up, at the age of 15 the young magician killed his master with his own spells and ran off.

Three years passed, and the magician continued to grow stronger. One day, returning from a particularly bloody “business venture,” he happened to bump into a black cloaked woman wandering the streets of a major city. His sixth sense that had always gotten him out of trouble before nearly went haywire, notifying him that there was something different about this woman. Etra invited her to eat with him, a testament to how unnerved he was as he would never have done this deed otherwise. Over the course of their dinner conversation, the pair made the discovery that their pasts were far too similar to be coincidental and each decided that the other must be the twin that still resided in their memories. (Sinome later double-checked with her spell, Probe) They now adventure together occasionally, though they can still be found apart.

Additional Notes: A crow can often be spotted either riding on his shoulder or flying above him.



Name: Sinome Rae Innetra (prefers to be called Lady Rae)
Race: Human
Origin: A Major city
Age: 18
Gender: Female
Alignment: Neutral Evil sometimes tending towards chaotic evil
Afflictions: Near dehabilitating narcissism and a weak body (normally hires minions to be her bodyguards)
Occupation: evil sorceress and obsessive troublemaker
Possessions: Two strings of seemingly innocuous glowing white pearls, each string holds 20.
Two glowing white pearl earrings, these are held in reserve for Comatose Sleep and Shroud of Protection

A white walking staff covered with silver spiraling runes
A white and silver pack
A delicate dagger on her hip
Several changes of clothing shrunk down into her pack
An entire set of expensive makeup, also shrunk
Appearance: Sinome is a tall, thin wisp of a woman. Her white and silver dress clings to the upper part of her body like a glove, and the skirt floats like a cloud down around her ankles. She and her clothing are almost never dirty due to her Glow spell. Her soft tan leather boots are sturdy enough, but would not last more than a month of rigorous activity. Over her white clothing she wears a heavy black cloak, more to hide her identity than for warmth as she wanders through the world. Her pale silver-blue eyes gleam and glitter from under the hood, and strands of her waist-length black hair frame her thin and devious face.
Personality: In a word, “Lady Rae” is spoiled. She is selfish, cruel, and conniving. Power-hungry and demanding, Sinome is prone to childish temper tantrums if she cannot have her way. She is also a snob and extremely narcissistic with an ego to match.
Skills: Sinome has been trained in the magical arts since she was two. She is adept at espionage and proficient with thrown weapons. Her weapons of choice are throwing stars, small daggers, and the occasional rock. She can also blend into any social situation, from lowest bar on the docks to a kings palace.
Abilities: Sinome can con most anyone to do anything she wishes through many different styles. She can seduce them, threaten them, or deceive them equally well. Due to magic use, her senses have been heightened, and she has a sixth sense that allows her to detect danger toward herself or her twin brother.
Knowledge: Sinome can read, write, and speak fluently in several languages. She has a working knowledge of political systems and history.
Magic: Sinome uses sorcery as her main magic means. Her strands of white pearls are her source of energy. All of Sinome’s spells drain at least one her pearls. Each pearl takes 10 minutes to recharge, but in order for them to do so, Sinome must be in a deep sleep. I will add more spells over time as Sinome learns them.

Name: Lightning Strike
Type: Sorcery
Casting Time: Takes a very short amount of time to cast, only a few seconds, between 3 and 5.
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: This is a long distance strike, it can hit a maximum of 2000 feet from Sinome and a minimum of 50 feet.
Area of Effect: A five foot radius of the area where the spell was thrown.
Duration: 10 seconds
Usage/Energy Drain: One pearl.
Description: Out of nowhere, lightning bolts will randomly but violently strike at the area where the spell was thrown.

Name: Comatose Sleep
Type: Sorcery
Casting Time: 5 minutes
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Only herself.
Area of Effect: Only her body.
Duration: As long as he needs to recharge her pearls. If all 42 need recharging, the sleep can last 4.5 hours.
Usage/Energy Drain: One pearl.
Description: Sinome falls into a coma-like sleep, deep enough to appear as if she is dead. It is only in this state that her pearls will recharge quickly. If not they will take up to a week for only one to charge.

Name: Shroud of Protection
Type: Sorcery
Casting Time: One minute.
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Herself
Area of Effect: Herself.
Duration: As long as she is under the Effects of Comatose Sleep.
Usage/Energy Drain: One Pearl.
Description: This spell insures that Sinome will not be harmed while in her deep sleep. It is only effective while she is asleep.

Name: Inanimate Life
Type:Sorcery
Casting Time: 10 seconds
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Within 20 feet of the caster.
Area of Effect: Only the object aimed at.
Duration: 5 minutes
Usage/Energy Drain: Two pearls.
Description: Sinome can give life to any inanimate object, such as a sword or even a house. That object will do her exact bidding for five minutes, and then will return to its place of origin and original state.

Name:Doom Cyclone
Type:Sorcery
Casting Time:20 seconds
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: This is a long distance strike, it can hit a maximum of 2000 feet from Sinome and a minimum of 50 feet.
Area of Effect:All the area within 25 feet of the strike area.
Duration: 10 Seconds
Usage/Energy Drain: Two Pearls
Description: The spell starts out as a light wind, but rapidly grows to a gale greater than a hurricane. It will pick up anything below it (water, sticks, rocks, dirt, people) and carry it high into the sky. Then the winds will suddenly stop and all the debris will fall down onto the ground below. If anyone was unlucky enough to get picked up by this massive storm, they will either break their neck or be nearly crushed by falling objects.

Name: Cloak of Invisibility
Type:Sorcery
Casting Time: 30 seconds
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Only works on Sinome.
Area of Effect: Herself
Duration: 10 minutes
Usage/Energy Drain: Five Pearls
Description: This spell causes Sinome to seem invisible. It appears as a rapid fading out of Sinome ‘s “form.”

Name: Teleportation
Type: Sorcery
Casting Time: Instantanious
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Must be touching the object.
Area of Effect: The object being touched.
Duration: Permanent.
Usage/Energy Drain: Ten pearls.
Description: This spell can teleport any object or person to any place that is within 10 miles of Sinome’s location. It is instantaneous, and looks like that object has disappeared. Unfortunately, the spell-caster cannot use this spell on himself. Sinome avoids using this spell unless absolutely necessary, because of it’s high energy drain. This spell also causes her extreme fatigue.

Name: Probe
Type: Sorcery
Casting Time: 30 Seconds
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell. She must also have her index finger on the person’s forehead.
Range: Must be within touching distance of the object.
Area of Effect: The person being probed.
Duration: Until Sinome cuts off contact.
Usage/Energy Drain: Five pearls.
Description: Using this spell, Sinome can read the memories and thoughts of a person. She normally would use this when they are asleep, as she tends to pry.

Name: Glow
Type: Sorcery
Casting Time: 3 seconds
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Sinome, her clothing, and anything she is touching with her bare hands. Area of Effect: Ditto.
Duration: Permanent.
Usage/Energy Drain: Ten pearls.
Description: This spell sends a wave of light over the affected area and objects, removing from them any impurities (like blood or dirt), mending any tears in inanimate objects, healing small wounds, and starting the healing process on larger wounds.

Name: Shrink
Type: Sorcery
Casting Time: 5 seconds
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Anything within 20 feet. Detrimental effects on living creatures.
Area of Effect: Only the desired object(s)
Duration: Permanent.
Usage/Energy Drain: Two pearls
Description: Shrinks the objects down to a fifth of their normal size or returns a Grown object to normal size.

Name: Grow
Type: Sorcery
Casting Time: 5 seconds
Casting Method: Sinome must touch one of her unused pearls and whisper the name of this spell.
Range: Anything within 20 feet. Detrimental effects on living creatures.
Area of Effect: Only the desired object(s).
Duration: Permanent.
Usage/Energy Drain: Two pearls.
Description: Grows the objects to five times their normal size or returns a Shrunk object to normal size.

Strengths & Weaknesses:

– Social:
Strengths: Sinome can be very charming when she wants to be, and uses this to her advantage in order to “win friends and influence people.”
Weaknesses: After a while, Sinome tends to drive people away with her narcissism.

– Career:
Strengths: Her magic gives her the upper hand and being an evil sorceress has it’s perks.
Weaknesses: There is not much demand for a troublemaker.

– Racial:
Strengths: Sinome has no racial strengths.
Weaknesses: Ego makes for enemies and lots of them.

– Combat:
Strengths: Her magic and thrown weapons help.
Weaknesses: Sinome has a weak body and cannot fight for very long.

– Intelligence:
Strengths: Sinome is cunning and thinks of original solutions.
Weaknesses: Sinome is more book-smart than street-smart.

History:
Born into a poor human family, Sinome Rae Innetra and her twin brother were sold, at the tender age of two, to a magician. For three years they were taught magic by an elite group of sorcerers, using energy derived from magical pearls. Once they reached five years of age, they were separated, and Sinome did not see her brother again for many years.

What the twins were not told in their years of training was that they were part of a diabolical experiment. The sorcerers were attempting to find out if the environment affected the moral alignment of magic users. Sinome was to be trained for good, and her brother for good.

Sinome was taken to a major city, where she was pampered and educated in the finer, more delicate arts of “good” sorcery. For a decade she was spoiled and treated like a princess. Unfortunately, this led to “Lady Rae’s” ultimate decision to pursue evil instead of good, because being cruel to her caretakers brought faster results than being nice to them. The experiment failed, her terrified caretakers and mentors became the servants to an increasingly power-hungry and evil mistress.

She continued to grow strong in her magic, and used it for her own advantage. One day, returning from blackmailing a local noble, she ran into a familiar man. He invited her to eat with him, and they discovered that they must be long separated twins. Sinome took him home with her, and that night, when Etra was sleeping, she Probed his mind to confirm their suspicions. The twins now adventure together occasionally, though they can still be found apart.

Additional Notes: Sinome loves to ride around on her white horse, Mist.

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PostPosted: July 26th, 2010, 11:19 pm 
Maia
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I like them Freya. I was wondering, could Lady Ashta and Sinome Rae Innetra be friends?

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PostPosted: July 26th, 2010, 11:22 pm 
Istari
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Sure, but Sinome is probably gonna be a bit bratty.

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PostPosted: July 26th, 2010, 11:31 pm 
Maia
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thats fine. I figured they may know each other if Sinome was raised in higher class, she may have met Ashta that way. Also, maybe Ashta could 'use' both Sinome and Matharis because of their powers. She was taught to use what she can to gain power.

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PostPosted: July 26th, 2010, 11:37 pm 
Istari
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Maybe. We'll see how this plays out. They were raised that way too, so maybe each can think that they have control over each other, and yet actually don't so they live in a false sense of security?

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