Topic: Who are the Guardians? (And other OOC info as you see fit)

LupiniusAngelis

Date: 2009-04-23 11:18 EST
This is the place to post your character information, for those planning on posting in the forum. Anyone who posts here regularly may post their character info here. And below is my standard character template that I like to use. If you don't like it, then feel free to use your own or make one up! VERY IMPORTANT!!! All information here is OOC ONLY unless otherwise specified by the person posting it!

CHARACTER PROFILE TEMPLATE

You are not required to do it precisely this way, but you must somehow cover all of this information unless it is listed as optional.

Name: Self-explanatory

Other Names: Nicknames (optional)

Origin: Self-explanatory

Race: Self-explanatory

Age: Self-explanatory

Height: Self-explanatory

Weight: Self-explanatory

Eyes: Self-explanatory

Hair: Self-explanatory

Distinguishing features: Self-explanatory

Relatives: Self-explanatory

Relationships: Self-explanatory

Skills: Okay, if you don't know this stuff by now, then why are you even bothering?

Weaknesses: See above.

Persona: What is your character like in terms of personality?

Items:

Any weapons, items, or special equipment unique to your character goes here.

(Item name here)

Qualities: Anything that is particularly special about the item (is it indestructible, made from a special material, a magical item?)

Origin: How did your character get this thing?

Form: A description is nice, too.

Purpose and Function: Self-explanatory - how does it work and what is it for?



Facts about (insert name here)

This space is optional. If you choose to use it, include interesting, unique details about your character that we might not know.

History

Enter your character history here. There should be enough there to explain why your character is the person he/she/it is.

LupiniusAngelis

Date: 2009-04-23 11:52 EST
Name: Lupinius

Other Names: Gabriel Wolfe, or just plain Wolfe

Origin: The Isle of Britain - conjured by The Lord High Magus Alexander Gothien Telorrcanis - sometime prior to the reign of Arthur Pendragon

Race: Demon or Wolf (Okay, a note here, because so many people seem to be confused. Lupinius is NOT a Lycanthrope. He is NOT a werewolf. He is a DEMON in one form, and a WOLF in the other, NOT - I repeat, NOT - a hybrid of either of the two. There are scent-markers that may give him away, and perhaps a couple of other things, but if you don't have powers of enhanced smell, you won't know it.)

Age: Unknown, but estimated at a couple thousand years

Height: (Demon) 6'6" (Wolf) 3'2" at the shoulder

Weight: (Demon) 263 lbs (Wolf) 285 lbs

Eyes: Brilliant sapphire blue, with the occasional flicker of deep violet

Hair: Black, streaked with silvery-grey

Distinguishing features: A long, diagonal slash from the upper left shoulder to the right lower side of his ribs, a 'birthmark' on his right shoulderblade, resembling a howling wolf's head

Relatives: None

Relationships: Romantically involved with/mated to Lady Onyxia Uth Dravon Dragonbane

Skills: Exceptional armed and unarmed combatant (both trained and innate), telekinesis, healing, empathy, exceptional senses of smell, sight and hearing, regenerative powers, shapeshift (between man and wolf forms), elemental control over fire, a few other magical tricks he's picked up over the years, teleportation

Weaknesses: Utter fearlessness - while some see this as an advantage, it is in fact a disadvantage, lending him to bouts of extreme recklessness - and despite his immortality, he is not invulnerable - even he can't live without his head attached, after all. Also, can teleport, but is only able to do so when he is called by his true name.

Persona: Lupinius is, for the most part, the strong, silent type. His habit of sitting outside a situation and calmly observing in minutiae has often led others to believe he is cold and detached, when in fact he is picking apart the scene with the depth and passion of one who has all his life lived outside the norm, wishing he could truly be a part of it. The stigma of being detached is not helped by the fact that he very carefully conceals his real thoughts and feelings, not seeming to come to life until he is threatened or angered.

Items:

Sword: Angelis

Qualities: Owned, Custom Weapon, Immortal Blade

Origin: Angelis was created using the same process used to conjure Lupinius himself, from demonic energies bonded and aligned with him. As such, the sword is neither inherently good nor evil, but is dependent on the alignment of its owner. Though it is solid enough in the hands of its wielder, no one but Lupinius may use this sword - any other who takes it and attempts to use it will only be able to watch as it vanishes in a flickering of amethyst light. The sword CAN be broken, but this is not enough to destroy the blade - it will simply dissipate and return to its original form.

Form: Angelis is a simple, sleek longsword, composed of folded titanium-silver-molybdenum-orichalcum alloy, upon close inspection, when it is summoned.

Purpose and Function: Angelis was created and designed straight from the mind of Telorrcanis himself, a masterwork of beautiful simplicity. Its composition and design have the end result of being able to do harm to quite literally anything, living, dead, or otherwise, while being tough enough to stand up to all but the most powerful of blows. Even spirits are not safe from this weapon. In short, this sword, while perhaps not the most lethal in existence, is quite possibly the most universal.

The Third Amulet of Avalon

Qualities: Indestructible, only separable from the owner by being gifted, magical item

Origin: See here.

Form: The Third Amulet is a teardrop of jet-black stone which glows violet in the center, giving it the appearance of having a flaw of amethyst in its heart. It is always fastened to its owner by silver.

Purpose and Function: See here. The Amulet grants Lupinius the powers of healing, empathy and telekinesis.

Theme Song: Limp Bizkit - "Behind Blue Eyes"
Fight Song: Metallica - "Don't Tread on Me"

Facts about Lupinius

Lupinius is the only demon ever to have been employed in the service of (or for that matter, set foot on) Avalon, though it was not known to most of them that he was in fact a demon.

Lupinius is the last remaining Guardian of Avalon - the other four fell in battle, just before the fall of Avalon, Camelot, and Arthur Pendragon.

When Lupinius shifts forms, he is bound only to the restrictions of that form. In his human form, he is in fact a demon, with all the advantages and restrictions that come with it. When he assumes the shape of a wolf, he is a wolf only, though he remains capable of sentient thought.

Despite being a demon, Lupinius is somewhat unique in that he retains a human soul, a gift from the Witch and High Priestess of Avalon Hazel, who took pity on him when she saw what he truly was - a slave. Unfortunately, even though his soul is human, he is still - irrevocably - a demon, a fact which he has come to terms with but does not enjoy.

History

Lupinius was created by The Lord High Magus Alexander Gothien Telorrcanis, a self-titled and egocentric wizard who had thought to rule the world with an army of demons. Granted, he was a most gifted wizard, capable of magics that would have been beyond the capability of most, but he was also mentally unstable, even if he was a genius. Lupinius was his first and most favored creation, a being capable of not only murder and bloodlust, but able to enter most any place without being suspected, since he was able to change his form to defy most magical protections. For nearly a decade, even after creating a host of other equally capable soldiers, Lupinius would be his personal assassin, sent out to deal with the most powerful of Telorrcanis' opposition.

The one mistake he made, however, was sending Lupinius out to deal with a threat that would defeat him with the only thing he was not equipped to match - love.

The High Priestess of Avalon was a witch named Hazel, a woman unique in that she could see past the restraints of good and evil, and that no one was beyond salvation. When Lupinius came for her on Telorrcanis' orders, she saw him for what he truly was - a slave without a will of his own, but beginning to be aware that he desired to be free. Rather than seeking to protect herself, she allowed him to come to her, an action that sparked within the assassin his first emotion - curiousity. He had never dealt with anyone who had not put up a fight before, and he himself had slaughtered thousands in a variety of ways, all seeking to slay him in return. Rather than fight, this one offered a proposal - simply drink a potion in a bottle she held in her possession. If he still desired to kill her after drinking it, he would be allowed to do so.

The decision to do so was the defining moment that Lupinius became truly free. He had made his first choice of his own free will.

The potion was a formula modified from an alchemist's brew, and as Lupinius drank, it filled him with something he did not anticipate - warmth. Feeling. Love.

And most painful of all...guilt.

As the deaths of thousands piled onto his conscience, he collapsed, literally knocked unconcious by the weight of the evil he had done.
In truth, the potion nearly ended his existence. A demon was not meant to hold the weight of a human soul, and doing so was nearly the death of Lupinius - but something made him hold on, something that forced him to accept what he had done and face it. He had been created with the singular purpose of not only combat, but survival, and it was this that not only held him to life, but also proved to be his creator's undoing.

A month later, he awoke. Alone. He made his way back to his creator, who immediately inquired as to the success of his mission. When Lupinius attempted to explain what happened, to show him that perhaps what he was doing was wrong, Telorrcanis tried in his rage to vanquish the demon he had created. Unfortunately, by this time, Lupinius was far too strong for him to affect - changed, irrevocably, by the soul he had taken into himself by his own choice. The magics Telorrcanis attempted to use on him rebounded onto himself, and he was wiped from the earth as if he had never been - taking all those he had bound to him, all the demons in his army, with him.

Lupinius was spared, having become unbound from his creator by a single act of free will.

Alone and adrift, Lupinius left his creator's haven, and sought out the only person who could give him a purpose - Hazel. He told her of what had happened, of what he had tried to do before his mad creator had tried to kill him. She could see that this one needed a purpose in life, a way to atone for the grief and terror and evil he had inflicted upon a world. She could see it in his eyes, hear it in his voice. She appointed him the Third Guardian of Avalon, and from then until the time it vanished from the earth, Lupinius served faithfully.

Now, he has found a new circle of Guardians, people to carry on the tradition of service that he had been a part of so long ago.

Beoraxas

Date: 2009-04-23 15:50 EST
Name: Kaleb James Holliday

Other Names: Umm...does "You bastard" count?

Origin: Jeanerette, Louisiana

Race: Demon/Human Hybrid

Age: Looks to be his mid-twenties, is actually closer to 150

Height: (Human) 5'11" (Demon) 10'4.5"

Weight: (Human) 194 lbs (Demon) 863 lbs

Eyes: Grey with the distinctive 'eyeshine' effect, sometimes flickering with bright blue

Hair: Raven-black

Distinguishing features: Full-back tattoo piece of a gothic-looking demon, all done in greys and blacks - tattoos on the inside of his wrists in red ink, one of a tiger, the other of a dragon

Relatives: None currently living

Relationships: Magically bonded and bound to Laniandra Valendria

Skills:

Human Form: Is an exceptional wielder of knives and other bladed weapons of varying types. He has also watched a lot of old kung fu movies and, while he is no true master of the art, he is an exceptionally gifted practitioner of it, particularly for someone who has had little formal training in the art. Has the ability to teleport, a 'gift' from his demon half. Is able to manipulate fire and electricity. Superior strength and senses granted by his demon half. Has the ability to heal a willing subject's mind empathically.
Demon Form: Pure, brute strength, armored skin, and violent to the extreme. This demon makes fire and electricity its playthings, able to manipulate them in a countless variety of ways. Also loves close quarters combat and revels in the ability to pound most any opponent into a pulp. Retains the martial abilities of the human form, but with none of the finesse. Also has the ability to teleport.
Both Forms: Extremely rapid healing time, almost regenerative powers.

Weaknesses: Kaleb has some marvelous strengths granted by being a demon, and has had even more given to him by the recent acquisition of one of the Amulets of Avalon. However, unfortunately, he is half-demon, which brings with it certain limitations - he is not able to enter holy places (with the exception of the Guardian's Chamber) or any other place that has protection from unholy, infernal or demonic beings. Thinks of his abilites as a curse, though less so since becoming a Guardian. Though acquiring the Fourth Amulet has enabled him to have more and easier control over his demon half, that part of him is still a violent being, and he does unfortunately have trouble curbing those urges.

Persona: Kaleb has a darkly sardonic personality at times, and tends to be a bit of a loner. He can be sociable enough and party it out with the best of them (he's part Cajun, after all), but for the most part he likes keeping to himself. Still, if a pretty face comes along, he can be quite flirtatious, pulling him out of his introverted personality for whatever length of time she happens to stay around.

Items:

The Fourth Amulet of Avalon

Qualities: Indestructible, only separable from the owner by being gifted, magical item

Origin: See here.

Form: The Fourth Amulet is a teardrop of jet-black stone which glows electric blue in the center, giving it the appearance of having a flaw of sapphire in its heart. It is always fastened to its owner by silver.

Purpose and Function: See here. Grants Kaleb greater and easier control over his demon half and the ability to empathically heal willing subjects.

Theme Song: Rob Zombie - "Demonoid Phenomenon"
Fight Song: Rob Zombie - "Superbeast"

Facts about Kaleb Holliday

Kaleb is the second ever demon to be gifted an Amulet.

Kaleb's knowledge of kung fu comes mostly from watching old foreign kung fu films, the TV series Kung Fu, and many other sources, including books. He was so inspired by these that he went and got the tattoos for the Shao'lin on his wrists and even visited an authentic Shao'lin temple, where he stayed for a few years and perfected his informal knowledge of the art of kung fu.

Kaleb's demon half calls himself Geryon, though it never reveals its name to anyone.

History

Kaleb Holliday was born under a rather unfortunate set of circumstances. His father was a barrister and politician in the city of Jeanerette, and moderately well-off. He devoted his time, money and career to helping disadvantaged children and adults by creating shelters, jobs, donating and working for various charities...in short, Kaleb's fatehr (Patrcik) was a very good man. Unfortunately, in a world that is being fought over by good and evil all the time, such good was taken notice of, both by those fighting for good and, less fortunately, by those working for evil, as well.

It was determined by the powers of evil that such a man could not be tolerated and should be taken care of - however, it was also determined that he was of excellent breeding stock and, to that end, a demon was recruited to mate with him to conceive a child in an effort to advance the underworld's goals of blending in with and infiltrating the human world's population to further their goals of eventual domination and destruction. The demon was a female assassin and shapeshifter by the name of Elzbet, who was capable of assuming any shape she so desired. To entice Patrick Holliday, she naturally assumed the shape of a quite beautiful woman to attract, seduce, and finally murder Patrick Holliday.

She went on to give birth to Geryon, half human and half demon. Thanks to the inherited shapeshifting ability from his mother, he was able from birth to switch between his human and demon forms, enabling him to blend in perfectly with other humans. He was raised among other demons, and from birth he was raised to have no mercy, no conscience, no thought other than to exterminate good and be able to blend in with humans - and, for nearly a century, he excelled at it. He was able to kill many forces for good without being detected in that time.

And then he met Julia.

Julia was a good woman, charitable, the owner of a bakery. So small a thing, but she would donate her leftover goods at the end of every day to the homeless, would give anyone who asked any money that she could to help out, mentored young men and women in her spare time, and even managed to turn a man on the edge of self-destruction away from that path and back to being a good, upstanding member of the community. It was this last that drew the attention of Geryon's handlers, and he was sent to deal with it.

it is a curious thing, though, when an unstoppable force meets an immovable object. And who is to say what that immovable object will be? In this case, the unstoppable force was the demon Geryon - in human form, of course, with the name he had taken during his time among humans of Kaleb - and the immvable object, a simple, kind, beautiful girl named Julia.

He had decided to make his approach to her at night, as she was closing the bakery she owned and leaving for home. His brazen approach was the same as all the others he had extinguished - he walked right up to her and asked her if she was the one he was seeking. But even in the darkness of the night and his approach, Julia simply smiled at him and, staring straight into his eyes without fear, offered him her hand. So confused was he by her approach - simple, kind, and unassuming - that he was distracted from killing her.

To his eyes, she was the most beautiful thing he had ever seen. It was almost as though, even though it was the dead of night, she lit up the world. What caused this reaction within him? Who can say? Perhaps, after being a demonic killing machine for so long and seeing nothing but terror in the eyes of his victims, a single, open and kind person was able to trigger the spark of humanity that had been hidden inside him for so long. And as with avalanches, it was the first little crack that began the collapse of the demonic personality and opened the way for the human inside to find its way out and assert itself.

He was in love, at first sight...though she would never know.

From then on, he spent a lot of time around her bakery, watching her from afar, seeing the kindness in her eyes, the light in her smile, the way she touched others' lives and made them better every day. And the more he watched, the more his humanity, so long suppressed, got stronger. More in control. And the stronger it got, the weaker his demon side got...and consequently, the farther from that world he slipped. After almost a year, it was as if he had never been a demon. he managed to get a job at Julia's bakery, though he managed to keep his affections for her hidden from her - as unfortunately, she was a married woman. Still, he was content enough to watch and love her from afar.

Two years had passed, and in that time the demon world had lost not only its grip on Kaleb, but also any way of locating him. Assuming him dead or incapacitated somehow, they sent another demon to take care of Julia.

What the demon assigned to assassinate Julia found, however, was not what he was expecting. He had made his approach to kill Julia, but Kaleb - who had known this day might come - had become not only her admirer in secret, but also her watchful protector, her silent guardian. The demon coming for her was about to make his kill - had, in fact, confronted her much the same way Kaleb himself had - when he was suddenly confronted by a ten-foot-tall, stone-skinned monstrosity of a demon that seemed to burn from within with Hell's own flames. the demon, caught off guard, didn't even have the opportuniity to defend itself.

Julia would never know the true identity of her demonic protector - she was so terrified she fainted. Afterwards, she was never the same - that kind, lovely woman who had wanted nothing more than to help every soul she came across became much more reclusive. In their way, the demonic forces of the world had accomplished their mission, but by then it was too late - one of the lives she had touched was a demon named Geryon, who would from that day forth be known as Kaleb.

Evil had gained a new enemy.

After that night, Kaleb left Julia and the city she had been in behind, travelling to see more of the world he had missed, becoming better acquainted with his humanity. Along the way, he ran into all sorts of new and exciting things, and one of these that he bcame very fond of was foreign films, namely kung-fu movies. He liked them so much, in fact, that he began using them to learn the art of kung-fu, and was eventually so inspired by it he actually visited a Shao-lin temple. From them he not only learned to refine his rudimentary martial art skills, but also better ways to control the demon within.

Still, he could not stay long in one spot - things eventually would happen, someone might push him into a fight, and it was always during those times that he had the least control over his darker side, which always turned out messy. And, while he could be said to merely be defending himself, when it came out, the demons would show up not long after, looking to reclaim him.

To end that, he has come to Rhydin - where, his first night there, he met a man named Lupinius. The rest, as they say...is history.

Michael Stanton

Date: 2009-04-23 19:57 EST
Name: Michael Edward Stanton

Other Names: Wraith

Origin: Salishe-Sidhe Nation, NAN, 20

Race: Human (American Indian and Japanese descent)

Age: 38

Height: 6'8"

Weight: 226 lbs

Eyes: Dark, dark brown

Hair: Black

Distinguishing features: Has a full-back piece that is the markings from the hood of a cobra, with the words "Rest In Peace, Brother" above it; a tattoo on his shoulder of the Marine Corps emblem

Relatives: Phillip Arrais Stanton (brother, deceased), Rebecca Elizabeth "Phoenix" Stanton (sister)

Relationships: None

Skills: A master of the sword, the bow and arrow, and the knife. Has such a gift for thrown ballistic weapons that even such harmless objects as credit cards, pens, nails, cotter pins, and the like become lethal objects. Can catch thrown weapons and even arrows shot in his direction out of the air...and be able to toss them back. Can walk without leaving footprints, even in knee-deep snow. He is a master tactician, particularly when it comes to small-team tactics and strategy. Stealth is another of his specialities - he can cross nightingale floors without making so much as a squeak. Can also shift forms into a more shadowy, insubstantial, vaporous state that can't be touched, and has the ability to teleport using shadows. A list of powers is below.

Powers:

Arrow Cutting

The Adept with this skill can consciously affect the speed of missiles approaching him, slowing them down to such an extent that he can easily knock them aside with his hands or weapons. If the Adept is feeling especially cocky he can catch the missile in midflight. Using this power, an Adept can deflect knives, shuriken and even arrows, although he can't deflect bullets (bullets travel too fast to be appreciably affected by this power).

Astral Perception

The adept has the ability to see into the astral plane via Astral Perception, but cannot use astral projection. This enables the adept to perform astral combat, but the adept cannot cast spells.

Body Control

The physical adept using body control has such control over his/her body that he/she can resist the effects of gases, drugs, and poisons.

Combat Sense

The adept with combat sense power has an almost sixth-sense about an area and any threats around him/her.

Distance Strike

By focusing the magical energies at his command, the adept can send a bolt of magical energy at his target when making an unarmed attack from a distance.
Note that this sort of attack cannot be defended against by normal means of dodging or blocking, as it is not an actual physical attack, but a magical one.

Empathy

The adept with the empathy power is able to pick up on the moods and emotional states of other people within their line of sight. By focusing, if the person in question is in physical contact with the adept, those emotions can be altered.

High Jumps

By focusing power into making the body lighter and the leg muscles tight like springs, the adept can launch him/her/herself large distances. Use of this power allows the adept to jump vertically up to six times normal vertical jump, or jump horizontally up to six times normal horizontal jump.

Improved Ability
(Sword Combat/Katana, Unarmed Combat, Throwing Weapons, Stealth, Bow)

The physical adept is able to, by focusing and applying his powers, magically enhance his abilities in a specific skill, or in this case, skills.

Improved Physical Attributes
(Increased Quickness x3, Increased Strength x3, Increased Toughness x2)

With this ability, the physical adept can raise a Physical Attribute (only Body, Strength, or Quickness), but not a Mental Attribute.

Improved Physical Senses
(Thermographic vision, high/low frequency hearing, enhanced smell, enhanced touch, flare compensation, sound dampening)

These improvements include low-light or thermographic vision, high-frequency/low-frequency hearing, enhanced smell or taste, and so on. Unless an improvement involves radio or similar technological phenomena, anything that can be improved by cyberware can be improved by this power.

Increased Reflexes x3

Self-explanatory. The adept is able to act and react faster than the average, unenhanced human, in this case three times faster.

Killing Hands

The physical adept may use his magical force to turn his Unarmed Combat attacks from Stun to Physical damage. When using Unarmed Combat, an adept with Killing Hands may choose to do either the normal Stun damage or the improved Physical damage. In short, the damage done, rather than simply stunning an opponent, will cause actual physical damage.
If this power is used in conjunction with the Distance Strike ability, the magical energy will inflict physical damage rather than stunning damage.
Not that this power is not truly a physical attack in either the ranged or melee forms, and so cannot be defended against by normal means, as the damage caused is not truly a physical attack, the adept’s hands serving as channels for the magical energy.

Magic Resistance

The adept with this power has a strong unconscious resistance to sorcery and other targeted spells, resulting in his ability to shrug off magical damages. Unfortunately, it also makes him resistant to the effects of magical healing and other beneficial spells.

Missile Mastery

The adept with this power has such a developed talent for throwing weapons that normally harmless items such as pens, playing cards or paper clips can be turned into deadly weapons.

Rapid Healing x6

The adept recovers more quickly than normal from all forms of injury, using magical energy to boost the normal healing process.

Rooting

This power allows the adept to extend the force of his aura to "root" to the ground with the expenditure of a moment's concentration, becoming a literal immovable object, able to strongly resist being knocked down, thrown, levitated or otherwise moved against his will.

Sonic Scream

This power allows the physical adept to create a yell/scream that can be heard from a great distance. The force of this scream is so great that it can shatter glass, deafen people, or even knock people out.

Traceless Walk

This power gives the adept to walk over surfaces which would normally leave evidence of her passing (such as snow, sand, mud, or thin paper) without leaving a trace. The adept makes no noise from contact with the ground, although gear or clothing may still make noise. This power is only active when the adept is actively trying to be stealthy, and does not let the adept walk over liquid surfaces.


Weaknesses: Hemophiliac, enjoys pissing the bad guys off, and loves his alcohol!

Persona: Wraith has a very strong, very outspoken and honorable personality, but that is belied by his casual and sometimes caustic way of speaking. When he's planning a mission or called upon to lead, though, the former Marine comes out like a million-candlepower spotlight through thin fog.


Items:

Sword: Nagamasamune

Qualities: Magical blade

Origin: Inherited from his mother

Form: A simple, elegant, finely made katana, crafted in the old traditional way of swordmaking dating back to ancient, feudal Japan, of folded steel with a pearl of orichalcum embedded in the hilt.

Purpose and Function: Nagamasamune is an enchanted sword specifically made for the striking down of blood spirits as well as actual physical combat. Its razor sharp edge and superb construction make it excellent for striking both magical and mundane targets.

The Fifth Amulet of Avalon

Qualities: Indestructible, only separable from the owner by being gifted, magical item

Origin: See here.

Form: The Fourth Amulet is a teardrop of jet-black stone which glows golden in the center, giving it the appearance of having a flaw of gold metal in its heart. It is always fastened to its owner by silver.

Purpose and Function: See here. Grants Wraith the ability to shift to a shadowy, 'wraith-like' form and the ability to access shadows as though they were portals to wherever he likes.

Bow: Compound T-STAR 'Sniper Bow'

Origin: Custom-made to his specifications by a private corporation.

Form: A compound bow, entirely black.

Purpose and Function: This compound bow was made following research into hyper-flexible 'memory' materials. Whereas most bows can shoot a pretty fair distance, this bow canfire arrows with such power that they can reach ranges comparable to a good high-power rifle and still have lethal velocities. Coupled with custom-made arrows with a variety of tips (including explsoive and shock-tips), in a competent person's hands this weapon is the ultimate in silent, stand-off striking power, and is just as lethal and capable at short range.

Facts about Wraith

Wraith's moniker is not one of his own choosing, but rather was given to him in his Marine Corps days, for his ability to slip around in complete silence and to vanish seemingly into thin air. Now, of course, he can do that literally, making the name all the more appropriate.

Wraith is one of the most (if not THE most) powerful physical adepts of the Seattle Metroplex area...which means the whole world, for all intents and purposes. What really, truly makes him stand out, what makes him unique, is his ability to move in complete, utter silence.

When viewed magically, Wraith doesn't seem to exist, unless one is looking very, very carefully. Even if someone can see him, though, he appears to be nothing more or less than a perfectly normal human.

Wraith has a long-standing hatred of a corporation called Aztechnology for killing his older brother, and spent the majority of his shadowrunning career before coming to RhyDin causing as much damage to them as he could. He came to RhyDin through a 'portal' he found in one of their corporate structures, which he destroyed just as he jumped into it, and found himself here.

Theme Song: "The End is the Beginning is the End" - The Smashing Pumpkins
Fight Song: "Control (Juno Reactor Instrumental)" - Traci Lords

History

Wraith was born Michael Edward Stanton, in the Salish-Sidhe nation of the Native American Nations, the second child of a Native American father and a Japanese mother. His father was an exceptionally gifted shaman and his mother an elemental mage, so their children being magically gifted was a foregone conclusion, for the most part. When they were killed in a magical accident, Michael was too young to really remember them, unfortunately, and he, his brother and his sister ended up being sent to an orphanage.

He had been there for a short time when he was adopted by a UCAS Marine Corps colonel, one Jackson Thomas. The colonel's wife had died recently, and they had never managed to have children. He had it in his mind to adopt a child and raise him, taking him from a disadvantaged position and doing his best to raise him right.

Unfortunately, the colonel had gotten more than he bargained for with Michael, who was not only an impetuous and rebellious child, but a very smart one as well. Many was the time when Michael was growing up that Jackson would go to check on him and find that the boy had slipped out of the house without a sound. If anyone had asked the colonel, he would have smiled and said, "That boy's got a gift...he just needs direction."

That direction would be something Michael would get. Around the time he reached fourteen, Micahel and the colonel had an altercation that ended up getting a little physical on Michael's part. The argument started over grades and Michael's bad attitude towards the colonel, whose disciplined lifestyle and rules infuriated the boy. As the argument got more and more heated, however, Michael finally felt something snap inside him, and he threw a punch at the old man.

The colonel was caught completely by surprise, partially because the boy had actually thrown a punch, but mostly because the punch was delivered with such speed that the boy was moving almost too fast to be seen, and the colonel was knocked to the floor.

Michael, of course, was horrified by what he had done. He immediately rushed to the old man, trying to help him up, but the old man just laughed as he got to his feet - almost as if he hadn't even been touched, in fact. "Boy, I knew you had it in you," he said, to Michael's bewilderment. "I just didn't know how much of it you had."

The colonel, it turned out, was waiting for this - the first sign of Michael's magical ability, manifesting itself. He went on to explain just what he knew about the boy's magical skills, those fo the physically adept. And as it turned out, to the boy's wide-eyed wonder, the colonel knew a lot about it, because he had gifts of a similar vein.

From then on, Michael's whole life changed, and for the better. The colonel showed him discipline, structure, but advised him not to lose his ability to think for himself, and showed him how to keep that mindset. He also trained him in unarmed combat and arranged for him to participate in sports, martial arts, archery, and other formalized combat training.

The formation of the man who would, in later years, be called the Wraith had begun.

When he graduated from high school, through his adopted father's connections, Michael was able to get into the UCAS Naval Academy for Marine Corps Officer training, where he continued to accel at a rate that pleased not only his father but his instructors as well. He showed a particular affinity for small-group tactics, and even managed to impress his instructors with his capacity to think creatively.

In his junior year at the academy, however, tragedy struck - the man he had come to love and call his father died of a stroke in the middle of the night. For most, this would have been a blow that might have halted a great career, but not for Michael. The old man had once told him that his greatest asset would be his brains and the will to carry on even through the darkest of times, and Michael had plenty of both. He dedicated his remaining year and a half at the academy to his father, and graduated valedictorian of his classs. His speech he dedicated to his father, who had been a well-known and greatly admired man.

He served for eight years in the Marines before the incident that ended his career finally came. He and his unit were in South America, helping the local government deal with terrorist attacks that had been targeting not only military, but also civilian targets, when his team walked into a well-orchestrated ambush. His team, unfortunately, was wiped out, with he being the sole exception. He had managed to survive because he had seen it coming, but was unable to convince the officer in charge of the expedition that it was imminent, and so had left his unit behind. From his vantage point, he was able to see it all happen. His squad managed to cripple the assault force that had ambushed them, thus enabling him to finish them off, but the damage was done.

He was summarily court-martialed and the blame for the loss of the squad was laid on his shoulders. In deference to his father, however, and his otherwise fine military service, he was dishonorably discharged from the Marines.

That blow, again, would have finished most men. Wraith, however, remembered what his father had taught him, and instead moved back to Seattle, where he marketed his skills in the shadows, selling his services to whomever would have need of them. He also, in that time, managed to be reunited - completely by accident - with his sister and brother. In that same meeting, though, yet another tragedy came to pass, as his brother was killed shortly thereafter by an Aztechnology Blood Mage, using his brother's sacrifice to fuel his dark magics.

From that point on, Wraith re-dedicated his life to causing that corporation as much hell as he could, and managed to succeed - he ended up on their most wanted list, and when you're on a list like that, it usually means they want you dead. Still, he persisted, sometimes being paid, other times not, but always with one goal in mind. He even managed to turn a tidy profit doing it.

One fine day, though, he was contacted by a stranger, a woman with an offer to do a job for her - simply to raid a dragon's keep. As the dragon was dead and the keep up for grabs to anyone who could find it, it didn't necessarily present a problem, and he was even offered a percentage of the hoard. Naturally, he took it.

And it was there he would find a box. A very special box, containing four black amulets connected to silver chains. Along with a sizable bit of treasure, he managed to keep it, and used all of his contacts to find out what it was, and even who to ask about it - but asking would mean he might have to take a trip to another world, and would most likely not be able to get back home.

The portal he was told to find was in the basement of an Aztechnology building, and of course, before he flung himself into it, he had to do as much damage as possible. What with his knowledge of explosives and demolition, he was able to bring the whole thing down and jump into the portal before it collapsed on him.

And that is how he ended up here.

Fred McCarty

Date: 2009-04-30 12:08 EST
Name: Frederick Reginald McCarty

Other Names: McCarty

Origin: Driftwood, Texas

Race: Human

Age: 47

Height: 6'1"

Weight: 194 lbs

Eyes: Blue

Hair: Dirty Blond

Distinguishing features: C'mon...just look at him. How many Wild-West-looking gunslingers do you see around here?

Relatives: None

Relationships: None

Skills: He has out-of-this-world skill when it comes to using pistols of any type, but where he truly shines is with his custom-made, silver-handled, twin .45 caliber revolvers. The silver handles also contain a small bead of orichalcum, which hold an enchantment protecting the pistols from any kind of magical interference and also protect the bearer from hostile magical spells that are used against him or her. Additionally, he is very proficient in the use of rifles, nearly as good at using them as he is is pistols, and is quite skilled with knives as well. He also has one hell of a punch. He can travel with the winds, harnessing them to pick him up and take him where he has to go, disappearing within them as though he were no more than a cloud of dust. Lastly, he is schooled in basic first aid, learned mostly from having to patch himself up from the fights he gets into from time to time.

Weaknesses: Fred often has a 'shoot first, ask later' policy when it comes to dealing with problems, which does tend to lead to other, more serious problems. Fred's personal philosophy is that 'if a bullet can't solve the problem, shoot it anyway.' Also, he has one other weakness: children in danger. He cannot resist protecting a child, having lost one of his own, and will go to absolutely any lengths to do so, including sacrificing his own life and anyone else's as he sees fit.

Persona: Fred is the very epitome of the dusty, grizzly, gruff, rough and ready Old West gunfighter. He has the hat, the boots, the spurs, the duster, the jeans, all as dusty as if he had walked out of a mid-Texas dust storm. The only thing that looks clean on him, in fact, is his pistols. His persona reflects this - quiet spoken, somewhat sullen, with a serious attitude and a drawling voice, a solid, purposeful stride and a completely fearless demeanor.

Items:

Colt .45 caliber pistols

Qualities: Immunity to spells, Immunity to magical interference

Origin: Inherited from his father

Form: A pair of heavy, long-barrel, old-style .45 caliber chrome revolvers with pure silver handles. Encased in the handle of each gun is a 9mm bead of orichalcum that holds the guns' enchantment protecting them from magical interference and protecting the bearer from spells cast at him by hostile forces.

Purpose and Function: These guns have one purpose, and one purpose only: to kill. Period. They can hold and fire any type of ammunition that can be shot from a .45 caliber pistol.

The First Amulet of Avalon

Qualities: Indestructible, only separable from the owner by being gifted, magical item

Origin: See here.

Form: The First Amulet is a teardrop of jet-black stone which glows blood red in the center, giving it the appearance of having a flaw of ruby in its heart. It is always fastened to its owner by silver.

Purpose and Function: See here. The First Amulet granted the gift of healing to Fred, as well as greatly increasing his reactions, dexterity, and granting him control over the winds.

Theme Song: Atreyu - "Lead Sails (And a Paper Anchor)," Bon Jovi - "Blaze of Glory"
Fight Song: Rob Zombie - "Never Gonna Stop"

Facts about Fred McCarty

Unbeknownst to himself (or anyone else, for that matter), Fred is in fact a direct descendant of one Henry McCarty, a famous gunfighter of the Old West. While most may not recognize the name (and it wouldn't be recognized by Fred himself), most will recognize his alias - Billy the Kid.

Unlike his forebear, Fred is not (and has never been) a criminal, despite his tendency to solve his problems with his guns.

Fred's skill at handling his pistols is such that he can fire nearly as fast as a person wielding a fully automatic assault rifle, but much, much more accurately. He can fire from any position, and instinctively knows where his guns are pointing at all times. In a bet once, a friend tied Fred's hands behind him as he sat in a chair and placed a gun in his left hand. Not only was Fred able to shoot his designated target (a golf ball placed twenty feet behind him), he was also able to shoot the chair frame in such a way that allowed him to get free, all in under a minute.

Fred doesn't like being called Fred. Instead, he prefers just 'McCarty.'

Fred is also double-jointed.

History

Fred was born in a little town in Texas called Driftwood. And yes, it does actually exist, thanks, despite being very small. His mother and father lived on Native American Tribal land, where they gave birth to their son and lived quite happily for many years. Unfortunately, it was not to last. War broke out between the disgruntled Native Americans of the region, who for centuries had dealt with the many inequities dealt upon them by the U.S. Government of old. It had taken nearly two centuries for the unrest of the Native Americans who, time and again, had had their land taken from them and were forced to move to other lands by U.S. Government mandate. However, in the second decade of the 21st century, oil and other precious materials were discovered in the lands that the Native Americans of the region had lived on since they had been driven from their home lands, and the corrupt U.S. government decided they had to move again. This, unfortunately for the McCarty family, was the last straw, and the Native Americans of the region responded by not only fighting back against the government but by systematically evicting or killing all of the non-Native American inhabitants of their tribal lands.

Fred's father, never one to want to fight, could not abide the thought of being forced from his home along with his family, and fought back, using a pair of old .45 caliber pistols. He did, to his credit, manage to kill nearly half of the Native American tribal members that came to take them away - unfortunately, he himself was killed by the force, along with his wife, who was accidentally shot in the crossfire trying to shield her son. Fred, himself only four years old at the time, was spared and - in a strange gesture by a people that had come to hate white men and all they represented - was taken in by the head of the raiding party that killed his family.

Fred, who would never remember any of this, was raised by the warrior all his life as though he were the man's son. He would, of course, know he was different - his features were not as dark, his eyes too round, his body too hairy. But he never asked questions, not until the day his 'father' would come to him with a pair of silver-handled revolvers and the story of what had happened to his real family and his own role in it.

Fred, however, had been raised by these people, had come to see that they revered life and understood that, as unfortunate as it was, they had been forced to kill his father and that his mother's death had been an accident, caused when she had shielded himself from the bullets flying into the house. He had also been taught other things by the warrior who had raised him, now an old man - how to call the wind, how to ride it wherever it would take him, and, perhaps most useful of all, how to fight with gun and blade and hand.

The follwoing day, he left his home of so many years, determined to live up to not only the warrior who had raised him, but the fighter that his father had been. His one promise to his father as he left was simply this - that no matter where he went, his one mission would be to help those who needed it, to defend those who could not defend themselves.

ValeriaRaxollen

Date: 2009-05-01 15:15 EST
Name: Valeria Persephone Raxollen

Other Names: Val

Origin: Laconia, Greece

Race: Human, with a hint of Dragon

Age: 20

Height: 5'4"

Weight: 107 lbs

Eyes: Dark brown

Hair: Dark brown

Distinguishing features: A pair of brilliant green, scaly dragon's wings that sprout from her back. They are concealable, but why bother? They're fun, too!

Relatives: Alexander Raxollen (Father), Helena Raxollen (mother)

Relationships: None

Skills: Mastery over the elements - Valeria can control and even give life to literally any elemental force she chooses, be it air, fire, water, metal, earth, wood, electricity, ether, or even the Nexus, with almost no effort or thought. Thanks to the Amulet, she also has excellent melee combat skills.

Weaknesses: Despite her magical prowess and combat expertise, Valeria still has a tendency to be deeply naive at times, and can be easily manipulated. Beware, though, that she never realizes it - with the magical force she has at her control, she brings new meaning to the phrase "Hell hath no fury..."

Persona: A young-looking, petite girl, she looks very unassuming and innocent to the eyes, with the same outward and outgoing spirit you would find in any happy young girl. Most of the time, she seems happy, playful, and cheerfully naive...until she begins practicing her art.

Items:

The Fourth Amulet of Avalon

Qualities: Indestructible, only separable from the owner by being gifted, magical item

Origin: See here.

Form: The Second Amulet is a teardrop of jet-black stone which glows green in the center, giving it the appearance of having a flaw of emerald in its heart. It is always fastened to its owner by silver.

Purpose and Function: See here. The Amulet has granted her the training and experience of a lifetime of combat training, the ability to create any melee weapon of any type out of any single element or combination of the elements, and also gave her the wings of a dragon, as befits her bloodline.

Theme Song: Loreena McKennitt - "Skellig"
Fight Song: Evanescence - "Going Under"

Facts about Valeria

Valeria's mastery over the elemental forces of the world is so complete that she can, at a whim, summon and breathe life into an elemental life form. This life form is completely subservient to Val's needs and commands, doing whatever she desires, and will fight to defend her or anyone she desires at any cost.

Val's combat training is somewhat unique in the fact that it has been bestowed upon her by a magical artifact rather than based upon actual experience, but is not any less effective for that. The one problem is that she has no actual close-combat experience and very little combat experience at all.

History

Valeria Raxollen was born in Laconia, Greece, into a family that has, throughout the agesm been the guardians of the earth and the protectors of their power. The family's lineage extends back into antiquity, back to the days when dragons were the protectors. How the blood of the dragon got into her family's line is unknown, but it is there, and since the beginning of time the Raxollen family line has protected their power and the earth.

Fortunately, Valeria was born into a time with little strife, into a very happy family, and she was raised with her powers and her family's history known to her. As she got older, though, she began to get restless. She was capable of so much, and wanted so much to make her family proud and live up to her ancestry and heritage. It was to this end that she finally, one day, left home, much to the sadness of her parents. Still, they understood, and were willing to let her go, only saying that should she want to, she would always be welocme at home.

Finally, after a few years of wandering and finding nothing to do, she came to Yasuo. She had lived there a year, sometimes helping farmers or people with their needs, all in very small ways but always sensing that there was something more she was meant to do, something greater. That was how Lupinius found her.

Now she is a Guardian. Evil, beware.

Onyxia

Date: 2009-05-30 10:14 EST
Name: Lady Onyxia Uth Dravon Dragonbane
Other Names: Onyx, Lady Dragonbane
Origin: Born in Rhydin.

Race: Lycanthrope with more that has yet to be discovered (Born, cannot infect)
Age: Late 20?s, early 30?s in appearance
Height: 5?8?
Weight: 135?
Eyes: Silver
Hair: Silver Dyed Green

Distinguishing features: The hair color alone would be a distinguishing feature, has she not dyed it. Her eyes are silver in color and almost inhuman in appearance.

Relatives:
Direct: Father ? Thanos Uth Dravon Deth
Mother ? Holly (SevenSins)
Brother ? Ebonfang Uth Dravon Dragonbane
Uncle ? Lui Uth Dravon Kang, Mitru (BloodSin)
Known Kin in Rhydin: Shariane Uth Dravon, Jasmine Wyvern, Darius Alexander Uth Dravon Wyvern
Kin: Anyone that can claim membership to Uth Dravon (will be verified)

Relationships: Romantically involved with Lupinius

Skills: Hand to Hand combat in several schools, knives, staves, swords, Immunity to Silver, Immunity to Normal Diseases & Illnesses

Weaknesses: Magic

Persona: Onyxia is a very complex person. On one hand she is straight forward about her violent hatred of slavers. On the other hand, she has a soft spot for children (any race). Generally a good person, though to her the ends justify the means. If she has to kill to save a life, she will without hesitation.

Once she gives her loyalty, it is complete.

Items:

Amethyst Pendant ? Given to her by Lupinius, the pendant allows her to access the Chamber or call Lupinius in times of need. Can only be removed by Onyxia.
Battle Staves ? Made by an Ancient Dwarven Smith, The two staves serve as either paired weapons or can be joined together to become a quarterstaff. The metal is unbreakable (Mithral Alloy).

Paired Daggers ? Made by the same smith and enchanted to return to her hand when thrown. Also unbreakable.

Facts/History:

Onyxia is the daughter of the Warlord Thanos Uth Dravon Deth and the woman known as Holly. Onyxia is a member Noble House Uth Dravon and sits on it?s Magistratical Council of Elders as it?s Magistrate of Order. She is the younger sister of Ebonfang Uth Dravon Dragonbane.

Onyxia grew up resenting her mother?s actions that always lead to the woman being enslaved. No matter how many times she was released, she would find her way back in. It is for this reason that she is violently against those that would force collar the innocent.

Onyxia has traveled for the last several years, training and aiding those that can?t help themselves. Her methods tend to be violent, but they get the job done. They also drove a distant between those she helped and herself.

It is only recently she has been opening up to another being and has found herself falling in love with him.

Onyxia is an ally that the Guardian's can call on.

Shariane

Date: 2009-05-30 11:09 EST
Name: Shariane Uth Dravon

Other Names: Shar, Heartstone Brat

Origin: Shariane was born in the Pelagir Forest on Velgarth

Race: Shapeshifter calls herself a change-child, Is not a Lycanthrope but a true shapeshifter (Think Odo from DS9)

Age: Appears to be in her earlier 30?s, Is at least 100

Height: 5?6? (Typically)

Weight: 125 lbs (Typically)

Eyes: Amethyst

Hair: Black bleach to silver white

Distinguishing features: Due to the mage energies she manipulates, her hair is a shade of silver white.

Relatives:
Children:
Darius Alexander Uth Dravon Wyvern
Jasmine Wyvern
Assante Uth Dravon Frostreaver
Known Kin in Rhydin: Onyxia Uth Dravon Dragonbane
Best friend: Selenara

Relationships: None

Memberships: Member of Brat Club United, Second Generation Member of Noble House Uth Dravon (Exultants)

Profession: Employed at Riverview Clinic as a staff Physician, Ally to the Guardians by way of Onyxia

Skills:
Magic:
Healing Magic: Shariane is a Healing Adept (Archmage specializing in healing).
Leylines: Shariane is able to tap into local leylines in order to enhance her energy. This allows her to cast certain spells continuously without straining her personal energies. Shariane does NOT need to memorize her spells.
Gate Spell: The strongest spell in Shar?s arsenal is the gate spell. This requires her to know of a doorway at the endpoint. This spell draws solely from her personal energies.
Combat magic: As needed, Shar has an extensive array of combat magics. All of these spells can draw from the leyline energy, she can cast several times before tiring.
Shapeshifting:
Shariane is able to change her form at will to any creature at will with some limitations.

Weaknesses:
Shapeshifting: While, Shariane can hold the forms of any creature man sized or smaller indefinitely, she is limited in the length of time she can hold larger forms.

Persona: Shariane is a gentle soul. In her youth, she was a wild crusade and had several failed marriages. Now she devotes her energy to her family and her work.

Jissin

Date: 2009-09-03 21:35 EST
Name: Jissin Soteria Drakos

Other Names: Nothing complimentary

Origin: Sparta

Race: Dark-Huntress / Formerly Human

Age: Appox. 2500 yrs

Height: 6'

Weight: 150 lbs

Eyes: Black Irises

Hair: Black streaked with blood red

Distinguishing features: http://www.ladykayle.com/gallery/albums/userpics/darkhunterdoublebow5.jpg Inner left wrist; almost always wears shades

Relatives: None Living

Relationships:

Romantic: Rebecca Stanton

Associates: Acheron, Artemis (She signs the checks so to speak), Kyrain, Julian of Macedon; Rebecca Stanton

Enemies: Strykerius; Daimons as a race

Skills: Warrior; Hand to Hand; Firearms; Proficent with a Sparta Spatha; Fluent in Ancient & Modern Greek & English (Common); Scholar in Acient Greek history with concentration in Spartan History; Apollite/Daimon Lore; Greek and Atlantean Mythos; Motorcycle Riding

Weaknesses:
Can be destroyed by the following methods.
* Sunlight
* Beheading
* Total dismemberment
* Piercing the double-bow-and-arrow mark

She also has a weakness to bright, halogen lights, which harm her sensitive eyes.

Persona: Jissin is very private person. She has been alive for more than 2500 years and has taken lessons from Acheron on keeping people at arms length. In her first 50 to 100 years of life she experimented sexually, and while comfortable with either sex, tends to lean towards females. She does crave companionship, but always keeps the Dark-Hunters Code in mind.

Her main goal in her existence is to destroy Daimons.

Items:

Spatha

Qualities: Finely crafted Spartan Spatha. Nothing out of the ordinary except it's age.

Origin: Once held by her father, a general in the Spartan Army, Jissin claimed it when her family was slaughtered and she became a Dark Hunter.

Form: A description is nice, too.

Purpose and Function: It's a sword.

Facts about Jissin:

The Out Clause Taken from the Dark Hunter's Wiki

The only way for a Dark-Hunter to be freed from Artemis's service is to find the one true soul who loves him or her enough to pass Artemis's test. The weakness that allows the Dark-Hunter to be killed must be known and used to kill the Dark-Hunter. Then the beloved must take the medallion that contains the Dark-Hunter's soul and hold it to the double bow-and-arrow mark until Dark-Hunter's soul returns, allowing the Dark-Hunter to regain life. However the task is more difficult than it sounds, as the medallion becomes as hot as lava during the process and permanently scars the holder's hand. If the holder can't maintain his or her grip and the medallion is dropped, the Dark-Hunter's soul is lost forever. The Dark-Hunter then dies and becomes a Shade, where they walk the planet without being seen, thirst without being able to drink, and hunger without being able to eat. However, if the lover succeeds, the Dark-Hunter is once again a mortal with a soul, restarting life at the age they were when they first died.

As of Acheron this is no longer possible, as there is no one else Artemis will "bargain" with to get the souls back once he becomes unavailable. However, it is hinted there is another way of regaining souls.

The Dark Hunters Code:

* Never Expose Your Powers to Uninitiated Humans.- Dark-Hunters must stay hidden to avoid publicity and scrutiny.
* Be A Part of the World, But Never in It- To reduce the likelihood of being discovered, Dark-Hunters are discouraged from having personal relationships.
* Never Be in the Presence of a God- Being soulless makes Dark-Hunters an anathema to the gods, who rely on the belief in people's souls to stay in power. Gods are obligated to kill Dark-Hunters on sight.
* Never Let the Sunshine Touch You.- Apollo, Artemis's brother and god of the sun, will kill Dark-Hunters to spite his sister. Apollites and Daimons are also harmed by the sun.
* An Unconscious Dark-Hunter is a Dead Dark-Hunter.- Dark-Hunters are compelled to fall asleep when they are injured, regardless of where they are, leaving them vulnerable to attack and being burned at sunrise. Dark-Hunters are encouraged to keep Squires to pull them out of sticky situations.
* No Significant Others- Dark-Hunters have a priority to protect mankind first and significant others can be a distraction. Also, because Dark-Hunters are immortal, any significant lover they might find will die long before they do.
* Never Touch Your Squire- To keep Dark-Hunters and Squires from forming a romantic relationship, Dark-Hunters are often paired up with someone of the opposite gender of what they are attracted to. It keeps Squires from abandoning their Dark-Hunters in times of need because of a lovers quarrel or other complication.
* No Family, No Friends Who Knew You Before You Died.- Because Dark-Hunters often die very gruesome deaths, it is traumatic for the family to be visited by their dead loved one. It also created distractions for the Dark-Hunter, who is not permitted to have relationships.
* Let No Daimon Escape Alive.- Since Dark-Hunters were created to kill Daimons, it would be counter productive to let them escape.
* Never Speak of What You Are.- Dark-Hunters are sworn into a Code of Silence when they are created. It is to keep them from telling others about who they are and what they do.
* You Cannot Be in the Presence of Another Dark-Hunter.- When two or more Dark-Hunters are near each other, they begin to drain each other's powers. This keeps them from joining up and revolting against Acheron and Artemis. Acheron is the only Dark-Hunter who does not drain the powers of others.
* Whatever You Do to Another Dark-Hunter You Will Feel Tenfold.- To keep Dark-Hunters from fighting amongst themselves, they inflict more damage upon themselves if they attack one of their own.
* You walk alone.- Dark-Hunters are only allowed the company of their Squire. Other than that, they cannot have close friends. However, many Dark-Hunters communicate over the internet or through phone calls.
* Keep your bow mark hidden.- Artemis's double bow-and-arrow mark advertises to Daimons who the Dark-Hunters are and raises questions among humans. It is later disclosed that by stabbing this mark, a Dark-Hunter can be quickly and effictively killed.

History

Born 498 BC, she was killed during the Battle of Thermopylae when her family was brutalized and killed by opposing forces. Artemis heard her cries as she was dying and granted her her revenge.

Being immortal sucks...

(Note: This is an original character is based on Sherrilyn Kenyon's Dark Hunter Universe. It is meant as a work of roleplay and fan-fiction.)

Lani Valendria

Date: 2009-09-04 22:40 EST
Name: Laniandra Nytanos Valendria

Other Names: Lani, Witchy Woman, Twilight Witch, Valendria Witch,

Origin: New Orleans, Louisiana

Race: Witch

Age: appears mid-20's though appearances could betray.

Height: 5'10"

Weight: Shh...it's a secret

Eyes: Black, though they glisten with a hidden light that makes them appear as black diamonds

Hair: Dark strands of twilight and shadow

Distinguishing features: Rarely revealed she carries scars on each of her wrists where the bones had been broken after both wrists were impaled with iron stakes. At the back of her neck is an intricate archaic design of Kaleb's brand upon her that ever would mark them as bonded.

Relatives: Mother and father both deceased, her mother in childbirth and her father by the woman that took her as a young girl. At this moment she only affiliates family to Krysanthe, while not bound by blood or genes, the younger girl would ever be her sister of Light.

Relationships: Bonded lover and soul-sworn to Kaleb Holliday, magically bonded to Silas Greyshott.

Skills: Shadow Weaver. She has the ability to manipulate shadows and walk through them. A strong ley line witch her powers are ever linked to darker lines within the ever after. Lani while she hides it is a strong empath and extremely vulnerable to the emotions of those around her. A skilled dancer whether it be just a moment's hypnotic allure or a sword dance the woman's body was that meant to move. If anything Lani would be a coy conversationalist that was likely to get her away. Comfortable in her own skin she would use the benefits of beauty and sexuality to get her where she needed to be if it came down to it in the end.

Ever more then met the eye, she also could commune with wolves and ravens or any of the avian birds of prey.

Weaknesses: Her empath abilities have a tendancy to make her extremely vulnerable to the emotions of those around her. Water, Iron, and Fire can still be dangerous even after the many lives and years that the Valendria witch has lived on.

Persona: A dark spark in the light. Enigmatic and alluring. If anything the woman was bewitching and provocative. Hypnotic and sensual to the very core of her being. A diamond in the rough her spirit held hidden depths and dimensions of morose anguish laced with dark flaring determination of survival to the end. Demure tempered and secretive, she was protective and devoted to those that found their way to imprint her soul. If any to know her best they would be Silas, Krysanthe, and of course Kaleb.

Items:

The Witch Blade, a raw bit of amethyst, and a bit of moss green stone on a cord.

The Witch Blade

Qualities: Forged from demon steel, the Witch blade held the bonded presence of a dead demon in its steel. Linked and forged in a sharing with Lani's own spirit the Witch Blade held a whisper within the witch's mind. A communication and gift she would not speak of. It got her out of more then one difficult predicament. The witch blade can morph altering it's shape and weaponry to suit what was needed to survive any battle she was placed in.


Origin: The Blade chose her when she came of age amongst the Valendria witches

Form: Your standard battle sword weighed and styled to suit her hand. The blade of the sword was pitch black as if forged for a material akin to obsidian. The hilt was crafted with a shining black material that resembled lava rock, a blood red stone in its possession. More then once the sword was known to reveal a wispy blood red vision of a demon that looked like a writhing serpent dragon.

Purpose and Function: A sword. What would you expect it's purpose and use to be?

Theme Song: "Heart-shaped Glasses"- Marilyn Manson
Fight Song: "Starfvcker's Incoporated"-Nine Inch Nails


Facts about Lani

At the Black Sun Tavern in Rhy'din there exists a pool table dedicated to Lani. An item of her past that tells more tales then what a name plate on a pool table ever would tell.

She has been known to have a gift with horses. A Nightmare even had chosen her as its rider, MysticShroud ever remained with her.

A prior lover had gifted Lani with a pack of dire wolves. They only would answer to her.

Lani can speak to, see, and channel spirits.

She is bound and marked to and by Kaleb Holliday in the way that a demon would ever take on a witch as lover and partner.

Her magic is bound to the electricity and wild magic of Silas Greyshott, this as a result of a leyline tapping that led them to Estmore. The experience she had with those spirits is something she never will speak of.

Lani's scars are as a result of her being crucified by her own 'coven' of the self claimed Valendria witches.

History

Lani was taken as a young girl from her father, her mother died in childbirth and one of the ladies of the Valendria witches had learned of the child. Laniandra was selected by the Valendria witches and in order to take her, the Valendria witch seduced Lani's father and kidnapped the young girl.

She was then trained and raised in the nature of the Valendria witches. Though when her gifts and abilities became stronger then that of the Mother of the Three leads of the Valendria clan, her death sentence was called and decreed.

Lani escaped and ended up in Rhy'din. Joining a few guilds and becoming if ever the bewitching presence.

Her time in those years was one of free love, adultery, lust, and desire. One to ever give of her body but not of herself. She allowed her body to become an escape. A device to move her forward. While not pleased with her actions come today, they were all of those that had made her who she was.

Years had passed with Lani to travel the world. It was only a decade later that she would find herself back in Rhy'din. Crucified on a cross and at the proximity of death when she was saved by an unknown male who saved her life in more ways then one. To this day, Laniandra has no idea who saved her.

Currently after making friends with Madison Rye she has found her way to Ghost Town which she haunts and inhabits with her soul-sworn, Kaleb and her Sister Light, Krysanthe.