(Time to stop beating about the oh so proverbial bush)
Soran: 4 Pages 37 Lines!!
Emora: If you want I can post the Summoner stuff here so people know what the hell their approving.
Fates: When I made this post the Imperial March started playing on my Computer, Ominous...
1) Name : Locaille
Try and Figure out where THIS name came from.
2) Gender : Male
3) Age : While Locaille appears to be in his mid fifties, his actual age has been lost to the sands of time, accounts of his age vary from the mid fifties to the mid fifty thousands. In truth he has just recently enjoyed his first millennial
4) Race : Vampire
5) Job/Class : Summoner/Archivist (description below)
(the Archivist Job is not an actual class, it is his belief that this is his purpose in existence. He believes that he has for some reason been chosen to record and catalogue all of Heirot's History from as far back as he can discover evidence of, until the total destruction of the world. He plans to be here for a long time, hence his attempts to create an unseen empire)
6) Power :
Locaille is a Summoner, so his true power lies in his minions, regardless he has learned a wide variety of spells, but most of these he has not memorized, and instead keeps stored away in the numerous tomes of his lair.
The two non summoner spells he knows:
Crush: This is Locaille's only weapon, using his will he can crush most objects simply by willing for their demise. This most often includes people's throats or chests, though it is possible he could crush larger sturdier things, he could not, however, crush anything as dense or sturdy as a boulder, even trees are not frail enough to be crushed by his mind.
Sight: This spell adds no real noticeable benefit, it is merely Locaille's way of repairing his devastated eyes. It does not even increase his perception as the world as he ‘sees' it is extremely blurry. It is sometimes so blurry that he cannot even make out discernable shapes. However, he is usually able to focus it for a period of a few minutes to make a last minute ‘check' on his circles and ensure that they are constructed properly.
Reading Touch: This is Locaille's way of retaining his ability to read. All he needs to do is place his hand on a piece of paper and whatever his palm covers he will ‘read' into his mind. He is also able to somehow burn the very top of the pages in very intricate patterns, and this is how he writes his notes and such.
As a summoner Locaille has a record of all of the currently known circles in his library (if people design their own, then he only has a full library of the circles I designed, but he will try to obtain these new circles, at any cost), however, he has only committed the following circles to memory, the rest he keeps written descriptions of inside a large tome he is never seen without. Most of the circles he has memorized also lay within this tome, save the three abnormal circles. Locaille has locked all written records of those three great circles away, for even he fears the supposed power they might wield.
Summoning:
Elementals
Protection:
Animals
Demons
Angels
. Magic
Abnormal Effects Circles:
Circle of Summon Forces of Nature
Circle of Death (also known as the Assassin's Touch)
Circle of the Deathly Horde
7) Appearance :
Locaille caries the weight of over a thousand years of existence, and his body shows it, yet still he stands proud. Countless lines cut into his skin in the characteristic pattern of extreme antiquity, yet his back is straight and proud, his shoulders broad and his arms strong. His body has grown, tailored to a lifetime of ceaseless travel and countless miles of dead end roads meandered down purely for the purpose of walking. His back is firm and strong after a lifetime of bending over books or crouching to engrave his circles upon the stone ground of his lair. His arms are long and grizzled from carrying his great tomes to and from their shelves, and up and down the long ladders that reach forwards to his knowledge. Unfortunately this has not been able to fully reverse the effects of age, which can even penetrate the lifelessness of the great Vampires. His body is weakened beyond repair, this he knows, and this is most clearly evident when he sits straight against the back of his chair. His shoulders will seen to hang forward and his brow will droop, dragging his great mane of pure white hair along with it. The effect is frightening, but not as frightening as what his hair hides from the view of others.
Locaille, has no eyes. He was born with eyes, however during his brief stay amongst the deranged creators of the dreaded No-Life-Kings, his eyes were burned forth from his skull. Even now black scar tissue drags itself downwards from his eye sockets to the base of his jaw. The rest of his face seems distinctly average looking, hinting at a past of neither beauty nor ugliness, though, when one's gaze is constantly brought back to his twin scars of blackened fire, it is hard to tell just what he truly looks like.
Though his face might once have been merely plain, or perhaps his visage might have even been desirable, his current wardrobe is quite assuredly still trapped within the confines of the first. Often he wears simply a single gray robe, the hood hanging down to cover his eyelessness completely.
8) Weaknesses : Locaille is extremely prideful, however, he is always willing to consider a new point of view. His greatest weakness, perhaps, is his consistent refusal to fight physically, for any reason, even faced with his own death he will refuse to bring any weapon other than his will to bear. Usually his will is enough, but it is only a matter of time before this trait proves to be his downfall. As far as Locaille is concerned, this might not necessarily be a bad thing. Also, he did experience most of the No-Life-King experiments, however they seem to have had a reverse effect on him. He possesses none of the No-Life-King abilities, and appears to have been extremely weakened physically by the pain his body bore. He sometimes has trouble even standing and uses a long rusty ancient looking sword as a walking staff. This sword has been seen with him wherever he goes, however given his stance on physical combat, he has never used it. In truth no one even knows where he acquired it. It is likely that it has absorbed considerable magickal energy from him, however its true abilities remain unknown, and even were they known Locaille would never use the blade.
9) Biography :
Locaille, where to begin. Locaille has walked this world for over a millennia. He was born to the king and queen of an ancient kingdom whose name is now lost to the sands of time. He grew up just as most of his peers in nobility did, arrogant, foolish, prideful. Unfortunately, he had been born during a time of cataclysmic strife. Rebellion was just on the horizon, the soldiers of the usurper army were already on the march when Locaille first plucked his family sword forth from its elaborate scabbard. Locaille fought in that war, not against the rebels, but as one of them, he learned very early on the power of a well placed betrayal. On the ramparts of the cities walls he and his guard turned against his father, and cast him over to the bloodthirsty mob before opening the city gates to welcome them in.
Locaille was heralded as a hero for twenty years before, at the age of 38, the usurper flag rose once again upon the horizon. History repeats. This was the first meaningful lesson Locaille learned, as his son cast him over the crenulated wall of the family citadel's tower and into the roaring rapids several hundred feet below. How he survived, not even he really knows, what he does know, is that when he awoke he had the slightest pale complexion and two large canines reddening his gums. Apparently a small dejected vampire had seen him and taken pity on him, the first of a long lifetime of attempts at atonement that Locaille would follow and assist for nearly fifty years, before demonstrating his first lesson again.
Having taken hold of a legion of fanatical horse warriors, Locaille descended once more upon his homeland, with not greed, but vengeance burning in his eyes. After a short nine month campaign the great city he had fought over in three wars lie burned and destroyed, its people cut down and scattered. He exited the temple fortress of his family once again, but he left behind his family sword, one last present to his now late son.
The order of horse warriors who had served him faithfully was disbanded almost immediately, and Locaille began to wander, aimlessly, a lost tortured soul that slowly but surely ate itself from within. The next few hundred years saw no major actions taken by Locaille. He seemed to sink further and further into obscurity until suddenly rising forth from the darkness again, this time with an army of death at his side. He continued to fight and carve death into the world, until he vanished once again, lost to the darkness he had embraced. His army splintered and disintegrated until it was nothing more than a painful memory, which was quickly wiped away as well.
Where he disappeared to no one has ever truly been sure of, however, the next place he visited was likewise burned into the minds of those involved with it, though his role is not as widely known as those of his almost brothers. Locaille was one of the ‘subjects' chosen to become a No-Life-King, however, he never completed the transformation. It was here that his eyes were burned from his skull. It was also here, that Locaille learned the great arts of manipulation and deceit. He had been deemed expendable by the senior researchers, and they had sought amusement. They laughed and chuckled as he groped in the darkness of his mind. In the last era of his incarceration, the guards would play games with him, they would hand him a sword and watch as he swung at nothing, falling over himself to kill what was always out of his sightlessness. For two months this progressed until the experiments began to have their effects on him, however, they effected him differently. They enhanced no portion of his body at all, however, his mind and sensory capabilities skyrocketed past anything previously heard of among the non-draconic races of Heirot. The last time the guards ‘played' with him, was when he finally escaped. They strode confidently into his cell, handed him a standard long sword, and watched him flail mindlessly, until he took off the head of one of the guards. Before the other guards could react and close the cell door he had carved a pathway out of them and to the central laboratory. This is where his second ability unveiled itself, as he crushed the life from the head researcher from the other side of the room.
In the ensuing chaos of the True No-Life-King's bloody escape, Locaille stayed behind, watching all of it. He learned the power of the mindless mob in that abandoned research facility. Hours after every living and dead soul had left the facility, Locaille ponderously strode out of the citadel, a single great tome tucked under his arm, and a single sword at his hip.
The next several hundred years of his life were consumed by his search for the ancient laboratory rumored to exist deep in the borderland mountains. It was rumored to have been constructed by the Dwarves of old as a haven for their arts and crafts. Locaille had been ensnared by the prospect of controlling such power, and after one thousand years of living death, his greed finally led him true.
Deep within the Borderland mountains lay a lone Dwarven Citadel of massive proportions. Though only one solitary tower rises forth from the gloomily shadowed peaks the underground complex spans miles, theoretically. No one has full explored the location as of yet. Locaille himself has claimed the lower reaches, however, he found himself lacking any interest whatsoever in the ruins above him and the solitary tower, he searched them, but found nothing of value, at least as far as he was concerned. Lately, a small settlement has risen up inside some of the shallowest of the tunnels and caverns, and Locaille grudgingly allows them refuge from his wrath, so long as they refrain from meddling in his affairs or attempting to gain further access to the lower tunnels. Most of the people call Locaille their ruler, a title that he has met with nothing less than polite disdain. He has been a ruler, he no longer seeks political power, though he has made quite sure to keep his lair out of the hands of both Shea and Sinead, primarily through the great power ignorance wields. Currently he has begun to expand his influence, resorting not to force of arms or any sort of public control, but rather the soft subtle grace of an unseen empire. He has begun to diverge from his usual disinterest in worldly affairs for one purpose. Locaille seeks to carve out a small area for himself, primarily to ensure that he always has a quiet place to read his books and pursue his newly chosen life goal. He has continued to leave official control in the hands of his ‘people' however it is far more than a simple rumor that he is the true power behind the throne of the nameless kingdom.
10) Personality :
Locaille is a cold calculating individual with a preference for the interesting. It is very hard to keep his attention unless you have something revolutionary of just extremely amusing to show him. The only thing that has been known to keep him occupied for more than two hours are his books, ironic, isn't it.
Locaille is a refined person, growing up among the noble and elite has certainly left its mark upon him forever. He enjoys things most would find fitting of a king or queen, and seems to rarely have any concern for those he feels are beneath him. He enjoys the taste of fine wines and even finer foods, and detests things he finds to be lacking in anything he might desire. A bit spoiled seeming at times, this character trait has largely contributed to his current condition.
After ten lifetimes of existence the mind begins to become bored with the prospects of life. All the while the immortal will grows more and more lustful for death, the only thing that might save them from an eternity of stagnation, however still they will fear death. Locaille has walked this path and finally now finds himself moving onward. Nothing has succeeded in killing him yet, and he has too much pride to simply lay down and die.
He now seems to drown his misery in his books, always searching for new theories or ideas to wrap his mind around and devour, slowly, savoring the taste of improvement as he leeches off the world he lives in.
In terms of a possible alignment, Locaille has walked both roads. He lived for almost fifty years as a devout servant of the light before he noticed it did nothing for him in return. He turned to darkness, hoping for the chance of life, and found only death and an unending hunger for the life that seemed to always get farther away from him. He has seen the inner workings of both ways, and has been disgusted by what he has seen. He walks neither path now, and seeks merely to exist. He cares nothing for those who cannot do the same, and everything he stands for is evidenced in a single quote from him:
"I am not Good. I am not Evil. I simply Am. Deal with it."
11) Extras :
Locaille is believed to have a horde of demons at his beck and call, however, this is merely the product of a gross exaggeration and his subtle machinations. In truth he only has two Demons in his service, though it is likely that number will grow rapidly quite soon.
The first demon, is known simply as ‘The Reaper' and is a towering form hidden within a great black cloak. The demons full abilities are unknown, but he is Locaille's most powerful bodyguard. He is extremely fast and terribly strong, but seems to have no magical powers outside of his enhanced strength and speed.
The second demon, has no name, and is referred to only as ‘IT.' IT is single handedly responsible for the rumors of Locaille's army, as IT is a shape shifter and will never use the same form twice when exiting or entering Locaille's lair. He will even change forms during the journey to confuse people. Locaille has delighted in this particular servant's chaotic personality, and has quietly spread rumors of his ‘many' demons, to the point that everyone in the nameless village has a different number ranging from ten to ten thousand.
Ironically, he has had these demons for years and they have never tried to rebel. This is mainly the cause of the deals they agreed to when they were first summoned. Namely, this deal consisted of the sale of ‘pillaging rights'. As long as they serve Locaille loyally and never reveal his identity to anyone, they may pillage the countryside as they wish once a week, obviously they must also leave the nameless village unharmed, as all within it know of Locaille and his minions.
Currently, Locaille has begun to make ‘expeditions' out to the rest of the world, mainly to gain more knowledge, and has opened his doorway to both visitors bearing interesting things, or hopefuls seeking to become his apprentice. He has noted with some degree of satisfaction that none of the great powers have attempted to buy his services. He wishes to ‘serve' no one, and would rather carve out his own, unknown empire in the underworld of the Borderlands. He also dreads the day some fool attempts to buy his interest with such an inane concept as money or political power as he has had both and had both ripped away from him. The only thing that can truly interest him is something unusual, some new bit of knowledge or some odd creature or artifact.
And with that, I go off to dinner.
Locaille F34R the L33tn355!!
- Emora Deen
- Avatar of War
- Posts: 12138
- Joined: Tue Jul 19, 2005 12:41 am
- Location: Beyond Time and Space
- Contact:
If you think that character is long, go here:
Naruto RP
this is the first rp site I was a member of, and they require characters of that length, preferably longer. Of course, they also have over 2000 members so they can afford to be stingy.
As for the power thing, this guy is actually EXTREMELY weak in his own right, he just has powerful 'friends' that's the thing about summoners that makes them so much fun to play, you are really weak, so you need to really work and put a lot of thought into your actions or you will quickly fall.
Naruto RP
this is the first rp site I was a member of, and they require characters of that length, preferably longer. Of course, they also have over 2000 members so they can afford to be stingy.
As for the power thing, this guy is actually EXTREMELY weak in his own right, he just has powerful 'friends' that's the thing about summoners that makes them so much fun to play, you are really weak, so you need to really work and put a lot of thought into your actions or you will quickly fall.
- Soran Nightblade
- Avatar of Hope
- Posts: 10458
- Joined: Tue Jul 19, 2005 4:45 pm
- Location: NJ
Whew, took me a few days to read it, but I got through! It's true it was a long read, and I shall surely seek some sort of retribution (i.e. excessive use of alliteration) someday. At the same time, it was worth reading, so I didn't mind - excellent character and an interesting, detailed biography ^_^. He's very believable, so it's almost like I've known the guy already. I was a little confused by this section:
Summoning:
Elementals
Protection:
Animals
Demons
Angels
. Magic
Abnormal Effects Circles:
Circle of Summon Forces of Nature
Circle of Death (also known as the Assassin's Touch)
Circle of the Deathly Horde
Maybe a very brief (BRIEF!!!! ) summary of how summoning works for your character and what costs are paid to summon things would go nicely here to clear this one part up ^_~ - otherwise everything's very nice. I especially like the idea of a 'failed' no-life king experiment.
Whelp now I've written an excessively long approval to combat your epic-length character application, so all that's left is the formality:
\(^_^)/ Approval
Summoning:
Elementals
Protection:
Animals
Demons
Angels
. Magic
Abnormal Effects Circles:
Circle of Summon Forces of Nature
Circle of Death (also known as the Assassin's Touch)
Circle of the Deathly Horde
Maybe a very brief (BRIEF!!!! ) summary of how summoning works for your character and what costs are paid to summon things would go nicely here to clear this one part up ^_~ - otherwise everything's very nice. I especially like the idea of a 'failed' no-life king experiment.
Whelp now I've written an excessively long approval to combat your epic-length character application, so all that's left is the formality:
\(^_^)/ Approval
Here is the overall description of the summoning things, I was going to shorten it, but I had enough of that when I had to write this essay, it was a beautiful essay, and then we found out it was over the word limit, by about five htousand words. that was unpleasant. If you skim through it, I have marked the important parts, however at the front are a few very important notes and I might have missed another important part people should read.
As far as the failed No-Life-King, when I started this character Vampires could still age, but No-Life-Kings couldn't and then you said you woldn't give a No-Life-King to a new member, but it was already interwoven with the characters background, so I did some manipulating to keep it there while not having him actually become No-Life-King.
welll, here it is:
Summoners
a.k.a. A Circle Mage
Note: MOST Summoners are evil, or at least neutral, good summoners can only summon creatures when in dire need and only for a good cause.
Note Again: Because of the complexity and time required to memorize the circle patterns and runic alphabet, summoners may possess only One other attack based spell and two non attack based spells.
Note on Rune of Magic and silver: If the rune of magic is inscribed in pure silver upon a surface and charged with the will and magic of the engraver it will make itself and that surface invulnerable to any force save that of the person who originally engraved and charged it. However, this protection will stop once it reaches the edge of the surface or the composition of the surface changes, thus, even if steel was welded to gold and then had the rune of magic engraved on the gold in silver, only the gold would be invulnerable, also, this means to fully reinforce a wall EVERY SINGLE BRICK must have the rune of magic engraved on it in pure silver, which is expensive.
Summoning is an ancient and risky art, but for those who succeed, the gains can be extremely lucrative. Summoners use a highly complex system of circles and rituals to pull the desired servant forth from whatever plane or location it previously occupied. These circles are very complex in nature and often require hours if not days of painstaking labor to create at a satisfactory level, which, is nothing short of perfection. This magic is extremely volatile, because unlike normal magicks which deal largely with inanimate objects, these circles pull forth fully sentient, and in most cases, largely ticked off creatures to do their caller's bidding. Make no mistake, NONE of these creatures come to the caster's aid willingly, all are forced to obey, and would like nothing more than to kill their ‘master.' Or perhaps do worse in the case of demons. All manner of circles exist, however, most have been lost to the winds of time or simply buried underground.
Summoning is extremely difficult, especially when dealing with demon-kind. Celestial beings are far more forgiving, and any elemental creature will only become hostile if another elemental is enslaved as well. Demons on the other hand, they kill for fun, and being pulled from their home can only be made enjoyable in one way, to make their new residence more like ‘home', starting with the foolish summoner who lost control of them.
Circles
The circles themselves all follow a simple set of guidelines that variate to accommodate the different types of creatures or effects being summoned.
The actual circle is roughly ten feet in diameter. The circle is about five inches thick and has extensive runes and symbols drawn inside this ring, these symbols constitute the core summoning spell. If these runes are smudged the circle will not work, if you're lucky. If you're not lucky, the circle will blow up in your face or do something else unpleasant.
The next part of the circle is a simple X shape drawn through the center to what would be the four corners of a square, if this were a square, it is VITAL that these remain in pristine condition, or else. Or else what you ask, do you see that demon mangling that summoner over there, no, not That one, Thaaat one, the one walking over the lines, yeah, that happens when the line is smudged. These four lines act as barriers that the demon, or other summoned creature, cannot cross, it also cannot cross the outer circle until given permission by the summoner. If you fail to gain control of your demon, those lines are the only thing keeping your sorry butt alive. If this happens, attempt to dismiss your creature.
The circle is now divided into four quarters, which will hereby be known as the 12-o'clock, 3-o'clock, 6-o'clock, and 9-o'clock quarters. The summoner stands in the 12-o'clock quarter. The creature will appear in the 6-o'clock quarter directly across the center from the summoner. The symbols which define what creature you wish to summon go in the 3 and 9-o'clock circles. If these symbols are smudged, the spell WILL cast, however you will NOT get what you wanted, and since the circle only protects against a certain type of creature, which now no longer corresponds to the creature actually summoned, it will be able to move freely anywhere, and kill you without a seconds notice, if it is evil.
NOTE ON SEALING A CIRCLE: A circle can be sealed, so that only one person or those he gives permission to can enter it, let alone use it. To seal a circle one must draw a small circle of one foot diameter around the center of the circle in the sealer's blood. Once that has been completed no one besides the summoner and those he gives his permission to can enter the circle, well, people can try to enter the circle, but it will usually burn off their skin and that will probably kill them, so it is advised that one does NOT try to enter a sealed circle.
NOTE: when a creature is summoned, there will be a small period of time where they will remain within the circle, during this time, any deal that is made and accepted by the summoned creature will become binding, permanently, and irrevocably save for the summoner willing the deal to be revoked. This is the best way of ensuring a creature remains loyal.
THE ACTUAL IMPORTANT PART STARTS HERE:
Known Circles:
These are the circles Locaille currently has information on in his library, there are likely others, in fact it can be assumed that there are potentially dozens more. (These aren't even half of the circles from the system I am drawing this from, but I want to leave it slightly ajar.)
Summoning:
Standard:
Can conceivably summon anything, however it is largely random, use at your own risk.
Animal:
Like the name suggests, this circle summons naturally occurring animals and denizens of the world of Heirot. The most basic of all circles, it consists of only a standard summoning circle, and requires no sacrifice.
Demon (Lesser):
This gateway summons forth Lesser Demons, such as imps, and possibly Hell Hounds. This circle contains the rune of evil and the rune of darkness, and requires the blood of some creature. Supposedly the caster will have greater will over the summon if he sacrifices his own blood.
Demon (Greater):
The Greater Demons, such fearsome creatures that hey are not normally spoken of outside of the schools of magic theory. These creatures seem to exist on the level of power of the fearsome Balrogs of J.R.R. Tolkiens Lord of the Rings. This circle contains the runes of evil, darkness, and three runes of power. The sacrifice is that of a whole mortal life, sacrificed as bait to lure the demon up to the mortal realm. In addition, the entire circle must be drawn in powdered obsidian and will only function when drawn deep within a dark place the light can never reach.
Celestial (Lesser):
Lesser Angels, and other small sprites and pixies that my be considered servants of Good and light. Those are also the runes required, Good and Light. There is no sacrifice required, however the circle will only function if used for a righteous purpose.
Celestial (Greater):
Greater Angels are called forth from their golden thrones to assist only those of pure heart and righteous ideals. The runes again parallel their demonic counterpart, and the entire circle, and its runes, Good, Light, and three Power must be inscribed in pure powdered gold.
Supernatural Creatures:
This circle will call forth the mystical creatures that either exist beyond our mortal realm, or possess sufficient will to manifest magicks of their own. These include unicorns, though they will likely be summoned by a Greater Celestial circle as they will know their new master will make good use of their abilities. This circle requires a few drops of blood of the caster to call forth the more powerful animals, and as such must also have two power runes engraved inside it.
Elementals:
All manner of elemental entities are summoned from one of the six elements: Earth, Wind, Fire, Water, Heart, and Captain Planet, wait, no, no that's not right, um, let's go with Earth, Wind, Fire, Water, Light and Darkness, yeah, that sounds cool. The circle needs all six of the appropriate runes engraved in the circle, and also needs the following gems placed over their corresponding rune: Earth=Emerald, Wind=Topaz, Fire=Ruby, Water=Aquamarine, Light=Diamond, Darkness=Jet. To attempt to summon a specific type of elemental, place another jewel of its type over the quarter it will appear in.
People:
This circle can only summon a person IF the person has gives their consent, AND has told the caster his or her true name, also known as their birth name. If the circle is lacking the name it will attempt to summon a random person, if it is lacking the summoned's consent, it will open a telepathic link to the person, thus allowing the caster a chance to persuade the person to be summoned.
Protection:
It is advised to seal all protection circles to strengthen them. Sealing a protection circle will make it impervious to the class it protects against, and give it moderate resistence to other creatures. It can still be overloaded by other creatures or it is possible that something could jsut ignore the pain and reach a hand in far enough to smudge the circle.
Animals:
Keeps unwanted vermin out of places, such as pantries... It requires nothing more than a circle, the rune for animal, and a few drops of the caster's blood.
Life:
This circle protects weakly against any living thing, and requires a life rune and then a protection rune engraved in the circle, no sacrifice is needed.
Death:
This circle protects against the dead, such as zombies and liches and the like. Again, the circle is a standard circle with the death rune and a protection rune. No sacrifice.
Unlife:
This circle protects against both life and death in a weaker fashion. Its true purpose however, is to protect against Vampires and the fearsome No-Life-Kings. It is rumored that one of these circles blocked the exit of the No-Life-King laboratory complex.
Demons:
Protects against Demonkind, and requires a Demon summoning circle with the protection rune and a small blood sacrifice.
Angels:
Protects against Celestial creatures, and requires a celestial creature summoning circle with a protection rune and a small blood sacrifice.
Magic:
This is the standard protection circle, and will protect against anything and everything the caster wills it to. A simple circle with four protection runes and four magic runes, it requires no sacrifice of blood but will drain the caster's energy for twelve hours, making him unable to create new circles, or in some cases, unable to move at all. This circle MUST be sealed in order to work.
Abnormal Effects Circles:
Circle of Summon Forces of Nature:
This circle does not summon Elementals, it summons Elements. This circle can create thunderstorms, tsunamis, wildfires, earthquakes, any number of effects. It can bathe the world in light or darkness, and anything in between. However, it requires a constant inflow of energy to remain active. It is rumored that this circle, or something like it, was possibly used by Queen Shea to blanket her world in darkness. However, such rumors are unsubstantiated at best, and no one has survived an investigation long enough to find out the truth... Another good example of the effect of this circle would be Sarumon and his lightning in Fellowship of the Ring.
Circle of Death (also known as the Assassin's Touch):
This is a fearsome circle, for although its requirements are high indeed, it is possible for the user of such a circle to attack and even kill a person or creature from the other side of the planet. However, it requires that person to be in an open area, it also requires the caster to know the person's true name (birth name) and the caster must spill a pint of his own blood for every attack. The summoner must also sacrifice a large amount of magical energy, either from his own body or from an equally powerful magic item. A protection against magic or death circle will spare the person from this grisly fate. One attack may be enough to kill an average human, but anyone with any sort of training in any combat profession would be able to withstand at least three attacks before falling.
Circle of the Deathly Horde:
The pinnacle of Necromantic might, this circle could theoretically raise all of the world's corpses into an infinite army of death and destruction. However, this circle does not raise the corpses near it or anything like that. The circle itself consists of eight Death and eight Life runes inscribed in Jet and Diamond powder respectively. However, alone this will do nothing. Every corpse raised by this circle must have at least one rune of magic inscribed on it, legibly. That means that if the runes is destroyed, or if the area of the body containing the rune is severed, the zombie will de-animate. Not only that, often times the runes will simply wear or rot off of the corpse, but not all is lost, there is a way to counter this. However, if they are inscribed in pure silver it will have the normal effect, however, since the level of decay in a corpse will often change rapidly, the entire corpse will not be rendered indestructible. Furthermore, to control the undead army the caster must remain within the circle, he may make a command, leave the circle while the army caries it out, and then return to make another one. Or, the caster may have a rune of control inscribed in silver on part of his body while he is sitting in the circle. Each circle can only raise an army once, no mater how many corpses it raises. This is a useful way of partitioning the army into smaller units and such.
Full List of known circles:
(a.k.a. I or a mod will add more if someone makes a new circle)
Summoning:
Animal
Demon (Lesser)
Demon (Greater)
Celestial (Lesser)
Celestial (Greater)
Supernatural Creatures
Elementals
People
Protection:
Standard:
Animals
Life
Death
Unlife
Demons
Angels
. Magic
Abnormal Effects Circles:
Circle of Summon Forces of Nature
Circle of Death (also known as the Assassin's Touch):
Circle of the Deathly Horde:
As far as the failed No-Life-King, when I started this character Vampires could still age, but No-Life-Kings couldn't and then you said you woldn't give a No-Life-King to a new member, but it was already interwoven with the characters background, so I did some manipulating to keep it there while not having him actually become No-Life-King.
welll, here it is:
Summoners
a.k.a. A Circle Mage
Note: MOST Summoners are evil, or at least neutral, good summoners can only summon creatures when in dire need and only for a good cause.
Note Again: Because of the complexity and time required to memorize the circle patterns and runic alphabet, summoners may possess only One other attack based spell and two non attack based spells.
Note on Rune of Magic and silver: If the rune of magic is inscribed in pure silver upon a surface and charged with the will and magic of the engraver it will make itself and that surface invulnerable to any force save that of the person who originally engraved and charged it. However, this protection will stop once it reaches the edge of the surface or the composition of the surface changes, thus, even if steel was welded to gold and then had the rune of magic engraved on the gold in silver, only the gold would be invulnerable, also, this means to fully reinforce a wall EVERY SINGLE BRICK must have the rune of magic engraved on it in pure silver, which is expensive.
Summoning is an ancient and risky art, but for those who succeed, the gains can be extremely lucrative. Summoners use a highly complex system of circles and rituals to pull the desired servant forth from whatever plane or location it previously occupied. These circles are very complex in nature and often require hours if not days of painstaking labor to create at a satisfactory level, which, is nothing short of perfection. This magic is extremely volatile, because unlike normal magicks which deal largely with inanimate objects, these circles pull forth fully sentient, and in most cases, largely ticked off creatures to do their caller's bidding. Make no mistake, NONE of these creatures come to the caster's aid willingly, all are forced to obey, and would like nothing more than to kill their ‘master.' Or perhaps do worse in the case of demons. All manner of circles exist, however, most have been lost to the winds of time or simply buried underground.
Summoning is extremely difficult, especially when dealing with demon-kind. Celestial beings are far more forgiving, and any elemental creature will only become hostile if another elemental is enslaved as well. Demons on the other hand, they kill for fun, and being pulled from their home can only be made enjoyable in one way, to make their new residence more like ‘home', starting with the foolish summoner who lost control of them.
Circles
The circles themselves all follow a simple set of guidelines that variate to accommodate the different types of creatures or effects being summoned.
The actual circle is roughly ten feet in diameter. The circle is about five inches thick and has extensive runes and symbols drawn inside this ring, these symbols constitute the core summoning spell. If these runes are smudged the circle will not work, if you're lucky. If you're not lucky, the circle will blow up in your face or do something else unpleasant.
The next part of the circle is a simple X shape drawn through the center to what would be the four corners of a square, if this were a square, it is VITAL that these remain in pristine condition, or else. Or else what you ask, do you see that demon mangling that summoner over there, no, not That one, Thaaat one, the one walking over the lines, yeah, that happens when the line is smudged. These four lines act as barriers that the demon, or other summoned creature, cannot cross, it also cannot cross the outer circle until given permission by the summoner. If you fail to gain control of your demon, those lines are the only thing keeping your sorry butt alive. If this happens, attempt to dismiss your creature.
The circle is now divided into four quarters, which will hereby be known as the 12-o'clock, 3-o'clock, 6-o'clock, and 9-o'clock quarters. The summoner stands in the 12-o'clock quarter. The creature will appear in the 6-o'clock quarter directly across the center from the summoner. The symbols which define what creature you wish to summon go in the 3 and 9-o'clock circles. If these symbols are smudged, the spell WILL cast, however you will NOT get what you wanted, and since the circle only protects against a certain type of creature, which now no longer corresponds to the creature actually summoned, it will be able to move freely anywhere, and kill you without a seconds notice, if it is evil.
NOTE ON SEALING A CIRCLE: A circle can be sealed, so that only one person or those he gives permission to can enter it, let alone use it. To seal a circle one must draw a small circle of one foot diameter around the center of the circle in the sealer's blood. Once that has been completed no one besides the summoner and those he gives his permission to can enter the circle, well, people can try to enter the circle, but it will usually burn off their skin and that will probably kill them, so it is advised that one does NOT try to enter a sealed circle.
NOTE: when a creature is summoned, there will be a small period of time where they will remain within the circle, during this time, any deal that is made and accepted by the summoned creature will become binding, permanently, and irrevocably save for the summoner willing the deal to be revoked. This is the best way of ensuring a creature remains loyal.
THE ACTUAL IMPORTANT PART STARTS HERE:
Known Circles:
These are the circles Locaille currently has information on in his library, there are likely others, in fact it can be assumed that there are potentially dozens more. (These aren't even half of the circles from the system I am drawing this from, but I want to leave it slightly ajar.)
Summoning:
Standard:
Can conceivably summon anything, however it is largely random, use at your own risk.
Animal:
Like the name suggests, this circle summons naturally occurring animals and denizens of the world of Heirot. The most basic of all circles, it consists of only a standard summoning circle, and requires no sacrifice.
Demon (Lesser):
This gateway summons forth Lesser Demons, such as imps, and possibly Hell Hounds. This circle contains the rune of evil and the rune of darkness, and requires the blood of some creature. Supposedly the caster will have greater will over the summon if he sacrifices his own blood.
Demon (Greater):
The Greater Demons, such fearsome creatures that hey are not normally spoken of outside of the schools of magic theory. These creatures seem to exist on the level of power of the fearsome Balrogs of J.R.R. Tolkiens Lord of the Rings. This circle contains the runes of evil, darkness, and three runes of power. The sacrifice is that of a whole mortal life, sacrificed as bait to lure the demon up to the mortal realm. In addition, the entire circle must be drawn in powdered obsidian and will only function when drawn deep within a dark place the light can never reach.
Celestial (Lesser):
Lesser Angels, and other small sprites and pixies that my be considered servants of Good and light. Those are also the runes required, Good and Light. There is no sacrifice required, however the circle will only function if used for a righteous purpose.
Celestial (Greater):
Greater Angels are called forth from their golden thrones to assist only those of pure heart and righteous ideals. The runes again parallel their demonic counterpart, and the entire circle, and its runes, Good, Light, and three Power must be inscribed in pure powdered gold.
Supernatural Creatures:
This circle will call forth the mystical creatures that either exist beyond our mortal realm, or possess sufficient will to manifest magicks of their own. These include unicorns, though they will likely be summoned by a Greater Celestial circle as they will know their new master will make good use of their abilities. This circle requires a few drops of blood of the caster to call forth the more powerful animals, and as such must also have two power runes engraved inside it.
Elementals:
All manner of elemental entities are summoned from one of the six elements: Earth, Wind, Fire, Water, Heart, and Captain Planet, wait, no, no that's not right, um, let's go with Earth, Wind, Fire, Water, Light and Darkness, yeah, that sounds cool. The circle needs all six of the appropriate runes engraved in the circle, and also needs the following gems placed over their corresponding rune: Earth=Emerald, Wind=Topaz, Fire=Ruby, Water=Aquamarine, Light=Diamond, Darkness=Jet. To attempt to summon a specific type of elemental, place another jewel of its type over the quarter it will appear in.
People:
This circle can only summon a person IF the person has gives their consent, AND has told the caster his or her true name, also known as their birth name. If the circle is lacking the name it will attempt to summon a random person, if it is lacking the summoned's consent, it will open a telepathic link to the person, thus allowing the caster a chance to persuade the person to be summoned.
Protection:
It is advised to seal all protection circles to strengthen them. Sealing a protection circle will make it impervious to the class it protects against, and give it moderate resistence to other creatures. It can still be overloaded by other creatures or it is possible that something could jsut ignore the pain and reach a hand in far enough to smudge the circle.
Animals:
Keeps unwanted vermin out of places, such as pantries... It requires nothing more than a circle, the rune for animal, and a few drops of the caster's blood.
Life:
This circle protects weakly against any living thing, and requires a life rune and then a protection rune engraved in the circle, no sacrifice is needed.
Death:
This circle protects against the dead, such as zombies and liches and the like. Again, the circle is a standard circle with the death rune and a protection rune. No sacrifice.
Unlife:
This circle protects against both life and death in a weaker fashion. Its true purpose however, is to protect against Vampires and the fearsome No-Life-Kings. It is rumored that one of these circles blocked the exit of the No-Life-King laboratory complex.
Demons:
Protects against Demonkind, and requires a Demon summoning circle with the protection rune and a small blood sacrifice.
Angels:
Protects against Celestial creatures, and requires a celestial creature summoning circle with a protection rune and a small blood sacrifice.
Magic:
This is the standard protection circle, and will protect against anything and everything the caster wills it to. A simple circle with four protection runes and four magic runes, it requires no sacrifice of blood but will drain the caster's energy for twelve hours, making him unable to create new circles, or in some cases, unable to move at all. This circle MUST be sealed in order to work.
Abnormal Effects Circles:
Circle of Summon Forces of Nature:
This circle does not summon Elementals, it summons Elements. This circle can create thunderstorms, tsunamis, wildfires, earthquakes, any number of effects. It can bathe the world in light or darkness, and anything in between. However, it requires a constant inflow of energy to remain active. It is rumored that this circle, or something like it, was possibly used by Queen Shea to blanket her world in darkness. However, such rumors are unsubstantiated at best, and no one has survived an investigation long enough to find out the truth... Another good example of the effect of this circle would be Sarumon and his lightning in Fellowship of the Ring.
Circle of Death (also known as the Assassin's Touch):
This is a fearsome circle, for although its requirements are high indeed, it is possible for the user of such a circle to attack and even kill a person or creature from the other side of the planet. However, it requires that person to be in an open area, it also requires the caster to know the person's true name (birth name) and the caster must spill a pint of his own blood for every attack. The summoner must also sacrifice a large amount of magical energy, either from his own body or from an equally powerful magic item. A protection against magic or death circle will spare the person from this grisly fate. One attack may be enough to kill an average human, but anyone with any sort of training in any combat profession would be able to withstand at least three attacks before falling.
Circle of the Deathly Horde:
The pinnacle of Necromantic might, this circle could theoretically raise all of the world's corpses into an infinite army of death and destruction. However, this circle does not raise the corpses near it or anything like that. The circle itself consists of eight Death and eight Life runes inscribed in Jet and Diamond powder respectively. However, alone this will do nothing. Every corpse raised by this circle must have at least one rune of magic inscribed on it, legibly. That means that if the runes is destroyed, or if the area of the body containing the rune is severed, the zombie will de-animate. Not only that, often times the runes will simply wear or rot off of the corpse, but not all is lost, there is a way to counter this. However, if they are inscribed in pure silver it will have the normal effect, however, since the level of decay in a corpse will often change rapidly, the entire corpse will not be rendered indestructible. Furthermore, to control the undead army the caster must remain within the circle, he may make a command, leave the circle while the army caries it out, and then return to make another one. Or, the caster may have a rune of control inscribed in silver on part of his body while he is sitting in the circle. Each circle can only raise an army once, no mater how many corpses it raises. This is a useful way of partitioning the army into smaller units and such.
Full List of known circles:
(a.k.a. I or a mod will add more if someone makes a new circle)
Summoning:
Animal
Demon (Lesser)
Demon (Greater)
Celestial (Lesser)
Celestial (Greater)
Supernatural Creatures
Elementals
People
Protection:
Standard:
Animals
Life
Death
Unlife
Demons
Angels
. Magic
Abnormal Effects Circles:
Circle of Summon Forces of Nature
Circle of Death (also known as the Assassin's Touch):
Circle of the Deathly Horde: