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 Zeriken (Just Zeriken)

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Zeriken

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Posts : 6
Join date : 2017-04-11
Age : 28
Location : Math City

Character sheet
Stamina: 4
Mana: 6
Race: Human

PostSubject: Zeriken (Just Zeriken)   Fri Apr 21, 2017 11:07 pm

Name: Zeriken
Race: Human
rank: F
Class: Draconic Rune Knight
Age + Birthdate: 24, 07/04
Gender: Male
Personality: Zeriken has a well-rounded personality, being affable in general. Zeriken has a strong sense of what is right and wrong, however he doesn't make it his life's mission to correct wrongdoings. Zeriken is slow in some aspects of intelligence, often times misunderstanding a number of things said.
Alignment: Neutral Good
Likes:

  • Raisins

Dislikes:

  • Prunes

Aspirations:
Zeriken's aspiration is to one day inherit the will of his adoptive Grandfather Zarrot, carrying on the traditions and teachings of the Runic Knight clan in which he belongs.
Phobias/fears:
Scary stories do not sit well with Zeriken, frightening him to some degree regardless of how well-told the story is. This does not include explanations of situations within his scope of experience, as only that which is beyond his understanding truly frightens him.

Face-Claim: Richard by DBkun
Hair Color: Red
Eye Color:Brown
Height: 5'7"
Weight: 150 lbs.
Appearance:
Zeriken is a short, lithe individual with neck-length red hair and sharp-looking eyes. His apparel covers him from the neck down,  a leather under-armor with a light jacket worn over it covers his upper body. Gloves on each hand, with a pair of boots that reach the midpoint of his shins. Zeriken has a number of different sets with different colors, however his standard clothing contains olive greens, a light grey with his under-armor being bronze in color.

Special Features:
Draconic Eye Atavism [See Class Traits]:
Due to the draconic blood baptism, Zeriken's eyes may take on a different appearance. If Zeriken's heartbeat is quick for an extended period of time, it stimulates the draconic blood ritual performed upon him, changing his iris to a golden color while his pupil becomes vertical. This change is very distinct, and can be immediately detected upon looking at Zeriken's face. This may be artificially stimulated by the use of magic, and can allow the user differing capabilities depending on the rank of magic used.


History:
Zeriken's life began in a strange manner. Just as he was born a strange light fell from the sky and numerous auspicious happenings filled the small village. Just as these auspicious events occurred a number of groups, nefarious and kind both, divined the birth of a strong human. For one reason or another a few of these groups decided to send out representatives; some in order to convince the parents to leave the child in their care and nurture, while others to use the child in experiments or to devour the child in the case of a few intelligent beast-races.

The common reasoning behind each group, however, were the benefits. Such an auspicious birth would only happen when a child of great fortune appeared, favored by even the heavens. Clans and guilds alike wouldn't mind having such a member bolster their ranks, and monstrous intelligent beasts would be capable of evolving or gaining strength simply by devouring him and, subsequently, his natural-born luck.

A group of seven old men were the first to arrive. They managed to do so before the monstrous beasts could assault the village and, more importantly, the home of the child. Though these men were old, their presence was quite intimidating. White beards reaching their legs, their waist was as thick as a bear's with their backs as muscular as a tiger's. Each old man radiated strength that, to these villagers, felt like they could topple a mountain. With their backs straight, these elderly folk headed straight for the house Zeriken was born and raised in.

Warning the parents of the dangers to come, these old men managed to easily convince the parents to part with the child, though this parting was not a happy one even with the assurance of bringing the child back every five years to visit. The aura of strength radiating from the seven old men was enough to cow the parents, only working to confirm their stories. Even if the parents did not want to part with their child, did they even have the strength to refuse? Though these old men did not threaten the family, the mother and father both knew their family could not afford to offend these supreme warriors.

After securing the three year old child, the old men went to the village elder to explain the situation. Knowing that others would still not be aware of the child's absence, six of the elders remained behind and began to use their magical arts to set up powerful defensive spell formations. These formations were created to block out or suppress those with ill intent. Once the spell runes were created, taking a full week while fighting off some of the closer elements of evil intent, only one elder remained.

The rest of the elders set up another formation, creating a long-distance teleportation circle. Had they been to the village in the first place, they would not have needed to trekk across so much land over the past few years, yet now that they were there they could easily find their way back.

Over the course of the next two years the First Elder that remained behind repelled multiple viscious beasts, though he allowed guilds and clans to look for the child. It wasn't long that word got out and the attacks stopped happening; with the child no longer there, it was not worth the effort of attacking or looking for him.

While this was happening, Zeriken found himself in a strange mountainous region. He was taught their culture and laws, provided knowledge of different beasts and creatures. His diet was strictly regulated, causing him to go through an ideal growth period. Zeriken quickly learned that the Draconic Rune Knights were an order of people that defended both mankind and dragons; for greedy hunters that aimed for the lives of dragons without crimes, the Knights would destroy. For dragons which acted atrociously, the Knights would hunt and kill. To take up the blade in this cause, every Knight cultivated a righteous heart from childhood on. When being forced to act, they must be sure of the situation or consult other Knights to assist them.

Disciples of the elders would be trained within the Coiled Dragon Mountain range, however their order had several other mountains over a number of different countries in which they operated from.

Each elder had their unique areas of expertise, of which Zeriken learned a small part of their paths. Of all the elders, the Third Elder treated him the best. Like a gruff grandfather, it was this very elder that had divined Zeriken's birth and marshaled the other elders to make haste in retrieving him. Had they not done so, it was quite possible that Zeriken would have died or experienced and even worse situation.

By the time Zeriken was 8 years of age he was brought back to the village with the Third Elder. By now he already called Third Elder 'Grandpa Zarrot' when they were alone. Meeting his parents was a surreal experience, and Zeriken was quite shy. Even so, there was a degree of connection by blood and a link of happiness, knowing that his parents were still there and still alive.

Both his mother and father had a tearful reunion, happy to see their child but sad that they could not be a part of his life. They asked him about his time spent and in return received answers, though some answers were withheld due to him not yet having permission to discuss the matters of the order. On the outside, he was allowed to say he was obtaining training in the arts of a Rune Knight. His parents were proud to see such powerful individuals take notice of their child, yet at the same time it was a heart-wrenching feeling to them as the child left a week later to continue his training.

Years continued to pass in this way, and of all the paths Zeriken could have learned from the seven elders, he chose the Blacksmithing path of his Grandpa Zarrot. He began to learn the basics of the trade, as he knew the tools one forged were the ones that were easiest to use.

By the time he reached the age of 15, Zeriken was ready for the Draconic Blood Refinement Ritual. The young teenager entered into a pool of shimmering blood as the First Elder lead the seven Elders in an ancient rite. It was only later that Zeriken learned the blood was a rare gift from a powerful gold dragon with whom their ancestors had made their initial oath to. It was only once every five hundred years that their order would receive a batch of blood that would allow for a single individual to go through the rite.

The elders were very pleased, though they understood something important. The child's heart was pure, and his mind was untainted by the mortal world. He would need to go through a tempering through the red dust. The elders thus continued to train him, though this time in the use of weapons. As the Second through Seventh Elders trained him in weapons, the First Elder began creating an enchantment. Using some of Zeriken's blood, the First Elder used this as a catalyst. Inside this blood he created memories; memories of knowledge that would only unlock once the environment it was in had enough vitality. Years passed, and when he was 23 the enchantment was finally completed. The blood was returned to its source, Zeriken's body, and he was advised that once he was powerful enough to unlock the memories of his blood he would be able to return to the mountains for his final training. Before he left, he was advised to uphold the laws of their order. That while he should live righteously he should not meddle unnecessarily. That he should never leave a mission half-done. And lastly, that once he unlocked those memories he was to return to the Coiled Dragon Mountains at the earliest possible time.

Zeriken visited his parents one last time to let them know he would be adventuring out in the world to gain experience.
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Zeriken

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Posts : 6
Join date : 2017-04-11
Age : 28
Location : Math City

Character sheet
Stamina: 4
Mana: 6
Race: Human

PostSubject: Re: Zeriken (Just Zeriken)   Mon May 01, 2017 10:30 pm

Class: Draconic Rune Knight
Description: A Draconic Rune Knight makes use of both magic and weapons in combat, and is capable of drawing complex magic runes outside of combat. At each rank of power, a Draconic Rune Knight is capable of choosing to research into another of the four elements (earth, air, fire and water) or the ability to incorporate one of the elements they already know into another element for more complex spells.

Most magic cast by Draconic Rune Knights in battle are buffing spells, providing their weapons with either an elemental enhancement or increasing one of their own physical or mental parameters. Some other magic can be cast during combat, such as a ball of fire, a blade of wind, an eruption of stone or a stream of water, however the scale of the magic requires an equally large magic rune to create, and the complexity of the magic requires an equally large amount of time to create the magic rune. This limits the spells available to Draconic Rune Knights during combat.

Outside of combat is where their magic shines; they are capable of using their magic runes to create barriers or cause large scale commotions, and even set up long-range teleportation portals so long as they know the destination.


Traits:

  • Preferred Weapon(s): A Draconic Rune Knight's weapons are divided into two categories: Mortal Weapons and Draconic Natural Weapons. Not all Knights of the order have access to Draconic Natural Weapons.

    • Natural Weapons can include claws, tail, or breath weapons. Natural weapons are capable of regenerating with either healing spells or after a week passes. Natural weapons are also capable of channeling any enchanted elemental attack as a ranged attack. Learning the use of such a weapon requires the complete focus of the knight, not allowing them time to train their other weapons to a higher degree.
    • Mortal weapons that a Knight of this Order are trained in are Swords, Spears, Axes and Bows. A Knight's proficiency begins at the lowest rank, capping the rank of technique they can use when equipped with that weapon. A Knight's rank-up allows for continual expansion of a weapon's proficiency; D, B, S and SSS ranks allows for the Knight to choose 2 of their weapons to rank up their proficiency. C, A and SS only allows the Knight to rank up 1 of their weapon's proficiency.


  • Dragon Blood Refinement Ritual: As part of the path to become a Draconic Rune Knight, novices go through the Dragon Blood Refinement Ritual. With a series of magical runes, a pool of pure dragon blood and elders leading the ritual a novice's body is magically affected. Dragons, being a prideful race, do not allow others to bloodlet them. As such, the dragon blood often times comes from slain dragons. The Order obtains 'dragon blood' from their Dragon God once every five hundred years, though it is only known by the Dragon God that this is, in fact, a divine blessing placed upon a slain dragon's blood to purify it and have an attunement with the Dragon God.

    This ritual increases the body's longevity by imparting Draconic Vitality into the body, though does not pause or slow the aging process (the elderly will still look old, just that they live longer). Furthermore an Initiate of the order of Draconic Rune Knights manifest an atavism of the dragon race and use their magic to power benefits from it. If the manifestation creates a natural weapon, some Draconic Rune Knights forgo the use of man-made weapons and instead learn the intricate uses of these newly-acquired weapons.

  • Access to Magic: Draconic Rune Knights have access to Earth, Air, Fire and Water elemental magics. These magics can only be performed via the use of rune circles, which are drawn and powered by the magic power of the Knight. Knights of this Order are capable of casting 2 types of spells with their runes; Internal Spells and External Spells. Internal Spells are magics that provides support, giving a weapons an elemental enhancement or increasing a physical or mental parameters for either themselves or an ally. External Spells are spells that affect the world around the Knight. The former are almost instantaneous in casting speed, however the latter takes additional time to cast. With even the most simple of External spells taking 3 seconds to cast and appear, each rank of complexity increases the time by an additional second. Aside from the initial 1 foot area, cubed or diameter, and 3 foot range each additional foot increase requires another second on top of that.

    A Draconic Rune Knight begins with one magic type, and at each additional rank a Draconic Rune Knight may either choose another magic type to learn or choose to learn how to incorporate an element they already know into another element they know.

  • Formation Magic: Using the magic elements they know, Draconic Rune Knights are capable of setting barrier or expulsion formations around areas. These formations are expensive, with materials for one core point, sub-core point or foundation point being equal to a job of the same rank. Each area of the formation that is interlinked increases the effectiveness of the overall formation by an additive amount. Formations are created with a 'core', which can be a moving object or a stationary object and must have a rank at least equal to the highest rank of any foundation point of the formation. The core point is what powers the formation as a whole, and may have additional sub-core points that help power the core. Formations are expanded upon by creating additional 'foundation points' which have an area of effect that must overlap with another foundation point's area of effect in order for both to function. The area of effect's size is dependent on the rank of the foundation point, with a base of 3 feet radius and may increase by up to 5 feet per rank.

    So long as one is within a formation, simply destroying the magical runes that create the point is enough to break a foundation point. If a portion of the formation is cut off from the core, perhaps due to a foundation point being destroyed and interrupting the overlapping link, that portion of the formation is deactivated. A sub-core's only function is to provide magic energy to the core, and does not assist in the direct maintenance of the formation itself.

    All formations require magic to power them, and have a durability limitation to their usage. The durability is equal to the rank of foundation point, with each higher rank of the foundation point being an extra use for that foundation point. The burden on a formation can never exceed the strength of its usage, meaning a single D-Rank attack blocked by a formation will not reduce 8 D-Rank foundation point's durability, instead only reducing the durability of 1 of the foundation points. This burden is managed by the person powering the core point of the formation, who chooses the corresponding foundation point that handles this burden. Magic power drainage is equal to the rank of the highest foundation point activated during use (ex.: if a formation has many F-rank and C-rank foundation points, but only the F-rank points are used, it only costs the equivalent of the F-rank spell). Defensive formations are easier to power, with every four foundation points in a formation costs the same amount of magic as one spell of the same rank. Any attacking formation requires the same cost for each foundation point equal to a spell of that rank.

    The nature of the formation's effects are dependent on the magic type used in the creation of the formation. Only a formation that combines Earth and Air magic is capable of teleportation and requires S rank or higher materials to create.







Deity: Desceld, Five-Clawed Golden Dragon
Description: Desceld is a Lawful-Good aligned dragon god, of the legendary 5-clawed type. Legend has it that it has had contact with the humanoid races in the past, however it is unknown where this god now lives.
Perks:

  • F-rank: Following this Deity has a chance of starting with a neutral or positive attitude when interacting with the Dragon Race if they know you worship this Deity. This depends on each dragon's individual disposition and the actions of the person who worships this Deity.







Profession: Blacksmith
Description: Creates farm tools, weapons and armors.
Traits:

  • F-rank: Eye for quality - A trained blacksmith is capable of determining the quality of materials used in his craft, including that of a finished product so long as lengths were not taken to hide the quality of the finished product's materials.


Last edited by Zeriken on Wed May 17, 2017 10:20 pm; edited 1 time in total
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Zeriken

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Posts : 6
Join date : 2017-04-11
Age : 28
Location : Math City

Character sheet
Stamina: 4
Mana: 6
Race: Human

PostSubject: Re: Zeriken (Just Zeriken)   Mon May 01, 2017 10:53 pm

Items

Item Name: Apprentice-forged Iron Long Blade
Item Type: Sword
Item Tier: F-Tier
Item Description: This weapon was an equipment forged by Zeriken while under the tutelage of his Third Elder, Grandpa Zarrot. The blade is heavy, being approximately four inches in width and three and a half feet in length. The hand-and-a-half handle was dyed red, with the sheathe being dyed the same color. Due to its size, it is normally worn on the back of the user, horizontally at the waist.


Item Name: Wooden short bow
Item Type: Bow
Item Tier: F-Tier
Item Description: A simple hunting bow gifted to Zeriken by the sixth elder during his training of the weapon. This weapon is made of a flexible wood, and could perhaps be said to be too flexible, thus losing a certain degree of its strength. The bowstring is made from sinew. From one end to the other, once strung, the bow is a total of 44 inches tall.
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Zeriken

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Posts : 6
Join date : 2017-04-11
Age : 28
Location : Math City

Character sheet
Stamina: 4
Mana: 6
Race: Human

PostSubject: Re: Zeriken (Just Zeriken)   Mon May 01, 2017 10:56 pm

Class Progression

SSS:
SS:
S:
A:
B:
C:
D:
F: 6 points to Mana, 4 points to Stamina.
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