Post by Aldred the Grim on Mar 15, 2015 8:32:08 GMT
Aldred the Grim
Character Info
REAL NAME: AldredREAL GENDER: N/A
GAME GENDER: Male
AGE: 31
SEXUALITY: Pansexual
FACE-CLAIM: Feanor, SILMARILLION
PLAYED BY: Eleri
RACE: Elf
FACTION: Person of the Land
DISTRICT: Blue
Appearance Aldred is a tall elf, at 6'5" he towers above many, his height making him appear to be lithe in form. On a shorter man he would be described as broad shouldered, but instead he looks thin and sharp, his muscular body honed from years of training and combat. Golden, narrow eyes peer from a pale face, set above high cheekbones and surrounding an aquiline nose. Dark eyebrows rest over his features, and a thin lipped mouth completes the image of a face unused to smiling or merriment. His black hair is waist length and generally left loose to fall in thick waves down his back, though in battle it is braided with steel cords to not only keep it out of his way but also prevent it from being cut off in the heat of battle. When not wearing his armour Aldred dresses in a variety of high quality materials, most commonly a high collared banded tunic of with long tails and front which hang to the knees made of gold trimmed black cloth. Black breeches are tucked into knee high black boots and his sword is always kept belted at his waist. | Personality Aldred is what could be described as a cold individual, not suited to joy or frivolity. He is a stern individual who takes his duty and honour very seriously, and as such will pursue goals linked to these concepts to completion or death and his sworn word is his bond. It would be simple to expect that such a man would be honest to a fault, however Aldred is not simply a warrior but also an aristocratic member of the Blue District. He is able to play the games of the upper classes even though he finds it distasteful. That said he is not the sort to offer a hand of friendship while planning to stab someone in the back, preferring to deal with things as above board as possible. Despite this chilly personality Aldred is a fair leader who has the respect of his subordinates, never expecting them to do what he would not do himself and making sure that their physical and mental health is sound. He ensures that his subordinates are looked after and they in turn fight for him unquestioningly. Unlike many People of the Land, Aldred has a strong distaste of Adventurers bordering on hatred. He feels that they are unnecessary and a negative force in the world. |
Extra
Aldred is the Captain of a group of Elven knights called the Order of the Asurya. Made up entirely of Elven Cavaliers the Order serves both an offensive and defensive role for the Blue District of the Lune Seaport.
Biography
Not one for talking about himself, no one is quite sure where Aldred was born or grew up. What is known is that he first appeared in records seventeen years prior as the squire of the Knight Ethelstad, a wandering warrior who came to settle in the Lune Seaport at that time. Ethelstad performed similar functions to an Adventurer for the next few years, rooting out troublesome creatures, keeping the peace, and protecting the Port from harm whenever it was needed. At his side the young elf learned the Art of War as well as the social conventions of the aristocracy and upper classes. Where Elthelstad was a jovial man of good humour and well loved by many, Aldred was a somber youth even then, his unwavering gaze causing no small amount of discomfort to those who felt the weight of his stare.
Approximately three years after arriving in Lune the Knight and his Squire departed for the ruins of an ancient Elven city that they had heard rumours about, curious as to what could be found there. Disappearing into the wilds for eight months, those who knew them began to despair that they would ever return, assuming that death had claimed the beloved knight and his dour charge. As the ninth month since their departure waxed Aldred returned to the Seaport, tired, injured, and utterly alone. Of Ethelstad all he would say was that the man was dead, lost in combat against a powerful foe. The presence of Ethelstad's sword Sunfang at his pupil's side lent credence to his tale, the young Elf inheriting the dormant blade of a hero.
For the next few years Aldred fulfilled the same role as his mentor, and though his cold and dour demeanor was a stark contrast to Ethelstad's merriment he showed the same level of dedication and compassion for the people he worked for. It was during this period that he earned the nickname 'Aldred the Grim' for his outlook on life and the world, though it was spoken with varying degrees of affection throughout the port.
At the age of twenty eight Aldred began gathering a collection of similarly martial elves to him, drawing recruits of various backgrounds for a myriad of reasons and training them in the arts of Knightly combat until he had developed a corps of heavy Cavaliers capable of guarding the Seaport or assaulting its enemies depending on the circumstances. He named this group the Order of the Asurya, drawing on a group of ancient heroes whom it is said were trained in war by the King of the Elven gods himself. His first task for this new Knightly Order was to return to the ruined city which had claimed his mentor, a task which took them five months and saw them return with new arms, armour, and knowledge. Aldred himself returned wearing the Armour of Eriandur, an ancient relic of the past much like the sword Sunfang.
Now fully established in the great Seaport, Aldred and the Asurya continued to work towards the protection of their city, and other goals less well known by others.
Approximately three years after arriving in Lune the Knight and his Squire departed for the ruins of an ancient Elven city that they had heard rumours about, curious as to what could be found there. Disappearing into the wilds for eight months, those who knew them began to despair that they would ever return, assuming that death had claimed the beloved knight and his dour charge. As the ninth month since their departure waxed Aldred returned to the Seaport, tired, injured, and utterly alone. Of Ethelstad all he would say was that the man was dead, lost in combat against a powerful foe. The presence of Ethelstad's sword Sunfang at his pupil's side lent credence to his tale, the young Elf inheriting the dormant blade of a hero.
For the next few years Aldred fulfilled the same role as his mentor, and though his cold and dour demeanor was a stark contrast to Ethelstad's merriment he showed the same level of dedication and compassion for the people he worked for. It was during this period that he earned the nickname 'Aldred the Grim' for his outlook on life and the world, though it was spoken with varying degrees of affection throughout the port.
At the age of twenty eight Aldred began gathering a collection of similarly martial elves to him, drawing recruits of various backgrounds for a myriad of reasons and training them in the arts of Knightly combat until he had developed a corps of heavy Cavaliers capable of guarding the Seaport or assaulting its enemies depending on the circumstances. He named this group the Order of the Asurya, drawing on a group of ancient heroes whom it is said were trained in war by the King of the Elven gods himself. His first task for this new Knightly Order was to return to the ruined city which had claimed his mentor, a task which took them five months and saw them return with new arms, armour, and knowledge. Aldred himself returned wearing the Armour of Eriandur, an ancient relic of the past much like the sword Sunfang.
Now fully established in the great Seaport, Aldred and the Asurya continued to work towards the protection of their city, and other goals less well known by others.
Inventory
Yarnasta - Level 30 Spear. A seemingly simple spear of dark wood with a sharp and long blade at the tip ideal for piercing but suitable also for slashing if the need arises. Blue gems decorate Yarnasta's head alongside engravings but it is otherwise unadorned.
EQUIPMENT
Left Arm Shield of the Martyr Level 30 Shield A large sturdy shield of steel, the Shield of the Matyr is almost six feet tall from top to bottom and features several large rubies inset into the face, the largest of which forms the center of the symbol of the Order of the Asurya | Armor Armour of Eriandur Level 30 Plate Armour This heavy Plate Armour is believed to have belonged to the Elven Hero Eriandur, it's ornate form decorated with feathers at the elbow and on the pauldrons. A tall helm with feathered wings and a Dragon rising from the brow completes the look. It once held a powerful enchantment but centuries of neglect have caused the spells to go inactive. | Right Arm Sunfang Level 30 Sword Sunfang is believed to be the fabled sword of the Elven lord Telerion, it's long jagged blade with carved runes matching the legends of the ancient hero. It once held a powerful enchantment but centuries of neglect have caused the spells to go inactive. |
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CLASS SKILLS
Main Class: Guardian
Splitting Fang: A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
Sword Rain Flurry: The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds.
Knight's Heart: Toggle skill. Conventions of medieval warfare made it so that even the most heavily-armored knights tended to become the most difficult to take down, thanks to their trusty mounts. These teachings form the basis of this skill. While almost essentially a must-have for Guardian-Cavalier hybrids, it is still a fairly useful skill in the right circumstances. This skill raises the Guardian's aggro-attracting presence while in a mounted state. If this skill is used by a Guardian whose subclass is Cavalier, then they also raise a 10% bonus to AGI while mounted.
Shield Mastery: Passive skill. As the premiere tank of Elder Tale, the Guardian's signature equip is their large shield. Even so, it's rather bulky and takes some time to get used to for most players. As Shield Mastery progresses, the apparent weight of the shield decreases and its defense increases.
Shield Smash: The Guardian's signature style is the large of a large shield. By ramming the opponent with this skill, it's essentially ramming the target with an iron wall. Naturally, such an action will pretty much interrupt any skill that an opponent is casting. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
Hearing Aptitude: A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
Aura Saber: Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
Heavy Anchor: This skill is performed by facing a nearby target at equal footing. The Guardian slams their foot into the ground, causing the opponent to essentially be pinned to the very spot they stand. Neither of you will be able to move while the skill is active. This skill has an animation time of 2 seconds and a cooldown of 30 seconds. The maximum duration of this skill is 10 seconds, ending immediately when either the Guardian or target is moved by an outside force.
Taunting Shout: An aggro-gaining skill that targets a single enemy and boasts one of the lowest cooldowns in the Guardians' skill list. The Guardian provokes a single opponent and draws their attention. Because of this basic utility, it is a very simple skill mostly used by beginners. Of course, if there's only one opponent, why waste your time when you can stick with this classic? This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
Cool Defence: Toggle skill; the Guardian taps into their mana and creates an additional line of defense between them and the opponent's attacks. For every blow that the target lands on the guardian, a small amount will be nullified. This defense is made all the more apparent when it comes to weak multiple-strike attacks. The Guardian's MP is slowly sapped as this skill remains active.
Parry: A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
Heal: The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds. If used by a non-healer class, the cooldown doubles to 20 seconds.
Level 31 Tier II Skill: A skill slot that can be occupied with either an Adventurer or Main Class skill. The skill may be either a Tier I or II skill. Unlocked at Level 31.
Roleplay Class: Cavalier
Jousting: The Cavalier's specialization in horseback combat is revealed in their greater proficiency of lance combat. Any two-handed spears or polearms wielded by the Cavalier become one-handed while they are mounted. Additionally, if the Cavalier's main class would normally penalize them from using spears or polearms, this skill allows them to use spears and polearms without penalty.
Crafting Class: Scribe
Transcription: Scribes are known for their ability to copy and examine documents carefully. This allows them to obtain the Adventurer skill [Mythic Script] as a Beginner-level skill without it taking up a skill slot. Their knowledge also allows them to use and read grimoires in the Ancient Text, allowing them to use grimoires without penalties and perform some basic magic attacks depending on their Magic stat. If the character can already use grimoires through racial or class bonuses, grimoire damage increases by 10%.
Change Log
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