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Topics - Vallahd

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1
Character Sheets / Vallahd Sacretor
« on: April 29, 2017, 11:06:14 PM »
I've been around rping a decent bit. I enjoyed being creative and found roleplaying to fit well. I've been to a few other dreams and tried long term there, primarily Peddler's Hollow, though I tend to lean more towards the craftsman and diplomatic/dialogue style of rp. Fighting I'm decent at but haven't really had much worth while practice in, given that some people used to freak over the smallest and minute detail I didn't add in. So I'm mainly staying towards the more craftsman side of things in rp's.

As for why I'm interested in joining, me and Hors joined from Peddler's Hollow when that dream went down. Etla was a large dream with people playing in it, so we could both get the kind of roleplay we wanted. And since ICly Val and Hors are a couple, it only felt reasonable to join with Hors.

Furcadia Name: Vallahd Sacretor
Character Name: Vallahd Sacretor
Aliases: Val, Vallah, That one short blacksmith who never freaking sleeps
Species: Feline
Subspecies/Race/Class: Half Shadow Elemental
Age: Physically 21, Spiritually 53
Gender: Maleherm
Height: 5 foot even
Fur/Skin Color: White Fur
Hair Color/Style: Blood red hair usually in a braid to the center of his back
Eye Color: Gold with black specks in it
Markings/Scars: A black nine point star in a circle on the backs of his hands
Appendages: 2 arms, 2 legs, 1 tail, 2 ears, and can manifest 2 black feathered wings of shadow

Demeanor: Usually content, care free, and relaxed, though almost always doing something
Alignment: True Neutral
Profession: Currently a Celestial Blacksmith, Combat wise can be a Blademaster
 
Resistances: Negative magics such as shadow magic, abyssal, and demonic, and has a decent resistance towards physical damages
Weaknesses: Light Magic and swimming
Phobias: Deep water (deep being deeper than 8 feet)

Statistics:
Strength (STR): 22
Dexterity (DEX): 25
Constitution (CON): 14
Intelligence (INT): 19
Wisdom (WIS): 16
Charisma (CHA): 14

Details:
Weapons
- Shadow Dragon Katana/Twin Shadow Wakizashis - Despite the long name, it's relatively simple. It's a pair of twin wakizashis that are made from shadow metals that can be fused into a long katana, or Odachi to use the proper term. It can channel Val's energy, and is healed when cracked and in shadows, but nothing special beyond that.
- Fenrir Slayer and Giant Slayer - Two war axes of Norse make, inherited by a viking vampire who loved Val's alcohol. As their name implies, one is a silver viking war axe meant to kill Werewolves, and the other is a gold viking war axe meant to kill giants.
- Endar - Endar is an Adamantine Khopesh from his long time friend and celestial smith master, the first true celestial weapon Val worked on. It's infused with the energies of fire, shadow, and light, though thanks to both smiths following a more Paladinic mindset, will only hurt those who the wielder truly mean to hurt. Val's personal name for it is Endar, The Flame of Truth, after the Egyptian ideology of a feather of truth showing those who are guilty of heinous crimes.
Armor
- Shadow Light Plate - Val's armor consists of a series of thin, purposely shaped platelets that interconnect intricately to provide as much coverage as possible without being either noisy or restricting in movement. The original armor was made out of pressurized thin steel plates that were tempered, layered on leather armor with silk cloth around the edges of the armor to reduce noise. The most up to date version of this armor is black mithril plates on top of shadowsilk leather armor, which he controls to ensure they don't make noise and can channel his magic without restriction. The helmet, though, is a remnant of his lost village, which allows him to use a sort of dark vision to see the world without the restriction of physical barriers, though spells light illuminate and transient light blind him to this effect.
- Obsidian Wedding Ring - Being the only real trinket he has on his person at all times, this wedding ring was teleported out of obsidian by Hors and enchanted by both of them to ensure that they would always know where the other was at, and if needed, could communicate with each other via a mind link. Thus would allow Hors to teleport safely to Val without risk of popping into someone or something.
 
Abilities
(Natural, I'll list his tops since he is an elemental)
- Shadowstep - A quick form of shadow travel that allows him to move up to 100 feet at a time so long as the destination has a surface shadow for him to walk out of. So he won't be stepping out into a desert any time soon, unless someone has a shadow there.
- Shadow Hand - A simple spell, more akin to a parlor trick than a real exertion of power, that allows him to lift items up and move them like he had Telekinesis. Unless said object is illuminated from the inside, it'll work on most things that aren't magical.
- Shadow Form - A natural 'elemental' form he grew into when he gained his full strength, it's a more alien form, empowering his shadow magic while making his weakness to light all the stronger, to the point where sunlight will burn him like a traditional vampire. This allows him to access a few high powered shadow spells though, like an exclusion zone that empowers shadow and darker elemental magics even further, though at a contained space.
(Learned)
- Normal Magic - Despite being an elemental, not all magics came naturally to Val. In fact, if it wasn't for his village's symbols, the 9 pointed stars on his hands, he would be confined to shadow magic purely. As it is, thanks to those symbols, he's able to convert his natural energy into other forms to manifest other magics.
- Shadow Variants - As vague as the title is, it's pretty straight forward. With learning new magics, he learned how to manifest them in his own magic, such as fire, fireballs, and lightning, though instead of them being Exothermic, they're Endothermic, instantly freezing things. Makes for great special effects.
- Ninjitsu and Assassination - Val is a retired assassin, and as such, he learned a lot about killing, stealth, and poisons. Which in his new line of profession, means almost nothing except he can swing a blade well and understand how they feel.
 
Appearance
(Furcadia Description)
Standing at about 5 feet tall, anyone who looked upon him would note a few things. First and foremost, this feline wasn't a stick. His body was toned well from years of work and training. His blood red hair was long, down to the middle of his back, but was usually braided to keep it neat and manageable. He was often wearing only a black silk tunic and grey pants, barefoot. On his left hand was an obsidian ring on his ring finger. His eyes were a dark gold, keen, sharp, and attentive, even when he was relaxed. Beyond that, he was relatively normal.
Any other pertinent info: Vallahd, despite his backstory and skills, is not meant for combat centered roleplays. He can fight, and will fight should anything happen, but he is more centered about casual roleplaying and quest line style roleplays, assuming the quest lines actually get expanded upon with the player around. I know the player is strong. He is retired from combat, unless an end of the world scenerio happens and it's alright to take the reigns off. Until then, he's a craftsman, and sometimes a spy or scout.

2
Blacksmith / Official Blacksmith Pricings
« on: July 25, 2016, 12:18:56 AM »
Alright. I'm making this to provide a definite structure to weapon prices using my personal method of calculating it out. The price of the ingots used upped 50% for labor plus 25% extra for every advanced enchantment (ones that aren't unbreaking or lighter or minor enchantments).

First, the metals themselves. For main blades, there's iron, steel, Damascus steel (with multiple varieties but all fall under the same pricing range), titanium-steel, mithril (again multiple forms), and full blown celestial metals.

Note, these aren't applicable to real life and are based on fantasy/medieval times, and this is the ingot itself not the work put in added.

Iron - 4G

Steel - 15G

Damascus steel - 25-35G

Titanium-steel - 55G

Mithril - 70-80G

Celestial Metals - 150+G

Other metals that may be used are soft metals for casting, like making pommels, guards, decoration, and so on. These include copper, brass, bronze, pewter, tin, and aluminum. Which to save some space, they're generally about 3G to 5G

I'd also like to put up a general stock weapon listing price. Since the official Eileadora currency says a good sword should be about 20-40 gold, I'll be figuring the prices off that. Higher quality, such as Damascus, add about 15 gold.

Dagger/knives - 10G

Short sword/Machete/Kopesh/Shotel (and anything smaller than a long sword really) - 20G

Long sword/Katana/Rapier/Saber - 30G

Bastard sword/Claymore/Diato Katana - 40G

Halberd/Polearm weapon - 25-45G

I may add on a full list of what weapons appear in what catagory, but I think this is good for now. Hope this helps clear things up on pricings.

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