Topazert

Topazert Grand Adventurer of the Kingdom of Edvarn

Species-Human

Height:6'10"

Weight: 558lb (not including armor)
588lb (with armor)

Age:320


Physical description: ( Human) A young man of twenty years with a healthy complexion and cheery looking hazel eyes, He has a head full of short thick shaggy dark brown hair and a full beard of the same color. His body is built like a mountain and well-toned with muscles hardened by years of training, traveling, and fighting and covered with a few scars and body hair. The most prominent being a white scar all the way around his neck and a large bite mark on his lower right abdomen. Also when he gets wet with water three gill slits appear on each side of his neck.


Personality: He is a kind, good natured, down to earth person with a sensitive soul, though when the chips are down he can be quite serious and quick thinking. He is also not one to be pushed around or fooled and takes great exception to those that do,

Diet:
Meat, veggies, fruit, dairy products, grains, water, and mead

Equipment:

Killer Watt-A ebony war axe with heavy gold runes of lightning, thunder, and rain and with the power to shoot bolts of frying energy or call up storms to cause rain and call down lightning to kill. This very weapon was given to him by a dwarf king for killing a pack of frost dragons back in his human years along with his armor. It is lightning based on its power, meaning anything electrical that hits it is absorbed and makes it stronger for a time.

Ax power list:

1. Shocking strike- each blow from Killer Watt delivers a painful jolt
2. Bolt- points the ax at an enemy and a bolt of electricity shoots out ranging from sparks to deadly bolts (Limited of 5 times per day)
3. Wrath of God-charges the ax and the sky darkens then points to a crowd of enemies then a large and blinding bolt of lightning shoots from the sky and kills them(once per week)
4. Storm call- clouds race in and it starts to rain as bolts of lightning fall from the sky to kill foes(once every 3 days)
5. Stun-charges up and stabs Killer Watt into a foe as the electric currant courses through it constricting the muscularity system and holding them still
6. Immunity-all electric based attacks made on the owner of Killer Watt are either fizzled out causing no harm or halved.
7. Battle axe form- on a mental command he can shift the war axe to a battle axe, in this form the attack and magic power is increased by a good bit.


The Battle Axe form of Killer Watt.


Steel Armor-a hand smithed suit of hardened steel plates and chain mail, with a ful helm crafted in the form of a snarling bear head with no lower jaw and enchanted with platinum runes to resist all forms of hostile energies. The armor itself is thick enough to weigh most men down though not so he himself is hampered by it. Along with this is a fluting method on it to help reflect bullets along with silk quilted under armor to cushion blows from weapons, explosions, and gunshots.

Kite shield- a hand smithed object with a thick hardened steel covering an oak inner planking, with a image of a snarling grizzly bear on a background of sections of red and blue with the border being of unadorned shining riveted polished steel. It features two handles, the first set with the shield point down for general purpose and the other set having the shield point following the direction of the arm to help better deflect blows and bring the point to bear on others.

Granite Cleaver - a secondary weapon,a hand smithed weapon with an axe as one head and a war hammer for the other of hardened steel and a hickory handle and looking to be crafted to like its more powerful cousin, but still strong enough to leave cracks in stone

Villager clothes- consists of a white short sleeved linen undershirt, a blue tunic and trousers, a pair of brown leather gloves, a brown leather waterproofed cloak and wide brim hat(when it rains), low hard leather boots, a faded green fisherman hat with hooks and lures on it, and a buff brown belt with a stone buckle

Satchel of ever hold-his first piece of equipment given to him by a grateful wizard, it holds practically anything when put in.

Holy Revolver-A nine chambered powerful revolver with one more chamber firing shot instead of a bullet, this one he had made special from silvery mithril and the handle being of a radiant rainbow hued mother of pearl and blessed to burn evil beings with white flames when shot. The only drawback is that it is a black powder revolver and takes a while to reload and prime.

Hands- His bare hands capable of ringing necks, gripping, and punching with a respectable strength

Mjollir pendent- a silver hammer that hangs on a leather cord, while he does not worship Thor he respects him for his fame and deeds. This object belonged to his father.

Cross- a simple silver christen cross on a wool string given by his mother


Girdle of Storm Giant Strength- A rich red belt with gold designs of rearing lions across it and with a roaring lion head as the buckle. This object imbues him with inhuman strength allowing him to do feats of strength that far surpass his own normal abilities.


Mount-he let Will go and is now looking for a new mount/pet

Friends-Max_R, Shadow_X ,Hikari_X, Shatter, Tune_(Signifigant other), Caso, Suzana_Lori, Reaver_of_Slywym, Artara, Volug, Sawyer_Cat, Milly_Dewalt, Jerian, [[Rodger Young]]
,Crell, LeChance, Miss_Hachu, Tyrongo
Enemies-


Items of Notice: Reix's communicator, broken topaz, rose from Tune_, a sentient bear plushie named Snorri, sketch book, clock orb

Powers taught to him by a mage and cleric from his adventuring group:

Healing miracle- able heal all manner of wounds, though if a bone is broken or a weapon is still in you it will heal wrong.

Resurrection miracle- able to bring others back from the dead by praying over the body, then it’s all up to whether the soul wants to come back to its mortal coil.

Reincarnation miracle- able to bring you back if your bodies not there from even something as small as pinky or eyeball. Though be warned it won’t be the same body as yours.

Illusion spells- can make false images and blend into the background or become virtually invisible. He can do complicated things though the more intricate the more of strain it puts on him.

Shocking and arcing- a mixture of being taught and a racial ability he got from his mother. He can deliver shocking touches from subtle touches at vital areas to punching someone across the jaw. Also able to condense the energy in his hands and send an arc at someone from a distance away.

Telekinesis- has the ability to move things and talk with his thoughts and will. The estimated weights he can lift are up to 10,000 gold pieces and can flawlessly talk to anyone mentally or read thoughts.

True sight- has the ability to see past false images and illusions and see the truth behind hidden things, a by-product of using it causes his eyes to faintly glow yellow.

Plane jumping through portals- it involves using magic circles and components. The link between Edvarn and Nexus park is a two way door and requires little magic support to sustain it.





Skills that came naturally:

Multiple Languages- he knows many languages from the many races from his homeland and thus is able to speak to most things that dont speak the common tongues of man.

Strength-he is able to wrestle ogres and trolls without much effort, but gentle enough to snuggle a newborn kitten

Survivalist-years as an adventurer have made him an expert outdoors men

Skill of a warrior-his years of fighting have made him a true master of combat

Tower of strength: he can go on for days traveling with no rest or food, except water while tramping about in heavy armor and gear

Trigger Discipline- He has found he has a steady finger and hand due to his years of adventuring and firing crossbows and thus has a natural discipline, meaning he may shoot slower, but is more dead on with his shots.


Fist fighter and wrestling-his form of hand to hand combat is traditional boxing with jabs, hooks, and uppercuts and wrestling with bull rushes, take downs, throws, and pinning.

Nerves of Steel-He has seen horrors and gruesome sights that would make a regular man shit his skeletal structure out in fear, to put it simple he is fearless and will most likely laugh or punch in the face anyone trying to scare or intimidate, but he is not tactless or without manners.

Will of Iron-he has a greater chance not be tempted and will do nothing against his will than the average person.

Field Medic- knows his way around a needle and thread and all the other field procedures, so whatever breaks you have he can patch you up and send you back out the tent on your two feet again.

Increased speed and reflexes-due to being made of stone for a long time his reflexes and speed were rather slow and he had to work at it to get them back up to normal levels, now that he is human his reflexes and speed have stacked and are rather fast now. This has made him rather soft footed and whether he is not really focusing or is making an attempt to sneak he can walk up right up to people unnoticed.

Animal Ken- he was and still is good with all sorts of animals and pets and generally knows how to bond or get on their good sides and tame them.


Link to the water- he can out swim most people easily and can swim in choppy waters with ease. While in the water if he stays in long enough he can develop gills which close up after coming to shore in a few minutes, a gift from his mother's blood line.

Cold resistance and altitude- he can handle the cold better than anyone save the ice giants and Norse. He cannot get hypothermia or snow blind while in such conditions and is able to handle high altitudes, a gift from his father's blood line. He even shows some resistance to magical cold.

Topazert's Freehold-

The Warrior's Rest Tavern: It is open on Monday through Friday and open from 5 p.m. to 10 p.m., and serves any kind of drink and food (Except sentient races). Any form of currency is accepted and all ages are welcome in the tavern. The sigh outside the door features a man in plate mail resting under a tree hoisting a flagon with the letters are a faded blue, while the place is your typical large sized medieval building with 20 tables seating 5 or more, a fully stocked bar with 5 seats, the place is lit with candle chandeliers, with walls hung with various mounted heads of animals and pictures of landscapes and such, also a raised stage for entertainment, along with fully stocked pantry and kitchen, and men’s and women’s restrooms. There is also another building next door called the "Bed House" with rooms for those who need rest or a room for other things than rest....

Guests-

Rules to go by:
1. Take your fights outside or you will be dealt with
2. No going over your tab or we'll take it out of your hide
3. No causing trouble with the help or other patrons or you will be forcibly removed (Unless by their consent)
4. Gambling is allowed, but no cheating of any sort
5. Deposit all weapons in the rack next to the door upon entering
6. No Stealing from the weapons rack
7. Have relations with others in the bed house next door, not on the tavern floor or rest rooms
8. No eating the help or patrons

Music that plays in there when there is no entertainment



Forge-A forge he built to continue his work as a black smith, silver smith, gold smith, white smith, armorer, weapon smith, and enchanter.

The forge-A large enclosed building made mostly of stone and heat treated wood. The interior contains the forge itself which is a medium sized and the pit wall being made hewn stone and heated by a large bellows system and the smoke exits through a large chimney. Also there is a grinding stone inside for the sharpening of weapons and racks and work tables with vices and various tools for work along with buckets of sheep tallow for quenching.

Smelter- Outside is the smelter covered to protect from and snow with a slanting roof. It looks like a reinforced bakers oven only its made to melt down metals into ingots. There are two sections the top being where the ore or scrap is put and the lower where the coal is put to burn and heat and cause the smelting. There is a slot and funnel ramp in the side that leads to the die mold for the ingot.

Storage building-This is a large wooden and metal reinforced building that contains the various tools and supplies for the forge and repairs. Inside will be found the coal and charcoal baskets, and pallets of wood, stone, and metal ingots. Along with racks of tools and shelves of spare parts.

Armory- This large stone reinforced building is the armory. Inside are the racks and holding shelves for the various arms and armors in there. There is one door which is made of stout oak and reinforced with black iron. There are slits in the walls for ventilation which also double for as light givers and arrow slits.

Wall- a 15 foot structure of four stone walls and four 25 foot towers each facing in a different compass direction, the towers are roofed with slanting roofs. There is only one entrance in the northern tower.
<(Is offering his services as a smith and enchanter. Inquire to him in person and he'll see to you.)>

His Tale: Topazert was once a human fighter of grand renown as he reached a respectable rank in the adventuring world by the age of 15. Upon getting to that rank he was assigned to a notable group of adventurers. They would go from just comrades to very good friends, each having each other’s back and seeing to their personal problems. The group would gain great notoriety as able bodied men and women through the kingdom of Edvarn and lands beyond. The group would also be responsible for the defeat of many a foul monster, the protection of many a town and castle and the most famous of all the peace treaty between the humanoid and monstrous races. With the signing of said treaty the world truly took on a brighter hue in the eyes of entire populations. Now a lot of the fighting stopped and commerce and trade flourished between the many races and some of the monstrous race even settled in towns and set up shop, some even intermarrying with other race. It truly was a grand time to be alive in the kingdom...until they showed up and started murdering and pillaging many towns and villages around the kingdom. Who are they you ask, they were a group of black hearted demons from the deepest depths of Baator, who would cause Topazert and his group much grief, Until they finally caught up the devious band of fiends and challenged them to open combat. The battle went like many others with weapons clanging off armor and other weapons, with curses and oaths spat and blood split. The battle was going well for the adventures with only two demons left, Topazert was busy dispatching one of the two when he heard shouts of warning and turned around.....he never saw it coming. The last demon had snuck up on him and swung at him, it was too late to defend and regrettably....Topazert was beheaded by the demon's blade which was also a soul stealer. As his body fell to the ground his soul was sucked into the topaz gem pommel of the blade and the demon let a triumphed cackle, which was cut short as he blasted by the cleric and wizard of the group. The resulting blast of magic and faith power reacted with the gem and caused the sword to explode and killing the demon with the shrapnel and sending the gem containing Topazert's soul careening into a granite boulder and embedding there. Then something odd happened with boulder it started forming around the gem and eventually made a stone replica of Topazerts body. It was shocking for them all, but they eventually got over it and continued defending the land. Though one bad thing did come of his condition, he could not age or die. So he had to go through the agony of watching his team mates and those he knew age into dust while he stayed effectively 18. So he made an oath that he would find a way of breaking the curse on him and die or in the very least gain his humanity back. That would be 200 years ago, He would plane travel looking for those who could help him, though no one had the know how or skill to do so. For a time he thought he was doomed to this curse, then he came across this place by the name of "Nexus Park". He was skeptical at first, but then his hopes were lifted when he found that the various races that congregated there may actually be able to help, So here his story continues in the green and mysterious depths of the park.
(Roleplaying-just approach, I'm not going to hack you to bits or anything like that.)


The Kingdom Of Edvarn

The Kingdom is like any other medieval kingdom in its time period. There are great castles, strongholds, villages, knights, nobles, and a king and queen. The only thing is that legend is fact in the kingdom of Edvarn, some of them being from your wildest dreams and others from your darkest nightmares. There are heroes and villains, demons and angels, kindly wizards and wicked necromancers, and most of all - monsters of all kinds. Magic abounds and faith is more powerful with the gods of many cultures being all but too real. It is a place where everyone has the potential to great if they work at it and stay true. The Kingdom was founded 5000 years ago when the first human tribes sailed in from the sea from an island from far away. They traveled to the fertile grasslands and their tribes slowly grew there. Then more tribes arrived and settled. Some would travel over the mountains to the north, others past the great forests to the east, more to the humid and hot south, and some would stay near the western shores. Contact was kept with seaside people, but no one knew if the tribes who went farther away still lived. The people of the grassy planes grew still, despite attacks from the monstrous races who first called this land home. The people at first were dispirited by this, but as the years wore on the people grew strong and tough enough to give the monstrous races a fight. Some grew much stronger than others and became what we nowadays call heroes while others developed more mentally and learned the ways of primitive magics and later on became the first human wizards. Eventually humanity came in contact with the other humanoid races and learned new things. From the plains came the first race humanity would encounter. The halflings would come from their small towns and trade with the humans teaching them how to farm the land and to this day the two races are still closer to each other than any other peoples. From the foot hills and mountains came the gnomes and dwarves. The gnomes would share with humanity the art of gem mining and cutting and dwarves gave humanity the secret of steel and how to work the stone. From the forests came the races of elves, some came from the great white tower cities, some from tree villages in the deeper and more ancient groves, and others from the under dark. Those from the towers shared the humans who showed the gift of magic even more potent spells and such and those of the faith healing and restorations miracles. Those of the woods showed them wood craft and alchemy to be able to survive the woods and make potions and salves. Though humanity would know of another enemy from the dark ones who would raid them and steal some away to toil as slaves or become sacrifices to their dark goddess. Humanity soon grew due to these advances and the Kingdom of Edvarn and alliances with the other humanoid races were forged.

The regions of the kingdom.

The grassland plains- The heart of the of the land and kingdom of the humans. Here is where you mostly encounter humans and halflings and the occasional other humanoid on business. The land is split into five regions four under the rule of leaders picked by the king, two barons and two baronesses while in the center the king and queen rule over them. Other than the main capital which is a large and advanced metropolis, there are the cities ruled by the barons and baronesses and various towns and a number of farming villages. Also finally there are a number of strategically placed watch tower strongholds.

The seaside communities-Here is where the naval power, shipping companys, and ship travel live. Due to it being the main docking area of the kingdom it is filled with all kinds of exotic things. These ranging from food stuffs to items. The people there are a hodgepodge of various humans and other races due to travel from the other parts of the world and always bustleing with various tongues and smells. The only other place rivaling this being the market place in the capital. Also its more seedier than most places with prostitution, drug dealing, and crime. Once again the only other place being that has this problem is the capital.

The northern foothills and mountains-The northern part of the land and mostly populated by gnomes, hill dwarves, and mountain dwarves. Here is where the vast majority of mining communities are. Here gems, stone, coal, copper, iron, mithril, gold, silver, platinum and the uncommon metal adamantium are mined from the hills and mountains. Along with foundries for the smelting of the metals there into ingots and mints for coin production. Also here the holds and kingdoms of the dwarvern race can be found. Also from there came the lost tribe of humans who crossed the mountains and told the dwarves of humanity as they moved on. The frozen, harsh, but game rich land beyond made them grow tall, strong, pale and fierce. When they first came they came by sea and others through the mountains and soon contact was reestablished. The kingdom gained new allies and men along with women to serve as shock troops and naval forces along with sea navigators and with those who knew the way through the mountains. The human culture there came to breed with the ice giants while in the mountains Then as the humans left they took along the half giant children and eventually as the generations moved on the people became large, but not as big as their earlier forefathers and resistant to the cold and even magical cold. The culture is reminiscent to Norse and Scandinavian cultures

The great forest and swamps- The eastern part of the land and inhabited by the elvish races. Here is where under the supervision of the forest elves the kingdoms lumber and herb industries are. Here can be found as well the tower cities of the high elves, the secret grove villages of the forest elves, and the underground kingdoms of the dark elves. Who are the peace treaty was signed now hire humans and sacrifice criminals instead of innocents, though things do feel strained at times though its held out so far. Also from here another lost tribe came. The lands beyond the forests were mountainous and hilly, but proved fertile enough to farm and was filled with various spices, herbs, and a new material called silk. Some came through the forest while others came by sea in odd crafts. Again the lost tribe was greeted with open arms and another ally was found. Also oddly enough they had steel themselves and did not need the dwarves to share it with them. The humans before coming to the land bred with the elves and moved on with their people and half elf children and as the generations went they gained a squint eyed or young appearance and the culture is reminiscent to a cross between Japanese and Chinese and are long lived and mystical due to the Elvish blood in them.

The southern tropics and deserts- Not much was of this place and even the other humanoid races were in the dark on it. That changed when once again the lost tribe that went there came to the kingdom riding on odd animals and through the port on crafts. The lands there were rich and wonderful offering all kinds of exotic fruits, meats, spices, herbs and materials like cashmere. The people there grew dark and some tall while others were agile and small under the sun. The lands also beyond the dense tropical forests gave way to vast deserts and savannas with oasis. Some of the people breed with the nagas there and as the generations wore on they grew to look human, but were agile, quick and resistant to heat. Thus from the jungles, deserts, and savannas came assassins as well as capable cavalrymen and the kingdom gained new trade and allies from the lands in the south. The cultures there are like those of Africa, Iran, India, and Egypt.

The island- the land where humanity originated from and sailed from. Those that stayed were kept in contact with. The land is a green, hilly, but rainy place. There is plenty of food to be had from rabbits, sheep, cows and other animals along with tuber vegetables. The people there after the tribes sailed away came in contact with merfolk. Trade with them came abundant and they were taught how to fish by the merfolk. Some of the population there on the island bred with the merfolk and as the generations moved on they looked human, but had a link to the sea. Some able to breath under water due to gills in their necks, and swim like champions due to webbed feet or stream lined bodies. Some would travel to the kingdom by swimming or by ship like those before them. The culture there and in the kingdom is like a mixture British, Irish, Scottish, and Saxon.



 
Roleplay Preferences (Click here for explanation)

As Prey

Being PredBeing Prey Always/Love
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Never/Dislike
Soft Vore Always/Love
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Hard Vore Always/Love
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Digestion Always/Love
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Fatality Always/Love
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Reforming Always/Love
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Oral Vore Always/Love
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Unbirthing Always/Love
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Cock Vore Always/Love
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Anal Vore Always/Love
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Tail Vore Always/Love
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Breast Vore Always/Love
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Vampiric Vore Always/Love
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Soul Vore Always/Love
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Unconventional Vore Always/Love
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Stretchy Always/Love
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Realistic Always/Love
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Cooking Always/Love
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Food Related Always/Love
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Rough Always/Love
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Gentle Always/Love
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Sex Always/Love
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Never/Dislike He was raised right so you'll have to work at it or earn his affection through trust.
Pain Always/Love
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Transformation Always/Love
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Blood Always/Love
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Scat Always/Love
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Watersports Always/Love
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Bondage Always/Love
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Magic Always/Love
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Willing Always/Love
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Unwilling Always/Love
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Micro/Macro Always/Love
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Same Size Always/Love
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Male Partner Always/Love
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Never/Dislike This does not mean he will not offer hugs or other forms of physical contact to those of the same sex. He just wont have sex with you.
Female Partner Always/Love
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Herm Partner Always/Love
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Human Partner Always/Love
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Demi Partner Always/Love
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Fur Partner Always/Love
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Scaly Partner Always/Love
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Feathered Partner Always/Love
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Plants Always/Love
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Animal / Non-morphic Always/Love
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Non-Sentient Partner Always/Love
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Verbose Posts Always/Love
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Quick Posts Always/Love
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Evolving Character Always/Love
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Breaking 4th Wall Always/Love
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Staying In Character Always/Love
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Surprise Me Always/Love
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Multi-Session Always/Love
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Grab and Gulp Always/Love
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Group Roleplay Always/Love
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Whisper Always/Love
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Public Always/Love
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Private Always/Love
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