Difference between revisions of "Calemiron"

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(Light Elves)
 
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| name = Calemiron
 
| name = Calemiron
 
| player = @Balumthesilverlight
 
| player = @Balumthesilverlight
| image =  
+
| image = Calemiron.jpg
 
| caption = '''''  
 
| caption = '''''  
 
| class_focus = Elven Mage  
 
| class_focus = Elven Mage  
 
| level = 40
 
| level = 40
 
| research =  Mysticism
 
| research =  Mysticism
| realname = Calemiron Silladorin
+
| realname = Calemiron Andoreniel
| alias = Calemiron
+
| alias = The Green Jewel of Ondoladeshiron
 
| gender = Male
 
| gender = Male
 
| species = Half Elf  
 
| species = Half Elf  
 
| ethnicity = Light Elf
 
| ethnicity = Light Elf
| birthplace = Ondaladeshiron, The Astral Plane of Faerie
+
| birthplace = Ondoladeshiron, The Astral Plane of Faerie
 
| operations = Sanctum
 
| operations = Sanctum
| relatives = Silladorin- King of Ondaladeshiron(Father)
+
| relatives = Andoreniel- King of Sentarshadeen(Father)
 
| age = Immortal
 
| age = Immortal
 
| height = 5'11
 
| height = 5'11
Line 48: Line 48:
 
| identity = Public
 
| identity = Public
 
| years_active = Unknown
 
| years_active = Unknown
| citizenship = Ondaladeshiron
+
| citizenship = Ondoladeshiron
| occupation = Unknown
+
| occupation = Prince of Sentarshadeen, Lord of Ondoladeshiron
| education = Light Elven Royalty
+
| education = Windalorianan Knight School
 
| marital = Single
 
| marital = Single
 
| powers = Magics of Faerie
 
| powers = Magics of Faerie
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<br>
 
<br>
 
<br><font color=silver>
 
<br><font color=silver>
 
+
<p>Faerie has forests, seas, meadows, deserts,
 +
mountains, and all the other landscapes of the natural
 +
world. Nexus points to Faerie always lead from
 +
an Earth location to a very similar region in the
 +
Land of Legends, so a person could walk through
 +
Faerie for hours without knowing it.</p>
 +
<p>The Land of Legends, however, is a “good bits”
 +
version of the mortal world. Large, homogeneous,
 +
boring regions such as oceans, deserts, or steppes
 +
are smaller in Faerie than on Earth. Faerie holds
 +
nothing the size of the Atlantic Ocean, Sahara
 +
Desert, or American Great Plains. A few days by
 +
boat or horseback suffices to cross any district of
 +
the Land of Legends.</p>
 +
<p>Faerie geography does not make sense on
 +
the large scale. Landscapes flow into each other
 +
in impossible ways: mountain into swamp, jungle
 +
into desert. Different regions can experience different
 +
seasons.</p>
 +
<p>Connections between regions aren’t consistent,
 +
either. For instance, suppose two travelers set out
 +
from the same location in Faerie. One traveler goes
 +
100 miles north, then 100 miles east. The other
 +
traveler goes 100 miles east, and then 100 miles
 +
north. They do not arrive at the same place! Connections
 +
between regions can change depending on
 +
the time of day, the weather, or other factors.</p>
 +
<p>Faerie does, however, possess structure on
 +
the largest scale. It is flat, not a sphere. The sky is
 +
a dome of unbreakable blue glass during the day,
 +
star-spangled black glass at night. the Sun and
 +
Moon move along their tracks by hooks hanging
 +
from the dome.</p>
 +
<p>The Land of Legends also has a bottom. It
 +
rests on the back of an immensely, impossibly
 +
huge dragon, the Dragon, chained beneath Faerie
 +
until the end of the world. Beneath the Dragon lies
 +
Chaos — the Astral Plane.</p>
 
<br><br>
 
<br><br>
 +
=<div style="background: #C0C0C0; color: #00000; text-align: center; width:300px; margin: 0 auto 0 auto; border: 3px solid #000000; font-size: 100%;">'''Fae'''</div>=
 +
<br>
 +
<br><font color=silver>
 +
<p>Cultures around the world believe in a humanoid
 +
but supernatural race. For convenience, they can
 +
all be called by their most familiar name: elves.</p>
 +
<p>Some traditions divide the elves into “good” and
 +
“bad” tribes, such as the Gaelic Seelie and Unseelie
 +
Courts or the Norse Light Elves and Dark Elves. None
 +
of the fairy-folk, however, are truly “good” in a human
 +
sense. Some races of elves simply do not actively seek
 +
to harm humanity. The careless immortals of folklore
 +
are capricious, deceptive, and dangerous. Elves are
 +
amazingly generous when it suits them, but they can
 +
just as easily wreck a mortal’s life for sport.</p>
 +
<p>Elves live in forests, grottoes, or palaces under
 +
hills. Variant races live in other environments.
 +
Undines, for instance, reside in lakes or beneath the
 +
sea; the sinister svartalfar, the Dark Elves, dwell in
 +
caverns deep underground and fear the Sun.</p>
 +
<p>The ranks of the faerie-folk also include
 +
numerous intelligent but distinctly nonhuman
 +
races, such as Greek centaurs and satyrs, Norse
 +
giants and dwarves, and Japanese tengu. As with
 +
the elves, these are flesh and blood creatures like
 +
humans, rather than spirits. Some of these races
 +
have magical powers; others do not.</p>
 +
<br>
 +
<br>
 +
 +
=<div style="background: #C0C0C0; color: #00000; text-align: center; width:300px; margin: 0 auto 0 auto; border: 3px solid #000000; font-size: 100%;">'''Light Elves'''</div>=
 +
<br>
 +
<br><font color=silver>
 +
<p>Light Elves have very explicit formalities and insist on tea ceremonies at every meeting. Elves tend to be obsessed with crafts and small details and have a very discerning eye. Everything is perfectly suited to its surroundings, and anything inharmonious to the eye must be corrected immediately; making the choice of clothes for the day a very important matter.</P>
 +
<p>It also is considered rude to ask a direct question, no matter how mundane: 'How is the weather?' would be considered somewhat brutish. 'One might wonder when it will rain next' would be used instead in civilized conversation. Allowances are made for times of war when soldiers may ask each other direct questions; this is known as War Manners, and is part of the Elves' Knightly training.</p>
 +
<p>"To ask a direct question is to demand it be answered", explaining why the Elves, who favor ease and calm, would consider direct questions offensive.</p>
 +
<br>
 +
<br>
  
 
=<div style="background: #C0C0C0; color: #00000; text-align: center; width:300px; margin: 0 auto 0 auto; border: 3px solid #000000; font-size: 100%;">'''Origin'''</div>=
 
=<div style="background: #C0C0C0; color: #00000; text-align: center; width:300px; margin: 0 auto 0 auto; border: 3px solid #000000; font-size: 100%;">'''Origin'''</div>=

Latest revision as of 08:10, 3 February 2016

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Calemiron Logo.png



Calemiron
Player: @Balumthesilverlight
Calemiron.jpg
Biographical Data
Real Name: Calemiron Andoreniel
Known Aliases: The Green Jewel of Ondoladeshiron
Gender: Male
Species: Half Elf
Ethnicity: Light Elf
Place of Birth: Ondoladeshiron, The Astral Plane of Faerie
Base of Operations: Sanctum
Relatives: Andoreniel- King of Sentarshadeen(Father)
Characteristics
Age: Immortal
Height: 5'11
Weight: 126 lbs
Eyes: Viridian
Hair: Platinum Blonde
Complexion: Fair Skinned
Physical Build: Lean and Sprightly
Physical Features: Pointed Ears
Status
Fame:
██ ██ ██ ██ ██ ██ ██ ██ ██

Legendary

Alignment:
LG LN LE
NG TN NE
CG CN CE
Identity: Public
Years Active: Unknown
Citizenship: Ondoladeshiron
Occupation: Prince of Sentarshadeen, Lord of Ondoladeshiron
Education: Windalorianan Knight School
Marital Status: Single
Known Powers and Abilities
Magics of Faerie
Equipment and Paraphernalia
Confidential
Physical Attributes
 
   Strength
AttributeBar1.png
    Weapon
AttributeBar1.png
 
   Durability
AttributeBar5.png
   Armor
AttributeBar2.png
 
   Speed
AttributeBar7.png
   Reflexes
AttributeBar10.png
 
   Resistance
AttributeBar9.png
   Stamina
AttributeBar5.png
 
   Dexterity
AttributeBar9.png
   Agility
AttributeBar7.png
 
   Combat
AttributeBar7.png
   Regen
AttributeBar5.png
 
 
Non-Physical Attributes
 
   Energy
AttributeBar8.png
   Psionics
AttributeBar6.png
 
   Telepathy
AttributeBar4.png
   Willpower
AttributeBar8.png
 
   Sorcery
AttributeBar9.png
   Tech.
AttributeBar2.png
 
   Intel.
AttributeBar8.png
   Knowledge
AttributeBar8.png
 
   Charisma
AttributeBar1.png
   Bravery
AttributeBar6.png
 
 
MaekadaBoxSlim created by @Maekada




Personal Quote


“Humans are an inconsequential species, they lack many of the fundamental intelligence's that are commonplace in Faerie. They are grotesque, greedy, and impulsive as a species, and their short lifespans and limited skill or knowledge prevents them from creating anything that endures the test of time. They are a fragile fleeting footnote in the expanse of things, and should be treated as such.”

“Real magic is not drawn from the external, it is a force that comes from within, from ones own potency and power that has been harnessed through experience. Magic is not the parlor tricks that mankind calls sorcery, it is raw and primal, and takes power from nowhere, but rather bends the powers of everywhere to ones own will.”



Theme Song



50 × 50px
Peter Crowley
 
Forest Kingdom



Faerie



Faerie has forests, seas, meadows, deserts, mountains, and all the other landscapes of the natural world. Nexus points to Faerie always lead from an Earth location to a very similar region in the Land of Legends, so a person could walk through Faerie for hours without knowing it.

The Land of Legends, however, is a “good bits” version of the mortal world. Large, homogeneous, boring regions such as oceans, deserts, or steppes are smaller in Faerie than on Earth. Faerie holds nothing the size of the Atlantic Ocean, Sahara Desert, or American Great Plains. A few days by boat or horseback suffices to cross any district of the Land of Legends.

Faerie geography does not make sense on the large scale. Landscapes flow into each other in impossible ways: mountain into swamp, jungle into desert. Different regions can experience different seasons.

Connections between regions aren’t consistent, either. For instance, suppose two travelers set out from the same location in Faerie. One traveler goes 100 miles north, then 100 miles east. The other traveler goes 100 miles east, and then 100 miles north. They do not arrive at the same place! Connections between regions can change depending on the time of day, the weather, or other factors.

Faerie does, however, possess structure on the largest scale. It is flat, not a sphere. The sky is a dome of unbreakable blue glass during the day, star-spangled black glass at night. the Sun and Moon move along their tracks by hooks hanging from the dome.

The Land of Legends also has a bottom. It rests on the back of an immensely, impossibly huge dragon, the Dragon, chained beneath Faerie until the end of the world. Beneath the Dragon lies Chaos — the Astral Plane.



Fae



Cultures around the world believe in a humanoid but supernatural race. For convenience, they can all be called by their most familiar name: elves.

Some traditions divide the elves into “good” and “bad” tribes, such as the Gaelic Seelie and Unseelie Courts or the Norse Light Elves and Dark Elves. None of the fairy-folk, however, are truly “good” in a human sense. Some races of elves simply do not actively seek to harm humanity. The careless immortals of folklore are capricious, deceptive, and dangerous. Elves are amazingly generous when it suits them, but they can just as easily wreck a mortal’s life for sport.

Elves live in forests, grottoes, or palaces under hills. Variant races live in other environments. Undines, for instance, reside in lakes or beneath the sea; the sinister svartalfar, the Dark Elves, dwell in caverns deep underground and fear the Sun.

The ranks of the faerie-folk also include numerous intelligent but distinctly nonhuman races, such as Greek centaurs and satyrs, Norse giants and dwarves, and Japanese tengu. As with the elves, these are flesh and blood creatures like humans, rather than spirits. Some of these races have magical powers; others do not.



Light Elves



Light Elves have very explicit formalities and insist on tea ceremonies at every meeting. Elves tend to be obsessed with crafts and small details and have a very discerning eye. Everything is perfectly suited to its surroundings, and anything inharmonious to the eye must be corrected immediately; making the choice of clothes for the day a very important matter.

It also is considered rude to ask a direct question, no matter how mundane: 'How is the weather?' would be considered somewhat brutish. 'One might wonder when it will rain next' would be used instead in civilized conversation. Allowances are made for times of war when soldiers may ask each other direct questions; this is known as War Manners, and is part of the Elves' Knightly training.

"To ask a direct question is to demand it be answered", explaining why the Elves, who favor ease and calm, would consider direct questions offensive.



Origin




Powers


Immortality - Elves are naturally immortal, they do not age, get sick, or feel the passing of time as humans do.

Faerie Magic - Traditional Magic defies reality, creating something from nothing, it is the nature of the unexplained and can be broken down into various types and lines of study. Faerie Magic is the pinnacle of that testament, it is inconceivable and unexplainable. The simplest form of shedding some light on it, is to imagine traditional sorcery as a glass cube, a fragile confine that barely holds its form together, easily broken. The Magic of the Fae is anything but. Imagine instead that there was no cube, that everything in existence, the very fibers and strands of space and time where all one entity, complete and eternal. That is the nature of the Fae.

Immunity to all Terrestrial harms of a natural, biological, chemical, or radioactive nature