| Welcome to Sekkai Fractures. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Caldre Versailles - Male - Retired Taints; Knell - Female - Sonic | |
|---|---|
| Tweet Topic Started: Feb 23 2011, 10:32 PM (499 Views) | |
| Zinc | Feb 23 2011, 10:32 PM Post #1 |
![]()
The Owl Waife
![]()
|
[align=center] ((This duo is retired, not deceased.)) You think you might cross over. You’re caught between the devil and the deep blue sea, You better look it over, before you take that leap.[/align] Character Number- 3rd Name- Caldre Versailles (Cal-Dray Ver-sighs) Age- 20 Gender- Male Sexuality- Heterosexual [align=center] [/align]Appearance- Caldre stands at a sinewy height of six foot two. His form is wiry but holds a strength to it, something that reminds of a mountain cat. More power lying in the frame than you would first believe. The awkwardness of the teenage years seem to have faded entirely from Caldre’s form, and have taken on the toned and muscled appearance of a young-man who has crossed the threshold from gangly youth to the prime years of life. His skin is dark, tanned from the countless days spent outside in the sunlight, a few freckles caused by the sun as well cast over his shoulders like a fistful of sand trickled across his form. His eyes are a deep striking brown. They appear so dark in some lights that they’re almost black. Other times, they’re visible as their normal dark chocolate brown, though they tend to migrate from lighter to darker shades depending on the weather and on the lighting. He has three silver hoops piercing the cartilage of his right ear, though they’re rarely seen as they’re hidden behind his mane of hair. One of the more recognizable features of Caldre, his hair is kept slightly long, hanging low and covering his ears in chestnut waves. The slight curl to his hair changes in intensity with each day generally making maintaining it a mess, so he generally leaves it be. Caldre’s been experimenting with the ever fickle idea of facial hair, seeing that since he’s grown up and grown older, he may as well begin to look the part as well. He’s taken to just growing a soul patch for the time being, though he does from time to let a little stubble grow out along his jaw and chin, though it’s shaved clean once more before it gets too long and morphs into a beard. He prefers to wear lighter clothing, usually the kind that allows him freedom of movement. His motions are always quick, made with purpose, and waste no energy, giving him an intriguing sense of grace that hints at an almost feral side to him. His movements give the idea of an acrobat, lithe and capable, but for all the sleekness to his body, it’s riddled in many scars gifted to him by a particular someone’s blade. Multiple raised ridges criss-cross and pattern over his skin like some sort of macabre filigree, leaving an odd sort of paleness to Caldre’s skin. Crystal: A sunburst blue cats-eye, worn against a leather sort of sheathe around Caldre’s palm and wrist. The crystal kind of looks like this, but darker. Personality- Analytical, Solitary, Vigilant, Wary, Fierce. Caldre’s a quiet soul, a quiet soul with strong ideals that he will voice should they be threatened. After all, just because your soul is quiet doesn’t necessarily mean that it’s weak. He’s got a thoughtful air to him, and his eyes carry a deep quality that make it easy to tell when he’s mulling something over. Sometimes his silence can almost take on a melancholy feel, which is perhaps the result of something else entirely that he doesn’t speak of. A deep thinker, he’s possibly more suited to the scholarly life then the life of survival he was thrown into as both a child, and as of recent. His quieter personality carries beneath it a heavy vein of bravery and courage. Perhaps to the point of stupidity. He will not back down from a challenge if it is presented to him, and sometimes will overestimate himself, but has become a little bit wiser to his own limits over the years. Skilled in the art of tracking and hunting, he’s learned to pick up all sorts of signs and clues, both perceptible and imperceptible. This doesn’t always have to be oriented towards hunting game either, he’s learned to read no only the land, but people as well in his years. This will generally combine itself with his deeper thinking and give him a little bit more insight to situations around him that don’t regard tracking. The life of a hunter that gifted Caldre with his self-imposed lengthy silences has also made him awkward in situations that demand social interaction. He’s used to spending days at a time alone, talking to no one but himself if he finds use of it or just being quiet. Lack of time spent around humanity means that he’s not all familiar with terms and customs that many different activities dictate. While he can pick up on the way things work quickly, it still leaves an awkward sense to entire situation that he placed himself in, mostly for himself rather than those he encounters though. As of late, he’s become a little more in touch with the side of him he taps in order to actually become his hunter self in order to bring in food to his family or traverse the wilderness in utter silence. That slight touch has brought him to have a sharper outlook, his emotions a little more unpredictable, and his reflexes all the quicker. He’s come to realize that the Taint is something that he’ll have to use to his advantage if he wants to continue living, and has decided that he’ll accept standing by Knell, but will do his best to not give in to the influence her crystal transfers to his own mind. Willing to do what it takes to survive, some of his nicer nature has receded, if only slightly. He’s still able to be a perfect gentleman and treat anyone the same as he used to, but his anger is a little easier to stir, and his eyes a little more harsh. Anyone who knew him before who saw him now would know that there’s something…off about him… Rank- Wyrmling (Taint) History- From the beginning life was hard for Caldre. His father had gone off to fight in the war and joined the ranks of the Dire Riders of the army. This meant that there was no man to guard the household, which consisted of Caldre, his mother, his younger sister and baby brother. While they got by well enough at first with their father sending money home to help them out due to the fact that he wasn’t a main source of income for the house hold. But when a letter came to tell them that their father had suffered the fate of many of the soldiers, things suddenly took a turn for the worse, quite sharply. Food was a little bit harder to come by, and money harder to scrape together. Caldre’s mother was crafty though, and seemed to know how to stretch their meager supplies to make them last. This all occurred around the time that Caldre turned twelve. His little sister was only seven, and his brother had just turned three. Being the oldest male of the house, Caldre knew it was his responsibility to pick up the mantle of ‘man of the house’ and help to look after his family. The best way he could find to do such at such a young age was to become a hunter in order to provide the sustenance that his family really needed. It was hard to learn and it held many disappointments in the beginning, but as time passed, he became skilled with the bow and learned how to make his own arrows to ease the strain of having to purchase more. The bow is easily his weapon of choice and he’s got a sharp eye with it, the equivalent of a sniper in most cases. Life grew easier, and though the opportunity to join up with the Academy to become a dragon rider or a dire rider was presented to Caldre, he decided it best to decline. He had seen what losing a member of the family to the war had done to his family, and didn’t want to risk it happening again. His sister was a timid soul, and was prone to sickness, and he knew she wouldn’t be able to look after a family on her own. His brother who is barely eleven at this point also would be passed responsibility a little too soon for his liking. So Caldre stayed with them. Until one day, some things went terribly wrong… A hunting trip that seemed so normal ended up with an encounter that would change his life forever. The Disruption rider Adrian decided that he would make the ‘little hunter’ his latest target for amusement. But of course, Caldre wasn’t exactly thrilled about the idea. A fight ensued between the two of them that ended up with both of them being wounded, but not before Caldre almost managed to land a fatal blow. It was that moment of brief disbelief that he had missed that Adrian took advantage of. A quick blow and he knew nothing until he woke where Adrian and his beast of a dragon dwelled, and then things went from bad to worse. Supposedly a form of revenge or maybe just for his own sick amusement, Caldre became Adrian’s personal totem pole, chained to a wall and unable to fight back as the man carved designs into his very flesh with his knife. He was silent the entire time, but as he stayed there, enduring the torture, his rage at the Disruption rider grew. Somehow, someway, he decided he would make the man pay for the hell he was inflicting upon him right that moment. But when the time came that Caldre was released, he knew that his plan would be impossible. So he took to dwelling within the reaches of Vien and as far away from Kreen and Adrian as he could possibly get. That didn’t of course, mean that they weren’t still keeping an eye on him to prevent his escape. Caldre earned a few more scars from the gryphon Shiroi that was apparently loyal to the Disruption rider. So he lived and he survived as best he could, getting in touch with what it meant to stay in the wild without any respite. But all too soon came the moment that he had been dreading and anticipating within his mind. The Tainted hatching. Plucked off the ground as easily as a falcon found it’s prey, Kreen swept him and many other young men and women to the hatching within the depths of the Murks behind the corpse of the fallen giant Erebus. There he was presented with the odd conundrum of two hatchlings vying for his attention, only one able to become his and his alone. In the end, it was the Sonic dragon Knell that he chose, the fierce female was likely to be either a great ally, or a foolish decision. Only time would tell… (Will be updated when they get into trouble.) Pet(s)- None. The Dragon Name: Knell Age: 1< Gender: Female Element: Sonic (Tainted) Appearance: Knell by Me::Knell by Balu!::By Sempwaife! At full size she’ll grow to be roughly 14ft at the shoulder and 43ft in length. A long lanky frame that is practically stripped of any extra fat, Knell is a dangerously skinny, no, an emaciate frame. Her ribs show strongly through the hide that’s draped over her entire structure, but despite the thinness of her body, she has no lack of strength. Her rib-cage is the most obvious revealed bone structure of her body, and above her prominent collar bone, her neck sweeps gracefully upwards, muscled in a sort of wiry strength. Her head is rather flat, but her rounded snout ends with a vague under bite. A bright pair of white fangs peeks out from beneath her lips, shining brightly against the deep blue gray of her hide. Glinting sea-green eyes contrast highly against her darker hued body. At the spot between the ridges over her eyes at the center of her skull, light blue pipes begin to grow in twisted arches out of her skull, coalescing into untraceable tangles that warp and twist any sound that is capable of coming out of her body. These same blue spires of hollowed pipes follow an unpredictable pathway down her spine tearing upwards to the sky. The spines stop at the base of her tail and leave a hollow spot between her shoulders for her rider to sit should he place himself upon her back. The spines are capable of warping sound to take on a deeper bass pitch that is harmful to the eardrum as well as capable of disorienting. Eventually, the deep pitches she can vibrate across her body will be capable of killing with ease, but for now, they are just able to stun and disorient. Her thick tail broadens into a flatter shape near its end, rounding off into a strange flat disc of sorts with strange ripple like indentations across the top. The smallest of the ridges is a light lavender-blue, while the rest of her tail follows the same blue-gray shades as the rest of her body. When slammed against the ground, the tail creates a bass drop of sound that are capable of rattling the very ground and the rocks across them if the ground is solid enough. She takes great pride in her ability to create the harsh noise, and tends to use her tail at every opportunity she gets. Long legs start as slight and rather miniscule in muscle before they grow to large broad feet with wide toes tipped in silver talons. When shifted, these ponderous looking feet catch the air in a way that they make a rippling wave of sound when dropped to the earth if she so chooses. The sound can increase or decrease in pitch depending on how fast her four wide feet touch the ground and how hard she places them down. A stomp for instant, might be louder and more of a bass or piercing pitch, while a soft step would be a slight noise if it made any at all. In comparison to her skinny body, her legs and tail are probably the most muscled proportions of her body. Long broad wings are tipped in pipes at the ends of the long ‘fingers’ that hold her membranes skillfully as she takes to the air, creating a high pitched whistle that can be manipulated to weave with the darker deeper tones she creates easily within her chest. Her wings are edged with a stripe of lavender blue that matches the slight stripes of color that dance wildly across the ‘arms’ of her wings. These stripes are similar to the ones that arc away from her spine like trails of color that slip down her sides. Resting beneath her body, hidden behind the very edge of her sharply jutting ribcage is her vibrant blue crystal. It looks very much like an eye watching any who would happen to stand beneath her. A dangerous place to be indeed for anyone foolish enough to find themselves there... Personality: Vicious, Remorseless, Obsessive, Sarcastic, Protective, Stubborn, Blunt. In Knell’s eyes, there is no such thing as mercy. The world is a harsh place, and she’s just playing by the rules that have been laid out before her when she entered the world. If she’s going to make something of herself amongst the Taints, then she’ll not do it by cowering back in fear, she’ll do it by slaying her enemies without a care and watching their blood flow into the earth. If she’s got your death in her mind as necessary, there’s little you can do to stop her goal. Not exactly an unstoppable force, Knell just wants to have her way, and she’ll find out how to get it in any way that her mind can work out for her. She’ll even push her rider out of the way if he interferes with her goals, gently or otherwise. That’s not to say she doesn’t have her soft side, it’s just very well hidden. Her rider is…she loathes to admit, the one thing she sees in this world as hers to protect. He’s an oddball, not quite approving of her thirst for slaughter and gaining power, but he has decided to work with her, and chose her over another, so she will stand by him. This little squishy human is her companion, at least until she tires of him, which she hopes, won’t be too soon… She’s got a foul mouth to match her foul temper, but rarely indulges in the use of curse words, rather, her mouth streams out low vibrations of sound that are enough to double over her target until they’re sick or until their ears can’t take it any longer and they scream for mercy. When she’s not spewing vibrations and low beats in her own manner of flaunting, she’s letting loose a stream of words that make no sense that she often jumbles together in her head in an attempt to come up with a creative insult. She’s not stupid, far from it, she just lacks finesse. She sees no need to dance around a subject, she’ll barrel right into it and slam her opinion quite literally down onto the table without a care of what the others think. If you object to her opinion, she’ll calmly state that she doesn’t care, and continue to push hers until you’re either forced to agree with her or just back off. This brings up the problem that if you do challenge her and you beat her, at anything, whether it is a match of wits, a riddle, or in an all out brawl, she’ll hold it against you for a long time. Knell absolutely loathes more than anything else to lose. She’ll fight on tooth and nail to get her own way, and if she doesn’t, well she’ll definitely make sure it never happens again. Caldre is perhaps, the only one she takes orders from, and she sees it as more of an agreement on her part to do what he asks if she decides it’s worth her time rather than her actually following orders from him. It’s a symbiotic relationship true enough, but if he dies, she can still live, if only a little more quietly. Parents: User Information Username- Zinc Contact- Derp. Nah I’m just kidding, check Larka’s profile for that. Yourself- This is pretty much anything =D …God I hope I can play a Taint >>; How did you find Sekkai? –rolls about- |
![]() |
|
| Balu | Feb 24 2011, 12:26 AM Post #2 |
|
Perpetually sketching
|
[align=center]Accepted[/align] |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Graveyard · Next Topic » |

Player Guide
News Portal
Members
Calender
Gold Shop



[/align]




5:25 PM Jul 10