Updated!!!!Baldur, all related characters (with the exception of Shads, and now Alander) and terms are © G.M. Stock
Name: Baldur Kaimeldil Terralventhe (Kaimeldil translates to 'Lover of dreams')
Age: 576
Race: Eliêna Elf
Class: Epic Bladedancer/Epic Undead Hunter(Disciple of Jergal)/Mage
Weapon(s): Dreampiercer/Tainted Dreampiercer, Bloodcatcher, Renegade, Deed-Doer(s), Heartcaller, 'Kshril, Gêshô, Blood and Glory
Item(s): Destined, Blackground Boots, Anklets of Pure Speed, Ring of the Lightning God's Defiler, Cloak of Warm Winds, Wedding Ring, Tiefling's Spell Charm Amulet, Dragon Orb, Seal of Order
Skills/Abilities: Dreamwalking, Find Weak Point, Undead Hunter/Disciple of Jergal Abilities, Regeneration, Telekinesis, Taint Form, The Builder, Disciple of Amaunator
Summons: Adon'ii, Scarred Silver, Alander Icedeath
Weapon Descriptions:Dreampiercer Baldur's birthright, a longsword created through the dreams of a town on the edge of death by the hands of a malevolent goddess. Baldur's father obtained the sword and Baldur inherited it. It's a holy blade which is virtually indestructible. The blade gains powers depending on what creature it slays. Holy creatures create holy abilities, while demonic ones create demonic ones.
The sword is of a lethal cutting edge, able to sever a limb with a single cut if aimed properly. The sword's bite is, in fact, so sharp that it is even capable of sundering through most armors. Its metal is unbreakable, due to the fact that it is created through hopes and dreams, something that may never fade from existence, and thus sustains the blade's form. The blade's metal itself is also of a magical nature, in a way that purifying dust trickles from it, able to latch onto and completely abolish any existence of something that cannot resist its power. Upon striking with the sword, also, any magical effects or enchantments imbued upon it are dispelled and rendered useless. Dreampiercer is also capable of dealing damage by setting the target aflame with holy white fires. Dreampiercer can also manipulate the glow it has to brighten more so, lightening up an area a bit more, much like a dim torch. On top of all of this, Baldur has infused the pure evil of his taint into an orb set at the bottom of Dreampiercer’s handle, allowing him to shift the blade from its holy nature, to a divine, evil god slayer’s weapon. The sword, forged for fighting a Goddess of Nightmares, is also superbly suited for fighting enemies of a psionic, nightmarish and any evil nature.
NOTE: Due to the fact that the sword can only be wielded upon inheritance - the former wielder thus giving up the blade for good - only Baldur can wield the blade.::Weapon Abilities::Heaven's Wrath - Power Level 15/20: The wielder charges energy into the blade and then ends forth a giant wave of divine energy in the form of massive spiritual blades and intense holy flames for in a direct line for about 550 meters. The line pays no heed to change in terrain type or height, and passes over or through obstacles, depending on their nature. The wave may also be applied to the side of a wall or something similar.
Divine Descent - Power Level 5/20: A downwards attack that involves the wielder stabbing the blade directly below him from a jump. If successfully performed, the blade sends out a small burst of purifying dust all around it. This can also be manipulated in a fashion that he can summon a sphere of dust around him, acting as an impenetrable shield.
Rising Justice - Power Level 3/20: An upper attack, performed simply by swinging Dreampiercer up at an enemy. As a result an energy extension of the blade at approximately 2 feet will form and cut. It is useful against airborne opponents.
Blade-Blur: The wielder begins a rapid stabbing attack ranging from 8-14 hits upon the target.
Blade-Storm: An upgraded form of the Blade-Blur technique. The wielder begins to spin and dance on the spot, causing a massive cyclone of magical wind, purifying dust and blades to surround them. The blades act the same way as Dreampiercer itself does, and the cyclone is impenetrable to all but those who can match the wielder’s strength.
Deva's Blades: The wielder plucks the feather from the bottom of the sword, another one appearing instantly afterwards, it hardening and becoming stiff like a dagger. The feather can then be thrown.
-=Taint Mode=-The wicked and powerful taint that courses through the veins and empowers the body and soul of all Eliêna Elves, it is the gift granted to all of Her children that wish to follow in her footsteps and unleash nightmarish suffering upon mortals of every alignment, race and gender. Known to consume those who attempt to deny its alluring pull, and to strengthen those who accept it with divine powers, it is a double-edged sword. Now, due to recent developments on behalf of Baldur, this has become more truthful than ever before. At the bottom of Dreampiercer’s handle lies a fist-sized orb of swirling purple and black energy, pulsing with pure evil and a mind of its own. Now that Baldur himself is rid of the evil of his taint, he may summon it into his blade to empower it with nightmarish and godlike power, its silvery-blue aura turning to black and red, with the weapon strong enough to cut through the flesh and bones of the very Gods themselves.
::Weapon Abilities::Miêles' Wrath – Power Level Infinite: The wielder charges unholy and godly energies into the blade instantly and slashes the blade at the ground, air or at anything they choose. Upon contact, the blade unleashes an immense wave of twisted and distorted blades, engulfed in a black, red and purple aura, along with nightmarish flames and screams surrounding them, reaching 5 feet wide and 7 feet tall. The wave carries on for as long as required of it to reach its target, annihilating everything in its path with the power equal to a God. After performing this move, Dreampiercer returns to its former self, and Taint Mode becomes unavailable to the wielder for 24 hours, as the weapon is required to recharge its energies.
Nightmarish Wrath – Power Level 1/Infinity: The wielder charges unholy and godly energies into the blade and strikes it at the ground, just as with the Heaven's Wrath move, only the damage becomes godly and unholy instead. The wave is capable of travelling 10 meters.
(-All other moves' attributes are also altered from holy to unholy and do godly damage, but remain the same as before.-)
-Deed-Doer(s)- Baldur's eight magical throwing daggers are enchanted to slay demons and also to return to the thrower's hand. There were ten daggers originally, though Baldur gave his wife two as a gift. The eighth dagger is coated with the acidic poison of a magical wolf's saliva, making it so that the dagger can burn through most metals and flesh, not to mention it adapts to any poisonous bloods it comes into contact with.
-Bloodcatcher- Baldur's right-hand scimitar is a fearsome work of art to say the least. Created by a blacksmith gone mad after vampires slew his family, the man poured his vengeance and hatred into the scimitar, spending years and years on sharpening it 'til it could cut almost any flesh known, before killing himself with the scimitar himself, causing the scimitar to adapt a lust for blood. Bloodcatcher drains the life force of whomever it strikes, granting it to the wielder of the blade. Recently, Baldur had an arch-devil strengthen the blade, causing the scimitar to now become even more vicious with its bloodlust. On top of this, Baldur has been progressively training himself, and has empowered the blade through sheer experience, causing the blade to now suck up any blood within a 10 foot radius, as well as granting the weapon the ability to hunt down any person it has tasted the blood of wherever they might be, as long as they remain on the same plane of existence.
-Renegade- Baldur's left-hand scimitar is the former scimitar of a demon general, forged in the blackest pits of the Hells by sacrificing 1000 elemental beings of each of the elements of the world. The scimitar strikes with the powers of these elements now. Baldur's half-brother, Xeinfro, stole the scimitar from the general and gave it to Baldur, causing Baldur to end up in a duel with the demon. Baldur was victorious, claiming the scimitar as his own. Renegade was also subjected to a strengthening from the arch-devil, now gaining the ability to use the full-force of all 1000 elementals of each type, all at once (if he chooses, or simply bombarding someone with a full force of a single element), actually being capable of sending a wave of elemental damage for a mile with a single swing! Also subjected to intense training, the element of Hellfire has been implemented into the weapon, as well as Baldur being able to unleash the elements from the scimitar from any part of his body that he chooses, in any shape or form he chooses, as long as he has his hand on the scimitar’s handle, whether it be drawn or sheathed. Along with all of this, Baldur can now open conduits into each element's plane, thus making him capable of unleashing the scimitar's full potential and bombarding his opponents with the sheer force of the elements.
-Heartcaller- Baldur's ranged weapon, a longbow that he created himself. It creates, on its own, silver arrows which explode on impact, spreading holy silver all over the target. This is Baldur's secondary vampire hunting weapon.
-'Kshril- (Translates to Brilliance of Evil) Baldur was given a primary wish at the equal scale of three from the demon lord E'll. He split this wish into two halves, using one half on a friend and the second wish to create 'Kshril. 'Kshril used to be an all-powerful blade of terrifying abilities. However, the blade has lost much of its former glory, but remains with a few potent abilities. Recently, Baldur had it turned into an arm-piece, and the blade now exists as a weapon and an armor, its latter for making it Baldur's strongest defence.
::Weapon Abilities::Genocidal Intent: As a random effect, 'Kshril has the ability to wipe out any large number of creatures that share more than five distinct genetic features and the same race simply by slaying one of them. (example: if Baldur faces off with say an army of clones of one man, and he kills one clone, then 'Kshril could wipe out all of the clones in the area).
Painlust: 'Kshril feeds on the pains and wounds of its wielder, healing the wielder and growing temporarily in power. (Once a day ability)
-Gêshô- It's full name in its native tongue far too long and complicated for those without complete control of their verbal capabilities to pronounce, this crystal-like gauntlet is simply called Gêshô, or The Shard. Back when time, if one could place an age on such a thing, was about three hours old (if one would place time as a newborn baby, that is to say), and so very young as a result, there existed only five races in the entire existence of all. The Race of Order, who followed and believed in law and rules more than anything else, and in opposition to that race, the Race of Chaos. And between these, the representatives of Good, Evil and Neutrality: The Three Races. The Race of Cerelesti, an angelic sort of race that held domain over all wisdom and knowledge, for Good. The Race of E'll, a demonic race which ruled fully and completely all concepts, ideals and types of power itself, for Evil. And the Race of Time, creatures born from time itself and completely synched with its flow, both in the past, present and future, along with domain over time itself, able to manipulate and influence time all around them, for Neutrality.
Once the Three Races had been fierce enemies, battling for rulership, until they eventually saw it for the futility that it truly was. Creating an alliance that seemed like it would never shatter, and that it would be one that could last for all eternity, this distraught the Race of Order, who saw this as something that went against all logic, and thus, law itself. The Three Races created Orbs which would represent their greatness, Orbs that would be able to absorb the souls of the living. In retort, the Race of Order forged their own type of Orb, in the form of a Shard. This shard corrupted the Soul Orbs of the Three, and corrupted the minds of the Three Races themselves. Turning on each other, the Three Races went into all-out war once again, which ended with their Soul Orbs reacting to each other and stealing away and sealing within themselves the souls of the entire Three Races. Shortly after this, the Shard became unstable and sealed away the souls of its creators also. Much like the Soul Orbs, The Shard had been lost to time itself, before being uncovered by the most unlikely of people.... Baldur Terralventhe.
Gêshô's true form is that of a shard of crystal. However, once placed on Baldur's arm, it becomes a crystal-like gauntlet of a remarkable - and some say even impossible - design and craftsmanship. The Shard's abilities are still untapped, but atop the gauntlet-form, there is a small cylinder shape designed onto it, with the Shard itself visible at the bottom of it. By a simple extension of his will, Baldur can summon forth weapons from this cylinder that are forged from the same type of crystal-like matter as Gêshô. These weapons dissipate once they leave the gauntlet and come into contact with something, meaning that it is usually best used for ranged attacks such as shooting off massive axes at one's opponent. Gêshô is like 'Kshril in a way that it is indestructible unless a weapon of equal power (something which is extremely rare to find) is used against it.
NOTE: Gêshô and 'Kshril are created by two opposing races, which more or less hated each other back in their existence. As a result, Baldur tries to keep them from touching each other, due to the chain-reaction caused from the two things touching each other being unimaginable and downright dangerous for everything and everyone around Baldur.-Blood and Glory- Baldur's third wish from the demon lord E'll, the first two being an enhancement for his scimitars and a new weapon for his friend Anyadel, was the creation of these two wheel-blades. They are edged to cut anything and will always return to Baldur's hand when he throws them towards an enemy. Their cruel touch is rarely forgotten, as they leave the touch of death's cold and disease in those they strike.
Item Descriptions:Destined: Fated has been destroyed beyond repair, (a 300-year old armor that has constantly been put back together after countless gruesome battles) thus warranting the creation of Baldur's new armor. Forged using the same basis as Fated in mind, but on a much higher degree of craftsmanship, Destined was forged using new materials. The scales of the evil dragon goddess Tiamat, purified dark mithral and raw ether were implemented, along with the masterful crafting talents of one Alander Icedeath, forging this new plated-chainmail.
Destined boasts intense elemental resistances, reducing all elemental damage by half, as well as greatly boosting the resistance to the damage that does get through (100 dmg to be precise). Along with this, 90% of all holy, unholy, positive and negative damage is negated, as well as all basic slashing (60%), piercing (90%) and blunt (20%) weapon damage being reduced to a great degree. As a mark of Alander's sense of humor - being a mage that uses soul and divine magicks - the craftsman gave the armor a 1% immunity to soul and divine damage, simply to humor Baldur.
As is with all powerful things, though, there are drawbacks. As the scales of Tiamat, the goddess of evil dragons, were used to create this armor, Baldur can no longer use his draconic heart-orb of the Red Rose (which formerly gave him the strength to lift 3 entire tons with his bare hands, draconic wings, and dragon's breath). As such, Baldur now only retains the bones of the dragon, which are supported by the draconic eye, not the heart.
"Sacrifices must be made for certain things." - Baldur TerralventheFurthermore, as ether - the material used in the creation of souls - was used for the armor, a sideffect on Baldur's natural resistances occurred. His immunity to normal weapons and most magical weapons becomes negated due to the massive immunities imbued on the armor. However, as most opponents Baldur faces use magical weapons, this little fact is kept well-guarded and secret for Baldur's own safety. Besides, those normal weapons would have to get past the armor too first and foremost.
Blackground Boots: A pair of boots that Baldur wears along with his anklets. They are specially designed so that all kinds of friction and heat, cutting and piercing and the likes that would usually tear any type of boots apart is made completely void, making them so durable that the wearer could run on burning lava if he chose, or over a field of jagged sword-ends.
Anklets of Pure Speed: Originally known as the Boots of Pure Speed, these are the remains of the very FIRST created Boots of Speed. The reason for them being mere anklets is simple; the creator underestimated his creation and made them far too fast. As a result, when he initially tested them, the speed he went at caused his very body to burst out in flames and then dissolve into dust, while the soles of the boots themselves were unable to resist the friction and tore clean off. However, when one such as Baldur, with intense regenerative skills and the proper equipment, uses these anklets, he is able to run at such intense speeds that he can cross a whole 10-1500 miles in three hours or less. However, while his speed is immense, he has no control over direction, nor can he see ahead of himself, thus usually causing him to run through buildings, towns or even mountains without noticing it until after he stops.
Ring of the Lightning God’s Defiler: In ancient times, there once was a god of lightning like no other. That god’s name is now lost to history, however, but the legend still remains that a man, who had lost his beloved wife to one of the god’s thunderbolts, entered the god’s temple and spouted insult after insult and blasphemy at the god’s shrine. Angered, the god struck the man with a bolt of lightning to punish him. Yet, the man, angered beyond sense and physical pain, yelled on at the god’s shrine. In return, the god struck the man down with his lightning again and again, yet the man always stood back up. Soon, the god’s power began to waver, as the defilement of his temple began to take its toll. Eventually, the god was left powerless, falling from his place amongst the gods of old and dying as his feeble body struck the ground hard. The man, his revenge exacted, dropped to his knees, dead, as the lightning god’s temple, no longer held together by the power of the deity, began to crumble, collapsing around him. As people came to the fallen temple, they found nothing but a single, shimmering blue ring… the ring which had been the man’s wedding ring, gifted with its bearer’s resistance to lightning bolts of the most furious calibre, protecting the bearer from almost all lightning damage, and, along with it, the same bravery its former owner had to stand against the wrath of a God and not waver.
Cloak of Warm Winds: Baldur created this cloak by weaving mithral in with green cloth, after which he cast an enchantment which protected the cloak’s bearer from the harshest winter colds and the most intense of desert heats, keeping the wearer neither too hot nor too cold as they travelled. The hood was also enchanted by Baldur, allowing the wearer to turn invisible if he or she chose to, simply by pulling the hood over one’s head and speaking the word of command.
Wedding Ring: Baldur’s wedding ring. A simple looking ring, at most, though it represents the union of opposites, Baldur, being the elf with a light appearance, but a dark soul, and Shadette, with her dark appearance and light soul. Wearing this ring gives the wearer 50% defence against holy and 50% defence against unholy damage.
Tiefling’s Spell Charm Amulet: Baldur’s gift from his half-brother, Xeinfro. It gives the bearer defence against level six, and below, spellcasters, the highest level of spellcasting being the ninth.
Dragon Orb: Baldur has a legendary dragon orbs within him, and another in his possession. They cannot be removed by ANYBODY unless Baldur willingly gives the orbs up, which isn't likely. The orbs are the eye and the heart of one of the largest dragons of all time, the Red Rose. The Red Rose, being so powerful that it needed to be slain by an army of elite dragonslayers and a regular army of thousands, left it's heart and it's right eye behind, which became orbs of power. Baldur retains the eye-orb, which allows him to fuse his own bones with those of the dragon, making his bones extremely hard to break.
NOTE: However, Baldur does not wield the Orb if he is wearing his armor, Destined.Seal of Order: Also known as the Eye of Law in some cases. It is a tiny, pebble-sized gemstone which the bearer keeps within their left eye. The gem then creates a link within the bearer's very soul, setting any or all of their innate abilities into complete synch and order. However, the price is that whilst the gem is within the bearer's eye, they become blinded in that particular eye. It is, however, impossible to tell that the eye is blinded, as it moves and reacts normally in any case. The vision merely vanishes from it. In Baldur's case, that means that his mental and psionic defenses become completely organized and structured, making them impenetrable.
Ability Descriptions:Dreamwalking: Baldur has an innate ability to enter the dreams of those who sleep and can change the outcome of the dreams if he influences the surroundings enough.
Find Weak Point: Also known as the 'Eyes of Emit', this is an innate ability that Baldur can call on at will and with as little as no cost to his magical or physical stamina. The Eyes of Emit allow the viewer to focus their eyesight to an indescribably focused state, to the point where the viewer is able to spot such detailed aspects such as a weak portion of a person's armor, body or otherwise, the magical or elemental weakness of a foe.
Undead Hunter/Disciple of Jergal: An undead hunter is granted certain privileges and abilities, and as Jergal is the god of Life and Death (one that despises the undead, mind you), a disciple would only boost these privileges. On account of Baldur's dedicated services to his god, these abilities have greatly been enhanced.
~True Death~ :: The Undead Hunter can bless or rather 'send' the spirit of a deceased person to the afterlife permanently, thus ensuring that the creature cannot rise as an undead.
~Banish Undead~ :: The Undead Hunter banishes the soul of an already raised undead creature into the afterlife, slaying it permanently.
~Detect Undead~ :: The Undead Hunter can detect the presence of any undead creature within the area.
~Track Undead~ :: The Undead Hunter can identify and define the tracks of certain undead to the point of being able to define what size, type and race the undead is, and how old the tracks are.
~The Hand of Jergal~ :: Once a day, Baldur's left hand becomes pitch-black and he is able to grab a hold of one foe and completely banish their soul to the True Death, making any sort of resurrection or revival impossible, permanently, with the opponent's soul sent into the Grey Waste to spend the afterlife alongside all of the other dead in Jergal's palace of bones. After performed, Baldur’s arm turns back to its natural colour. This move is impossible, however, against someone Jergal has personally taken an interest in and has chosen to keep alive indefinetly.
Regeneration: Baldur's elven race is that of a descendant of a god. This makes Baldur a rank #0,5 demi-god, meaning that while he doesn't have all the typical powers of a demi-god, like inhuman strength, he does have an immunity to regular non-magical weapons (however, this immunity is negated when wearing Destined) and can heal very quickly. Due to Baldur having gotten rid of the evil of his taint, however, he is now able to rely on his taint-skills more, allowing him to regenerate at an even faster rate.
Telekinesis: One of the main abilities of an Eliêna Elf is that of psionic capabilities. As Baldur trains and relies on his taint-skills more, this ability also grows. He is so far able to summon forth two to three invisible, telekinetic 'arms' and wield them as additional limbs.
Taint Form – Level 1/5: Using the taint of his race willingly, Baldur is able to summon forth his taint form partially, granting him increased speed and reflexes, enhancing his telekinetic powers and physical strength, and causing him to grow claws that are capable of dealing negative and slight divine damage. Along with all of this, his taint regeneration increases greatly. Physical alterations caused by this transformation are lesser; his eyes become completely red and glow violently, while he grows three fangs, two from his upper jaw, and one from his lower jaw.
The Builder: One of three abilities, named the Triad of Souls. This is a skill Baldur developed over the time, due to his progressive contact with beings that distort time. First there was Alander, whose Soul Orbs Baldur took control of once in dire need. One of the orbs, named The Builder, left traces of creative sparks within Baldur after Baldur returned the orbs. Then there was Alander's Time Curse, which sent Alander shifting back and forth in time, which rubbed off on Baldur a little. And finally, there was Sha'Huu, an entity born from Time itself. Baldur's repeated fights and bartering with the entity, along with these other traits that had come together, created Baldur's ability to influence the essence of time of anything and everything around. Very recently, Baldur participated in a test set forth by the Three Races which represented the Triad of Souls. This test was to see who, of the three participants, was the most compatible to represent their powers. Baldur, though the Three Races weren't overly confident in their decision of granting him this power, was found most compatible with The Builder, and thus he was granted full mastery of the skill. He no longer has to sacrifice his own life force to do this, and now he is able to influence things to either evolve into what they will, can or could be, or reverse something into what it was, and all of this at his will alone. As there are typical rules with time-influencing, he obviously cannot alter history itself, even if it goes so far as to alter a single person's history. He cannot bring people back to life with this ability. All he can do is progress or reverse time all around him and on him, evolving things. Due to being the representative of the Race of Time with this ability, Baldur has been granted the title - which he never uses - 'Champion of Time'.
-=Special Builder Abilities=-::Memory 'Revival' Technique:: Baldur calls forth something he remembers from his past, whether it be an item, a technique, spell or even a person, and gives that memory form temporarily to attack, defend or perform a task with. This ability goes towards anything that Baldur has done himself, or seen others do. However, it is a taxing technique and draws on Baldur's own life force to perform it.
::Time Stasis:: Baldur is capable of freezing himself in time for a maximum of thirty seconds. During this period, he is completely invincible and untouchable to anything that does not cause a distortion in the time-space continuum whilst doing damage. The down-side to this technique is that Baldur is also completely immobile whilst in this state.
::History Rewritten:: Baldur may use Builder to rewrite history on one object, person or anything, altering its effects, strengths or anything of such, either making it weaker or stronger, or even simply making it cease to exist entirely. The effects of this ability last for a total of ten minutes, or until Baldur calls it off within that time frame.
Disciple of Amaunator: The God of the Sun, dead to the world, and to his believers since the Time of Troubles, has recently been revived through the efforts of Baldur and those he travels with (DnD fans, bear with it, eh? My DM had this arranged at some point, and we, as players, have no choice but to go with the flow… not that I'm complaining, after all, Amaunator is a kickass God!). As a reward, Baldur's services have also been granted to Amaunator was well as Jergal (on account of them having had an alliance before Amaunator's death, this poses no conflict whatsoever), which also means that abilities are granted to the 'first new follower of the Sun'.
::Mark of Amaunator:: On Baldur's back, there is a tattoo of a sun, its rays reaching all along the back of his body. Through this tattoo, Baldur is able to summon forth the very fires and heat of the sun itself into parts of his body to use as a means of attacking.
::The Ray of Amaunator:: Through praying to the Sun God, the tattoo on Baldur's back lights up with the power of the sun itself, shrinks into itself and then rises from his back, hovering above him as a miniature sun. Baldur may then use this sun to fire a sunray in the form of a beam at an opponent, capable of eradicating them with the pure heat and radiance of the sun itself.
::Call of the Disciple:: One of the attributes granted to all disciples of Amaunator. If a disciple is injured or wronged and cannot take revenge for themselves… they may ask the God of the Sun himself to intervene, at which Amaunator will send forth seven burning hydras which will tear the disciples enemies apart and devour them.
Summons:::Adon'ii:: Adon'ii is the result of magical experimentation performed by a very capable, but rather insane arch-mage, who fused together three different types of magical steeds; an Unicorn, a Pegasus and a Nightmare. The result is a black, fiery-maned and hoofed, winged horse with burning red eyes and fangs that feeds on flesh. Capable of running at immense speeds and running on the air itself, Adon'ii is loyal only to Baldur, but even then at a very limited rate. Constantly waging an inner battle with its demonic, Nightmare nature and the kind nature of its Unicorn and Pegasus existences, it is an unstable and unpredictable beast, even if it behaves relatively tame with Baldur, no doubt due to sensing a kindred spirit with the Eliêna Elf, who also finds himself constantly torn between his dual sensibilities.
::Scarred Silver:: Though not her true name, it is a name she accepts only from Baldur, the one who freed her from her agonized and cursed existence. An ancient-beyond-belief dragoness, so great in age and size that Baldur is only just a chip off of one of hers claws, from the time back when dragons had once ruled the realms, before the elves and the dwarves slaughtered all the powerful dragons of that time and reduced their race to what they are known as today, she is the daughter of one of the two great leaders of dragonkind in that era, known only as the White Father. An incredibly rare species of dragon also, a natural, purebred cross between a white and a silver dragon, she could be considered a princess amongst all dragons. Cursed to a fate of insanity and anguish, never able to die, she and Baldur first met as the silver-white dragoness' body was engulfed from head to toe in blades, axes and spears, covered in blood and half-blind from injury. Baldur had managed to force her into submission at that point, and managed to break the curse placed upon her, restoring her to her former glory. As of that day, she shed a tear for the elf as gratitude, which would allow him to summon her to his side should he ever require aid.
::Alander Icedeath:: History unavailable, age unavailable, race unavailable, abilities and powers unavailable, weaponry and items unavailable, home address unavailable. Suffice to say, those who do not know him personally, have never even heard of him at all. Which is just the way Alander likes to have it, having gone out of his way to keep his existence as classified as can be considered immortally possible. What Baldur's relation to this enigma is, and how in the Nine Hells, Abyss and Seven Heavens all combined he knows him personally enough to summon him freely, is utterly and completely beyond reason and sense, let alone belief, but that is simply how it is. Baldur would never summon Alander for combat however, unless the matter well and truly called for it, as opposed to instead calling on him for advice or assistance in less pressing matters… such as which path to take – much to Alander's incredible annoyance – or whether or not Baldur can 'borrow' something from him, or even whether or not he could come over to Alander's for dinner later, since he cannot be bothered to pay for a meal at the inn that night.
Appearance: Baldur appears as an average-sized elf, being five feet and four inches tall, with tanned skin. He has a moderately muscular build, for an elf, and sports several scars over some parts of his body. The most obvious of these scars are the ones dotting along the inner sides of his elbows and knees, on his hands, feet and shoulders, along with a crescent-shaped scar on his throat, which he tries his hardest to cover up and hide from sight. He has a large scar and a burnmark on the centre of his chest, where he used to have a tattoo in the shape of the Rune of Torment. The scarring still shows slight signs of the tattoo's being there, though not much. His left forearm and down to his hand is pitch-black, a mark of the god Jergal's blessing. On his back, there is the blessing of his second god, Amaunator, a black tattoo of a sun which swirls and torrents within itself, while its rays reach up to the back of his head, along his arms and splitting down into smaller rays along the top of his fingers, down the back of his legs (yes, that means the tattoo reaches over his arse, you sickos) and a set of eight rays each reach around his sides in a ribcage-like fashion, though only reaching an inch or two onto his chest and abdomen.
He has pitch-black hair, with traces of blue lining in some of his strands of hair, reaches just down past his neck, having been cut short, while his shaven face causes him to look much more youthful than his age really is. His eyes are a crimson red, flickering with a slight, demonic, glow, and they often glow a bright, blood-red when he is angered, filling his eyes completely in their red glow(some say they flicker when he's very happy, which really only happens when he's around his wife, Shadette).
He sports a few pieces of minor jewellery, mainly four rings and two necklaces, the ones standing out the most are his two rings, one being his wedding ring, which wards him from all evil, and the other being his mother's ring, which she gave him as a child when he was afraid of thunderstorms. The ring helps him in resisting against electricity and wards him against fear spells. The other two are simply rings that help him resist spells and increase his stamina. His necklaces, which he wears both at once, are both gifts. One of them from his wife, as a token of her affection to him, while the other was a gift from his half-brother, Xeinfro, and enhances his already formidable magical abilities.
Baldur's armor, Destined, is a graceful and magnificent looking mixture of a dragon-scaled armor and an elven chainmail, the scales a dark-brown colour with hues of red, blue, white, black and green scattered into them, while the chainmail portion is a dim, yet shimmering, silver. Baldur wears, along with his armor, a dark green cloak, sewn together from mithril and regular materials. Its enchantments are simple, though effective, allowing Baldur to walk around in the coldest or the most hot of terrains and feel no difference whatsoever, along with the ability to allow Baldur to become invisible. On his left arm, Baldur wears large, heavy duty platemail armor of dark gold ('Kshril), and on his right arm a black samurai-styled chainmail with glowing red metals along the shoulder and down the arm here and there. On the wrist of his right arm, all the way up to his elbow, it's as if the light is bent around it, almost making it seem invisible, as if he has no arm beyond there, but if one looks closer, one can simply see a crystal-like gauntlet (Gêshô). Along with all of this Baldur wears his Blackground boots. And around them, he wears the anklets of Pure Speed.
Finally, Baldur wears his weapons on his belt, Bloodcatcher and Renegade at his sides, and Dreampiercer slightly ahead of Bloodcatcher on his side. The Deed-Doers are divided into half, four strapped on the sides of each of Baldur's wrists, and a small, odd, backpack, dangling at Baldur's left side. This backpack is no ordinary backpack, being a greater bag of holding, or a lesser planar bag, if you will. It contains a small plane within itself, where Baldur is free to store anything he might come across during his travels. Baldur's imp, Xanerth resides here, often coming out to scold or tease Baldur with some pointless or annoying gestures. Baldur once made the mistake (or possibly ingenious move) of leaving a small chest, that he'd found on his travels, open within the bag. The chest, when opened, coughed up 100 gold coins every five seconds, resulting in the small plane becoming a desert of gold. This desert has now been modified by Xanerth himself, who has melted the gold into dark golden castles, temples and Gods only know what else of purest evil and demonic ferocity. Baldur's backpack still retains a seemingly infinite amount of gold, but should one enter the pocket plane, they will find themselves in an unpopulated full-sized demon city created from gold and other demonic metals.
'Enter at thy own risk.'Background:For a brief overview of Baldur's background and family history, go here:
http://www.deviantart.com/deviation/21700485EDIT: Updated with more deadly awesomeness of ME! Muahaha! Hahaha! HAAHAAHAAAAA!!! *rolls away on the floor, giggling like a schoolgirl*