The Unity Games 103 members · 1 stories
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Razorbeam
Group Admin

User: Chrysographia

Champion: Snow Fort

Race: Earth Pony

Appearance: Average size and build. Off white coat, blue eyes, and short blonde mane.

Stats:
VIT - S
WIL - D
STR - A
AGI - A
INT - B

Abilities: Disciplined and dedicated martial artist. Eclectic fighting style.

Equipment: His equipment includes light armor, knives, and throwing stars. Equipment is enchanted to be magically resistant.

Personality: Snow Fort is a fun-loving pony with a deadly serious side. His sole motivation is to protect the innocent and happy; to face the dark side of life so they don't need to.

Story:
Snow Fort was born into a poor but happy family in Stalliongrad. They didn't have much, but were always content and made do.

Then life decided to throw Snow Fort a curve ball. His father died when he was still a teenager. Snow Fort had to become the stallion of the house and take care of his mother and younger siblings.

He soon found out that his father had worked for the mob for both a meager paycheck, and protection for his family in his dangerous community. Snow Fort couldn't go that route. Without the mob, He had to protect his family himself. He dedicated himself to become a living weapon, or rather, shield.

After years of hard work, Snow Fort was able to move his family to a safer place. Now he competes in the Unity Games to better himself, meet other creatures, and who knows, maybe he'll place. May the best creature win.

Additional Fun Things:

Razorbeam
Group Admin

User: Twilight at Dusk

Champion: Twilit Blaze

Race: Unicorn

Appearance: http://dazed-and-wandering.deviantart.com/art/Art-Trade-Twilit-Blaze-348593149

Twilit is a female unicorn of a tall, though not quite slender, build. She has a dark purple (almost black) coat, with an amber mane and grayish purple eyes. Her mane is styled into a short braid, to keep it out of the way while she fights. Her cutie mark is composed of a calligraphy brush, and both wood and metal engraving tools, with the brush vertical, and the tools making an x over that.

Stats:
VIT - A
WIL - B
STR - C
AGI - B
INT - S

Abilities: Twilit has what is referred to in her family as ‘Heavy magic’, meaning that it is hard to control, making it unusable outside of basic levitation, or in special circumstances, like being channeled through a glyph.

Glyphs can be used to many effects, and are the basis of pony enchanting as invented by Zebras. They are hard to set up on short notice, making them extraordinarily hard to use in battle for magical effects. Basic shapes for elemental manipulations are the most commonly used in combat situations, though still hard to use.

Special talent: Scribing glyphs (the pony version of Runes). Useful in enchanting, weapon crafting and armor crafting. Can also use to make specific spells, though such glyphs take time to create.

Highly skilled in the use of Spina, her variable staff.

Skilled in martial arts, from which the staff style she uses was derived.

Equipment: Her staff, called Spina, is made of black iron, and engraved with glyphs running down its length, hidden in the decorative etching of thorny vines. The glyphs control the magic channeled through them, allowing it to solidify into any form on the whim of the user, creating a variable weapon. The limits of this ability depend on the amount of magic used and the size of the projection. A projection the size of a spear head doesn't take much, but creating a war-hammer head the sized of a small boulder would be much more tiring.

Light armor, black, consisting of some plating and light chain mail connecting it to protect her torso. This also includes a helmet and light greaves for her legs connected to her horseshoes. All armor bears two concentrically etched circular glyphs. These etchings are filled in with gold, leaving the surface of the armor smooth.

The first glyph is a glyph of redirection, allowing the armor about to be hit to drain some magic from Twilit and redirect the weapon, say a dagger, away. The second glyph becomes active when a weapon too heavy to redirect, like a heavy war-hammer, is about to hit. In that case, the second glyph dampens/softens the blow, reducing damage and draining more magic than the redirection would. Should Twilit become too exhausted, and in danger of too much magic being drawn, there is a dead-mans-switch built into the armor that makes it stop working.

Personality: Twilit is very energetic, almost to the point of being hyper, unless she is focusing on something. Be it battle, scribing glyphs, or anything else, she can focus with a startling intensity. She loves talking shop about weapons, armor, and enchanting. She also has a sense of humor and loves to party. She rarely loses her cool, though deprecating comments about her magic are not well received. She also abhors bullies because of her time at school when she was younger. She is also very competitive.

Story:
Twilit was born in the City of Canterlot, to an upper class family of Unicorns. She lived an easy early childhood, with all the trappings that included, though she didn’t get along well with the other upper class children. This changed however when she began school with all of other unicorn children. Things went okay, but when magic lessons began. Twilit quickly fell behind as she was unable to complete the lessons. She became a target for bullies and soon after a social outcast. Finally, 6 months after she started school, her parents decided that she was a disappointment, and sent her away to live with relatives in a small town outside of Baltimare.

Twilit quickly came to enjoy her time in the small town, as she no longer had to deal with bullies, or with her snobbish disapproving parents. Time passed, and not much changed. Twilit still had problems with her magic, and nothing she, or her teachers, tried could help, though she did gain control of standard telekinesis.

Eventually, when a distant relative was visiting, they saw her trying to perform a spell. The relative immediately diagnosed the problem, a condition known in the family as ‘Heavy Magic.’ The condition made magic more solid, causing it to resist shaping. He suggested that she try using something to help channel her magic, like the Glyphs of the Zebra nation. A quick trip into Baltimare yielded a beginner’s guide on the subject, and she quickly delved into it. She found she had a talent for creating Glyphs, and not long after, Twilit had both her Cutie Mark and the ability to finally use magic.

By her late teens, Twilit grew restless in her small town. She had exhausted all of the books she could find on Glyph scribing in Baltimare, and had even made a trip back to Canterlot to find more. She had a brief meeting with her parents, who were dismissive of her, as a “Proper” Unicorn could use magic without help. Twilit left her parents behind, vowing to herself to never look to them for anything again. She made a trip to the library at Celestia’s School for Gifted Unicorns, looking for more books on glyphs, but didn’t find anything new, so left dejectedly.

On her way out, she ran into the Sun Princess herself, who upon finding out her problem, suggested traveling to the Zebra homeland of Zel’Kanai to learn from the masters of the craft there, as books on glyph-craft were rare in Equestria. A quick thank you to the Princess for her advice later, Twilit traveled home.

Upon learning of her intentions, Twilit’s relatives disagreed, refusing to let her go. A month after that, Twilit grew fed up with being forced to stay, and struck out on her own, running away from home. She made her way to the Zebra nations, paying for what she needed by taking up odd jobs, mostly some small enchantments.

Upon arriving, Twilit found the Zebras to be very welcoming, and happy to teach their craft to such an eager student. After two years of leaning the craft from a shaman on the Zel’Kanai islands, Twilit set off again, this time to begin traveling finding work as an enchanter. As she traveled around Equestria (and occasionally beyond) Twilit picked up knowledge of martial arts and staff fighting, as well as business connections in her work as an enchanter. She also began the process of creating Spina while on the road, working on the glyphs and etchings every night after stopping, leading to its completion. Her travels, and a brief sojourn to the Minotaur nation, gave her a love of competitive fighting as well.

Finally, after several years of travel, Twilit returned to Canterlot. She used money from her work as an enchanter in her travels to buy a nice place not far from her parents, though she ignored any interaction with them. She used the home as a place to return after long travels, as well as a base for her enchanting business. Twilit never stayed very long, as she had developed a love of traveling, and found it easier to find business when doing such.

When news of the Unity Games broke, Twilit immediately packed her bags and set off, eager to compete in the competition.

Additional Fun Things: Twilit has been known to drink too much and wake up in strange places, like on the top shelf in her closet. She also has trouble remembering what happens when she drinks, which drives her nuts, because she has brilliant ideas for glyphs, but can’t write well while drunk, causing her to lose them.

Theme song!

Comment posted by Razorbeam deleted Dec 30th, 2012
Razorbeam
Group Admin

User: Doctor D

Champion: Fire Starter

Race: Changeling

Appearance: A completely pure white albino with silvery white eyes, pupils being a shade darker. Slender and lightly feminine build. Has many small scars all over her body, one of the largest ones going across her back.

Stats:
VIT - A
WIL - S
STR - A
AGI - B
INT - C

Abilities: Has the unique ability to burst her entire body, partially or completely, in flames that grow in intensity depending on her mental state, most prominently rage and anger. The heat limit that her fire can emit is unknown, but it is very high. Has an immunity to fire and heat, no matter how intense. Has strength and vitality that are unnaturally high for normal changelings.

Equipment: None

Personality: A bit insane and mentally unstable. Can, and will erupt into a state of rage. Has some major anger issues. Very unpredictable and hot blooded, not one for strategy. Has adopted a very grim outlook on life and considers all other beings trash that must be burned and disposed of. Very obsessively convinces herself that she is a male. Deep, deep deep deep deep down is very lonely, scared and traumatized.

Story: Living in a family of three, her mother, father and an older sister,she always felt different because of her coloration. Her family loved her despite that and her energetic and vigorous nature won over all who had contact with her.
One day while practicing flying with her family, they were attacked by a group of rogue changelings. Her parents told her and her sister to hide and they did as told. From their hiding place they witnessed their parents brutally murdered by the assailants. Before they had opportunity to escape, one of the attackers spotted them and killed her sister in cold blood while she was knocked unconscious and taken away.

Over the next years she became the subject of numerous magical experiments that caused her physical and mental trauma to the point where her mind just snapped. She started identifying herself as a male in a subconscious attempt to stay strong and protect her mind from further harm. Due to the experiments she also gained her unnatural ability and took a new name for herself. Fire Starter was born.

Now those who experimented on her have heard of the tournament and want to see what their little monster is capable of. In exchange, and to keep her in check, Fire Starter was promised freedom were she to come out victorious. And now she has no intention to lose.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: inoeitall

Champion: Ray Powederburn

Race: Gryphon

Appearance: He is a grizzled old gryphon wearing a brown, flat topped hat and a dusty poncho. He also wears two ammo belts under the poncho for his various bullets. His left eye is covered by an eyepatch and scars run out from under the eyepatch and across his beak.

Stats:
VIT - A
WIL - D
STR - B
AGI - A
INT - S

Abilities: He is a remarkable marksman, despite losing his left eye. While not as mobile or strong as he once was, he is crafty and knows just about every trick in the book when it comes to fighting. He is a chemist and a gunsmith on the side and uses his knowledge to equip himself for any fight. He also knows a few shamanistic tricks he learned from the Zebras. Even though he is getting old, he is a scrappy gryphon who can shrug off most injuries.

Equipment: "Gilda" his custom built rifle. Essentially a lever-action, rolling block, single shot rifle, created to shoot rounds far more powerful than most rifles. Generally speaking, Powderburn won't use traditional bullets since he prefers not to kill his target, so he uses custom rounds which he makes himself. For most situations, he uses a rubber round that still carries all the force of a real bullet without penetrating the flesh of the target. He also uses sleep darts using a recipe he learned from the Zebras. Finally he has some flares he can use to light up large areas. He also carries a lasso and small knife.

Personality: A tired old cowboy. Spending his twilight years working as a bounty hunter bringing criminals to justice. Usually isn't very talkative, but if he gets drunk, he becomes very loud, shouting about his achievements throughout life. His "crowing" has earned him the nickname "Rooster" which he hates.

Story:
About twenty years ago, Ray was an up and coming gunsmith in his clan of gryphons. A rival clan challenged his clan to a competition of marksmanship. In the final competition, his opponent's rifle catastrophically malfunctioned, exploding in his face and blinding him in one eye. Someone framed Ray for the event, and as revenge, his opponent scratched out Ray's left eye and had him exiled for cheating in the tournament. Stripped of all his possessions, Powderburn was banished from the Gryphon's country, leaving behind his wife and young daughter.

Since he was denied medical treatment for his injury, it soon festered. He wandered the Zel’kanai Borderlands in a feverish state for days before he was found by a friendly tribe of Zebras. The natives nursed him back to health out of kindness. Months later, the tribe was assaulted by some young Gryphon bandits who had moved into the nearby mountains to prey on travelers and the locals. Ray hunted them down, tied them all up and delivered them to the village’s shaman to await justice. Ever since then, he has worked as a bounty hunter and a protector of the Zebra tribes. In turn he was allowed to live in the Borderlands and set up a gunsmithing shop there.

Powderburn has traveled far and wide in his work. Going as far as Saddle Arabia on some instances, though he usually works out of the borderlands, or Apploosa as a more central location. Though he has met a few female gryphons on his travels, he has stayed faithful to his wife even though he has not heard from or seen her for 20 years.

Even though he was busy with bounty hunting and gunsmithing, Ray wants nothing more than to be reunited with his daughter, who he believes to still be in Gryphon territory. He hopes that winning this competition would restore his honor enough for him to return to his family.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: Between Lines

Champion: True Path

Race: Unicorn

Appearance: The solid black of a true bred unicorn guardspony, True Path is of similar build and constitution. Rather than armor, he prefers a plain brown robe. Across his back run three pale furless scars.

Stats:
VIT - B
WIL - S
STR - C
AGI - C
INT - S

Abilities: A former military unicorn, he has a full knowledge of basic barrier spells and stun spells, though he lacks the aptitude to create a full barrier, only managing quarter sphere field. He has decent telekinesis, able to wield a weapon or overbalance a pony. His most notable ability, however, is to cast a summoning of unknown nature. A spell of massive power, it completely destroys his ability to cast anything else for a solid ten minutes, in return temporarily conjuring an invisible entity to the field. This entity is as yet unidentified, but has demonstrated the ability to attack with concentrated beams of light or heat, and in some cases projectiles that track their targets. So far, it has dissipated at the conclusion of two attacks, losing stability and disappearing past that point.

Equipment: A staff of unknown metal, tipped with a sharp crystal of deep azure. Staff is indestructible and especially receptive to his telekinesis, but otherwise unremarkable.

Personality: True Path is every bit the vindictive prophet, but he has enough self control to avoid raving. Though he cannot repress his distaste for the princesses, he never lets on just what he knows about them, reluctant to play his hoof before the hour has come. He sees those loyal to the princesses as misguided idealists, regarding them with sympathy.

Outside of his beliefs, he is soft spoken and kind, still holding to the beneficent ideals instilled in him by the guard.

Story:
True Path seemed like every bit the average pony. Born into a family with a long history of guard service, he was as good as enlisted. His natural wit only entrenched him further, fast tracking him to officer's training, and a place among the upper brass. For the first twenty five years of his life, the only point of note was his total absence of a cutie mark.

Then, everything changed. As a captain, he was dispatched with his unit to assist with a rabies outbreak among the manticores of the Zel'kani borderlands. Upon arriving, they discovered swiftly that the manticores were far from rabid, but instead controlled by a rogue zebra witch. The extermination operation turned to a bitter fight for survival overnight. Pinned down and cut off from communication, he dispatched what fliers he could to summon reinforcements.

Days passed, then weeks, starvation beginning to claim those ponies with the skill to escape tooth and fang. In the end, they were simply overrun, their guard too eroded to defend any longer. They fled into the forest, butchered like sheep as they scattered to the dark. True Path caught a set of claws to the back, and there his memory ends.

When he awoke, he was in zebra custody. They had detected the traces of witchcraft, and dispatched forces specifically suited to the task. Those same forces had discovered him lying comatose in a tree, no doubt stashed by the manticore.
Of Equestrian response, there was no word.

When he was well enough, he set out to return home. The path was long and difficult, made more so when the border guard he had once served could find no record of a Captain True Path. Immigrating illegally at last, he continued towards the capital, intent to reclaim his post at the hooves of the princesses themselves, if need be.

It was not to be. Nameless, bitless, and to some degree mutilated, he barely wrangled passage to Canterlot. Once there, an audience with the Princesses proved impossible to arrange. At last, he tried to meet with them when they held court, only to be thrown out as soon as he started to rant about being a non-existant guard captain, lost on a patrol that had never been sent.

Turned away by those he had served, he became lost, wandering aimlessly through the land. His bitterness began to turn to hate, and he started to make his way north, wherever would lead him away from the home that had forgotten him. Turned away at the border of the crystal empire, he lost himself in the frozen mountains, simply wishing to be further from the land of a lying sun and moon.

As he went further, and further, the celestial traitors sank lower in the sky, their day and night growing shorter by the step. At long last, he came to a place where neither sun nor moon shone, a place left to the perpetual half-light, forever trapped in the moment of dusk. It was here that he stopped, finally as far away as he could go, and once more completely lost.

Wracked with sadness, he waited to freeze, his only consolation that his corpse would never endure the two faced “kindness” of his former masters. But he was not alone.

“You hate them as well.”

There was a voice on the wind. A voice not of sun and stars, but of that empty in-between sky.

“This is where we go, those without the power to strike at the wretched pair. Others fight, but for us there is only hiding. We are without substance, without voice: we are the vanquished, waiting to die.”

True Path lay down on the ground, feeling the cold numb him as he listened.

“But we are not yet dead, and while we draw breath, there is still hope. Little pony, were it only that I could tell you of the time before. The time before magic, before the heavens were enslaved and morality dictated. But time is all we have, and reminiscence would deplete what little remains.”

A new strength entered that whispering voice.

“Stand, stand and fight, for at last we have a weapon to set matters right. Alone, we were nothing, but with your substance and my knowledge, we can finally correct those ancient wrongs. Listen, and I will tell you the secret your princesses buried beyond their gaze.”

And he did.

“Now, go. Cry out against the gentle tyranny of those who prefer peace to freedom, and ignorance to discomfort. The truth will out, and together, we will be the ones to set it free upon Equestria.”

So True Path returned from the land of the empty sky, no longer lost, no longer alone. And upon his flank, a solid black path cut its way through sun and moon, leading the way.

A way that has led to the Unity games, and the waiting ears of the world.

Additional Fun Things: [url= http://www.youtube.com/watch?v=HwfLkVh0qsI]Theme Song!

Razorbeam
Group Admin

User: TinKanSinar

Champion: стрелок(Strelok: translation-Gunner)

Race: Gryphon

Appearance: Black-furred and gray feathered, стрелок is medium build. His body is toned for speed and accuracy over strength. His tail is tattooed with the insignia of the gryphon military.

Stats:
VIT - A
WIL - D
STR - B
AGI - S
INT - A

Abilities: Uses his wings to balance on his hind legs, allowing his claws the freedom to move. Redirects himself using the wings, allows for speedy dodges and an extra boost to certain attacks. Doesn't use the wings to fly.

Equipment: None Specified

Personality: A gryphon bored with most things except fighting. Will generally be looking for trouble, or even causing it. Brash and loud, he generally says what he wants with no regards to others. Almost seems to enjoy pain.

Story:
стрелок(Strelok) was always bored. Being the only child in the ruling family of a wealthy clan meant he could have anything he asked for. Before long, he became discontent with it. He never felt satisfied by being given everything, and he found the contests between the clans to be futile and pointless. As a child, he became rowdy, always trying to create a problem. His parents became frustrated, and responded by taking away the things they gave him. He didn't care. As he grew older he became more solitary. His parents, their associates, and the clan didn't please him. They all strived to gather and gloat about their contests, points, and wealth. It disgusted him.

At the age of seventeen, he did something radical. He left the borders of his clan's land on his own. Traveling the mountains for the first time, he came across a lesser known clan. A clan that was poor, and didn't pay much attention to the contests of the other clans. Each gryphon family worried more about their well-being. However, he also came across something he had never expected. A group of gryphons was beating on a lone pegasus, that had made it's way into the mountains. Afraid and in shock, стрелок simply watched. Eventually, the gryphons turned on him, beating him in the same manner as they did the pegasus. After they were through, they left both of them bruised and beaten. The pegasus chided him on how he had gotten himself involved, and left him while insulting him. стрелок had never felt lower in his entire life. And he liked it. Here, he was just another soul, who didn't get special treatment. What mattered here was strength. Soon, he spent every day wandering the lesser clan site.

After a few beatings, стрелок learned to fight back. After a year, he became a legend. Nobody in the clan could stop him. Entire groups would be required to even damage him. His fighting evolved with every encounter, and he pushed himself harder every day.

After learning of the chaos he was involved in, стрелок's clan disowned him, leaving him to his own mechanizations. He thought of it as release, as freedom to pursue more of the fighting he had grown to love. However, nobody wanted to fight him. They felt too afraid to even try. Boredom quickly set back in, and стрелок became edgy. He had become addicted to fighting, and there was nothing to scratch the itch. He tried drinking, women, and even drugs. Nothing could satisfy his craving like fighting had.

Then, he came across a recruiter. The military called to him, begging to satisfy his need. He joined without hesitation. In basic training, he was shown a whole new world. His wild and feral fighting was no match for the cold, calculated styles of hardened veterans. He was continually put back in place by instructors that bested him with ease. It felt just like that day with the pegasus. By the end of basic training, he was the top of his class. Combining the ferocity of the streets with the collected power of training and a real fighting style, he became a deadly force of his own. Though reluctant, the military gave him his first assignment. A small outpost in a poverty stricken clan of the gryphon mountains. A non-combat station. Once again, boredom settled in. стрелок began to create trouble. He began to find criminals to fight with, creating havoc for the underground society. After a month of being deployed, he was given dishonorable discharge, and was never called for duty again.

Jobless and bored, he began to wander, traveling from clan to clan. He became wanted, and created havoc for police and criminals alike. However, nothing could satisfy his thirst for combat.

Then, as if by design, стрелок came across something. The Unity Games. A tournament to host the world's strongest combatants. It was as if the universe itself wanted to satisfy him. He could not let this pass him by. Contacting a few old battalion mates, he was able to work out a deal. They would let him participate in the tournament. Win or lose, he would hand himself in over to the police. But he would get what he wanted. One final shot at fighting. True fighting that could satisfy him. Win or lose, it was all he wanted.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: Noyoki1

Champion: Arkail Bladeweaver

Race: Minotaur

Appearance: He does not appear to be as bulky as other Minotaur but a look in his eyes shows more Intellegince then what most other races would give him credit for. He has a tribal tattoo on his back that can be seen when he is not wearing his gi.

Stats:
VIT - A
WIL - D
STR - A
AGI - S
INT - B

Abilities: Quick reactions in combat. Trained in the way of the samurai and martial arts master of Jujutsu.

Equipment: Katana, wakizashi for weapons. Manju no wa for armor: the manju no wa, ( also manjunowa or manju nowa ) is a combination of shoulder pads, collar and armpit guards in one that protected the upper chest area. Manju no wa were covered with kusari (chain armor), karuta (small armor plates), or kikko (brigandine), these armors or a combination of them were sewn to a cloth backing.

Personality: Radiates a calm compassion with a gental smile on his face. Is willing to sit and talk with you so long as it isn't something overly arrogant. Minotaur of few words (more than Big Mac, usually when just giving advice or words of wisdom). Dislikes the "run around" treatment when in a conversation.

Story:
Born into a smaller branch family that was considered "weak" because they did not measure up to other Minotaur branch families or any of the main tribes, Arkail did not have a lot of pride in his family.

As a child he was taught that the Minotaur race prided themselves on their honor and strength and was ashamed to learn that his branch family was considered to be on the low end of the totem poll. This continued until he was 10, when his first lessons in "The Way of the Samurai" and Jujitsu began. Arkail was quick to question why his branch family was not taught in the traditional manner of the other Minotaur families and was given the answer:

"Son, we are not the strongest of Minotaur, but we can still show that we have pride in our race and hold our honor very close to us. Our way of combat focuses on being ruthlessly efficient as opposed to matching the enemy with the brute strength that we Minotaur posses."

For the next ten years Arkail delved into the style of his branch family and became a firm master of their way and learned to hold his honor and pride in the Minotaur before all else.

At the end of the last year of his training he decided to prove his mettle and became a mercenary for hire in the hopes that he could bring honor to his family and prove that his family's way of combat is still just as effective as other Minotaur combat.

After many years of combat he returned home and was given his tattoo which showed the number of wars he fought in, the victories he was in, and the number of high ranking officers he has personally slain. His horns are still mostly blank with his decision to leave them for only worthy combatants he faces on the field.

Arkail still travels the world claiming more honor for his people and has heard about the tournament and decided to make his way there.

Additional Fun Things:

Comment posted by Razorbeam deleted Dec 20th, 2012
Razorbeam
Group Admin

User: Acer

Champion: Shadow Stalker

Race: Unicorn

Appearance: A dark grey coat and a mane of black and white swirled together. Her cutie mark is her own shadow. She proves her undying loyalty to the Agents of Justice by burning the insignia over her right eye, it can be seen when she blinks. She also wears a pendant with her cutie mark and the Agents of Justice insignia.

Stats:
VIT - D
WIL - S
STR - C
AGI - A
INT - S

Abilities: Other than standard unicorn abilities she has control over shadows, utilizing them for both attack and defense. She can also call forth a creature made of shadows to aid her.

Equipment: Shadow Stalker carries with he two artifacts: The Heavenly Blades and The Amulet of the Guardian. The Heavenly Blades are five blades that Shadow is able to control with her telekinesis. The Amulet of the Guardian can be activated to greatly boost Shadow's strength (STR: D->A), but in exchange prevents her from using all magic while active.

Personality: Cool, calm, and collected. Deadly loyal to the Agents of Justice. Although intelligent she is not arrogant.

Story:
The daughter of Shadow Reaver, a powerful unicorn and ex-member of the Agents of Justice, an rogue organization that wants to cleanse the world of the unjust by any means necessary. Her father died protecting their home from dragons, but before he died he passed on his control over shadows to her, an ability with a mysterious nature and history. At first her power overwhelmed her but she eventually took control, only after going on a rampage destroying the home her father died protecting.

Her abilities caught the attention of the leader of the Agents of Justice. He personally asked her to join promising control of her new abilities. First she was hesitant but eventually agreed hoping to follow her father's footsteps.

She soon became a Commander for the group, specializing in black ops. When the leader heard of the competition he saw at it as an opportunity for the new Commander to test her new abilities and prove her mettle.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: Hyzaku

Champion: Crystal Malachite

Race: Unicorn

Appearance: A unicorn stallion with an aquamarine coat. His mane is a two-toned, medium-light blue and is surprisingly neat given his occupation. His bangs fall just past the base of his horn. His tail is slightly longer than average. He often wears a stereotypical, tan adventuring vest brimming with the usual assortment of pockets. He carries matching saddlebags that are secured to him via a sturdy belt around his midsection. Cutie mark is a trio of green malachite gems.

Stats:
VIT - C
WIL - A
STR - D
AGI - S
INT - S

Abilities: Uses high-powered telekinesis to assault his foes. In addition to the usual abilities, he can use this force to cut anything that is close enough, though the difficulty of cutting increases with the density of the material. This power can also be used to pierce objects. He can also condense magical energy into a specific point, causing it to explode when released, and the blast can be shaped somewhat for better control. He can also teleport to memorized or visible locations.

Equipment: Pickaxe (enchanted for increased durability and hardness), hammer and chisel (both also enchanted for increased durability and hardness), grappling hook and chain, rope, magical magnifying lens with variable zoom, assorted foodstuffs, pouch of gemstones and bits

Personality: Loves fun, adventures, and challenges. He is nearly always in a good mood, and never seems to react to stress or danger. Those who know him have his cock-sure smile forever ingrained into their memory. He is very talkative, even when he has nothing to say. One of his favorite activities is teasing anyone he thinks he can get a reaction from; often with some manner of innuendo.

Story:
Crystal Malachite was born and raised in Baltimare. His father owns a series of gemstone mines, while his mother had a tendency to simply stay at home. She had a hobby of writing trashy romance novels.

At a young age, Crystal was taken into one of his father’s mines so that he could see the ‘family business’. He was immediately entranced by the prospective challenge of locating and mining for gems. He took to studying magic related to gemstones only to find a relative lack of magical means to acquire the gems. While spells to locate them were fairly well-known, they were still uncommon and highly sought after. Crystal took it upon himself to find a magical method for mining. AFter much trial and error, he succeeded in his effort of creating a highly precise beam of magical energy capable of cutting and piercing rocks similar to a hammer and chisel. His first practical application of the spell was used to gather one of his namesake stones, a malachite, and earned him his cutie mark. Over the years he refined his precise energy control to be able to mimic the force of a pickaxe as well as eventually replicating a concussive blast effect like that found in dynamite. Further practice allowed him to refine his control of the blast force to be able to focus it directionally making it a much safer method of clearing rocks for mining. Later refinements of his cutting spell improved it’s close range efficiency which he used during a brief stint as a gemcutter for his father.

Eventually, Crystal found himself succumbing to a sense of wanderlust. With his father’s begrudging acceptance and his mother’s best wishes he set off to explore Equestria. On his journey he grew to be remarkably adept at spelunking and exploring ruins. He continues to finance his adventures through his acquisition of rare treasures and his skills at mining and cutting gems.

Always on the lookout for fresh entertainment, he rarely stays too long in one place. His sense of wanderlust has only grown stronger with time, so he often finds himself wishing for less temporary companions.

Crystal found himself taking a leisurely walk through Dodge City. He had heard rumors about a massive growth of plant-life in the area once known as the Badlands to the south some years ago. Something about a massive glowing ring appearing and a few other details he’d already chosen to forget. All he needed to know was that something amazing and strange had happened there. That singular fact was enough to warrant an exploration of the area. Crystal desperately hoped that there would be an exciting adventure or twelve waiting out there for him.

So, there he was in Dodge City; the last major Equestrian city on the way to the former Badlands. Crystal continued happily trotting down the main street towards the southern end of the city when a nearby newsstand caught his eye. Never being one to pass up a chance to stay current with the news whenever he was in a civilized area, he stopped at stand. Upon his approach, he noticed a rather large stack of flyers. Curiosity took over as his horn lit up, magically floating one of the flyers so he could read it.

‘This is a message to all of the creatures of the world from the King of Changelings, Aurus Marz. You are hereby invited to compete in a tournament unlike any other ever held, a tournament with no equal: The Unity Games.’

“Oh, a changeling king... Sounds fun.” He continued to scan the flyer for relevant information. “Blah, blah, blah... Ah ha! Changeling capital city Vemn Enox in the territory... Sweet! I was already heading there. And by the looks of it I can still make it in time on-hoof.” A wide smile broke out on his face as he stowed the flyer in his saddlebags.

“I bet I can ask around Vemn Enox for some information about what happened there recently.” Crystal accelerated his pace to a quick trot. “ And if I’m lucky I might be able to find a cute changeling to date. Nothing like putting on a good show in a tournament to impress ladies... or guys. Not like it matters with a changeling anyway.” An exuberant laugh escaped his lips that left passers-by a bit unsettled.

Additional Fun Things: He has a deep fascination with the idea of dating a changeling.
Theme song!

Razorbeam
Group Admin

User: SocraticBrony

Champion: Virgil Cor'adamas

Race: Earth Pony

Appearance: Virgil is an elderly blonde-coated stallion, getting greyer with every year. He lacks the standard, enormous muscly build of his kind. His mane and stubbly beard are dark brown, showing traces of grey. He carries with him a few packs and a walking stick, which he leans on heavily to 'support' himself. He wears a brace on his back-right leg, and appears to be home made. His cutie mark is a heart made of pure diamond.

Stats:
Standard: Diamond Heart
VIT - A VIT - S
WIL - C WIL - A
STR - A STR - C
AGI - C AGI - D
INT - S INT - S

Abilities: Virgil's greatest ability is Diamond Heart. This allows him to fortify his body through strength of will, increasing his vitality and willpower at the cost of his agility and strength. He is also a skilled warrior, well-versed with many weapons. He is also a tinker, though his skills are purely mechanical, with no magitech or steamtech training.

Equipment: "They Drying Pole", Virgil's faithful weapon. At first it appear to be a simple walking staff, but closer inspection reveals that it is covering in various notches and break, clearly designed to be modified. Virgil can transform the staff into a variety of weapons utilizing the items in his pack, creating everything from spears to swords out of the versatile weapon. The staff itself is made of steel, and has the names of his wife and son etched into it.

Personality: Virgil is outwardly cold in gruff, but is actually deeply hurt and sad. He's live a life leading him to put a cold exterior, refusing to gain any friends because of all he has lost. He has a very different outlook on young females for most species, for they remind him of the daughter he is searching for, causing him to act more kind and courteous. He once followed strict creeds as a soldier, but has abandoned them in his later life because of bitterness and anger, driven by a solitary goal.

Story:
Virgil was born the son of two unremarkable earth pony shop owners. His life of tragedy was signaled very early in his years, as his parents both fell ill and died before he had any real memory of them. He was put into the custody of one Madam Gallop-Fontaine, a wealthy but unmarried unicorn mare who lived in the upper East-side of Manehattan.

Being a lady, the Madam saw to it that Virgil received a top-notch education, and as many opportunities to culture himself as he could stomach, including some he couldn't. The Madam's generosity was second to none, and her inexplicable funding seemed to have no limit no matter how often she saw to Virgil's life improvement. As a young stallion in the industrial city, Virgil's interests quickly too root in physics and thermodynamics, the very basics of sound mechanical engineering. His studies went smoothly, and his talent for the art took off at an amazing rate, so much so that it was a surprise to all that his cutie mark did not end up more technically-inclined.

Instead he found his true calling at the age of ten when returning from the bakery one night, of all things. Construction that was ongoing in the city was not without its dangers. A hoist raising several stout wooden beams gave way, dumping the rough tons of wood onto the slanted street. The beams were barreling towards a young unicorn filly, who was frozen in fear. Without hesitation, Virgil leapt in front of her, doing what he could to stop the beams. They pushed him back, and some rolled over him, threatening to crush him flat. He remained standing through it all though as a torrent of wooden death raced over him, not a one of the beams touching a hair on the filly's mane. When at last it had subsided, and the filly was safe, he collapsed from exhaustion, not wearing the symbol of a diamond heart on his flank.

Years passed and Virgil continued to learn and grow, and the young filly he had saved quickly became his sweetheart. The two married young, and Virgil's tinkering made them a simple living right from the get-go. He enlisted in the Royal Guard, working hard to ensure that he and his wife would have a better life with the improved income. The bad comes with the good as time wears on, and not long after his marriage the Madam passed away, leaving everything to him.

Despite the sudden fortune, and the grief, Virgil continued his training and finally enlisted, his brilliant mind quickly pushing him into the officer ranks, and eventually even into R&D. He worked hard for many years, finally reaching a stable point where he could spend more time with his love. Just in time, as she had two little ones on the way. With his stellar military standing, Virgil requested a post further from the city, hoping to raise his young ones away from the bustle.

He built his young family a home in the mountains, little knowing the danger there. His young son and daughter grew slowly as the years moved on, and their life was peaceful, until one fateful night. The region was the home of a red dragon, young by the standards of drakes, but older than pony memory. A century of sleep left the dragon waking to strangers in his domain. With a female and family of his own to protect, the drake attacked in the night, breathing his killing fire into Virgil's home.

With the building coming down around them, he and his wife scrambled to save the children. Virgil rushed from the house with his young daughter, but his wife and son never made it out. Consumed with grief, Virgil tried to rush back into the house and save the wife and son he had already lost. In his blind dash, the dragon came and took his daughter from him, flying away into the night, and leaving him alone.

Grief quickly turned to rage, and Virgil went after the dragon, taking with him a ballista he had crafted that had survived the fire, a project that had once seemed like nothing more than a tie to his military past. With it, he new that he could combat the drake, if only his aim were true. After days of tracking the beast, he finally arrived at its lair, and called it out. The dragon launched through the air, diving for Virgil with fangs bared. But Virgil's ballista bolt was faster, and he smote the dragon in the shoulder, and the creature crashed to the ground.

The creature, badly wounded, was helpless as Virgil demanded to see his daughter. Barely focusing from the loss of blood, the dragon told him she had escaped late the following night, and had tumbled into the river when the dragon pursued her.

While Virgil was stunned by the very idea of the loss of his daughter, along with his wife and son, the dragon flew as far as his damaged body would take him, escaping into the forest. Virgil never followed, instead scouring the river for days before finally giving up, never finding his daughter's body. In his mind, the idea solidified that she was still alive, and he became obsessed with finding her, the only family he had left.

He returned to his ruined home, burying his dead with and son. He spent days in the mountains, crafting his trusty variable weapon, "The Dry Pole". Each day he cursed the dragon who had taken everything from him, and vowed that dragonkind would pay for it. He became a dragon hunter, scouring the world in search of the daughter he knew in his heart to be alive. Decades passed, the world turned, and when the name of Aurus reached his ears, Virgil was old. He could no longer search for his daughter on his own, not with age gnawing at his bones.

And so he turned his sights to the Lightbringer, hoping against hope that the king, with his knowledge and power over the world, would be able to provide the aid that would at last unite him with his lost daughter.

Additional Fun Things: The full bio: https://docs.google.com/file/d/0B4i-5hAmcEoRdDJqLTVfV25XY2c/edit?pli=1

Razorbeam
Group Admin

User: NightmareDash

Champion: Eclipse

Race: Pegasus

Appearance: Well-built, lanky pegasus. Dark-grey coat with Tardis-blue mane and tail. Mane is worn straight back, to keep it out of the way in combat. Eclipse typically wears a black windbreaker and cargo pants in the field, giving him carrying space for any number of small weapons or tools. He will use disguises when necessary, however. His Cutie Mark is a pair of crossed sabers below a crescent moon. He also wears a gunmetal choker, into which is built an empowering amulet. For this assignment, he wears Equinox gauntlets concealed beneath his windbreaker sleeves and a single katana sheath, exposed on his back.

Stats:
VIT - B
WIL - C
STR - A
AGI - A
INT - A

Abilities: Eclipse is an extremely well-trained hoof-to-hoof combatant, having studied many forms of martial arts. His speed and agility in the air have unlocked to him the innate ability to use the “Darkblast” (similar to the Sonic Rainboom, but with darkness instead of a rainbow), though this is very difficult to execute without ample preparation. He also possesses an ancient magical amulet in his choker, enabling him to perform basic magic, though only to a limited degree.

Equipment: Conceals several sedative-tipped throwing daggers in his wings, which he can hurl with expert precision. He also uses a katana blade, sheathed on his back. He also wields two Equinox gauntlets, one of which conceals a dagger, the other containing three hook-blades.

Personality: He knows never to underestimate an enemy, no matter who or what it is. He possesses great calm, even when under fire, allowing him to think strategically in the heat of battle. He is fanatically devoted to Princess Luna.

Story:
Born and raised in Cloudsdale, the only son of the great Nightguard General Sky King, Eclipse grew up in admiration and awe of his father, seeking to follow in his hoofsteps and become a Guard himself. Though he did not have quite the brawn expected of one, he fervently studied military history and strategy to compensate; “muscle can win a battle, but a strong mind wins the war” his father always said. A blank-flank for most of his foalhood, both this and his lack of physical strength earned him the torment of his peers, including one Rainbow Dash. Princess Luna, watching his dreams and sensing great potential, helped him overcome his nightmares about the bullies and earn his Cutie Mark in the process. Seeing his passion for military science and strategy, she offered him a scholarship to the Nightguard Academy when he came of age. When that time came, and with his father’s enthusiastic approval, he left for Canterlot to begin his training.

In the NGA, Eclipse learned much of what his father had already been priming him for in terms of strategy and field leadership. Aided by both Equestria’s largest library on the subject and the experience of some of its greatest commanders, he learned every tactical trick in the book, and even invented a few of his own. He also trained physically, developing his flight skills and overall strength. Later on, this, alongside his rigorous mental training, enabled him to perform a new technique he dubbed the “Darkblast”, which releases a destructive radial wave of dark energy when he reaches a great enough speed, though it takes great energy and focus to do so. Eclipse studied under masters in an extensive number of martial arts, combining them to form his own lethal style, while able to defend skillfully against any of them. This is the same manner in which the NGA developed his weapons prowess: by teaching him to expertly handle any kind of weapon available to him. He was also taught several more obscure skills, such as countering unicorn magic, fieldcraft, and survival in harsh environments. And by specializing in covert operations, Eclipse developed his abilities in stealth, deceit, and adaptability.

While in Canterlot, Eclipse developed affections for a young unicorn named Twilight Sparkle. As we could expect (but he could not), Twilight would not give him the time of day, finding no intellectual value in such a “trivial pursuit” as dating. Eclipse was relentless, one day moving from a discussion on the relevance of The Art of War (he knew she couldn’t resist) to the possibility of a relationship. It was not a pleasant conversation: Twilight told him how she considered military strategy a “rudimentary and brutish” form of knowledge, and that she could never love such a devout soldier as him. This was too much for him, and as the saying goes, “Tartarus hath no fury like a lover scorned”. Eclipse grew to despise Twilight Sparkle, and combined with his foalhood experiences with Rainbow Dash, this left him with a great hatred of the Mane 6.

Eclipse’s extraordinary performance at the Academy (with scores unseen since his father’s tenure) led to his selection for a unique special-operations branch of the Nightguard, codenamed the Nightwings. The Nightwings were an organization steeped in history and traditions, operating more like a fraternal order than a military division. Many of the group were fervent separatists and revolutionaries, advocating the creation of a “New Lunar Republic”. Eclipse himself quickly adopted this philosophy. Around a year after his joining, a scandal involving an unsanctioned attack on a patrol of Royal Guards caused top brass in the Nightguard to attempt to disband the Nightwings. Rather than willingly be split up, the Nightwings declared themselves an independent group, raided the Nightguard armory, and fled into the Everfree Forest. Setting up a base of operations at the abandoned castle where Nightmare Moon had been defeated, the splinter cell was free to embrace their goal of overthrowing Celestia.

While traveling in the southern jungles, on a mission to secure foreign allies for the Nightwings, Eclipse discovered a war-ravaged ghost town, built around a temple. Investigating the structure, he discovered all the priests inside had been slaughtered by guerillas. One of the corpses, dressed in ornate, silken-white ceremonial robes, was clutching a small amulet close to his heart. Sensing an untellable power in the relic, Eclipse pried it from the high priest's hooves and consulted a historian in the next village on its origins. The historian revealed that the several millennia ago, the amulet was presented as a gift to the Griffanian warlord Garan by Princess Celestia, in thanks for his assistance in defeating Discord, and could enable a non-magical being to channel their willpower into basic magic. Seeing a great potential edge in battle, Eclipse had the amulet embedded into a metal choker by a local blacksmith, and he began wearing it at all times. Though his grasp of magic is still basic by unicorn standards, he has learned to combine certain rudimentary techniques with his great speed and agility in flight, generating new effects such as phasing, light-manipulation, and aerokinesis. However, the amulet requires great strength to use, necessitating he use it sparingly.

Hoping to subvert Celestia’s power before launching an open revolution, the Nightwings tasked Eclipse with assassinating the Mane 6, a task he planned to enjoy every minute of. Predicting that one or all of the Mane 6 would likely be Equestria’s emissaries to the Unity Games, he registered and made his way to the games, intent on not only eliminating them, but also assessing and incapacitating the strongest warriors in Equestria and abroad. He’s playing to win, armed to the teeth with dangerous weapons, a powerful arcane relic, and training enough to make him a lethal weapon in his own right.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: anAngryHamster

Champion: Regina

Race: Diamond Dog

Appearance: A reddish brown coat, above average height (for a dog). Long arms and legs but slimmer than most. Torso and hind-quarters covered by simple green wrappings

Stats:
VIT - A
WIL - D
STR - A
AGI - S
INT - B

Abilities: Practitioner of an acrobatic martial art that emphasizes dodging and attacking from any position or with any body part.

Equipment: A meteor hammer (small iron ball on the end of a rope) for attacking from afar and entangling opponents, and a short baton with a prominent hook designed for catching blades and other weapons. Can wield both simultaneously

Personality: Withdrawn and abrasive, Regina rarely speaks without prompting. She is fighting for personal pride.

Story:
Regina was often teased by her pack for her gangly appearance. As a result she became antisocial and pessimistic, spending most of her time not working in solitude. Her parents often sent her to market hoping that the forced interaction would raise her spirits. Eventually, it worked.

Regina came upon a curious stranger from a far off region. After he offered to help with her errands he managed to coaxed a conversation out of her. He quickly surmised the source of her anxiety and told her she had no reason to be ashamed. He explained that she should not hide her differences but exploit them to their fullest. As a martial artist he understood how a single inch could be a deciding factor in a bout. Regina hadn't felt so positive in years. After weeks of pestering he finally agreed to train her personally.

Despite her rapid improvement her personal life still suffered. Her parents disapproved of her learning to fight, especially with a strange dog from outside the pack. The teasing continued as her muscle growth accentuated her unusual appearance. Even her master became upset as she regularly lost her temper during training, her anger spurred by constant negativity from all angles.

She entered the Unity Games to prove them all wrong. She will show her parents that her training is worthwhile, her peers that her body was a gift, and her master that she could control her emotions.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: Fury of the Tempest

Champion: Arcantos ‘Storm Watcher’

Race: Changeling

Appearance: Arcanto's body was horribly disfigured during an experiment by a mad scientist, attempting to free him of the curse of flesh. He is now as much metal as living material, standing on two legs instead of four, with strange metallic hands. One of his eyes has been completely replaced with a blood-red magitech orb instead.

Stats:
VIT - A
WIL - B
STR - C
AGI - A
INT - A

Abilities: Arcantos has an affinity for storm based magic, granting him an attunement to elements such as lightning, wind, and ice. Because of his modifications, Arcantos is able to wield weapons in a manner similar to dragons or Minotaurs.

Equipment: Arcantos is able to weild swords with his hands as well as his basic telekinetic magic. However, in order to use his storm-based magic, he must surrender control over the weapons being controlled by magic. Arcantos primary weapons – that is, the weapons he wields in his hands – is the twin hookswords, or as he prefers to refer to them. Heavenly Sun and Moon Swords, named after the Princesses of ponykind for reasons unknown. The symbol of Aurus' rune of protection is etched into the blades, though this serves no purpose other than design. He carries with him two short swords and a claymore as well, for versatility in battle.

Personality: Generally, Arcantos is a rather kind and friendly being, at odds with his monstrous appearance. Always one to be polite to others, as well as kind… even if his mischievous streak does get in the way of that from time to time. However, Arcantos has a large amount of bitterness inside of him, which often manifests in a cynical, sarcastic or sometimes just plain hurtful remark that is at odds with his general demeanor. This is due to his transformation, and his feelings of being a monster. In fact, his appearance in general is a very sore-spot for him, though he rarely get angry.

While in battle, Arcantos is cool and collected. Playing a more defensive style of fighting, allowing him to use his speed and toughness to its full advantage, wearing his enemy down with his variety of abilities and tactics before finally taking them out. He is not afraid to use anything to his advantage, no matter how dirty or low it may seem.

Story:
Originally, Arcantos was just your normal changeling. Albeit, one with higher than average intelligence and an affinity for storm-based magic. Arcantos didn’t really know what he wanted to do in his life… that was until the fateful day that Aurus Lightbringer faced down the tyrant Gerald. Arcantos was simply awed at not just Aurus’ sheer power, but also his love for his subjects and his desire to protect all those around him. Inspired by what he had seen. Arcantos was determined to protect others as well, and thus, Arcantos joined the changeling guard.

Though his intelligence and storm-affinity gave him some advantage, as did his ability to track multiple things – like other changelings – at once, it was Arcantos’ sheer determination, and willingness to stay up hours after others had gone to sleep that really made Arcantos shined. Replacing his sleep with the positive energy that his actions generated, Arcantos was soon progressing up the ranks at an impressive rate, eventually coming to a halt as a captain of the guard.

Due to the alliance with the ponies, it wasn't uncommon for the two guard forces to combine for missions that would help both their kingdoms. Thus, Arcantos came to befriend ponies as well. With one in particular catching his eye. Blazing Wing was her name; cocky, bold, adventurous and flirty. She seemed to be an odd choice for a guard. However, with all her cockiness and boldness, she only had one desire. To protect.

It was during their third mission together, that Arcantos had decided to ask her out on a date at the end of mission, oblivious to the disaster that was about to strike. This mission was a search for a wanted criminal. Bloodwing, a crazy mage and scientist that was trying to find a method to ‘leave the curse of flesh’, replacing biology with metal.

The combined racial forces managed to successfully track him down and find him… but not before Bloodwing managed to find the smalle recon team Arcantos was leading.

Bloodwing’s minions – controled by his unique magic and their metallic augmentations – ambushed the team as they were scouting the base’s location. Though Arcantos’ leadership managed to get his team out safely, he wasn't so lucky, and was captured by the insane unicorn.

After learning of this, the rest of the guard was quick to launch an assault on Bloodwing’s lair. With surprise now on their side, and bringing everyone in the squadron to the battle, Bloodwing’s minions were soon overrun. All but one, that is. Bloodwing had worked faster than anyone had imagined, and by the time they had reached Bloodwing, Arcantos was already under his control, through when Bloodwing released him on the guards, he groaned at how his latest creation's ‘ascension’ was incomplete.

With his old skills and new augmenations, Arcantos was a deadly force, and though both he and Bloodwing were eventually subdued, it wasn’t before most of the guards were injured, and some actually killed. In the insanity, and well beyond his own control, Arcantos had killed Ice Horn, Blazing Wing's brother.

Though Bloodwing was slain, it took some of the greatest mages in the world to finally break the dark control over Arcantos, as well as restore his mind to what it was. After hearing what he had done, as well as what he had become. Arcantos was overcome with self-loathing and guilt. Unable to fathom the idea of re-joining the guard, Arcantos asked Aurus directly for permission to leave, his excuse being that he wished to learn how to fight in his new bipedal state, but in reality, he wanted to get away. Unable to forgive himself, and unwilling to face Blazing Wing, he sought only to escape. Aurus granted his request, through reluctantly and Arcantos left the changeling kingdom soon after.

Travelling the lands, Arcantos always disguised his terrifying true form, always appearing as one of those he walked among, always avoiding those of his own kind so he wouldn't have to show what he truly was. It was through his travels, that Arcantos learned his weapon skills, through it was not from any one species. Instead, it was pieced together from multiple fighting styles from the cultures of different species, taking mainly what suited him the most, but always remember the whole styles so that he didn't weaken or restrict himself.

After hearing about the Unity Games, Arcantos decided that his times of travel where over. It was time to return to his land, seeking redemption for what he had done. To prove both to the world and to himself, that he deserved the title of changeling warrior. As well as hopefully come to terms to what he was, and what he had done.

Additional Fun Things:

Razorbeam
Group Admin

User: Proud-Dust

Champion: Emilia "Mage Slayer" Crestwalker

Race: Gryphon

Appearance: White coat, white wings with feathers that take in no pigments. White tail, fur, talons and beak. An albino gryphon all the way through, the only hue that colors her person is blue, her eyes. An young adult in terms of gryphons.

Stats:
VIT - C
WIL - B
STR - B
AGI - S
INT - A

Abilities: Emilia is a true mage slayer to the very end, using her aeromancy to craft localized rainclouds to block out sounds that the target might hear, camouflaging her white coat with the clouds for sniping, causing windstorms that spread dust for dust explosions and raining thunder onto her targets. She can read opponents fairly easily, using her aeromancy to read the direction of the wind to check if magic has been used in the air, going for calculated taunts and tricks, enraging particular arrogant opponents to weaken in focus and eliminating them.

Equipment: Eschewing magical weapons, she uses conventional weapons, those unable to store magic of their own. Camouflage paint, throwing daggers, bows and arrows, swords, arrows, herbs, poisons, explosives, traps and low-grade guns, there are only a few weapons she uses at her disposal that can’t be thrown at a moment’s notice.

- A low grade musket, completely white so it blends with the white color of the clouds for easy targeting and sniping, fairly short reloading time.

- A iron lens she uses to help aiming with the musket.

- Sniper bullets, all with innate magic of their own, capable of piercing through basic magical barriers, shields and illusions.

Personality: She is quite bubbly in nature, being out-going and friendly if needed to be but that is simply a facade that can be shed. In truth, she can turn quite cunning, cold, ruthless and merciless at the tip of a hat. Still, she is naturally warm and caring, able to be quite shy, considering her lack of social interactions outside her clan and has an insatiable taste for knowledge (books), after all knowledge is power. She is pragmatic and will gush at sales for weapons, herbs and food, being frugal in nature as well, enjoying the simpler things of life (books, food, music). She has a soft spot for idealists at heart, being a past one herself and a lesser one now. She is not a lone fighter per say, she has always been an assassin in temperance as well, which means a larger, focused group yields a higher chance of success in her mind so she is not uncooperative. In terms of authoritative figures, she is respectful to those who have earned it. If she sees a figure who has abused power, she will be respectful outwardly but will be ultimately very insulted by his/her presence inwardly. She ultimately believes in justice, which drives her to kill off those who commit sins beyond redemption and be as nice and caring as she would like others to be.

Story:
She was born albino, surprising everyone in the Crestwalker clan. Unlike the usual reactions of shunning a strange creature, the Crestwalker clan, who serve other clans with duties they can’t be bothered to dirtying their talons of, decided to nurture this creature to see how useful this creature would be to the gryphons. Emilia was given her name, meaning ‘eager’ as, when she was a child, she would always try to prove herself despite being albino coated thus having a disadvantage in natural non-cloud camouflage. So she simply drove herself to simply being better at long range combat and magic. The kind of combat where it didn't matter whether or not you would be white coated was the kind she excelled at, the enemy was already shot down before they could see you.

A life of limited luxuries and finances had caused Emilia to seek out the simpler things in life such as food, books and the piano in her clan’s mess hall. She devoured the words of limitless tomes and, as the heroes in the stories came to life in her mind, she developed a kind nature that reflected the stories she loved so much, devoted to caring for people.

In hunting, she excelled at long range but was slightly clumsy in using her talons in hand to hand combat. She was passable using weapons; weapons with a bladed edge being her best choice. She made plenty of friends with her fellow clan members and was quite motherly to the younger ones, always scolding them for their mistakes and giving them a big hug after she was done.

One day, as she was of age to go along on the missions her clan participated in, she packed her hunting tools. She went with a group of gryphons, expecting a normal hunting expedition. She stopped short of of a village. There she met the locals, a unity of unicorns and gryphons. They were quite friendly in spirit but they hid a dark secret. Later that night, she decided to go to relieve herself in one of the washrooms in the village, coming across a corpse that looked disturbingly like a hybrid between the two species, though badly deformed. She threw up right before the corpse and fled into the night.

Afterwards, her group told her the real matter of their mission; to kill off the traitorous gryphons and unicorns who had violated laws of the gryphons and ponykind, using dark magic to try and create hybrid life-forms that should never have existed. With disgust, yet a reluctance in her heart, she agreed half-heartedly.

The time of their raid came soon enough. She strung an arrow, tied paper on it, lit it with a torch and, with that, the raid began as the first arrow shot began to blaze through the village walls. She couldn't kill any of her kind and the unicorns either, being of a pacifistic nature, opting to paralyze them for the time being. The others in her group were less inclined for peaceful means of combat.

She ran towards the main hall, where the leaders were waiting to run away into the thickness of night, hoping to simply capture them. She found the gryphon leader beside the corpse of the unicorn leader, who had been killed to delay her group from fleeing. She notched the arrow, aiming at his legs. It was then she realized that she saw a fellow gryphon about to ambush the two.

She signaled the gryphon to stay away, not wanting the gryphon to die. A second too late, as the gryphon moved to plunge his dagger into the gryphon leader’s heart. His blow never reached its mark, the gryphon leader knocking him upside the head. In the chaos, the gryphon leader made to flee, destroying Emilia's shot at immobilizing him. Emilia had to decide whether to fire the arrow and pierce the leader’s heart or not, now, for no other options remained to stop him.

The gryphon leader, about to escape, found his heart suddenly run through by the force of the arrow sticking out of his chest. Emilia had tears in her eyes as she realized what she had done to the him, and what had happened to the countless villagers who had been innocent in this mess, targets of the raid because of the gryphon leader's dark designs. She realized that, unless she was more resolute and decisive, creatures like that would take action and involve innocents in their savagery.

She dedicated her life to hunting those like him, who would use magic to bring trouble. With a few years of dealing justice and killing off creatures of absolute depravity, she had developed a method that was cold, cunning, ruthless, merciless and capable of coming up with tactics and strategy for assassinations. As the opponents she faced were usually of the magical nature, she developed weapons, tactics and strategy befitting combat with mages and magical creatures, acquiring the name “Mage Slayer” by her enemies and allies alike. As she heard of the tournament, she realized that she could attempt to become a paragon of peace if she advocated peace and bonds among other species in the tournament.

Additional Fun Things:

Razorbeam
Group Admin

User: JJ Malcom

Champion: 'Sir' Knightmare

Race: Changeling

Appearance: Black chitinous skin, a sharp, smooth horn, and dark red eyes, abnormal for a changeling. Knightmare looks like a relatively tall changeling. He has an odd mutation granting him a second set of wings but, contrary to expectations, it makes it almost impossible for him to fly.

Stats:
VIT - A
WIL - A
STR - C
AGI - S
INT - C

Abilities: : Knightmare mostly relies on his weapons, due to his 'mana pool' being, as he has described before, 'Like a reservoir using a single clogged faucet as floodgates', rendering him almost completely unable to use anything beyond basic levitation as far as magic goes, save when activating his staffs special properties.

Overclock: The special effect of his stave allows him to, essentially, wrench open his 'floodgates' and allow for full spellcasting, except it lasts barely enough for five casts and renders him under magical fatigue [nausea, dizziness, confusion, loss of balance, etc, etc] for three minutes afterwards.

Spells: Knightmare's options for spellcasting are highly limited, but each is also highly useful depending on the foe presented.

Demon scythe: Sickles of energy sweep out slowly from him. Low damage, high range, can be cast five times in rapid succession.

Crystal Storm: Crystalline darts fire from his staff and bounce around the battlefield.

Cursed Flames: A stream of green fire launches from his staff. The flames cannot be extinguished save for waiting for them to extinguish themselves [it takes 5 seconds].

Starfury: Calls down tiny stars onto the target. They are solid, and five-pointed.

Kideremus: Conjures an illusion of a massive meteor crashing down, then sends out a pulse-shield to knock the opponent away [looks terrifying, actually mostly harmless defensive spell].

Hyperagility: While he can't fly with his four wings, he's learned to use this 'disability' as an advantage, by 'flying' on the ground at surprising speed at nearly impossible angles.

Overclocking: Effectively a 'limit break', Knightmare is able to bring his extensive magical stores to bear whilst Overclocking. He suffers from magical fatigue after using this.

Equipment: C.A.R.: AKA 'Clockwork Assault Rifle'. A prototype ranged weapon that uses a simple 'multiplier' enchantment and high-tension springs to launch special tiny cannonballs known as 'shot' at the target. Each 'shot' is multiplied by 3 and launched in a burst, with a 10 'shot' magazine. Specialized shots include Hellfire[explosive], Crystal [shatters-on-impact] and, most likely used during the tournament, Jester Shot [Throws sparks of light and detonates after 20 feet. Resultant explosion is nothing but light and sound. Mostly harmless]

Twinkle: Baobab wood staff. Made with special enchantments to be unbreakable and to amplify Knightmares voice greatly, the stave has the ability to 'Overclock' him on command [albeit at the expected costs], making it a useful spellcasting implement, and just something to keep him on his feet after Overclocking.

Personality: Hyperactive and constantly thinking positive, Knightmare attempts to portray himself as a harmless, happy-go-lucky goofball that wants nothing more than to dance around and sing. In truth, this is a disguise of his own. Knightmare's real personality is highly volatile and emotionally unstable, especially in regards to Ex-Queen Chrysalis. Possibly suffers stockholm syndrome in regards to Chrysalis and even mentioning her name is enough to set him off. When agitated, Knightmare's 'flighty' and 'silly' combat style becomes more direct, aggressive, and downright vicious.

Story:

Knightmare began his life as an un-named orphan. However, due to growing malnourishment in the slums of the capitol city, He had to live a life stealing what he could to survive. He was eventually found by Queen Chrysalis and, thanks to his ability to move at shocking speeds, proved a good addition to Chrysalis’ growing army. As Queen Chrysalis was the first and only being to ever show him love of any kind, he quickly latched onto her, becoming completely devoted to the point of obsession with her, willing to even lay down his life for her. After proving his loyalty on several occasions [none of which he was willing to tell about], he was given the name 'Knightmare', due to his effeminate appearance and 'Knight in shining armor' personality [only seen around Chrysalis...or other attractive ladies regardless of race].

He'd kept mostly to the background up until the invasion of Canterlot, due mainly to being seen as ‘forgettable’. He joined the fighting, much like many others like him, and proved harder to get rid of than expected... until he met Pinkie Pie and attempted to intimidate her by imitating her friends... and then Pinkie herself, before being the first victim of the infamous 'Twigun'.

Since the failed invasion, he's been wandering Equestria attempting to survive, even making use of his magic to alter his vocal chords, becoming a traveling bard. Constant troubles with bandits kept his skills up, and a few unexpected adventures lead him to obtaining his notable arsenal.

Ten years later and Knightmare is an underfed, unhealthy, emotional wreck stubbornly defying death purely on willpower and an unholy need to see his queen happy again. He’s faced many hardships and managed to, somehow, make a handful of new friends, even gotten himself caught in a few surprising adventures, but the one thing truly keeping him alive is the love of a mare long dead.

Since getting himself back on his hooves, Knightmare has been seeking out his queen, hoping to reunite with her, completely unaware of whether she was even alive after the failed invasion, let alone whether or not she even remembered, or honestly cared for him. Upon hearing about the 'new' king Aurus, the ‘Pact of Light’ and the Unity Games, he opted to enter himself in hopes of finding Chrysalis alive, and proving his worth to her, unaware of her demise, nor what lies ahead.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: Razorbeam

Champion: Kith Varal, "Ven'kanyr"

Race: Changeling

Appearance: Far different from his older brothers, Kith is small and slender by male changeling standards. Despite his less powerful stature, he is incredibly handsome as far as changelings go, and is quite the heartthrob with young mares. Being young himself, Kith seems to be much older than he actually is to those he meets. Only those who know him well know that the confident smirk he wears is an indication of his youthful zeal, not his life experience.

Stats:
VIT - C
WIL - A
STR - C
AGI - A
INT - S

Abilities: Kith is a master of changeling runes, second only to Aurus in their forging and execution, but second to none in his understanding of them. Runes range in purpose from enchanting items with spectacular magicks, to laying traps for one's enemies. Unlike Zebra glyphs changeling runes are 'forged' rather than 'inscribed', written with magical energy rather than carved into a medium. As such, a changeling rune cannot be altered or ruined by anyone but its maker.

In addition to this powerful, ancient art, Kith is the current changeling "Ven'kanyr", or Archmage. His studies branch between unicorn and changeling magic alike, and he is capable of a wide array of unicorn defensive barrier spells, as well as changeling offensive ones. His offensive spells focus primarily around fire and water, the two most violently opposed elements, making him a dangerous foe.

Equipment: Kith wears nothing in the way of armor, save for the exquisite emerald robe of his station as Ven'kanyr, and a matching phoenix-feathered hat, with the bright red and orange plume contrasting nicely with the green cloth.

The phoenix feather burns eternally, and acts as a focal point for his fire-magics. Using the feather, Kith is able to cast complex fire spells more quickly and efficiently by having a source of fire already present, and not having to conjure one himself. He is quite capable without it, but the secret behind the phoenix plume in his hat has won him many victories over those seeking his station.

Kith also carries a tome with him, filled with the images and descriptions of the countless changeling runes he has discovered, increasing his runeforging time by a remarkable degree.

Personality: Kith is a charmer, and a very gifted speaker. The general female public consider him a lady's man, and though Kith is not quick to flaunt this, he's not likely to argue it either. However, none of it is in the interests of taking advantage of the ladies who admire him; like his father and his brothers, Kith is a changeling of honor. Graceful in everything he does, lighthearted, and quick to laugh, Kith is as much an eager and charming man as he is a terrible force of nature.

Story:
The third brother usually does not do well in a family as prestigious as House Varal. The first stands to inherit everything, the second to be the first's favorite and pride. History has shown that the third brother, and any who come after him, often find little fortune or glory in the shadows of their eldest brothers.

Kith was blessed for this not to be so. Even from an early age, his father Korrick treated he and his older brothers all equally, divided his attention among them equally and with great care. Korrick never played favorites with his sons, and so they never played favorites amongst themselves. Kardak was no older in Kith's mind than Kimrick, or he himself. It was as if they had all been born at once, so strong was their bond of brotherhood.

Kith was as much the pride of his father as Kardak or Kimrick when the mage order asked for him specifically. The order of the mages, the Kanyr, was a prestigious position to hold, and not one often granted to changelings at such a young age.

He quickly encountered frustration with the Kanyr. The great mages he had once envisioned we hardly so: most of them were barely better than the average university graduate. His frustration with the order became a personal one as, despite his obvious skills, he did not advance in rank and remained a novice because of his age.

Years passed, and the eventual change in royalty finally provided Kith with the opportunity he had always wanted. Once the usurper Gerd had been defeated, Kith was quick to approach his father and the young king with his worries about the Kanyr. The order had grown stagnant and weak, and though times of peace were on the horizon, something needed to be done.

After many months of testing the Kanyr and their abilities, Korrick was inclined to agree with his son. Though Aurus had many other pressing matters in his early struggles to unite the world, the ever-kind king did not force Kith's complaints into silence. "What hope could they have of uniting the world if they were not strong at their core?" Aurus had asked.

Korrick was put in command of reassessing the Kanyr. Many years passed, and Kith patiently continued his studies, quickly becoming one of the most powerful mages in the order, despite his young age and low rank. His brothers were quickly put into high posts for their accomplishments; guard captain and master scribe. Kith, however, remained unrewarded... and silent. He did not complain, put his faith in his father and the king.

He was rewarded. In the fifth year of his rule, Aurus called for Kith personally. Without so much as a second thought he appointed Kith as Ven'kanyr, "the prime magus". The appointment was not one of favoritism, but rather necessity, for Aurus had a task in mind for Kith. His brother Kimrick had been working for two years now on a great project, collecting the history of the changelings and prying many secrets from the past. Among them were great accounts from the Age of Runes, written by the Amethyst dragons before they vanished.

Aurus charged Kith to work alongside his brother, and pull all the knowledge he could of the ancient runes and their uses from the texts. It would be difficult work, but rewarding. And now, after five years of intensive study and practice, Kith's knowledge of the runes has grown into something of a legend. For the first time in decades, the Ven'kanyr became a shining example of what the ancient order stood for. Hundreds of brilliant changelings flocked to join the order that had for years been great only in name, and hardly sought-after.

Because of Kith, the Kanyr were greater than they had ever been in changeling history.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: Razorbeam

Champion: Kardak Varal, The Crystal Giant

Race: Changeling

Appearance: Powerfully built, Kardak has always been exceptionally tall and broad-shouldered, even before the slight metamorphosis that his position as Knight Captain afforded him. Easily the largest of his siblings, Kardak is battle-hardened and wears this both on his face and in the way he holds himself. He is stoic and rugged, and at a glance not a changeling to be trifled with.

Stats:
VIT - S
WIL - C
STR - S
AGI - C
INT - B

Abilities: Though Kardak is a changeling and possesses all the basic magics of his kind, he has honed his manipulation of air magic to better make use of his weapons. In an emergency, or if disarmed, Kardak can utilize this specialization to maintain his stance on the battlefield.

His skill at manipulating his shield and halberd with his magic are unparalleled, and as a tactician he is second to none.

Equipment: Kardak carries with him an impressively large darksteel shield, covered all along the front in jagged sapphire crystals. The shield was a gift from the dragons of the far north, a treasure long thought lost beneath the ageless ice. With it he carries a matching sapphire halberd, a powerful weapon which none in the Knights of Light can best him with.

Personality: Kardak is traditionally silent, speaking only when he has something very important or useful to say. His virtues hold honor above all else, and his loyalty to King Aurus, the closest friend of his dear father, is unmatched. Any who disrespect Aurus or the Knights of Light in his presence are immediately challenged, and often just as immediately defeated. He has a surprisingly good sense of humor, though he rarely speaks enough to make it known.

Story:
Kardak was born to be a warrior. Korrick had known from his newborn son's first breath. The many breaths in his life that followed did not prove his father wrong.

Under Korrick's wise guidance, Kardak became wise himself. Not long into his life, he was blessed with two younger brothers. He never thought of them as inferior, but rather as vital... precious to him. Of the three he spoke the least, and though this concerned his mother, it did not bother Korrick. "A mind too busy to bother with the tongue," his old man had often called it.

It was true. Though he seemed quiet, he was by no means a fool. Kardak was not as gifted academically as his younger brothers, but he didn't struggle either. Shortly after his basic schooling he was admitted to what was then the Changeling Military Academy. Here his intellect truly showed itself, for in studies of tactics and drills he was unmatched. He was promised an officer's rank in the army before he had even gone halfway through his training.

Despite the high honor, Kardak declined. The CMA had been a stepping stone for his true aspirations, and instead he chose the path of the Council Guard, working under his father. He served loyally, though uneventfully, for many years at his father's side.

Then came the great change of his life, or perhaps in the lives of all changelings. The Age of Light began, and Aurus' struggle against the demon, Gerd Gallock, altered everything. With his father imprisoned as a traitor, Kardak was left with little choice. He abandoned his post as a Council Guardsman when his father's release was denied him.

But when Gerd attacked the Council, Kardak's grudge could not hold. Innocents were being killed, and it was his duty to intervene, no matter the foolishness of those on the Council. For those few who bowed in fear alone and had no desire for the power Gerd offered them, Kardak offered sanctuary.

In the weeks before Aurus' final battle with the demon, Kardak lead what few of the Council would flee into the tunnels below the city. A dangerous adventure into the darkness, but one he knew he would have to take to protect the true servants of his father's king and friend.

There in the dark he fought off the creatures who made it their home, defending alone the many Councilors who he had taken beyond the usurper's reach. He kept contact with his brothers in the city secretly, and when news came that Aurus had returned, Kardak did as well.

Gerd was slain, and Aurus recognized as the true king. A truer king Kardak could not imagine. His father's return at Aurus' side only convinced him further that his service was to this lord, and no longer to the council.

Kardak was made guard captain for his bravery in protecting what little of the Council would remain loyal. As Aurus' reign continued, the Age of Light brought many changes, not the least of which to the military. Aurus broke it down as it had been known, and rebuilt it as a series of knighthoods. Warriors who valued honor and glory more than power, highly trained and fiercely loyal to the people, not just their king.

Aurus wanted a fighting force for the people, and Kardak only respected him all the more for it. His title changed to Knight Captain, head of the highest order of the newly formed knighthood system, the Knights of Light. Though his title changed, his service never did. In all things his king commands he is diligent.

And against all things that threaten his people, he is without mercy.

Additional Fun Things: Theme song!

Razorbeam
Group Admin

User: Razorbeam

Champion: Malik, The Holy Shadow

Race: Changeling

Appearance: It has been many years since anyone has clearly seen Malik's face. Even his loyal followers in the Shroud of Aurus cannot say with certainty what he looks like. However, rumors are whispered of a changeling with runes of gold carved into his very flesh, like a mask of light beneath the hood of his voidcloak. For those who have seen this mask of gold with their own eyes, a dagger of silver is sure to follow close behind.

Cloaked in a black robe that devours all light that touches it, ringed in golden glowing runes, Malik is rarely seen, and rarely distinguished from his servants in the Shroud, who all share his guise.

Stats:
VIT - C
WIL - C
STR - B
AGI - S
INT - S

Abilities: Malik is a powerful illusionist, capable of rendering himself invisible and replicating his own image to great effect. To match these abilities, Malik had honed the skill to affect the origin of his voice with magic, altering the perceptions of his victims by appearing and sounding as if he is somewhere he is not.

The golden runes carved into his face below his eyes afford him an ability unique to members of the Shroud who bear the mark. If the runes are activated, Malik is capable of seeing through any darkness, even darkness inflicted directly on his mind. Furthermore, the runes below his eyes allow him to more easily cut through illusions other than darkness, seeing the truth beyond.

Beyond this, Malik is a skilled warrior and master of stealth. His history as an assassin, and later a hunter of their kind, has made him a terror on the battlefield. Those who have unwittingly witnessed him fighting often claim to have been entranced, for the scythe in his hooves sings, and he fights as if dancing. Graceful, poised, and experienced, Malik is no stranger to fighting enemies in armor, with strong magicks, or even those just as swift as he.

Equipment: Malik wears a voidcloak, a specially enchanted garment that absorbs all light that touches it, even that of a magical nature. Spells that would harm him or reveal him with light often fall prey to the black of his robe.

Malik carries a jagged scythe of obsidian stone, with the entire weapon roughly six feet long. Enchanted to be stronger than steel, despite its brittle nature, many armored foes have fallen to gashes through the meager slits in their armor, or suffered its point through even the most powerful plating. Malik is sworn to never take another life without an order from Aurus himself, and so his strikes are always expertly placed to injure his enemies rather than slay them. He calls the scythe "Rem", the changeling word for "mercy".

The blade has one other enchantment as well: on contact with the blood of an enemy, runes along the blade's edge activate, numbing the affected area immediately. Though seemingly out of mercy, time has shown that enemies who cannot feel their wounds are quick to overestimate the capabilities of an injured arm or leg.

Personality: Malik is a deep thinker, and greatly enjoys his role of secrecy. He is careful to pick and choose who he speaks with and who he gives his name to. He has a strong sense of humor, if a bit of a dark one. He enjoys voicing his inner thoughts, often times resulting in riddles that he poses to himself and those around him. Though he has sworn to never kill again unless Aurus commands it, he'll waste no time making those who insult Aurus or the Shroud wish they had died.

Story:
So little is known about Malik. Like his master, Aurus, he too goes by many names. The Onyx drakes call him "Maltirith's Talon", a reference to the claw of the black dragon god, and a symbol of his ferocity. The Minotaurs know of him as the Nightraven, and many among the changelings call him Zesh Kikiir, "The one of many faces".

To be called such a thing by even his own kind is a true testament to his mastery of shadow and disguise, for though changelings can always tell another changeling, few exist who can distinguish Malik from his students in the Shroud of Aurus. These students share his likeness, hooded and robed in a black so deep that they are only revealed to the world of light when they choose to be.

But perhaps his most well-known title is "The Holy Shadow". The people consider him an extension of the King's justice, and rumor has it that Malik is simply Aurus' shadow given form, earning him his legendary title.

His history is only as long as that of his King, yet ten years is an exceptional amount of time to spend in the shadows. There the hours feel like days, and the years like eons. And though he is a creature of the shadows unlike any before him, those who dwell in the Light speak of him with respect and admiration. Only those who oppose the Light, who would see it swallowed by shadow have cause to fear him.

No matter the might of the Age of Light, there will always be darkness. Malik pledged his life to Aurus' cause and to his King's defense. Even in a world of peace, darkness remains, and there the true threats stir. The ones not easily stamped out by time, the shade that persists even in the face of the Light's glory.

Malik became the watcher in the dark for the world's sake. His eyes scour the shadows where Aurus' own cannot see clearly. There he waits and listens for the threats of the Old Dark, the dark once filled with assassins and evil things. Nothing shifts through the shadows without his knowing, not even shadow itself. Countless attempts have been made on Aurus' life, and countless assassin's have failed at his hooves.

Where the Light does not reach, Malik lives. On the borders of his King's beautiful world, Malik watches for the things outside his realm. For without the Light there can be no shadow. Only breathless, lifeless emptiness. For those who think themselves skilled in the ways of stealth, disguise, and deception, Malik is a legend. For those who seek to use those powers against the innocent, to snuff out the Light, he is a nightmare.

He is the servant of the True Dark, the justice awaiting those who hide from the Light. Make no mistake: the enemies of righteousness will fall or flee from his divine punishment.

The Holy Shadow is ever faithful, ever ready, and ever watchful.

Additional Fun Things: Theme song!

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