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Thread: Unknown Heroes Reboot OOC

  1. #1

    Unknown Heroes Reboot OOC

    Abandonment Series: The Unknown Heroes
    An RP based off of a book series I’m writing
    Recruiting Open
    IC

    Mibbit IRC Chat

    Mibbit Channel=#unknown_heroes

    Map Link

    Some people may recognize this from the original RP. It also bears resemblance to the Int Chk in ways.

    The Varzia-Honara War
    A while back, a few Varzian carpenters were working on building a bridge that would connect Varzia to the Elven forest in Honara. This act of unification was yet unknown to Honarans, even the Elves. However, there were few forests in Varzia thick enough to use for this project, and the few areas that were heavily enough forested were far from close enough for use in the project, so the Varzians crossed the short expanse of sea to tear down trees from the Elven Forest for use as lumber.

    Now, Elves aren’t normally a violent race, but they don’t take kindly to people harming their forest, even if they have good intent. It just so happened that a few Elven scouts saw the Varzians “vandalizing” their forest, and decided to chase them down.

    The Varzians returned to their home country, closely pursued by the Elves. However, the Varzians weren’t fast enough to outrun Elves for long, and were quickly cut down. When word of this incident reached the king of Varzia, having not heard the entire story, he took it as an act of war by Honara, and promptly declared war on the country, gathering his forces to strike in the Elven woods and against the main body of Honara.

    It is only shortly after that an Elf arrives at Gerathia to inform its king of the incidents that have occurred. Sadly, she is the only person to this point to have made it from the battlefront to Gerathia, and therefore the only report of this the king has received, and the king is in disbelief of this at first, but regardless forms a small squad of people to meet the oncoming Varzians, and if what she says holds true, then he will declare a full-scale war on Varzia.

    Now the fate of Honara is in the hands of the people who call it home…

    --------------------------------

    This game takes place in the same world as my book (In which the main character is named Rethel and is the source of my username), during the same time frame. Well, actually it starts closer to 3 weeks prior, and there’s no telling how long it may last (possibly long after the series finishes out), but in any case. In this game you will play as unique characters of your own creation. Some of you will come face to face with characters of great importance in the series, while others will not. Some of you may create characters that are special enough to gain a seat in the cast of the series, some may not. It is all a matter of creating the right characters that show up in the right places at the right times.

    I’ll be playing as all major characters of my book, and when one is introduced, I’ll give an intricate in-game description of the character so that you may become familiar with the goings on. I’ll not place a limit on number of possible characters for you to create. However, if the number becomes too far out of hand, then I may ask for you to please not create anymore characters, and I will expect this to be followed. I’m not going to be rude as a GM. I’ve seen too many instances of people with power becoming power-hungry, and I don’t want to be one of those people.

    On this continent, there are three existing countries. The first is called Honara, the country from which a good number of my main characters are from. The second is Varzia, the country from which a smaller, yet decent number of our major characters come from. The final is Sylvaran, a country that very few of our main characters are from, but you may find yourself involved with some interesting posts if you begin there.

    In the country of Honara, there exist the great capital city of Gerathia, the small farming village of Athet, the buzzing merchant city of Jardet, the warrior village of Rolandis, the Elven outpost town of Arane, the Elven capital city of Vergollde, and the dwarven city of Greld.

    In Varzia, the looming capital city of Ilbain, the minute town of Caelis, the titanic prison city of Odengard (one of the most impressive architectural feats in the series, second only to Gerathia, at the moment. Coming in behind Odengard would be the Varzian Wall, which covers the entire Varzian border), and the border city of Barasid, which sits on the border between Honara and Varzia, but is mostly loyal to Varzia, and is the only path, other than sea travel, that can be used to enter Varzia.

    In Sylvaran, there are only a couple cities that possess names at the moment. There’s the near impenetrable capital, Illumari, the independent Vorr (I’ll explain what those are later) city of Ruldar, and a much smaller town called Vondir.

    As the current version of the map is a somewhat older version, some of the city/town markers are missing names. Just know that Rolandis is the town located in the corner of the rivers northeast of Gerathia, Greld is the Diamond shaped marker toward the base of the northwest mountains, and the southernmost town is Ruldar. Other unnamed points are spots that I have marked for future use.

    The mountains around Athet are referred to as the Ienr Mountains, just for reference, and the Varzian Border/Wall extends all the way to the base of the Ienr mountains, and continues along their edge, up along the edge of the forest, and ends at the sea.

    On the subject of the map: The listed towns aren’t going to be the only available cities throughout the game. Trust me that there will be many more. I just need to name them before they can be added. The towns/cities without names that I didn't name above are a spoiler as to where some of the new cities/towns will be located.

    Alright so, on to races. In fantasy such as this, it’s fairly common to see multiple races and mythical creatures and such along those lines. Well, mine is no different. Allow me to explain the four major playable races. First up, I’d like to formally introduce you to a race that I came up with myself. These were mentioned in a description of a Varzian town, and I think you deserve to understand what these are.

    The Vorr. These are a bipedal impish species that reach almost the same heights humans do (their average is about half a foot shorter than an average human). Vorr are naturally much redder than humans in their skin tone. In fact, they kind of look like an elf got sunburnt, if that’s even possible. The reason I say elf is because they have very little hair other than on their scalps. They also have pointed ears that actually stand about a quarter -inch to a half-inch taller than an elf’s (it varies from person to person). Their teeth are much sharper than those of other races, as they are a carnivorous race. They do have their own language, but a few do know how to speak human English, and the same applies for the elven language as well. Some are magicians, but not all, with a magician percentage of 72.4%. For those of you who want to know, there are humans who are sexually attracted to Vorr (and vice versa), and it is possible for the two species to mate (Half-Vorr), as is the same with Vorr and elves (Ummm…Imp?). Their lifespan is about 300 years.

    The Elves. Everyone knows about these. They’re Santa’s little helpers, right? Actually, those are the wrong elves. I’m talking about D&D or Inheritance Cycle type elves where they have an average height just a bit shorter than humans. They’ve got pointed ears (derp), and have very little hair anywhere outside of their scalps. They do have a language of their own, though a fair number can understand English. They are the biggest producers of magicians in the continent, with a magician percentage of 89.6%, so an elven non-magician is fairly rare. Some are sexually attracted to Humans (resulting in Half-Elves) and Vorr (Imp), but more frequently it is the other way around, resulting in the Human or Vorr leaving with his/her heart broken. They live for approximately 450 years. They are normally considered adults around 75-85 years of age.

    The Humans. Thank goodness we’ve finally reached something normal. These are the bipedal species that I hope everyone playing this RP is in Real Life. Their population consists of 48.3% magicians, so by no means in the competition for the most magical race. They speak English (not that that needed saying, as it has been mentioned in BOTH of the above race descriptions). And they are sometimes sexually attracted to Elves and Vorr, which can both be mated with to produce offspring. They live 60-75 years on average.

    The Dwarves. These guys are those tiny muscular midgets who crush your bones with giant hammers. It’s completely disproportional, but who cares, right? Like every other race, they do have their own language (Who would’ve guessed?), but given that the common trade language is English, yes, some of them speak it. They have a magician output rate of 21.7%, so they are the least magical (sounds a bit odd, seeing as they aren’t found in RL) of the four races. Dwarves are not sexually attracted to other races, and they take pride in their purity, saying that the half-races disgrace the races from which they are born. These live anywhere around 125-150 years.

    The Vialas. This is an awesome race that Raptorman came up with that will be playable in this RP. They, with the exception of a few bizarre aberrations, are capable of working magic. This means they are 99.9% magicians. Their skin is the palest white, nearly the color of snow; scars of theirs heal blue and glow brightly when one is using magic. Unlike many races they have the capacity to save up magical energy as they literally excrete concentrated magic in a crystalline form. They are capable of using this before drawing on their own bodily reserves. Notably these crystals are heavy, so even with that they are still mostly limited to their internal reserves of energy. They have a very elaborate and detailed religion that includes the practice of ritualistic scarring that leads to their typically interesting appearance. Their lifespan is rather long, as they can consume their own magical excretions to sustain life. However, the older one gets the more is required steadily. The limit for an age that one of them can reach by him or herself is 500ish years old. Some live much longer due to having access to other sources of the energy, but the vast majority do not.

    Now on to the Minor Playable Races list. There are five of these. Hopefully, most of these descriptions will be shorter than the Major ones.

    The Half-Elves. These are the offspring of Humans and Elves, and most of their traits are halfway between the races they were born from, able to speak Elven and English, though the latter is more common. They possess a bit more hair than normal elves, but it is not thick like humans. They are sexually attracted to Vorr (resulting in Half-Vorr offspring), Elves, (resulting in nearly normal elven offspring), and Humans (resulting in nearly normal human offspring) (Not to mention other Half-Elves like themselves).

    The Half-Vorr. These, like the Half-elves, possess traits that are halfway between Humans and Vorr, can speak both languages, and are sexually attracted to all three of the major races that reproduce with one another, as well as other Half-Vorr.

    The Imps. These are a cross between an Elf and a Vorr, and aren’t exactly calm. They are one of the most hyperactive (And fast) bipedal races in existence. Otherwise their traits are in between those of their parents, like the two afore mentioned Half-Races. They usually only reproduce with Vorr, Elves or other Imps, though Imps are the most rare of the three Half-Races.

    The Shifters. These are Elves who have the ability to change their form to look like an animal. If you play as one of these, let’s try to refrain from transforming into things like Dragons, Wyverns, and Granogs (see pet/steed section). This trait is genetic, and as it is recessive, it is not a common occurrence. However, this trait is attached to magic, so anyone who chooses to be a shifter must be a magician as well. Each can only change into one animal, so no “I’m gonna be a cat, then change into a dog, then change into a Phoenix!” Just…no. Choose one to transform into and leave the rest alone. These can be off of the pet list or you can surprise us and do something completely different. I’d prefer to keep away from the bipedal races with these. An Elven spellcaster can transform to look like a human or half-elf, so that is no feat in a shifter.

    The Phantoms. (Not available as starting race. Rarely available as transformation.) I’ve been waiting for this one. This is one of the most interesting (though possibly longest) race descriptions on here. These are people, usually magicians (and can be any species), who have absorbed somewhere around a hundred, if not more, souls of others, (whether the souls be dead or alive). They undergo a transformation in which their eyes turn blood-red, their hair turns jet black, their skin turns bone white, their ears form points (if they did not already have them), and their teeth become dagger-sharp, with four upper teeth becoming slightly longer than others. Phantoms never refer to themselves as “I” or “me,” but instead as “we” and “us.” After all, a Phantom is technically multiple people, just stored in one body. A Phantom’s mind is usually impenetrable, given the amount of power it has behind it. A person does not have to be willing to become a Phantom. They could be trapped and forced into becoming one. However, such is only useful if you can control one, as they are not ones for working for others. They can transform as a freak accident of some spell they cast. They have power, but it is never enough to them, and they always want more, often absorbing even more souls to feed their quest. They are always magic wielders, whether they were before the transformation or not. They can speak virtually any language fluently, due to the mass knowledge from the many souls. They only make up 1/2% of the population, as they are very rare occurrences. You’ll almost never see two Phantoms in the same place at the same time, and if you do, you’d better run like hell (not to say you’ll outrun them. You likely won’t, but it’s better to try), ‘cuz they will either fight an epic, yet horribly destructive, battle against each other to the death, or they will destroy everything around them while working together. Either way, you won’t likely live to tell the tale, unless you are at a great distance. They are not sexually attracted to any race, even to other Phantoms, and once they undergo the transformation, they are not able to reproduce, so sexual attraction would be pointless.

    And also on the Phantoms, think about their power this way. On average, a Phantom is the equivalent of an Inherishade+HPDementor times 3, depending on the original person's strength and the number of souls consumed. This is why I'm a bit uneasy on allowing these in.

    Okay, that was the longest description yet. Sadly, there’s still more. Next, I’d like to discuss some of the possible pets you may have (either begin with or join you later on) during this RP. Before continuing, I do want to say that I don’t want each player having a bunch of different pets. The number of pets you may have will be partially decided by their size. First, I’d like to explain what types of non-mythical pets would be possible.

    Dog/Wolf. Man’s best friend, right? This could be quite a useful partner in a fight, as they have the ability to tackle and eat the faces off of your opponents. They’re fairly quick, but one of the slowest non-mythical pets available.

    Bobcat. I’m not going to allow a plain old housecat follow you into battle. It just ain’t gonna happen. If you want something like a cat in battle, you’ll have to settle for the Bobcat. Don’t lose hope because of that, though. They are one of the fastest and most agile companions on the battlefield, making them dangerous adversaries, and evenly valuable as a pet.

    Hawk. Yes, a hawk. These birds are incredibly helpful in many ways, as they can fly about the battlefield clawing your enemies and tearing them to shreds. They aren’t the fastest companions, but nor are they the slowest. Their ability to fly makes them a versatile pet.

    Horse. Even though these cannot fight, it helps to have one as a mount. A good sturdy charger gives its rider the high ground in a battle, as well as an advantage of speed. All in all, a horse makes a great pet to have on a battlefield.

    If there’s another animal that you can think of to use as a pet, just let me know. Now, on to MYTHICAL CREATURES! You may encounter some of these, or you may have some as pets, who knows?

    The Dragon. Everyone knows what these are. Giant ferocious fire-breathing monsters that eat you alive. These will be western dragons, in other words, dragons with large torsos and four limbs, a distinctive tail, long neck, and wings, as well as numerous talons and body spikes. If you raise one from birth, there’s a good possibility that you can have one, but it is unlikely that you’ll be able to tame a wild dragon.

    The Phoenix. Ah, yes, my personal favorite mythical creature. They can burst into flames by will, and burn up when they die, being reborn shortly after from their own ashes. The Phoenix is a rare breed, and doesn’t mate often, as they usually can’t find mates, making their eggs a very rare sight. Their tears can heal the most grievous of wounds (except they can’t bring people back to life) and have incredible strength. It is unlikely that you should find one, but in the case that you do, consider yourself lucky, indeed.

    The Griffon. A proud species that possesses parts of both Eagles and Lions. They possess powerful limbs, a lethal beak, and their ability to fly makes them all the more dangerous. To have one of your own that does not attempt to gouge your eyes out when you come near is most definitely a feat to be proud of.

    The Granog. (Not available as pet, though you may encounter some) This cousin of the dragons lives underground. It cannot fly, as it lacks the wings that its cousin holds, though the fire it breathes is much hotter, reaching a temperature even greater than that at the center of the sun. Its hide and scales are the strongest of the dragon family, and are nearly impossible to penetrate with conventional weaponry. The only race known to have raised these is that of the Dwarves.

    The Wyvern. This cousin of the dragon loves the sky, and while it can’t breathe fire like its cousin, it possesses many traits that make it formidable in melee combat. This two-legged, leather-skinned (no they don’t have scales), winged creature has a spear-like tip on the end of its tail that allows it to stab opponents, and then rip out their insides while still injecting a poison into their bloodstream. Each talon has a poison gland that can be used to slay its prey. However, when used on its cousins or other beasts of equal or greater size, it cannot kill unless dealt in great amounts, only serving enough to weaken it. All their fangs are sharp, with two snake-like fangs protruding from its mouth. It is similar to the dragon when it comes to taming, being difficult to tame when wild, while relatively easy when raised from birth.

    The Umbrowl. These are giant owls that are dangerous when approached, as they attack whenever hostility is sensed, or whenever they’re hungry. To catch and tame one, a person must be a master of nature and their feelings, or face the possibility of being eaten. Their tongue is long and whip-like, and their saliva is toxic, able to paralyze nearly anything with just a touch. If it enters your bloodstream, you’d be lucky to survive, as it would likely cause your heart to stop for quite some time. They are most commonly kept by elven spellcasters, though the occasional Vorr has been able to tame them.

    If there is a mythical creature that you think should be included on this list, then let me know and I might add it. (Please, no Unicorns [especially] or Pegasi, people. Just settle for the horse.)

    As far as magic goes, I don’t have a full-fledged magician’s glossary just yet, so you guys will have to tell me what type of spell you want to use before you do so, and I’ll let you know what the incantation is. Remember this, though: Magic is genetic (and a recessive gene at that). Please consider the percentages when deciding whether or not you are a magician.

    Also on the topic of magic: Magic consumes energy from the one generating it. The more powerful the spell, the greater the amount of energy that is consumed. This can lead to a person's death if they aren't strong enough. Magic is something that takes a combination of strength, patience, knowledge, and discipline to master. Without one of these, magicians often find themselves in precarious situations.

    Magic is commonly seen in the form of the four elements: earth, fire, water, and wind, but can also be used in other ways, such as lightning, light, dark, necromancy, etc. It should be noted that most magicians learn to wield fire magic first, as it is a branch of magic that requires some of the greatest amounts of patience and discipline. If one should master fire magic, then one could learn other fields of magic without much trouble.

    I feel that I should also mention this even though it is not common knowledge in my book (of course every magician knows it): the term "magician" (mage for short) refers to ameteur spellcasters, while the term "sorceror" ("sorceress" for females) refers to those more experienced spellcasters. The term "Great Sage" is only used when speaking of a spellcaster who is a master of all forms of magic (except maybe necromancy). Note how I say "master," meaning they can wield each form of magic perfectly. Referring to them as sorcerors may or may not be considered offensive to the person, as it entirely depends on the person, and it is a title that is earned through many years of practicing and perfecting. There is also the term "necromancer" which is refers to those who study the forbidden art of necromancy. These are usually the types of spellcasters who accidentally turn themselves into Phantoms.

    Now on to Character Sheets!

    Character Name: (Try to have this sound Old English-y or Latin. I'm also willing to accept names that sound a bit Norse.)

    Race: (Any of the races mentioned above, Major or Minor, except I would rather not have anyone starting out as a Phantom. It’s just a bit overpowered. The Phantom may not even be available at any point, I don’t know.)

    Home: (Town/City, Country. Where was your character born and where does he/she begin the journey? If different places, please specify. This is optional.)

    Age: (Anything you think would fit. Remember that non-human Races actually have longer life spans, so if you’re an elf, for example, you’ll likely be quite a bit older than a human companion you travel with.)

    Gender:

    Professions/Hobbies: (Make this a short paragraph or two. It doesn't need much.)

    Weapon(s): (A list or 1-2 short paragraphs.)

    Other Equipment: (Just like with the weapons. A list or 1-2 short paragraphs.)

    Magic Specialties (if any): (Not everyone can wield magic, but if you can, then let’s hear your area of expertise. Fire, Lightning, Wind, Earth, Water, Ice, Necromancy? Just list them. If you want to explain a bit, you may.)

    Other Skills: (1-3 paragraphs.)

    Personality: (1-3 paragraphs.)

    Appearance: (If possible, I’d like a picture and a few sentences. If not, 1-3 descriptive paragraphs.)

    Pet Type (if any): (You can have almost any of the pets listed above as long as it’s reasonable.)

    Pet Name: (Again, something with Old English/Latin/Norse origins. Just so long as it isn't some cheesy name like Fido, I'll probably be fine.)

    Pet Age: (Be realistic, please.)

    Pet Appearance: (Same guidelines as with the Character Appearance)

    Pet History: (How did you come to receive this pet or steed? This is optional with the common pets, but for the mythical ones, you will be required to fill this out. Then what have you gone through together so far, or what has it gone through on its own? Make this interesting. Make this 2+ paragraphs, based on how long you've had the pet.)
    Character History: (5+ Paragraphs on your Character's background. I think that since this is advanced, everyone would be able to pull this off.)


    I won’t be too picky about how these are ordered, as long as it’s fairly easy to follow. And just so you know, no characters will be involved in some “Ancient Elven Prophecy” or anything like that. Anyone trying to pull that off will not be accepted.

    When the IC is posted, I would like for your posts to be a minimum of 5 paragraphs, but an occasional 3-4 paragraph post might be okay. You should be able to muster that much, I'd think.

    I think that's all for now. Since my first book is still unfinished (and therefore unpublished) as of yet, I figured I'd give the description as detailed as possible. If there are any questions even after this, please feel free to ask. And remember to have fun!

    Accepted CS's:
    Sabretooth1: Malthus "Scales" Greenwood
    LJCOMICS: Astarte Starsworn
    Rethel34: Adhelm, Elvina, Marciana, and Njord
    Deamonbane: Orm Half-Elven
    ANate: Gregel Lanthar
    Raptorman: Elthric
    Mercenary Lord: Alan Saersson
    DotCom: Vidae and Kiyanna


    You may or may not find a bit more information on my forum (as long as you register. info isn't open to guests for specific reasons.): http://rethel.forumotion.com/ (That link is also in my sig.)
    Last edited by Rethel34; 08-01-2012 at 08:35 AM.

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  2. #2
    And Toad! Sabretooth1's Avatar
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    Character Name: Malthus "Scales" Greenwood

    Race: Shifter

    Home: Arane, Honora. Begins near Vergollde. Malthus was born in the wilds of Honora, near the city Arane. He has considered this his hometown for purposes that his physical features are of an elf's. He lives in the woods nearby Vergollde (Subject to change if there are no woods), keeping mostly to himself unless he requires supplies or goes into the city for work as a stablehand every other day.

    Age: 89

    Gender: Male

    Professions/Hobbies: Malthus enjoys working with all the animals that come into his boss' stables. He enjoys occasionally training them, brushing them, feeding and watering the creatures. And above all else, he enjoys their company. Malthus is a novice at spellcasting, only having been able how to transform properly and how to wield fire as a weapon. He has shown no other skill in the other areas of magic, though other than his old teacher, no one knows what he is or what he can do. He likes to climb trees, search caves, and climb cliffs. Mostly at home in the forest, Malthus is delighted when he is cooking dinner from fresh, wild greens and vegetables, or fresh game caught by himself or another.

    Weapon(s): Malthus is seen around town wearing a blacksmith's hammer around his thick belt, however he is no blacksmith. His house, a small cottage in the woods, holds his longbow, his hunting bow, some skinning and butchering knives, and a hatchet. He knows how to use all these quite well, but he prefers not to engage in close combat without his "true"form.

    Other Equipment: Malthus carries a pouch of coins, a coil of rope, a leather muzzle/harness, a lantern, and a set of spare clothes with him in his knapsack when he goes into town. The harness/muzzle is used for training the beasts at his job.

    Magic Specialties (if any): Malthus can change into the form of a large monitor lizard at-will. Think of a large, reddish komodo dragon (Think about 9 feet long, 2.5 feet at the shoulder, 154 lbs.) His attacks are being able to bite with fangs, gouge and slash with claws, and whip with his long muscular tail. He is faster when it is a nice warm temperature outside, and slower when it is cold.

    Fire spells: Malthus can cast small fireballs, emit a cone of fire in front of him from his hands (Think 3x3ft. AoE), and can create a wave a flame from the ground, straight out in front of him. He can also do simple things, such as melt locks, heat tea, or even start a fire.

    Other Skills: Malthus can "taste" the air. He is able to detect scents in the air of whatever he is honing in on, thanks to his animal form. He is also good at sewing and fishing, but by no means can he consider himself anywhere near a fisherman or a seamstress. He's just good enough to live by it.

    Personality: Normally a loner, Malthus doesn't really talk to people. He interacts with them at his work, but for the most part he stays away from groups of people. He can come off as cold and angry, but Malthus is actually a kind and caring individual if he opens up to you. The trouble is, Malthus has never opened up to anybody, thus resulting in the general population thinking of him as an eccentric hermit.

    Appearance:http://www.wizards.com/dnd/images/gh...566_620_85.jpg
    (Minus the swords)
    Malthus is normally seen with this attire when not at his job. When at his job, he wears a hammer on his belt, a simple tunic, slacks, and a pair of tough leather gloves and boots. Sometimes a thick leather apron.

    Monitor lizard: http://www.animalpictures7.com/i/kom...59-600x401.jpg

    Pet Type (if any): Dragon

    Pet Name: Soren

    Pet Age: 4 years old.

    Pet Appearance: http://1.bp.blogspot.com/_d2nzis4W7m...ent_dragon.jpg

    Soren is just a small baby dragon, only being 4 years of age. He can breathe fire and fly, but not for copious amounts of time. He is only 8 ft. long (From tip of nose to the flank, not including tail) and 165lbs. Wingspan is around 12 ft.

    Pet History: Working in the stables, Malthus has come across a variety of rare and mythical beasts. He has seen some give birth, and others being born. But no beast was as beautiful or as special as Soren. Soren's egg was a large one, opal in color, and mistaken for a freakishly big gryphon or hippogryph egg. It was found in a stall of its own, the last occupant a strange fellow on a gryphon with bulging packs. He looked shady, always checking and re-checking his bags, looking over his shoulder. After a week or two, the man had departed, the egg having fallen out of one of the packs when his gryphon bucked and shrieked over all the weight that it was forced to carry. The owner of the stables had tried to sell it once he discovered it, but could not find any buyers, for he had priced it ridiculously high. Malthus had an immediate interest in this egg. So, he saved up and saved up, hoping that no one would buy it, or that the man would come back. Eventually, the owner realized that if this was a gryphon or hippogryph egg, it should have hatched. He assumed it was a bad egg, and gave it to Malthus to dispose of. Instead of throwing it out, Malthus took it away to his cottage. He polished it, building small nest of leather and sticks for it near his fire, to keep it warm. After a few months of religiously caring for the egg, he heard a loud crack, like someone had snapped the branch from a tree.

    Rushing into the main room, he was shocked to find out that it was in fact no gryphon or hippogryph, but a dragon! What would he do with a dragon? Worried someone would take little Soren away (At the time, it was called Little Dragon), he kept him cooped up in the house, taking care of him in secret. In time, the dragon grew to appreciate and even care for Malthus, and kept him company. Malthus named the little creature Soren, and began to let him wander in the woods with him when he went out to hunt or forage. As time went by and Soren grew larger, Malthus realized that he must soon leave and move to the wilds, or mountains. The town is buzzing with rumors of a "Flying lizard" stealing livestock and terrorizing children. True, Soren has stolen a goat or two before, and he has scared a small child on accident, but he was not the terror they believed. As Soren grows up, Malthus must struggle to Soren's identity, and his own, a secret until they move.

    Character History: Born near Arane to a family of elves, Malthus was always different. As other young boys ran and played, he laid out in the sun. When everyone was busy fighting over toys or who got to pick their team first, Malthus was busy climbing trees of large boulders near the woods. Worried, his family took him to a (Cleric, doctor, shaman. Whatever the elves have) to see what was wrong. Malthus was as healthy as any boy his age, but his connections with his inner spirit made him an avid adventurer, and a loner. As he grew older he was taught to sew, to cook, to clean. How to live life on his own. His mother knew that one day Malthus would be on his own, and she was prepared to teach him how to live independently. His father, however, wanted his son to be a strong sorcerer.

    Sending Malthus off to a school for young and upcoming mages, it was there that it was finally found out about his heritage. He was a shifter by birth. His teacher, a wise old elf named Ebrithil, took him aside for private lessons. He did not want the boy to be shunned for his inheritance, so he taught Malthus how to harness and control his inner beast. Malthus also learned how to manipulate, create, and use fire. Everything he did was a test, everything was graded on becoming a stronger mage or being more proficient in everything as a lizard. Many years had passed, until Malthus had reached 30 years of age. He had spent more than half his life mastering his beast spirit and fire magic. However, he was virtually unable to grasp the other elements. For whatever reason, when trying to conjure water or manipulate the earth, he couldn't do it.

    Frustrated with himself and the school, he left for the forests near Vergollde. He spent around a year doing odd jobs around the farms near the city, and building a small cottage deep in the woods. Once he was satisfied, he convinced a stable owner to hire him on for extra help every other day. The pay wasn't that good, but it suited Malthus' needs. For ten years he worked in the stables, learning how to train beasts, how to care for them. No one knew his true story, no one bothered to know. He was anonymous, and he enjoyed it. On long summer days, he'd bask in the sun on top of a large rock in the woods in his animal form. He prowl the forest for deer and other wild game, always training himself to be a better hunter, or fighter. He rarely used his fire magic, except for cooking, clearing brush out, keeping himself warm, or starting fires. Then, when he was 41, everything changed. He met Soren (See above story). For four years he trained and cared for the little dragon, worrying about more than himself for once. Afraid that if the population found out about Soren, they'd kill him, or take him away, Malthus has been saving up money for supplies. He plans on moving somewhere warm and isolated. He just needs a map to figure out where the "perfect" spot may be.



    ((I hope this is good enough. I'll edit whatever needs editing. I assumed since dragons were rare, they were often feared and shunned in society. Also, I assumed that some breeds were city-worthy, such as the mounts or pets. I would think that they would need stables to accommodate themselves. I didn't really know a lot of the background stories of the capitol, or of the creature's reaction with people, so I improvised. I'm willing to fix it up, or even re-start my character sheet if need be.))
    Last edited by Sabretooth1; 07-29-2012 at 04:22 PM.

  3. #3
    I thought I was forgetting something. Approx. lifespans for the races. I'll get those in a bit.
    a wise old elf named Ebrithil
    lmao at Inheritance reference. It's alright, though. This is similar enough to Inheritance that if you use that as a guide, I can help you through the rest of it.

    Yeah, I think the only thing might be the age. I think I said elves aren't considered adults until 80, but I'll double-check and transfer them over here. c:
    needs a map
    You're having problems with the map too? I'll have it up sometime soon, hopefully.

    I'll say this is Accepted.

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  4. #4
    450 years for an elf. Give or take.

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  5. #5
    And Toad! Sabretooth1's Avatar
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    Thank you very much! I didn't want the dragon to be too powerful, y'know? I mean, I know they get to like, the size of a castle, but that takes time. A loooong time. They start somewhere, right? lol

  6. #6
    Exactly. Maybe some of the others will make a CS. I'd hope they're working on those right now, but that might be a bit too much to ask. lol

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  7. #7
    Instant Crush LJCOMICS's Avatar
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    How much leeway are we allowed with Elven culture? Things like religion and social class. Because you haven't provided much.


  8. #8
    I'm really open to quite a bit. Throw something at me and we'll see how it goes.

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  9. #9
    Instant Crush LJCOMICS's Avatar
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    I was considering having them abide by a strict social class structure, and then otherwise have a feudal system of government.

    Mostly because I was planning on having my character as something like a Knight-Errant or a Ronin.


  10. #10
    Social class structure is fairly loose, though it does have tiers. Otherwise, go for it.

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