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Thread: Blood OOC

  1. #1
    First-Class Necromancer Warden of War's Avatar
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    Blood OOC

    ~Blood~

    CHAPTER ONE:
    THE INFERNO

    ACT II IS HERE!

    Blood, a Naersan Childrens' Rhyme

    The demons' wail in inferno’s depths,
    As restraining chains are shattered,
    The Pitted souls in their abodes,
    then broke free and scattered.
    Upon the crust war wages on,
    Between the red and gold,
    Neither side gains any ground,
    As nations and men grow old.

    The LichLords rise in wild power,
    and slay all who oppose,
    the Chaos reigns in tainted glory,
    always their power grows.
    Arcane fades, weak and dim,
    but never does it fail,
    the gods walk on Tiien again,
    looking for Savior's sail.
    ...


    IC is up!


    Accepted CS











    Foreword
    __________
    This rp is derived from a world I came up with several years ago and had planned to turn into a book, but, my drafts of it were wiped off my computer, and I abandoned the project. It has a fully blown lore, as well as several cultures, etc, etc.
    If you wish to change or add something, feel free to ask me about it, and if I say no, don't take it personally. This place has a set lore which I'd like to abide to, though I'll add new things if I must.


    My view on this is completely changed. This has become an open project and world; ready for any change you suggest. If I like it, and it doesn't interfere with in-character lore too much, I may actually use your idea.

    Another thing is the addition of small villages, caves, etc.
    Seeing as coming up with all of them alone would be a large undertaking, if you want a settlement of some sort, I'll have a sheet for you to fill out along with your CS.
    ______________

    In the world of Tiien, Magic reigns supreme. One out of three people is a mage; born with the Mageblood; exclusive to them. Mageblood is their source of power; and without it, they'd be just as normal as everyone else.
    Mageblood, as is hinted, is actually within... well, the Mage's Blood. In fact, it substitutes for about 50% of their total bloodstream. As spells are cast, Mageblood is used, and the less Mageblood the Mage has, the more sickly they will become. Seeing as Mageblood is more than half of their normal blood, overuse of it can cause "Blood-Sickness", which includes Nausea, Disorientation, and to a point, fainting. It can also cause death, when the heart begins to pump so fast, trying to circulate enough blood to sustain magic as well as bodily functions, it can burst. That said, the more the Mage uses magic, the more they learn about the control of Mageblood. Stronger and more experienced mages know ways to restrict the flow of Mageblood, and can cast spells for a long time, while newer mages will be able to cast little without fatigue. Mageblood also regenerates as normal blood would.

    Aside from that, there are also different types of Mageblood. Within each Mageblood, there are two classes of magic, of which anyone with the appropriate Mageblood can cast from, though most Mages specialize.

    Magic in itself is simply the manipulation of Arcanite. With current scientific understanding, I'll put it into terms. Arcanite is the building blocks of the building blocks, atoms. They are the "Thisness and Thatness" of matter as a whole. It is the... Pure essence of the world.
    Mageblood is the catalyst which allows mortals to use it.
    Mageblood itself is only one way to get to Arcanite, and mostly, each blood only has a capacity to manipulate one branch of Arcanite.

    Magebloods and Schools
    Each Blood is made up of two different schools; a seperation of powers that really only applies to those less experienced in magic. In time, most mages will become a master in both Schools of their Blood.



















    I have several plot ideas lined up, and your characters will become more adept at magic as we go along. You'll all start as somewhat newbies, having no official training, though you may have been trained locally.
    __________________________________________________ _____________

    The World of Tiien












    _______________________

    Major Political powers/alignments





    Gods
    ~God-Domains~
    Billant-Light; Sun; Warmth
    Torria-Fire; Pyromancy
    Gaurot-Death; Rebirth; Souls
    Crugh-Earth; Stone; Dwarves; Geomancy
    Whein-Water; Ice; Seas; Hydromancy/Cyromancy
    Kurth-Nature; Floramancy; Fauna
    Aarem-Black magicks; Vampirism; Evil; Suffering
    Ren-Generality (God of all Domains)
    Leehno-Moons; Space; Stars; Sky
    Baltam- Body; Flesh; Physical; Vitalimancy
    Moltom-Mind; Brain; Intelligence; Wisdom; Knowledge; Mental
    Duur-Insanity; Mental illnesses; Cripples (Bodily or mentally); Psychomancy
    Gusstha-Air; Wind; Clouds; Flying
    Xiah-Lust; Beauty; Passion; Love
    Sammel-Thievery; Beggars; Mistrust; Wealth

    Other Deities/Beings

    Demons of interest
    ________
    Kudd-Gro'Feesah: He's been around for a long time. Yep, that's right, he's Satan. In this day and age, we only have faint memories of him, warnings in a book. Little do we know, he lies beneath our Science-shrouded noses, deep within the Inferno. Now, nearly 2,000 years after modern times, after a nuclear war, the rise of magic, and such... He's back; on the mortal plane. He is the lord of Demons and Infernal magic; he knew of magic since the beginning of time, and allowed some of his followers to preform magic before mageblood was widely distributed.

    Gornun'Tu-Gash: Kudd's right-hand man, he's been with the Dark Lord since the beginning of time. He is a mere rat compared to his master, but even the most powerful mortal Demonomancers pale in comparison to him. He specializes in using mortal's weaknesses against them, especially greed.

    Gro'Kree: Bird-like demons who feed primarily on human flesh. They are known by their distinctive "Kree" screech.

    Gro'Dorn- They are the grunts of the demon force. They're known for their swiftness and deadliness in combat. They have minimal control over fire, classifying them as Pyromancers. Sometimes, they are also called Imps.

    Gro'Shai- These demons are some of the most powerful and feared, albeit least understood. They are often known as Wraiths, and have no 'real' physical form. They are ethereal to anything in the Mortal Plane, thus cannot do damage. BUT, they are the only demons capable of possessing a living creature, taking over it's body, sometimes permanently.

    Gro'Na- Sometimes considered the most powerful demons; the Gro'Na are the few, few demons with free will. Not only can they deny Kudd's call, they can also use any magic they want; they seem to not be bound by Magebloods. It is assumed that Kudd'Gro-Feesah is actually a very powerful Gro'Na.
    (This isn't EVERY demon out there. Just the majority of them. There are others, use your imagination!)

    ________________________________
    Death, Rebirth, and the Pit

    Death- When a person dies, the soul vacates the body and leaves it as a lifeless husk. Little respect is shown for corpses, as the dead are not considered sacred. The soul is then brought to the Underworld, Gaurot's realm, to await judgement by it's Angel of Death which will be tending to it.

    Rebirth- The Angel who attends to the soul depends on how the soul was forced to leave it's body. If the soul lead a bad life, it is forced into 'The Pit', basically a place of torture for souls. If a necromancer summons a spirit, he/she pulls from the pit.








    __________________________________

    Races














    Literature
    These are excerpts from books of interest in the world of Tiien, for easier comprehension.









    _________________
    RULES
    _________________
    1: Follow all RPG basic rules.
    2: Respect your fellow Rp'ers.
    3: If you think someone is overstepping their boundaries, tell ME and I will look into it.
    4: If you overstep your boundaries, I'll tell you, void what you did, and give you a warning. After two warnings, you are at risk of being kicked from the RP. DO NOT BE OP.
    5: 'Hogwash' is the current secret word.
    6: I'm not much of a stickler, seeing as this is casual, But I want a minimum of a paragraph per post, if at all possible.



    Character Sheets!




    Last edited by Warden of War; 03-20-2013 at 09:08 PM.

    Thanks, Lillian Thorne, for my Signature and Avatar!

    Blood-Chapter I: The Inferno, Act II "Dead Ends" OOC- A fantasy Magic-based roleplay.

    The deepest shadows are always cast by the brightest lights.

  2. #2
    Imperial City Prisoner Valendreth's Avatar
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    UserName: Valendreth

    Character name: Rendar Gulch

    Age: 25

    Mageblood type: Climate

    Favoured Magic Class: Electromancy

    Previous Magic training: None but what he has taught himself.

    Appearance: (Not anime, but let me know if you want me to change it)
    He is a Naersan.

    Short Bio: Rendar grew up in Shimmerstone with his father. His mother had died after giving birth to his brother. He used to go hunting with his father, but was never really one for a bow. When he was 15 his father began to train him in swordfighting. Rendar excelled at it, and planned on joining the Empire's guard until he discovered his magical powers. Rendar began to teach himself how to use it, but there was only so much he could find out on his own. All he knew was he could cause gusts of wind and summon small amounts of electricity. He wanted to learn how to control his powers, so he applied for the Aerta College of Magicks.

    Good Attributes: Good swordfighter and runner

    Bad Attributes: Selfish

    Secret Word: Hogwash
    Last edited by Valendreth; 12-12-2012 at 04:03 PM.
    Thanks to Lillian Thorne for the awesome sig!

    "You're going to die in here..."

    RP's I am currently in

    GM: InkedWolf

  3. #3
    First-Class Necromancer Warden of War's Avatar
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    Alright then, only thing of is that Eania is an Empire.
    Empire's guard :3
    Eiher way, 'tie great. Accepted.
    And i don't mind art, just no Anime.

    Thanks, Lillian Thorne, for my Signature and Avatar!

    Blood-Chapter I: The Inferno, Act II "Dead Ends" OOC- A fantasy Magic-based roleplay.

    The deepest shadows are always cast by the brightest lights.

  4. #4
    Living Art Gurl InkedWolf's Avatar
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    Please fill out and post in

    UserName: (Obvious) Inkedwolf

    Character name: (First, Last, and any titles.) Pylia Keltafer

    Age: (No younger than 18, can be any older.) 27

    Mageblood type: (Choose from one of the 7.) Light Mageblood

    Favoured Magic Class: (Choose one of the two in your mageblood) Vitaliamancy

    Previous Magic training: (No official training, you'll all be Novices.) Worked in the temples tending to the sick, wounded and dying.

    Raceone from the list)Naersan Humans

    Appearance: (Real pic is applicable, no Anime, please. A description is also nice.) She's shorter then the average human. She's got an hourglass figure, mainly keeps it hidden within the robes signifying her as a healer. Long pale blonde hair that she keeps tied back in an elegant braid.

    Short Bio: (Nothing major, just some background.) Pylia came to the school at the request of the Healer of Hope, she displayed remarkable talents when it came to healing those seeking aid at the temple. She's quiet and caring, and believes she is blessed to have mageblood, for now she has only used the skills of healing. She is reluctant to try the other half of her mageblood skills yet. She has no combat experience and is afraid of having that potential tested.

    Good Attributes: (Any knacks, skills, etc. That could benefit the Character.) Talented healer, friendly, tries her best to bring out the attributes of her friends.

    Bad Attributes: (At least one Phobia, cripple, or quirk that could hinder your character.) The dark

    Secret Word: (Hint: Read the RULES!) Hogwash

    Take my love, take my land...

  5. #5
    Senior Member Zessoku's Avatar
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    UserName: Zessoku (Ziogen; I'll try to keep posts on this account.)

    Character name: Zessoku Yachiyo
    Age: 23
    Mageblood type: Binding Blood
    Favoured Magic Class: Both practiced equally. (Necromancy if I have to pick one.
    Previous Magic training: Very little magic training from leisurely practice.
    Race: Human
    Appearance: Although not short, her stature is a bit smaller than most. Combined with her still young features, she is seen as more of a girl than a woman. Her eyes are a bright brownish orange, and her black hair reaches down to the back of her ribs, her bangs cut straight without any design. Her posture is often rigid, and she doesn't usually move more than she has to. Her choice of color is black, and she usually isn't seen without a muffle of the same color [It's good for keeping her mouth shut in fragile moments!] She prefers boots over shoes, and tends to wear clothing that won't hinder movement.


    Short Bio: Zessoku is the daughter of a foreigner and an Enian mage/merchant, both of whom based themselves in Port Slaughter for trade. Intially, both of her parents didn't want her. That never changed, although the maternal instincts of the mother still gave enough grace for Zessoku to grow up. She learned two things: She had to be useful, and she couldn't let her emotions get in the way. When Zessoku was seven, having sent out to buy some things, she learned a third thing. In Port Slaughter, you had to be rough. Her body bruised from initially refusing to hand over the money, she knew she couldn't go back home until she got the money back. It took a few days, but eventually she integrated into a pack of street-rat children, making enough money to go buy the loaf of bread she was asked to. Hmm? Yes, she got mugged and beaten over money that was hardly enough to buy a loaf of bread. Welcome to Port Slaughter. When she got home, her excuse was that she got lost. Seeing her bruised body and tattered clothes, her father didn't beat her. He savagely beat her.

    As Zessoku grew up, she became better at following the three rules. With less harsh circumstances, she was a bit clueless as how to act. Eventually she took to the game of trying to better act out emotions, (not in front of her parents of course,) and enjoyed it. Eventually she was old enough to be kicked out of her home, and from then on she made it completely by herself, instead of mostly by herself. Having been raised in Port Slaughter, she made it off better than most. Added to the fact that she discovered her Mageblood, and she was quite 'happy' with herself. With nothing new or interesting in Port Slaughter happening, she decided to take advantage of her Mageblood and enroll in the Aerta College of Magicks.

    Good Attributes: Highly Technical thinking, doesn't panic or judge on (her very dull) emotions. Skilled at physical fighting (without magic.) Has a 'jack of all trades' tendancy which allows for slight skill in most things she tries her hand at (due to her technical nature,) but excels at nothing in particular. (Mental skills and her skill in fighting excluded.)

    Bad Attributes: Tends to forget things that she doesn't believe are important. Completely forget, as in she wouldn't even realize she should already know it if she was told again (She does retain it for three days, incase it is needed for the short term.) Poor social skills. Really poor. She'll punch a person to see their reaction, if she believes it'd be interesting. In fact, she tries a lot of ridiculous things that she believes would be interesting that. With her technical thinking, she doesn't feel strong emotions. Because of that, she often tries to act out emotions, which is some cases are completely inappropriate.
    (Example: [Your father is dead.] "Ah, I'm Jealous."
    Since the whole concept of the Pit and Reincarnation would be interesting for her, and she accepts the technical aspect that everyone dies, she chose jealousy over sadness.)


    Secret Word: Hogwash



    (Not sure if you wanted the settlement sheet for this purpose or not, but I'll be using it to describe Port Slaughter, if you're okay with it.)


    Name: Port Slaughter
    Type: City (Highly based on trade)
    Description: #11 on the Map, to the east.
    Port Slaughter may be in Djarkel territory, but the city itself is open to anybody from anywhere, and isn't under strick Djarkel rule. A bustling trade city, its said if you can make it here, you made it for life. Of course, that saying only came from a few wealthy merchants. The rest of the city is made of sailors, scum, theives, muggers, people with crushed dreams, and people with dreams yet to be crushed. With all the alignments intermixing without a clear government, the city is close to anarchy. That's why when you here someone is 'from Port Slaughter' you immeadiatelly assume trouble. Many things you would find on the Black Market are for sale in open daylight here.

    Alignment: Technically Djarkel, but can be considered Neutral for the most part.
    Location: A coastal city on the east, it also has access to Whein's Finger to allow for inland transfer of goods using ships.

  6. #6
    Junior Member
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    UserName: acilper
    Character name: Keh'ral Yyghot
    Age: 26
    Mageblood type: Nature Mageblood
    Favoured Magic Class: Geomancy
    Previous Magic training: In the holy grounds he was taught the basics of his magical skills. When he left home, he was able to teach himself a bit more, though he travels to perfect his magic.
    Race: Yarosmerian Human
    Appearance: Keh'ral is a dark skinned man with a pale blue eyes standing at around 6'1”. His skin, especially on his hands and feet, is somewhat rough from working. He has a small scar on the back of his right leg from an attack from a wild animal, though he generally covers it. He also has his family mark, which is a small desert flower in a 10-spoked wheel, tattooed on the back of his hand. His clothing is simple and made from a fine fabric grown only in the desert. It covers his body, though the sleeves cut off slightly midway down his forearms. He wears no shoes, though occasionally wears a pair of worn leather sandals.
    Short Bio: The village in which he grew up forbade the use of magic outside of the holy ground, so he learned little of how to actually use his magic. He grew up with a mother who worked as a cloth-maker for the village and a father who worked as a builder for a neighboring village. When he was of age at 12 years, he went to work with his father, but a few years later at the age of 18, went to work for a trader in another neighboring village, where his earnings were good enough to keep him in good social standing. When he reached the age of 24 he left his village to travel. He is still currently traveling, making a living off buying and selling oddities that he comes across.
    Good Attributes: A friendly man, physically fit and able to carry and fight with his hands without to much exertion. Good conversation skills, due to years of working as a merchant. Willing to explore to find the odd and extraordinary. Well off in close combat.
    Bad Attributes: Very basic magical knowledge. Self-governing by a set of rules he laid upon himself, and will not act if it breaks these rules. Not good in ranged combat. Refuses to use magic unless the situation is in need of his magic.
    Secret Word: Hogwash

    Name: Village of the Shifting Sands
    Type: Village
    Description: The Village has a population of around 50 people, excluding the merchants that show up from other villages to trade goods. It is a small, tightly packed village where the buildings are made of cut stone from the desert that is found deep under the sand. The Priest's home is the largest of buildings in the village, and is decorated with the richest of paintings and other artwork from the traders. The Holy Grounds is a large oasis near the village that is used as a place of worship for the villagers and for the training of magic for those who are born with Mageblood. The village is governed by the priest, though the home is very matriarchal.
    Alignment: Neutral
    Location: Far West of the Desert Border
    Last edited by acilper; 10-30-2012 at 01:09 PM.

  7. #7
    First-Class Necromancer Warden of War's Avatar
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    Quote Originally Posted by Zessoku View Post
    UserName: Zessoku (Ziogen; I'll try to keep posts on this account.)

    Character name: Zessoku Yachiyo
    Age: 23
    Mageblood type: Binding Blood
    Favoured Magic Class: Both practiced equally. (Necromancy if I have to pick one.
    Previous Magic training: Very little magic training from leisurely practice.
    Race: Human
    Appearance: Although not short, her stature is a bit smaller than most. Combined with her still young features, she is seen as more of a girl than a woman. Her eyes are a bright brownish orange, and her black hair reaches down to the back of her ribs, her bangs cut straight without any design. Her posture is often rigid, and she doesn't usually move more than she has to. Her choice of color is black, and she usually isn't seen without a muffle of the same color [It's good for keeping her mouth shut in fragile moments!] She prefers boots over shoes, and tends to wear clothing that won't hinder movement.


    Short Bio: Zessoku is the daughter of a foreigner and an Enian mage/merchant, both of whom based themselves in Port Slaughter for trade. Intially, both of her parents didn't want her. That never changed, although the maternal instincts of the mother still gave enough grace for Zessoku to grow up. She learned two things: She had to be useful, and she couldn't let her emotions get in the way. When Zessoku was seven, having sent out to buy some things, she learned a third thing. In Port Slaughter, you had to be rough. Her body bruised from initially refusing to hand over the money, she knew she couldn't go back home until she got the money back. It took a few days, but eventually she integrated into a pack of street-rat children, making enough money to go buy the loaf of bread she was asked to. Hmm? Yes, she got mugged and beaten over money that was hardly enough to buy a loaf of bread. Welcome to Port Slaughter. When she got home, her excuse was that she got lost. Seeing her bruised body and tattered clothes, her father didn't beat her. He savagely beat her.

    As Zessoku grew up, she became better at following the three rules. With less harsh circumstances, she was a bit clueless as how to act. Eventually she took to the game of trying to better act out emotions, (not in front of her parents of course,) and enjoyed it. Eventually she was old enough to be kicked out of her home, and from then on she made it completely by herself, instead of mostly by herself. Having been raised in Port Slaughter, she made it off better than most. Added to the fact that she discovered her Mageblood, and she was quite 'happy' with herself. With nothing new or interesting in Port Slaughter happening, she decided to take advantage of her Mageblood and enroll in the Aerta College of Magicks.

    Good Attributes: Highly Technical thinking, doesn't panic or judge on (her very dull) emotions. Skilled at physical fighting (without magic.) Has a 'jack of all trades' tendancy which allows for slight skill in most things she tries her hand at (due to her technical nature,) but excels at nothing in particular. (Mental skills and her skill in fighting excluded.)

    Bad Attributes: Tends to forget things that she doesn't believe are important. Completely forget, as in she wouldn't even realize she should already know it if she was told again (She does retain it for three days, incase it is needed for the short term.) Poor social skills. Really poor. She'll punch a person to see their reaction, if she believes it'd be interesting. In fact, she tries a lot of ridiculous things that she believes would be interesting that. With her technical thinking, she doesn't feel strong emotions. Because of that, she often tries to act out emotions, which is some cases are completely inappropriate.
    (Example: [Your father is dead.] "Ah, I'm Jealous."
    Since the whole concept of the Pit and Reincarnation would be interesting for her, and she accepts the technical aspect that everyone dies, she chose jealousy over sadness.)


    Secret Word: Hogwash



    (Not sure if you wanted the settlement sheet for this purpose or not, but I'll be using it to describe Port Slaughter, if you're okay with it.)


    Name: Port Slaughter
    Type: City (Highly based on trade)
    Description: #11 on the Map, to the east.
    Port Slaughter may be in Djarkel territory, but the city itself is open to anybody from anywhere, and isn't under strick Djarkel rule. A bustling trade city, its said if you can make it here, you made it for life. Of course, that saying only came from a few wealthy merchants. The rest of the city is made of sailors, scum, theives, muggers, people with crushed dreams, and people with dreams yet to be crushed. With all the alignments intermixing without a clear government, the city is close to anarchy. That's why when you here someone is 'from Port Slaughter' you immeadiatelly assume trouble. Many things you would find on the Black Market are for sale in open daylight here.

    Alignment: Technically Djarkel, but can be considered Neutral for the most part.
    Location: A coastal city on the east, it also has access to Whein's Finger to allow for inland transfer of goods using ships.
    Accepted. As for the CS, You guys can explain the cities as you see fit. Port Slaughter, in my mind, is a rough place, so you hit it spot on. I'll show some racial domains for technicalities.

    Quote Originally Posted by InkedWolf View Post
    Please fill out and post in

    UserName: (Obvious) Inkedwolf

    Character name: (First, Last, and any titles.) Pylia Keltafer

    Age: (No younger than 18, can be any older.) 27

    Mageblood type: (Choose from one of the 7.) Light Mageblood

    Favoured Magic Class: (Choose one of the two in your mageblood) Vitaliamancy

    Previous Magic training: (No official training, you'll all be Novices.) Worked in the temples tending to the sick, wounded and dying.

    Raceone from the list)Naersan Humans

    Appearance: (Real pic is applicable, no Anime, please. A description is also nice.) She's shorter then the average human. She's got an hourglass figure, mainly keeps it hidden within the robes signifying her as a healer. Long pale blonde hair that she keeps tied back in an elegant braid.

    Short Bio: (Nothing major, just some background.) Pylia came to the school at the request of the Healer of Hope, she displayed remarkable talents when it came to healing those seeking aid at the temple. She's quiet and caring, and believes she is blessed to have mageblood, for now she has only used the skills of healing. She is reluctant to try the other half of her mageblood skills yet. She has no combat experience and is afraid of having that potential tested.

    Good Attributes: (Any knacks, skills, etc. That could benefit the Character.) Talented healer, friendly, tries her best to bring out the attributes of her friends.

    Bad Attributes: (At least one Phobia, cripple, or quirk that could hinder your character.) The dark

    Secret Word: (Hint: Read the RULES!) Hogwash
    Accepted.

    Quote Originally Posted by acilper View Post
    UserName: acilper
    Character name: Keh'ral Yyghot
    Age: 26
    Mageblood type: Nature Mageblood
    Favoured Magic Class: Geomancy
    Previous Magic training: In the holy grounds he was taught the basics of his magical skills. When he left home, he was able to teach himself a bit more, though he travels to perfect his magic.
    Race: Yarosmerian Human
    Appearance: Keh'ral is a dark skinned man with a pale blue eyes standing at around 6'1”. His skin, especially on his hands and feet, is somewhat rough from working. He has a small scar on the back of his right leg from an attack from a wild animal, though he generally covers it. He also has his family mark, which is a small desert flower in a 10-spoked wheel, tattooed on the back of his hand. His clothing is simple and made from a fine fabric grown only in the desert. It covers his body, though the sleeves cut off slightly midway down his forearms. He wears no shoes, though occasionally wears a pair of worn leather sandals.
    Short Bio: The village in which he grew up forbade the use of magic outside of the holy ground, so he learned little of how to actually use his magic. He grew up with a mother who worked as a cloth-maker for the village and a father who worked as a builder for a neighboring village. When he was of age at 12 years, he went to work with his father, but a few years later at the age of 18, went to work for a trader in another neighboring village, where his earnings were good enough to keep him in good social standing. When he reached the age of 24 he left his village to travel. He is still currently traveling, making a living off buying and selling oddities that he comes across.
    Good Attributes: A friendly man, physically fit and able to carry and fight with his hands without to much exertion. Good conversation skills, due to years of working as a merchant. Willing to explore to find the odd and extraordinary. Well off in close combat.
    Bad Attributes: Very basic magical knowledge. Self-governing by a set of rules he laid upon himself, and will not act if it breaks these rules. Not good in ranged combat. Refuses to use magic unless the situation is in need of his magic.
    Secret Word: Hogwash

    Name: Village of the Shifting Sands
    Type: Village
    Description: The Village has a population of around 50 people, excluding the merchants that show up from other villages to trade goods. It is a small, tightly packed village where the buildings are made of cut stone from the desert that is found deep under the sand. The Priest's home is the largest of buildings in the village, and is decorated with the richest of paintings and other artwork from the traders. The Holy Grounds is a large oasis near the village that is used as a place of worship for the villagers and for the training of magic for those who are born with Mageblood. The village is governed by the priest, though the home is very matriarchal.
    Alignment: Neutral
    Location: Far West of the Desert Border
    The Settlement sheets can also be used this way. Both your character and village accepted.

    Thanks, Lillian Thorne, for my Signature and Avatar!

    Blood-Chapter I: The Inferno, Act II "Dead Ends" OOC- A fantasy Magic-based roleplay.

    The deepest shadows are always cast by the brightest lights.

  8. #8
    Senior Member Lucius Cypher's Avatar
    Join Date
    May 2012
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    3,019
    UserName: Lucius Cypher

    Character name: Karnage Urabrask Vorinclex

    Age: 324

    Mageblood type: Binding Blood

    Favored Magic Class: Demonomancy

    Previous Magic training: Spent a large part of his life practicing by himself. Has no formal training, but is creative with the basic.

    Race: Orc. Originally.

    Appearance:

    Short Bio: Karnage Urabrask Vorinclex was part of a nomadic tribe of Orcs, he himself born under a weapon smith. For a good part of his youth, he spent it with his father, a blacksmith, learning his craft. Occasionally, his tribe would find a village an trade, and there he would observe other smiths in their crafts. Though most orcs his age would, by now, have been training in some form of weapon, Karnage instead chose to deviate from weapon training and better his skills as a smith. This alienated him from orcs his age, but none would dare mock him, as his skills as a smith were quite remarkable at his age. At around the age of 20, Karnage discovered something about himself; he had mage blood. Specifically, Binding Blood. In his tribe, those with Mage blood usually would have to leave in order to learn their magic, almost none of them ever returning. But Karnage was a orderly orc, and as per tradition, he too left the tribe to find someone to teach him how to use his powers. Unfortunately, he decided to test it out before he gained any practice. He was traveling along side the Ravine of Demons, a place filled with demons, monsters, and abominations. There, he decided to use test his Binding Blood, to see what sort of magic he was able to preform. What happened was that he summoned a moderately powerful demon, but he had no control over it. The demon posses Karnage, and at the time, the two fought each other in the center of Karnage's mind, fighting for control. During this struggle, Karnage fell into the Ravine of Demons, and miraculously, didn't die. But what happened afterwords was that other demons, seeing what they thought was a corpse, attempted to corrupt the body, to turn it into their slave. some simply tried to eat him. But through force of will, Karnage managed to stop the possession attempts, and anything that tried to eat him. But his body has been warped. Only vaguely humanoid, Karnage was turned into something that was no longer an Orc.

    Seeing what he had become, Karange did not bother to leave the ravine. To him, this was the only place he would belong to now. So after fighting for his right to live in the Ravine, Karnage began, at the age of 30, to settle down. Using only his clawed hands, he carved himself a forge next to a river of lava, where he would live the rest of his life. The demons and monsters that dared bother him were killed and eaten by Karnage for substance. Here, he also discovered what treasures were within the Ravine of Demons; ores and materials that he could use to create his crafts. It was while extracting these ores and materials that he practiced his Binding Blood, using the Demonomancy Infernal Magic to light up the darkness, or remove ores from stones. Here he also mastered his trade as a smith, practicing and perfecting to art of crafting all sorts of things, from pots and silverware, to armor and weapons. He also became a proficient hunter, occasionally hunting down powerful monsters within the ravine for materials for his craft or of substance. Recently, he has begun to go to the surface in attempts to trade. Little did he know, he spent little under 300 years in the Ravine of Demons, and much has changed since then.

    Good Attributes: Perspective of his surroundings, also a master blacksmith. All he needs is time, and he could repair or make you anything you desire. Very dexterous and good with his hands, he could turn anything in his hand into a lethal projectile with his amazing accuracy, be it rocks, furniture, knives, or snowballs. Also very good at being stealthy, as living wihtin the Ravine made him have to learn to hide, from both predators and prey.

    Bad Attributes: He's jumpy and prone to violence due to living within the ravine for so long, he's also very protective about his crafts. To steal them, damage them, or insult them is a quick way for him to insert said weapon into the body of the offender. He also doesn't bath and smells like a combination of decaying corpses, soot, and burning metal. He's also quite ugly, and looks like a monstrous abomination. Lastly, due to have been separated from civilization for so long, he doesn't speak the local language. He still speaks and only knows the old tongue of his people three hundred years ago, which sound mostly like a series of clicks.

    Secret Word: Hogwash


    Name: Ravine of Demons

    Type: Ravine

    Description: Known as the Ravine of Demons due to the high population of demons, monsters, and abominations, only those with a death wish would dare attempt to go here. There isn't a settlement or any form of ruling class here, as it is every creature for themselves. Most leave each other well enough alone, but it is a common sight to see them fight to the death upon seeing each other. The Ravine as a strange property that allows the creatures of the Inferno to come into this realm, though they would have to deal with other demons and monsters if they wish to leave the Ravine. another trait is that nothing rots down here; everything that dies does not decay or rot, though the smell still persist. There for, it is no surprise to see giant monsters laying motionless on the ground, not asleep but dead. Usually, however, the corpses would be eaten down to the bones, and even then.

    Alignment: Within Djarkel, but ultimately neutral

    Location: Largest access point is between Sorrow and Fringe, but there are other caves and entrances scattered throughout the world that can leave to the Ravine of Demons. Karnage himself lives near an entrance that is close to Sanguine, on a higher level on Mount Sanguine.

  9. #9
    First-Class Necromancer Warden of War's Avatar
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    Oct 2012
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    I hesitantly accept your CS because it is very creative, but you need some sort of combat weakness. The ravine is a good idea, and is accepted.

    Thanks, Lillian Thorne, for my Signature and Avatar!

    Blood-Chapter I: The Inferno, Act II "Dead Ends" OOC- A fantasy Magic-based roleplay.

    The deepest shadows are always cast by the brightest lights.

  10. #10
    Senior Member Lucius Cypher's Avatar
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    May 2012
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    Combat weakness? He's old, not invincible. Besides that, he's a hunter, not a soldier. If he had to stalk you, lay traps for you, then ambush you, then yeah, he's a pretty mean threat. But in a strait up fight? He's about as dangerous as any other wild animal. A knife in the heart, deep lacerations, poison, all will kill him just as well as it would any other creature. He's just used to it. His only combat traits would be that he knows how weapons are supposed to be used, not that he's good with anyone in particular, and that he has thick flesh and quick movements. Which is something I'm sure everyone else has as well.

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