Hidden 10 yrs ago 10 yrs ago Post by Nephriel
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Nephriel The Frequently Missing.

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"The world has changed... battles have torn cities asunder and wars have ravaged these lands countless times, but every time we've rebuilt. A thousand times nations have crumbled only to be born again from the ashes under another name, another banner. Yet, I fear there is something in the air that is poisoning us, something sinister, a harbinger of something far worse to come than the petty quarrels of mere mortals. I fear an end for us all... a final end. Even now, there is a chill in the air, it clings tightly to the skin like something sickly... leaching away the warmth and the light making everything seem dim and grey. Something is wrong, something is off. The Seers have gone blind to the future, able to see nothing but darkness and blurred shapes in their mists. Even the harmonies of our reality have become discordant and unpleasant to the ears of the Elder ones. Dragons are disappearing, sinking in to unnatural hibernations from which they will not wake, turning into living stone. It is as if someone is sucking all the magic from the world, bleeding it dry... and in a world that thrives on magic, where magic is as much 'life' as is the blood in our veins, children are being born without it for the first time in millennium... and people are terrified. I know what is to come, I've seen what the other Seers cannot... or refuse to. Yet another war, people tearing their own cities apart and turning on their own families... The death of the Elders, the Fae slipping behind their veil and closing themselves off from a dying world in hopes of escaping an inevitable fate, our people divided against a threat that we cannot afford to ignore. The future is shrouded but I do not need my sight to know what is to come... If we do not find some way to band together... our world will fall." -- Seer Asala ~*~ It has been nearly 800 years since the young Seeress hurriedly scribbled that, the first of many warnings, into the margins of what is now known as the Litany of Asala or the Scroll of Sorrows. The Books of Prophecy the Seers had carefully maintained burned along with their island home when the war that Asala foretold finally came knocking at their door. The Kingdoms were angry. The Seers, who had always had some form of advice even when it was vague or obscure, had no answers as to why magic was dying... People blamed them for not seeing the Waning coming and some even suggested that it was the direct fault of the Seers who they claimed were lying about the loss of the Sight and were stealing the magic for themselves... It was the beginning of the end and it was the start of the era known as Skyfall, so named because the day Sieran fell the sky above the island and most of the southern region clouded over and these clouds have not dispersed ever since... After Sieran fell, the nations toppled one at a time into chaos and destruction... falling into constant wars against one another, both sides blaming the other for the lost magics. All the while, no one was paying any attention to the darkness rising in the South... the spread of those ominous storm clouds... and the sightings of strange creatures lurking in the mountains and forests were brushed aside as paranoia in a world gone wrong. Even still, there is hope... however slim it may be. Near the end of her tragically short life, Asala's writings became cryptic and nonsensical. Some people believe that being the last of the Seers able to still peer beyond the mists, and whatever she saw there, drove her insane and that these writings are nothing more than the desperate ramblings of a mad woman... However, others believe that as her abilities faded she wrote the only things she could see... bits and pieces of the future, vague hints... They see it as a prophecy and one that speaks of a pinprick of light in a world covered in thick, otherwise impenetrable darkness. ~*~ So, basically I don't even know where I'm going with this yet but that's what makes it fun. :) I know that we will be playing characters who were born magic-less and that through some kind of weird shenanigans that I'll be pulling off we'll all be meeting after our introductions to the story and attempting to figure out what is going on with the world and all for our own individual reasons. Our characters, and I'm only accepting five main players(not counting myself), will be co-GMing with me... What I mean by that is you'll be helping to make big plot decisions and tossing in your own twists and any ideas you might have. Whereas, anyone else I accept will be oblivious of what is going to happen until things happen and will be minor characters who may have magic if they want but will be playing more of a backup role to the main characters. I'm only really going to be in charge of maintaining order and of course I'll have the final say over what (or who) does or does not make it into the story... Don't worry, I'll only flat out reject your idea if it's terrible. XP I'd like players who can post once a day and who can write at least ten sentences... The more the better so long as you aren't describing every hair on your dog's nose, if you know what I mean. As far as maturity levels in this story, please keep it PG-13... This means some cursing is okay and fading to black at intimate moments is fine but no constant snoodling in the corners, or going past snooding in the public thread (that's just rude... and gross... don't forget gross), and no never-ending streams of bad language, thank you! As far as our main characters go, as I said, they must be non-magical. By that I don't mean you can't play an elf or some other mystical being, you just won't have any magical ability. Physical abilities of races such as seeing in low light for dwarves or intense hearing for elves are still fine, you just won't be waving your magic wand and poofing bunnies about or anything. :P ~*~ Name: Race: (Elf, Dwarf, Human, Fae-there are different kinds, or Lizard-person... I won't be accepting cat people or fox people or furries because in general I don't like the way they are played... Attention grabbers after romantic smexy time that takes away from my story aren't my favs. I MIGHT reconsider if you surprise me by seeming sufficiently different than the above stereotype or if it is a ligit type of Fae like a Cait-Sith.) Gender: (Male, Female, Genderless) Age:(You cannot be over 100 or so years of age even if you're an elf because the magic that keeps you immortal is dying) Racial Abilities/Weaknesses: (Such as elves and their speedy healing, dwarves and low light because of caves, or Fae and their weakness to iron) Personal Abilities/Weaknesses: (Such as you can charm the pants off the pope but you are clumsy as hell?) Element: (Fire, Water, Earth, Air, Lighting, Spirit... Only the main characters get these and once one is claimed by an accepted character, you cannot has. These won't come into play at all until later.) Inventory: (Let us know what you're starting the gameplay with...Also, do you have cookies? I guess if you don't it doesn't matter but... if you do you should totally share... Just saying.)) Personality: (Do I like you? :P ) Background: (Who are you and where did you come from... and why are you following me?! Creepy stalker people... Sheesh... Go make your profiles already!)
Hidden 10 yrs ago Post by PhoenixEye9
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PhoenixEye9

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Name: Trakeas Lionheart Race: Human Gender: Male Age: 35 Racial Abilities/Weaknesses: We're human we aren't exactly special... but yay magic and our curious learny nature, to bad we die early compared to everoyone else Personal Abilities/Weaknesses: +Talk to animals (though this may seem magical it's more of a you've been trained from birth druidy thing if thats chill) +Decent swordsman +Animal Affinity -Seen as "Uncivilized" -Not well educated - Element: Earth (you come from Earth you return to earth, the giver and taker of life) Inventory: Herbal Kit- Medicine, poisons, drugs Bag of 3 Vipers: As it says a bag of three albino vipers Hawk named Meda Sword in the pic Personality: Trakeas is very calm and relaxed, but very protective of nature and people close to him. He tries to stay close circuited appearing unemotional to people looking in, but tends to find someone and warms up and they see whats going on Background: Trakeas was born to the Birch Tree Circle of the branch known as Lionheart. Growing up he was taught the ways of druids (I.E remain neutral to outside affairs, revere nature, love all, be a friend to animals), but this his generation and all that came after lacked the touch of magic, the main trait of druids. With it missing, Trakeas took up the mission to find its cause leaving the Circle dishonoring his branch, at least he didn't have a bud of his own to leave shamed.
Hidden 10 yrs ago Post by That AWFUL Guy
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That AWFUL Guy You Monster

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Name: Gryme Sparkworks Race: Fae (Gremlin) Gender: Male Age: 10 Racial Strengths/Weaknesses: Gremlins are masters of tactics and subterfuge, but carry the same weaknesses as all Fae (Cold Iron, Must Obey Bargains etc.). In addition, gremlins are fairly small and fragile. They show a special prowess with machines and devices, but most cannot resist the urge to sabotage them. Finally, even compared to humans, gremlins live very short lives, but mature (both physically and mentally) very quickly. Personal Abillities/Weaknesses: +An Incredible Mechanical Talent +A Clockwork Prosthetic Arm Attatched to a Primitive Musket +Developed Deduction and Logical Skills -Lacks the Traditional Gremlin Sabotage Urge, but Often Puts Experimentation before Ethics and Safety -not terribly likable -One of his hands is, again, a musket, making him effectively one-handed much of the time Element: Lightning ('cuz... y'know... machines) Inventory: Miscellaneous gears, pulleys and wires His notebook/design pad and pencil A Fist-Sized Clockwork propeller drone, equipped with a caltrop-scattering apparatus, that Gryme calls "Shrapnel" Personality: Gryme is blunt, erudite and condescending. He speaks quickly and will more than likely ignore or insult anyone who can't keep up. Wholeheartedly dedicated to the advancement of science and technology, Gryme believes that gears and steam engines can fill the void that magic is leaving behind. Even so, he is secretly very fond of his "Lab Rats" (read: friends) and does not entirely lack a moral compass. Background: Life for an inventor is not a cakewalk when everyone around you wants nothing more than to turn your hard work into scrap. Life among gremlinkind is, unsurprisingly, quite inconvenient when you live in a flying village powered by cogs and engines. Particularly when the towns residents discover (apparently for the first time) the mechanical nature of your dwelling does your conflict of interests come to the front. You do all you can to keep the village aloft, but your efforts fail and you are forced to flee the only home you ever knew, hearing 1000 gremlin tinkers with more self control rolling in their graves as your home collapses into the sea. And they say gremlins are master strategists... no wonder their lifespans are so short!
Hidden 10 yrs ago Post by Nephriel
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Nephriel The Frequently Missing.

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Yay! I'm getting some interest! Name: Nazrah Sabrae Race: Half Drow Gender: Female Age: 26 Element: Spirit Racial Strengths/Weakness: +Low light vision with which she sees clearly in shades of grey. +Dark vision with which she can see outlines and detect movement in almost complete darkness. +Her hearing is incredibly sharp. +She heals quickly. +She is faster than the usual Drow but less hardy. -Her sensitive vision means that sunlight hurts her eyes, so she often keeps her hood up to shield them. -She is weaker than normal Drow and humans and her complete lack of magic since birth has made her an outcast. Personal Strengths/Weakness: +She can move almost completely silently. +She is skilled with a short sword and bow. +She is trained in many forms of combat. +Manipulation and cunning are her strong suits. -She is not good at actually being friendly... Seductive and sly are easy...friendly is a problem. -She is better at attacking from stealth or with strategy than outright battle. -She sometimes thinks that she is going insane because she hears voices... and recently she has started listening to them. Inventory: *Two blades known as the Gemini Sisters. They were once sentient enough to speak with their wielder and to grant their strengths... even shift forms, but now they have gone silent and they sleep. One is so hot that if you should touch it you would be burned. The other is so cold that to touch it would cause frostbite. *A longbow and arrows. *Poisoned throwing knives. *Two daggers on her hips. *Coin purse. *Meager rations. Personality: Stand-offish, cold, distrustful, sly, mischievous, somewhat sarcastic, curious, protective of those she gets close to even if those people are few. Background: Nazrah was born into the Drow world to an elven mother who died in childbirth and a Drow father who passed her off to the Drow women to handle. Nazrah was not expected to live as her mother was a high elf and so she'd been highly attuned to the stars and the moon which is why she'd been so weak during her pregnancy and why she'd died... She wasn't made to be kept underground. Nazrah surprised everyone with her strong will to live and as she grew she continued to surprise as she fought tooth and nail against others her age not only for her own life but to prove to her father that she could be just as good as any full Drow. The life of a Drow child revolves around training and survival, children were pitted against each other and those to weak to win were killed... The fact that Nazrah was physically weaker than the others meant she had to compensate by being vicious and tactical. She was taught not to care for anything more than her own life and she was taught never to trust another... Her softer nature earned her quite a few nasty scars until she learned to harden herself. Nazrah's father was an Arcane Warrior and though magic was dying most Drow still had at least some... Nazrah had none and this served to further make her an outcast. It was the night of her 20th birthday when she began hearing voices. At first she thought it was just her mind playing tricks but then she noticed that sometimes she could hear the rocks hum... The more she listened to the voices the more convinced she became that someone was calling to her... trying to get her attention. In the end, Nazrah stole her father's blades and broke to the surface... a place she'd only been a few brief times in her life when she became pale and sickly and her father became convinced she needed the sky. Now, she is simply wandering... trying to find the source of the voices in her head.
Hidden 10 yrs ago Post by Nephriel
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Nephriel The Frequently Missing.

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I'll let everyone know who is accepted and stuff once I have a few more entries to see if I have enough interest to even worry about it. :P
Hidden 10 yrs ago 10 yrs ago Post by Major Ursa
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Major Ursa Springy Ferret

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I'll have something up in a few...half spiders fine?
Hidden 10 yrs ago Post by ravenDivinity
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ravenDivinity many signs and wonders

Member Seen 6 yrs ago

Name: Graef Deithos Race: Elf Gender: Male Age: 17 Racial Abilities/Weaknesses: + Quick healing + Immune to more diseases and poisons + Faster reflexes - Subpar eyesight - Physically weak like humans - More susceptible to magic Personal Abilities/Weaknesses: + Genius, curious + Quiet, calculating, analytical + Somewhat attractive - Clumsy - Less stamina - Indecisive and more submissive - Bad eyesight (near-sighted) Element: Air Inventory:
  • Shortbow
  • 10 arrows
  • 2 throwing axes
  • Canvas sketchbook/journal
  • Pencils
  • Messenger bag
Personality: Graef is best characterized as complex and unpredictable. Like a fountain, he brings water and nourishment to his companions while he expends his supply, and like a coin, Graef has two sides with the same basic features, creating a duality between a brave, righteous free spirit and a brooding, forgotten chained ghost. In the world before his blue eyes, Graef sees a mighty, unconquered beauty, and in the world's inhabitants he finds a combination of abuse and care. This sense of wonder for the world and curiosity for the universe engender a unique optimism within Graef that changes like the seasons of Graef's joyous highs and depressed lows. Two sides exist to Graef. On one hand, he is a happy and independent man made on his own whose feet are on the sun and whose head is in the stars, and he can overcome his timidity and sadness. Within this man is an unconquered soul able to break mountains with his sheer will and shatter any obstacle on his beaten path, and Graef is a saint unto himself, upright in holding his virtues and capable of chasing his ambitions. On the other hand, Graef is a haunted and dismayed youth scarred by other men who lies at the bottom of an ocean and sits in the void. He becomes pessimistic and cynical, lost and needy; the fog grows so thick he can hardly see his positive attributes, and his perception is plagued by a nightmarish delusion of himself. He cannot see his intelligence. He loses his creative spark. His confidence sinks to its nadir. Anxiety and depression threaten to break him into a suicidal runaway. His final end is love, for love is his hope. He seeks friends, and he seeks a lover, another man who cares. Graef wants to leave a lasting impact on the world; his biggest fear is not dying, but having no use, purpose, or effect. One will either find a weak boy who needs protection or a godly man who inspires. Graef changes like the wind and the weather. Background: Graef was born to the Deithos clan 17 years ago. Long after an age where war and fire ravaged the forests of his ancestor's homeland, the former inhabitants of that old nation of elves returned to rebuild, including his great grandfather, now deceased. The stories of the wars that destroyed the home the elves of that nation were passed for generations; the mistakes they made before were corrected in earnest, but the old enemies they once knew were replaced by new adversaries and different difficulties that further challenged the reconstructed nation. Graef found solace in tales and books and arts from the harassment and isolation he felt in his youth. He read, he painted, he sketched, he wrote. He exercised his prowess in the fields that enthused him. Even though his weak spirit and heart were broken by lost loves and cruel treatments and even though his father walked out early in Graef's life, his mother continued to love and raise him through his weaknesses and the thick and thin of his walls and demons. That same monotonous lifestyle of ups and downs carried into his teens, and now he is 17, ready to unravel mysteries, to find adventures and a way to overcome his downfalls and problems, and to break boundaries and norms with his ambition. Appearance: Graef has medium-length dark brown hair parted to the left, revealing a soft face with an angled jaw lined with short-box stubble, and most prominently featured on his face are dark brown eyes with a hint of amber that harmonizes with his skin tanned slightly by the summer sun. Glasses aid his poor vision. His body is shorter in stature than most elves at a modest 5 feet and 11 inches and a little thicker with muscle at 150 pounds. Covering his masculine body are a plain white tunic and brown pants, fastened by a black belt with a silver buckle around his waist, and a green, hooded cape is clipped over his broad shoulders to his collar by a silver pendant with a tree emblem featuring old runes of his clan's name. His feet fit snugly into black leather boots.
Hidden 10 yrs ago Post by Nephriel
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Nephriel The Frequently Missing.

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Major Ursa, as Drow worship a spider goddess of sorts that is perfectly acceptable. ^^ Everyone I've seen is accepted so far. :) We've got a gremlin, an elf, a druid, and a drow.... a somewhat interesting mix. XD
Hidden 10 yrs ago 10 yrs ago Post by Major Ursa
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Major Ursa Springy Ferret

Member Seen 6 mos ago

Name: Seldstran Barriund Race: Spider Drow…? Gender: Male Age: 21 Element: Fire Racial Abilities/Weaknesses: +Tougher Skin +Great hearing +Spider silk production +Absolute silent and swift locomotion and reflexes +Immune to venoms, toxins, poisons and produces his own deadly venom -Poorer eyesight than the average elf -Healing is below average in speed Personal Abilities/Weaknesses: +Trapping/Tracking +Foraging and Hunting +Herbalism/Healer Skills +Great at knitting and weaving… -Due to a number of human’s natural arachnophobia, he is generally disliked by them -Can’t wear pants, because of spider physiology Inventory: *Dual iron blades *Bow and a quiver of arrows *An old crossbow with a few bolts *A pack with some basic handmade medicines *Long flowing cloak of arrow catching spider silk... Personality: Quiet, curt, cautious, patient… Background: Without much memory of his early childhood, he had always live secluded in the forest with his elder sister...who was, oddly enough to him, just a normal drow. Living together in their small cabin, they both did their own task of foraging for food and maintaining their shelter. After she died, he continued on his own with the skills taught, living the ranger-rogue lifestyle...then the appearance of strange creatures caused the forestry areas that were once home to become much more dangerous. Being driven closer and closer to civilization, it became more and more apparent than previous how unusual him being a drow was, if he wasn't straight up being accused of being one of the strange creatures appearing from the forests...which in a sense, he was.
Hidden 10 yrs ago Post by Derpstone
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Derpstone Royal shield bearer.

Member Seen 8 yrs ago

I haven't done a group RP in a while. You'll have to wait for me to get home from work for me to post a CS though. Currently having my 10 O'Clock :P
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