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Hidden 10 yrs ago 10 yrs ago Post by Hexaflexagon
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Hexaflexagon

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Our Age was forged in blood and it shall end in blood.



The World of Dorthargal



Dorthargal: A Brief History



What be you or: The Races of Dorthargal

This is in no way shape or form a complete list, you are free to add new races, expand upon the present races and create subraces within the main ones. I have purposely made the descriptions for each as sparse as possible to not to force any ideas. Cultures, histories and attitudes are all really up to you.

















The Known World




The Iron Mountain Adventuring Company



Religion



Magic



Technology






OCC Information


Rules:
  • All Guild rules apply
  • Keep it civil folks.
  • Any other concerns please refer back to the second rule.


Role Play Perimeters:
  • Posting Frequency: Once a week at minimum.
  • Post Length: Anywhere comfortably from 3-6 paragraphs
  • Group Size: 5+ Players with a high end of around 8 not counting myself.
  • Content: Role Play will contain the following: violence, implied fantastical drug use, actual fantastical drug use, mature themes, monster punching and a degree of strong language. If you can not handle this please reconsider applying.


The Story So Far:
  • A New Dawn
  • ?
  • ?
Hidden 10 yrs ago Post by Lotta Pumpkins
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Lotta Pumpkins I'm not a rapper

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I'll start my character tonight, and finish it by tomorrow night. Been working swing shifts this week.
Hidden 10 yrs ago Post by Kimiyosis
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Kimiyosis Poi, poi, poi~!

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Starting CS~
Hidden 10 yrs ago Post by Enzayne
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Enzayne Invading Eldar

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Heyo! I wasn't in the interest thread, but I'm mightily tempted to try for a spot all the same. Is this okay? If not, I'll be on my merry way.
Hidden 10 yrs ago 10 yrs ago Post by Roleplayer001
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Roleplayer001

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Heyo! I wasn't in the interest thread, but I'm mightily tempted to try for a spot all the same. Is this okay? If not, I'll be on my merry way.


Same here. I like this premise of a semi-apocalyptic world. However, I would like to know a bit more about where you plan to go with this story.

Also, You mention that golems tended to stick with dwarves. Could I have a golem as a companion if no one else makes one?
Hidden 10 yrs ago Post by vietmyke
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vietmyke

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*pokes head in* Hello again Hex. I've had an itch for a fantasy game that needs scratching, but I'm a bit busy atm. Just popping in to say that I'm loving the idea :P
Hidden 10 yrs ago Post by Lotta Pumpkins
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Lotta Pumpkins I'm not a rapper

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@RabidAnubis

I'm actually working on a human golem duo
Hidden 10 yrs ago 10 yrs ago Post by Torack
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Torack The Golden Apple

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Appearance:


Name/Nickname:
Eovaine Tervall / The Blue Demon

Quote:
"Stay out of the shadows, for you will only be met with hatred."

Gender:
Male

Race:
Elf

Personality:
Despite his rather harsh past, Eovaine is a nice person, which is strange considering he was also an assassin and spy for the elves before he fled the concave. However, he strongly believes in treating others as he would want to be treated, and thinks that in treating others kindly the world will somehow make everything up to him.

Eovaine is also a very pragmatic elf. When he has an assignment or a kill that he has to do, he will throw away all his emotions and kill the target without second thought. This has caused him grief in the past and some of his assassinations haunt him still, especially the final contract that he took before he left the conclave. He deals with usually by ignoring it, or by making himself happier by putting a smile on someone else's face.

If one were to look deeply into Eovaine's eyes, they would see deep rooted depression. He hides this expertly, as it had been affecting him a good portion of his life, and like how he deals with most problems, when he has a particularly dark day, he either tries to make someone else besides himself happy or spends time with nature to look at how beautiful the world was made.

History:
Eovaine is the third child of his family and the only boy. Once he was able to stand and carry a sword, his father began training him by taking him away from the family into a secluded training ground where they would be alone and where he could practice day in and day out. The idea of the harsh training at first intimidated the young elf, but he soon found that he was enjoying the training, and enjoying spending time with his father who taught him the values of kindness and respecting the beauties of nature. When they weren't training, they were talking, and they talked about many things and often ventured into the woods and forests, sometimes staying silent for hours simply watching. Although he didn't understand at the time, the quiet moments were tactfully done by his father to teach the young elf patience as his father was constantly telling him that impatience was the bane of success.

As his training continued, Eovaine's father began teaching him how to use most weapons, and after several years of intense training he was a master with the daggers and adept with every other weapon. Once his father could teach him no more, he asked him to join the military, and although he disliked the thought of killing, he knew that the military was mostly inactive and only kept as glorified guards, so he accepted his father's request and joined. When he joined, he was moved off into the training camps where he stayed in a small cabin with four other elves. The first few months were conditioning their bodies to take on and handle the harshness of war, and Eovaine having gone through years of training with his father was nearly at the peak of his condition. His commanding officers took notice of his physique, but it wasn't until combat training that they realized just how valuable Eovaine was.

A few weeks later, he was pulled out of training and he met with a scarred elf that told him he wouldn't be joining the military, instead he would be joining the Silent Blades, a paramilitary intelligence organization of assassins and spies that used covert ops to protect the their nation's interests. He would have declined and turned away, except the scarred elf told him that his father used to be a high ranking officer in the organization, which eventually convinced Eovaine to join. Training for him was short, only lasting five years which fine tuned his skills with the daggers and other weapons by teaching him how to use the environment to his advantage and how to hide in plain site. Of course, they also taught him how to use the shadows and remain undetected when outside of the conclave.

When his training was done, he was assigned small intelligence operations within the conclave, to gather information from the high ranking elves within the society, or silently take down troublesome fey that the national guard couldn't touch due to their power or other nuances of politics that stayed their hand. This continued for a decade until his first mission outside of the conclave was given to him. He was to travel with a caravan under the guise of as the caravan guard to the Vornaric Imperium where he was to spy on a few well known nobles that were a little too open about their desire for revenge on the fey. He watched the nobles and spied on them continuously for nearly three years, going back and forth with the caravan and discussing his findings with his superiors, that the place was a game of politics and each family had many enemies and many friends. After gathering information on each of the friends and enemies of those families, he was tasked with leading a small group of assassins to take out the families and make it seem like their enemies took them out.

The assassinations were done flawlessly, the caravans continued to go into the Vornaric Imperium and Eovaine continued to follow them under his usual guide, to follow up on the assassinations and make sure that things were in order. He returned and reported that most of the noble families were talking about the assassinations and that they were convinced it had been other families that took out his targets.

A few years later, he was sent to the free cities under the guise of a wealthy merchant's son who set out to make a name for himself in the trade business, and he was tasked with spying and gathering information on a particular city lord. However, things went amok a few months into his assignment. He was beginning to set up shop when a group of guards came to him with their weapons drawn, and although he was able to easily take them out, he restrained his hand until one of the guard's visages faltered and Eovaine was able to see that it was an elf. He was about to engage when a blast of fire clouted him in the face, and although Eovaine was able to douse the fire with his own magic, it left him badly scarred and he fled the fight before anymore damage could be done to him.

Back within the conclave, his superiors set him on the sidelines while his wounds healed, and they told him because of his now unique face, he could no longer go beyond the conclave for spying. Eovaine took the news hard, and spent several years with little contact from his superiors and other elves. It was in that time that the Presidium summoned him. Curious as to why they would call him, he went to the three floating spires and stood at their base where he heard their voices in his head as they informed him that the commanding officer of the Silent Blades had been compromised and was leaking vital information to the Vornaric Imperium, they then tasked him with taking out his commander. Knowing full well what that would mean, he set out and commissioned a a blue demon mask and unique armour set from one of his blacksmith friend.

It took several months to gather the materials and make his request, and during that time, Eovaine was mentally and physically preparing himself to take down the leader of the paramilitary intelligence organization. When he received his armour, he paid his friend for his trouble and began stalking his commanding officer for several more months. His opportunity to strike at him came when the elf left Ryn to go meet with his family, and Eovaine struck in the middle of the road under the darkness of night. The commander had been camping with several of his guards when Eovaine struck, taking down the three guards with ease and went for the scarred elf. The fight lasted for several minutes before Eovaine managed to impale the elf with his own blade in the heart. After his kill he stood there for some moments in silence then walked back to Ryn where he would say his goodbyes to his own family.

When he reached his family's home, he found his father with his weapon out with five other Silent Blade members all facing Eovaine. His father told him that he betrayed the order by killing the commander and that the Order always takes care of its own, with or without the blessings of the Primordial. He fought off the five assassins, killing three of them, and managed to maim his father before he ran out of Ryn. On the outskirts of the capital, he used his skills to evade the rest of the assassins until he left the conclave entirely, and fled into the free cities.

On the outside, he found that the prosecution and hatred he faced for being an elf was increased when not under the guise of a merchant, and although he disliked the treatment he took it in stride as it was a far better fate than what awaited him within the Conclave. He was also aware that the Silent Blades would be hunting him, trying to find him in order to kill their defected traitor, and he knew that if he didn't have a group of allies protecting him he would be as good as dead, either by the other races or by his elven kin. Then he recalled the mention of of a renowned adventuring group called the Iron Mountain and traveled to their base of operations in Highwinter where he joined the group.

Martial Skills:
- Sneaking - Eovaine is a master at using the shadows and the night to his advantage. His patience only makes his skill more effective and will sometimes use fear tactics to cause discord within his enemies' ranks.

- Combat - Eovaine has mastered all sorts of weapons but feels most comfortable with his daggers. He is lithe, quick, and can take down multiple enemies single handedly quite easily.

Passive Skills:
- Trade - Having spent a long time with the trade caravans, Eovaine has learned a few tricks in getting the price he wants for certain items and can convince others to buy whatever he might sell at ridiculously overpriced prices.

- Cooking - Spending a lot of time by himself and with caravansary has taught him how to cook and become quite adept at it.

- Hunting - Although Eovaine hasn't hunted much before, he uses the skills he learned to track and take down his skills, seeing it as something slightly similar to the work he used to do.

- Alchemy - He can make interesting concoctions, although most of them tend to medicinal or poisonous.

Magic Skills:
N/A

Inventory:
Poison - Eovaine always carries a couple of vials of poison on his person in case he gets in trouble and needs to douse his weapons with them.

Throwing stars - Eovaine's favoured ranged weapon.

Other:
Eovaine's favourite food is the apple pie, and he would kill a person to get it if he could.
Hidden 10 yrs ago Post by Hexaflexagon
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Hexaflexagon

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@Enzayne
You can send in an application as stated I'm not one to judge you upon If you showed up first. I judge you mostly on your CS and if worst comes to worst a writing sample.

@RabidAnubis
Thanks for showing interest. What information
about the story would you like to know?

@vietmyke
Myke! Thanks, your approval fills me with shame.

@Torack
Looking good! I will look it over fully later and voice any concerns if any. This will give you time to fix any glaring errors before it is time for the final decision.



A Note About Golems

Remember everybody golems are highly advanced and intelligent war machines. Most are old enough to have literally punch a God in the face. So those making a Golem character or companion will be judged upon more harshly in the CS aspect. Most likely you are going to need a good story about why such a creature chooses to go on an adventure.

For Dwarves, a Golem picking you as a companion is a thing of great honor as that means you have been deemed worthy. With only a set number of Golems even left in the Dwarven Kingdoms and among the Mapepo. So those not Dwarven or Mapepo having one as a companion is an even rarer case that would require a great story behind it.
Hidden 10 yrs ago Post by Liar
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Liar Aspiring Conqueror of the Known World

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@Hexaflexagon
What would you say is the real world equivalent of the Niratrem Empire? I was thinking of creating a character that is more crafty than strong, and I was wondering if personal strength is sought more highly than any other trait in its military.
Hidden 10 yrs ago Post by Hexaflexagon
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Hexaflexagon

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@Liar
Well if we are going with real world equivalents than the Niratrem Empire would be an odd mixture of The Holy Roman Empire and The Swedish Empire after the Great Reduction. So a strong military tradition indeed, but they value military cunning and tactics to effectively dismantle the enemy as much as they value brute strength.
Hidden 10 yrs ago 10 yrs ago Post by Lotta Pumpkins
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Lotta Pumpkins I'm not a rapper

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All done! @Hexaflexagon

Appearance:
Erik Volker stands at 5'9. His hair is brown with tinges of red, looking similar to Cherry wood, and reaches just past his ears. Erik's eyes are a twinkling blue, and his face is young, his cheeks and chins only recently encroached by hair.

Despite being no stranger to war, his face has emerged unscathed, and lacks blemishes. His smile is nice and toothy, while his nose resembles a the beak of many birds of prey, his pronounced and high cheek bones making the bird resemble all the more powerful.

Once beneath the neckline, his chosen profession becomes much more apparent. His chest, back, and arms are a patchwork of scar tissue from his short and violent career. Pockmarks from bolts, the straight lines of swords cutting, and the ragged tears of beast's claws. His legs have been spared the majority of the wounds, as legs are not common targets in a fight, but they are no stranger to wounds. This motley quilt of wounds past serves as book as scrapbook of failures and fights, and as a visual warning that Erik knows his way around a fight.

Name/Nickname:
Erik Volker

Gender:
Male

Race:
Human


Personality: Erik is a pragmatic person, and his main goal is always the betterment of himself. That is not to say he is a selfish person, and has no friends. But Erik is slow to trust many, and tries to keep to himself when he can. His motives will usually be self serving, but if one can find common ground or cause with Erik they can find a stalwart ally who will stand with them.

History: Born in Sadia to a Minor merchant's winter wife, Erik was raised with minimal contact with his father. The man would only come around once every few years, and the contact would always be cold and distant. The man tried to bond when he was there, but Erik never took to him. When he would visit, he would leave money for Erik, before he would return home to the west where he came from. The few times they interacted, he tried to help set Erik up to run his own shop one day, to enter the family business. However, Erik wanted nothing to do with it.

When Erik was 17, he enlisted in a Caravan's escort, and was trained to fight. He would become baptized in war on his second escort, as they were set upon by bandits. Erik quickly displayed his natural ability to fight, and more importantly for him, not die to the wounds he received defending the noble house's goods. Two years into the Five year contract he had signed, his Mother would die leaving him alone in the world. He returned home to find his old home being picked apart by scavengers, looking for things to take. Erik would "liberate" most of the money his father had left him, and set out to complete his contract.

The next three years of service to the caravans would be largely without note, other than the occasional raid being fought. Once Erik was done with his job, his veteran status made him a highly sought after commodity to Mercenaries. Looking to settle down, and more importantly, not spend 10 hours outside on a horse riding in the desert looking at the horizon, Erik joined a small noble families guard cadre for two years of guarding a door.

At the young age of 25, Erik found himself bored and looking for adventure in his life again. He spent every single coin he had, equipping himself and preparing for an expedition into the deep. He headed north to the Dwarven kingdoms and found a way in through a collapsed tower that jutted through the mountains. His descent into the Dark proved harrowing, and many times he had to fight for his life. He would have perished there if not for befriending a great stone Golem, Lazuli, who helped him get out.

Together the two of them entered business as Monster hunters, each for their own reasons. Taking on countless quests to make the countryside safer, they found it was almost impossible to even break even is costs, when Mercenary companies could just undercut the prices and bounties. As such, the two have journeyed to Highwinter and reached out to Iron Mountain to join them. After all, if you can't beat them?

Martial Skills:
-Longswordsman: Erik is a battle tested warrior whose chosen weapon is the Longsword, he has trained with it for years and is his weapon of choice.
-Dirty fighting: Erik fights with one hand free for grappling, throwing objects, and punches. Erik only believes in winning a fight, not honor.
-Two weapon fighting: Erik is also talented in the use of two weapon fighting, but prefers to leave a hand open when he can.
-Archery: Erik is trained in the use of a longbow, he is no expert, but if you let him take a few shots, expect him to hit.

Passive Skills:
-Bard: Erik is a talented musician.
-Novice cook Erik can make a mean small animal cooking over a firepit. And thats about it.
Inventory: Erik wears light armor, consisting of leather, cloth, armored bracers, and chainmail on his chest. He has a longsword on his left hip, and a quiver of arrows on his right. Erik has a backpack with a bow, a flute, a small lute, and some food, along with 3 water canteens. He also has a long knife, a handaxe, and a pipe.

Other: Apple pie: Erik doesn't really eat much Apple pie, but he does enjoy the moonshine.

Appearance:


Name/Nickname:
Lazuli

Gender:
Male

Race:
Golem


Personality: Lazuli is a kind, gentle being. The phrase "Do not mistake kindness for weakness" is apt. Lazuli enjoys companionship as well, having led a solitary existence for so long.

When Lazuli is angered, rare as it can be, he is a literal force of nature, striking with all the wrath of the very earth itself moving against his opponents.

He has a love of nature and art, things he never experienced when stuck in the dark deep recesses of the Dwarven kingdom. In addition to wishing to experience these things, he also travels to test his strength, to find a challenge worthy of his strength.

History: Born during the death throes of the Golden age, Lazuli would literally be created during the final battles with the Giants. Lazuli is named for the small blue stones that dot his body.

Brought into the world by Dwarf smiths, the tower he was created in was a small outpost, a watchtower standing a lone vigil in the mountain side. As Lazuli took his first steps from the forges, Giants happened upon the tower for the first time and attacked it. As the Dwarves and Golems moved outside to make a stand, the Giants collapsed the tower, and killed the mobilizing force.

Left in the collapsed tower was the sick, the young, the old, and Lazuli. For a while they lived, shifting rubble trying to make it out. While Lazuli dug and moved rocks, he was taught his name, and spoken language. He had no time to learn to read as his lessons were verbal, while working endlessly. One by one, dwarves died, sickness and disease taking hold before starvation or dehydration.

Soon Lazuli was the only being left standing in this collapsed tower, a home he didn't even know the name of. He sat down, no longer having a reason to dig. He was the last surviving member of the Dwarven race for all he knew. They had no contact with the rest of the Dwarves, and hadn't completed any way into the tunnel systems that connect the far reaches of the kingdom these days.

Lazuli stood watch over the remains, dormant and waiting. Until one day he met a young man. A man who had crawled through a small opening in the rubble until he emerged in the outpost. The man was looking for wealth untold in the collapsed remnants of the Golden age. Unfortunately all he found was death and no way out. When he realized he couldn't move the rubble on his own, he sat down to have a last meal, and started a small fire. He produced a flute from his bag, and played a sad tune.

The strange, alien noise snaked through the deadland, stirring Lazuli. The music was something he had never heard before. It was enchanting. He moved quickly to the man sitting at the fire, asking him what it was that he was doing. The small man naturally panicked at first, before introducing himself and begging for mercy.

Lazuli was confused by the man, and asked him to keep playing, promising to help him if he would. The man obliged. It took three days for Lazuli to finish clearing a path the man could use. The man introduced himself as one Erik Volker, and he promised to return. Lazuli expected to never see the man again.

Within a week, Erik made good on his word, but this time he played a Lute outside the rubble, giving Lazuli motive to dig himself out. Once he was outside, he was astounded by the verdant greens of the land, the blue of the sky, the powerful mountain standing tall. Erik made Lazuli an offer, help him with his adventures, and Erik would help Lazuli experience the world. Lazuli accepted.

Martial Skills:
-Immense strength: Lazuli's strength is almost unparalleled, capable of tearing holes in mountains should he be given enough time.
Passive Skills:
-Unkillable: Golems are nigh on unkillable to mortal means. Anything short of powerful magic or explosives will be unable to kill Lazuli, much less wound him.
Magic Skills:
-The earth mends should Lazuli be wounded, or suffer damage to his form, packing mud, or clay into the wounds can give him time to absorb it into his form and mend the wounds.
Inventory: Lazuli wears several ropes around his chest and waist that allow him to carry a sack of belongings. The ropes also make it easy for Erik to climb up.
Other: Whats an apple
Hidden 10 yrs ago Post by Liar
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@Hexaflexagon
That is actually an apt explanation. Thanks for that. I'll try to write a character up as soon as possible.
Hidden 10 yrs ago 10 yrs ago Post by RyanTadashi
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Appearance:

Jericho is an attractive, youthful-looking man. He is not the largest, standing at around 5'7,” but he was born with an athletic body that has only grown stronger over the years. Jericho is nimble and coordinated with his greatest strength lying in his speed and quickness. He is naturally fair-skinned, but hundred of hours in the sun throughout his life has tanned him to an almond color. He has deep brown eyes and high, pronounced cheekbones. Because of an injury that never fully healed, Jericho's nose is slightly crooked, turning towards his left ear and back to the middle just where his nasolabial crease meets his nostrils. His buckskin-colored hair is shaved short on the sides and left long on the top, resulting in a messy pseudo-mohawk and suggesting a negligence from a child too concerned with other things to worry about his appearance.

Like many other youths working in the streets, Jericho has noticeable tattoos and piercings. In his left ear hang three thin, worn bronze rings, poorly shaped and hastily incorporated into his upper cartilage just above a thicker, golden ring that sparks the lust of many thieves and cutthroats. In his right ear is a simple chain earring that hangs down into a feather, representing his god, The Architect, lifting him up as if he could fly on his faith. From his right hand halfway into his right breast, Jericho's tattoos reflect intricately worked patterns in black, featuring two main images. The first is on his shoulder: a bright red rose with silver petals, his adoptive families names on each of the petals in charcoal colored script. The other is on his bicep: a beautiful mermaid that can be found on many other aspiring pirates.

Name/Nickname:
Jericho Dreaver

Quote:
“My God and Brothers over Me.”

Gender:
Male

Race:
Human

Personality:
On the surface, Jericho is jovial and always joking. He is genuinely filled with joy; however, his charisma and humor do not always reflect his inner thoughts. Though very confident and happy with himself for most of his life, he cannot fight his own mind which is constantly introspective. This conflict stems from the two biggest callings in his life: his devotion to The Church of the Architect and his earthly ambitions. Raised to center every aspect of his life and personality around his faith in The Architect, Jericho, like many other youths, often fill their days with more pragmatic efforts. He is influenced by his adoptive parents and brothers and sisters in his faith to stay true to his beliefs and values but simultaneously led astray by his friends in the streets and senior members of pirate gangs that rule many neighborhoods in the Free Cities. Jericho's internal conflict is accentuated by the fact that he is valued by both groups of people in his life. His passion and intelligence would make him an excellent priest or teacher for the Church, and his leadership causes others to look to him for inspiration and guidance. These personal strengths work in similar ways in his street gang life. In the constant warfare between troubled youths, Jericho's passion and intelligence is paired with his lithe, athletic body. His charisma has always helped him to stir up a following, especially among the misguided youth that constitute his friends. Both groups see Jericho as one fully devoted to their own world, pulling him apart between vastly different responsibilities.

In any aspect of his life, Jericho strongly values brotherhood and friendship. He doesn't feel whole unless he is surrounded by others. He feels supreme joy when working together with others for a greater cause, and loves to view himself within the bonds of a tightly-knit group. He makes sure to embed himself firmly in the middle of any social group he decides to be a part of, building individual relationships with every single person to make sure that he is never alienated or outcast. This sense of brotherhood for Jericho is stronger in no other relationship than the one with his late adoptive brother, Strom Stormgaard. A large man with a not-so-large intelligence level, Strom is fiercely loyal to Jericho, and has always worked hard to make sure that he is always the closest person to his adopted brother. Jericho loves his brother, and, although younger and smaller, he has always known that he is Strom's biggest role model. Because of this he is often condescending to his brother, holding himself to the highest standard and trying to model him after himself. With the same sense of humor, passtimes, and conflict over faith and life, he has clearly succeeded. Strom's death is the hardest challenge that Jericho has ever faced, and the internal storm of guilt and longing threatens never to cease.

History:
Jericho's parents, peasants who worked the land in the Vomaric Imperium, wanted more for their firstborn child, so they, along with a few other peasant families, plotted to escape these lands for a life away from oppression. When word of this planned escape reached the noble who owned the lands, a small army was raised to beat the conspiring defectors back into compliance. Before the noble's plan could come to fruition, the Dreavers, along with their closest and most-trusted friends, another family with a young boy called the Stormgaards, fled eastward in the middle of the night. Through they didn't even stop to gather more than a couple bags full of their belongings, it wasn't too long before they were run down by a score of the noble's warriors on horseback. To save their son and their friends, both of Jericho's parents stalled the warriors, allowing the Stormgaards to escape with their child, but resulting in their death and the orphaning of baby Jericho. The Stormgaards immediately decided to adopt Jericho into their family, and eventually the new family of four reached one of the city-states formerly of the Qalini Magocracy and now part of what was known as the Free Cities.

The Stormgaards worked hard to make a life for their two boys, but this new world had its own challenges. The oppression of the Imperium's aristocracy was replaced by piracy, thugs, and gang violence all throughout the streets. A good and honest family, the Stormgaards avoided these troubles, and became well-respected members of their neighborhood and of their church – the Stormgaards immediately found a group of fellow followers of The Architect, something that was much more difficult in the Free Cities than in the Imperium. Both Jericho, and the Stormgaards' biological son, Strom, were raised in the church to be devout followers of The Architect who created the whole world and everyone inhabiting it. Though the two boys grew up to be important members of the congregation, they were also tempted by the lucrative life promised by various thugs and senior gang members on the streets.

Both Jericho and Strom made various friends and connections in the streets. What started as innocent children playing different sports in the streets soon became innocent children unassumingly running drugs or working other missions for people in the street gangs. This inevitably led to more sinister activities, with all of the now-teenagers learning to fight or move illicit drugs or even rob and kidnap. Jericho and Strom never took part in any of the harsher, more dangerous activities like some of their friends, as their relationships with The Architect and their partial obedience to their parents held them back. They were, however, often tempted into things like smoking some of the hallucinogenic herbs or participating in some of the gang violence connected to the rivalry between different pirate lords. Both boys used their different strengths, Jericho's speed and agility and Strom's brute strength, to become respected thugs, working their way up the ranks into more and more respected positions. Jericho built up a strong following amongst the other misguided youths, though he was always plagued by guilt. Through Strom was similarly conflicted, he was much less introspective, often accepting anything the way it was as long as the person he trusted most, Jericho, told him how it was supposed to be.

Before he was 19, Jericho's crew was widely feared among the streets. From Strom to the twin Cameron and Christian Brideson, the deadshot Yann Miru, Sun the polearm-weilding monkey, the little thief Jory Rabbitfingers, the monstrous badger warrior Noren, and the beautiful but dangerous Lyanna, the youths ran their tiny little chunk of their city with both deadly skill and a strict moral code imposed by their leader, Jericho. Their dominance was so complete, they became over-confident. When Jory was attacked and robbed by a notoriously underhanded gang of mapepo, his crew immediately looked to take retribution and make a statement. They knew how to put smaller gangs in their place, but what they didn't realize was that a deeper issue was at stake.

The small gang of ratmen was only the bait; laying behind the trap were no less than five other groups that had conspired to bring down the ruling crew. When Jericho and his friends went to war, they were slaughtered, only Jericho, Noren and Cameron escaping alive, all three heavily injured. The coming weeks would see Noren pass away from his injuries and Cameron losing his battle with depression and taking his own life. Jericho had made one simple mistake, and, because of it, he had lost everything.

Death is a curious thing with regards to faith. Many times a death will bring family and friends closer together and closer to their god or gods. Grief and pain are channeled into positive, passionate thoughts to escape from the depressing sorrow that lies underneath. People fill their time with things to take their minds off of the loss that they have experienced, and religion can be ideal in filling this gap.

This was not so for Jericho. Spiraling into guilt and depression, the young boy felt completely lost. He completely disconnected from everything he knew, not knowing how to face either his parents or the others at his church. His relationship with The Architect was completely lost, for Jericho blamed his god for what had happened almost as much as he blamed himself. With nothing remaining from his previous prosperity, Jericho ran away from the place that had been his home for nearly his entire life. This escape closely mirrored that of his parents; however, his parents were leaving to escape their demons while Jericho was taking his with him.

With no direction in the world, Jericho figured that he would move to Highwinter and try to find work with The Iron Mountain Adventuring Company. He didn't trust himself to lead any longer, and he didn't have anyone that he cared about left anyway. He decided to subordinate himself to something larger and new, working towards something, though he didn't know what. With the religious faith and the gang life that had characterized every aspect of his previous life lost to him, the young man, still in his early twenties, looked to salvage the wreckage he perceived his life to be.

Martial Skills:
-Swashbuckler-style Swordfighting: Jericho's quick, nimble body is perfect for this quick and daring, parry-riposte fighting. He combines quick, intricate footwork with precise lunges and slashes. He darts in and out of battle, even with a small space, utilizing his entire surrounding area. Taking his time - surprisingly disciplined underneath a flamboyant facade - Jericho's sudden panache and courage in his killing strike is rarely anticipated by his opponents.
-Armguard: Jericho wears a sturdy, hardleather guard on his left hand, useful for parrying strikes. Because he doesn't use an actual shield, Jericho makes sure not to ever be forced to block any blows outright, instead making sure to dodge or partially dodge any attacks, deflecting any glancing blows to prevent any small amount of damage.

Passive Skills:
-Charisma: Jericho's warm, extroverted personality pairs with his natural tendency to lead. Often underestimated because of his age and appearance, Jericho's clear, powerful voice has won many people over during his lifetime.
-Memory: Jericho has an affinity for memorizing things, often directly quoting jokes he has heard or inspiration from books about his god, The Architect.

Magic Skills:
N/A

Inventory:
-Sabine (cutlass): Because of his swashbuckling style of fighting, Jericho prefers to use either the sabre or the cutlass – utilizing both stabbing and slashing techniques. This is his favorite weapon, Sabine. She has aided him well in the close-quarters, alleyway combat of his youth, being shorter than a sabre. Her heavy, metal guard often proves vital in the protection of Jericho's skilled, delicate fingers. One the blade, just above the hilt is inscribed the word 'fraternity,' reflecting the value Jericho places in brotherhood.
-Set of Small Daggers concealed in his boots and hanging openly on his belt
-Book of The Church of the Architect

Other:
N/A


Let me know if there are any problems or issues, I will be more than happy to fix them!
Hidden 10 yrs ago 10 yrs ago Post by Hexaflexagon
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Hexaflexagon

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@Lotta Pumpkins@RyanTadashi
Both looking good from some casual glances so far! If I find anything a miss I will inform you!

Update

To those still crafting your CSs please take your time and please not feel rushed. To those that are done and dwelling about I have a few questions that I shall shoot out at this moment. Just an informal thing at the moment to gauge some things. It also gives us a chance to maybe get to know one another all a little better. You are in no way shape or form obligated to answer but if you do I would appreciate it!


  • Would you prefer for the party to already been grouped together for some time or more recently acquainted?
  • Do you often putter about in the OCC of the Rps you are in, or would you prefer if I set up an IRC client?
  • Your current Time Zone.
  • How active can see yourself in the coming future in regards to this RP?
  • What you believe to be the perfect ratio of action to plot development
  • Your comfortable average post length at the advance level.
  • Your Favorite Movie
  • Your Favorite Book
Hidden 10 yrs ago Post by RyanTadashi
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RyanTadashi

Member Seen 7 yrs ago

I do not have a preference about the group; my story and character totally works either way!
I am also fine either either form chattin, but I feel like the OOC is an awesome section on this site that I haven't seen a lot of other places

I'm Pacific Time Zone, but I travel between California, New York, and Switzerland, so I'm all over the place! I also rarely sleep, so time has no constraints on this man.

For all the roleplays I have been part of in the past, I try to post about as much as everybody else, so I am not left behind but I also try not to overpower everybody else.
I am a huge plot guy (I'm an aspiring novelist). Definitely into action as well though, but my focus is usually on fleshing out my characters and developing their strengths and especially their weaknesses and inner conflicts.

I would like to write more than one or two paragraphs for sure, and I am definitely comfortable with anything as high as 10 or 15 paragraphs.

My favorite movie is Pulp Fiction (and anything else by Tarantino), but I also love Pitch Perfect...
I am a huge fan of all of R.A. Salvatore's Forgotten Realms books, but I have recently discovered Brent Weeks' Night Angel Trilogy and The Black Prism which are absolutely amazing!
Hidden 10 yrs ago Post by Lotta Pumpkins
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Lotta Pumpkins I'm not a rapper

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I suppose I lean towards the party not knowing each other yet, but thats only a 55-45 split. My pair can work either way. I usually muck about in the OOC, at least lurking. I live in Arizona, so half the year is pacific, other half is mountain time. I can be pretty active, if something comes up that will limit activity, I'll make it known beforehand. I don't mind action or plot, either is fine. My standard post length is a couple of paragraphs. There will be times where I won't be able to get a lot down, or if there is heavy conversation going on where that will be the majority of the posts to try and keep the conversation moving. Favorite movie? I like Ghostbusters a lot. Maybe Army of darkness. Princess bride comes to mind as pretty great. Favorite book, I liked the Barteameus trilogy a lot, ASOIAF is pretty good.
Hidden 10 yrs ago 10 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Name/Nickname: Gabul the Wanderer

Gender: Male

Race: Qalini. (Human subtype)

Quote: Power in Wisdom.

Appearance: Tall, thin but not skinny. Usually wears a black, travel-worn over coat, dark leather jerkin, and and well-worn leather boots. He wears a black, wide brimmed hat in the Sadian style. Like all Qalini, Gabul is pale, with dark eyes and hair. He has intricate, traditional Qalini tatoos in curled lettering up and down the left side of his body.

Personality: Laconic, with a dry sense of humor that usually shows itself in the face of severe adversity, Gabul speaks little but listens carefully, and usually tries to stay out of the limelight. While terse and disdainful of emotionalism, Gabul often surprises others with his generosity and quiet kindness.

History:

[excuse the rough shape of this history- I had it all nice and pretty and much longer but deleted that by accident. Just throwing this up quickly to give a sense of the character.]

Among those in the know, Gabul is mildly famous as a traveling beast hunter, wizard-for-hire and exorcist. He has been in the employ of the Iron Mountain Adventuring Company for many, many years, though thanks to the wizard's proclivity for keeping a low profile, no one except Gabul himself is quite sure when he signed on with Iron Mountain, or for that matter just how old the Qalini wizard is.

In recent decades, Gabul has completed on several notable contracts for the Company: he uncovered the identity of the Freetown Skin-Man*, played a part in the exorcism of a cousin to the Vormaric Emperor who had become possessed after dabbling in necromancy**, and most notably slew the Archghoul of Travosk in a magic duel that- if rumors are to be trusted- lasted five hours and burned down the city's Great Temple.

Gabul is not a full time employee of Iron Mountain, however, and has been known to disappear into the wilds for stretches of months and even years, pursuing an agenda known only to him. His lucrative contract with Iron Mountain, which values his unique and hard to find magical expertise, ensures he always returns to work when in need of funds.

Qalini are still largely feared and mistrusted across the world, thanks to the exceptional brutality of the old Mageocracy in its dying decades, and this in part explains the Gabul's studious avoidance of fame...the enemies of wizards can have long memories, indeed. Gabul is known to have significant ties to the only remaining Qalini ethnic conclave of any significance left in Dorthargal, a small and highly secretive group of wizards known as the Outcast Lodge, living in exile in Yeric. The Qalini exiles are known to be close allies of former rivals, the Yericlyn ruling House of Cynder, but otherwise their motives and intentions are clouded in mystery.

*For the curious: It was the mayor's butler, and he was burned at the stake for his crimes.
**Gabul also helped in the subsequent Imperial cover up of the embarrassing affair.

Martial Skills:

Spellsword: Gabul is a capable swordsman, and his combat style integrates his arcane mastery. He uses magic to disable and disorient his foes and to keep the initiative in combat. His technique focuses more on finesse, speed and precision over sheer power.

Passive Skills:

Ranger: Gabul has wandered up and down the face of the world in pursuit of his own agendas, projects and researches for many years, living outside for months at a time. He is a skilled outdoorsman.

Rogue Scholar: While not an academic, Gabul is well versed in magical theory and lore, philosophy and history, including what are considered by many to be dark and forbidden topics.

Magic Skills: Primordial and Arcane

Shadow and Flame: Gabul is especially skilled at magic involving fire and darkness.

Necromancy: Gabul is well versed in necromantic lore, and can commune with some spirits of the dead, especially those of his magically adept Qalini forebears. Most necromantic magic or summoning involves complex rituals or prolonged meditation. In combat, necromancy of the kind Gabul is skilled in manifests itself in mostly indirect ways.

Inventory:

Nox an enchanted Qalini shortsword

The Dialogues of Alhazred An ancient Qalini necromantic text. Illegal in all countries except Yeric.

A wooden walking staff, frequently used by Gabul as a magical focus.

Verigold, his horse, a black mare.

Ring of House Nagath A silver ring embossed with the design of a serpent and crescent moon. It is an heirloom of Great House Nagath, one of the ruling factions of the old Qalini Mageocracy.
Hidden 10 yrs ago Post by Torack
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Torack The Golden Apple

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I think it would make a little more sense if they were already acquainted with each other for a while, since it is a mercenary group and all. They might not know too much about each other, but they must have grouped with them once or twice in the past, ya know.

I don't usually mess around a lot in the OOC since I'm a med student, and I just don't really have the time. But when I do, I usually enjoy talking to folks in the OOC and going a little silly.

GMT +3

I'm pretty active considering. I'm usually able to post once or twice per day, but there will be some days where my responsibilities just won't let me get on for that day. They're not often, so no need to worry about that

I love action. Action is awesome, it's like adding spices to food. Too much and you ruin the flavour, too little and it just tastes bland. There should be just the right amount revolving around the plot to make it even better.

Under the right circumstances, I can practically write a novel. But usually I try to go at least four good paragraphs.

Lincoln

Malazan Book of the Fallen series.
Hidden 10 yrs ago 10 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Would you prefer for the party to already been grouped together for some time or more recently acquainted?

Either way could work. If everyone has a history of working for the Iron Mountain Co. they may know/know of each other w/o having nec. been grouped together recently.

Do you often putter about in the OCC of the Rps you are in, or would you prefer if I set up an IRC client?

My experience is that chats are good but can be distracting, but a good way to split the difference is to set up a pirate pad or something like that where folks can both chat & collaborate.

Your current Time Zone.

EST

How active can see yourself in the coming future in regards to this RP?

1-2 posts/week, maybe more depending on group activity

What you believe to be the perfect ratio of action to plot development

depends on the plot.

Your comfortable average post length at the advance level.

I tend to post what I think is appropriate for the story. I usually write long posts but short ones are sometimes called for.

Your Favorite Movie

Lord of the Rings

Your Favorite Book

Fantasy book? Titus Groan.
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