Hidden 9 yrs ago Post by FateWeaver
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@Frengo Yes, yes, more! I always need more, because I have no life.
Hidden 9 yrs ago Post by Marcus XVI
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Oh, right, I should post ^^;; Sorry, been a busy week.
Hidden 9 yrs ago Post by AtomicNut
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Hmm, I'm gonna wait on TheHangedMan for a post with both characters. Maybe even Frengo. There's no way Gripus didn't notice this shit :P
Hidden 9 yrs ago Post by Frengo
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Gripus is too far away to assist the whelp I'm afraid, although it could certainly fly west and catch up to him.

In the mean time though, here's what happens when you turn into a dragon whilst milling around an Imperial town. Enjoy! :D
Hidden 9 yrs ago Post by Sessamaru
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Hello, everyone and here's my sheet ^^"

Name: Aramil Nailo

Age: 200

Gender: Male

Race: Half-Elf

Race Overview: Aramil is the offspring of a high elf mother and a human father. He appears to have favorable traits from both parents, though these are merely physical; despite this, he still appears as an elf to humans and a human to elves.

Titles: The Black Sorcerer of Yr (Formally); The Old Magician (Within the Iron Coast)

Appearance
Aramil is an albino with mauve eyes. His hair is long and milky white, his skin the color of bleached bone. He is 6'2" tall and slender. Due to his parentage, he appears to have slightly pointed ears, slanted almond-shaped eyes, and a fair bone structure. His jawline is strong and angular, though his chin seems to be square rather than pointed, and his cheekbones are also high. His shoulders aren't as broad as the average human's, but they're slightly more broad than an elf's. Despite his otherworldly and youthful appearance, he appears quite sickly, even by the standards of albinism. His eyes are surrounded by prominent dark circles, his eyes hold a feverish glaze, and he seems physically frail. Aramil wears a long black robe and cloak, often wearing his hood low over his face, and he tends to take the appearance of an elderly man with a long white beard, walking with a hunch and a slightly more healthy skin tone (still pale, but with some color).



Weapons & Items
Ebony Wizard's Staff-- A gnarled staff of ebony with a crystal ball at its top; there is nothing particularly special about the staff aside from acting as a focus for Aramil's spellcasting, concentrating his magical abilities without the need of overextending himself. Added on top of his great will and control, the staff merely aids him in not wasting too much of his magic power.

Aramil's Heirloom-- This amulet was once his mother's. Originally, it served only as a memento, but as he became more knowledgeable and powerful in the field of magic, he decided to give the memento a permanent use. This memento allows him to disguise himself into whatever he wants to be, within reason since the enchantment is rather weak. As a half-elf, he much preferred to be inconspicuous, and thus he is often seen as an elderly man wearing dark robes and carrying a staff. The enchantment within the heirloom is limited in that the person cannot change their height, their voice, nor their weight; but they can change their race, within reason (a halfling cannot change into an adult-sized elf, or an orc cannot change into a gnome, etc), add or detract hair, and they can change their age. It is a somewhat useful tool, but most would find its uses lackluster and useless on the grounds that the change is merely superficial. The enchantment can be activated or deactivated at the will of the wearer, and it can also be deactivated if the amulet is removed from one's person. Aside from this, the amulet looks rather ordinary.

Enchanted Flask-- A metal flask originally used for storing alcohol, this flask is used to turn any liquid into an elixir for his particular ailment. The flask's face has alchemical runes carved into it. Enchanting this flask was done with the combined alchemy ingredients and knowledge of enchanting, aided with magical theory. Though the flask cannot refill the contents, it can still purify the various liquids; however, this is useless to those who do not suffer from Thin Blood, and those who seek healthy hydration would suffer from thirst.

Dagger

Charcoal

Waterskin

Steed: Alastor-- a magical steed from the underworld, it appears as a skeletal horse consumed by lavender flame. Alastor is bound to Aramil through a magical pact and can be summoned whenever Aramil desires its assistance. The horse is quite faster than most and does not suffer from fatigue; though its existence in the Material Plane is limited to a full day.

Abilities
Thin Blood-- Though common among those of various racial ancestry, it is a rare blood disease in a new generation half-breed. Aramil is the first child sired by two different races (a human and an elf) within his respected families. As the name suggests, Aramil has thin blood coursing through his veins, making him weary and often times sick to the point of bedridden. There are times when his blood enters his lungs, putting him into a coughing fit and plagued with pneumonia, forcing him to cough up his own blood in the process. His heart has an irregular heartbeat and he is often at a high fever. This disease is neither contagious nor hereditary, merely a birth defect due to the differing physiologies of one's parentage. It is said that the disease drastically decreases the life expectancy of the mixed blooded offspring, often dying (if untreated) before their second decade.

Elven Sight-- As the offspring of an elf parent, Aramil can easily see at night as though it were merely sunset. Unfortunately, due to his illness, his eyesight is limited to human depth and distance.

Mark of Souls-- As a necromancer, Aramil possesses a mark that allows him to consume souls. This is a mimicry of a Lich's phylactery, only instead of putting one's soul into it, the Mark is bound to the mortal body and acts as a vessel for outside souls. It can only consume one soul a day, but it is enough for Aramil to not be plagued by the Thin Blood. The mark can be found beneath his glove on the back of his left hand; a small green emerald surrounded by a magic circle that was tattooed with enchanted green ink (which appears only when spellcasting).

Minimalism-- Not exactly an ability, but unlike most races and creatures, Aramil is a minimalist. A unique mindset, Aramil prefers to use very little tools at his disposal. Though a wizard with a vast repertoire spells, he prefers to conserve his energy for different approaches and is willing to use the more basic spells over the more complex spells. Aramil prefers talking his way out of a situation than to fight and is more than willing to surrender. This mindset also allows him an advantage over others, who much prefer to use everything they have in order to survive; his way of survival relies on solely on his wit and ingenuity.

Talents
Scholar-- Aramil is quite knowledgeable of magic and magical theory. Though he is not aware of the history of foreign continents, he is quite familiar with the history of his own province beyond the sea. He lusts for knowledge and he's quite unwilling to deter from his path once his mind is set on it. Ultimately, he is searching for the ultimate artifact that is said to be somewhere in the world, perhaps even beyond his homeland: the Book of the Dead Gods.

Alchemist-- Aramil is an expert alchemist, having grown up consistently sick. He had learned how to create potions and elixirs to increase his strength and halt his coughing fits for some time. Like most alchemists, he is able to create poisons and antidotes; a byproduct of his teachings.

Magician-- Despite his sickness, Aramil is a capable street performer of the more mundane "magic." Capable of deception and sleight-of-hand, Aramil can easily deceive or entertain those around him with petty tricks that have nothing to do with spellcasting. These include coin tricks, clever use of fireworks (including "smoke bombs"), illusory transpositions (pulling things from nowhere, but in reality from carefully hidden slots in articles of clothing, such as a hat), etc.

Perception-- Aramil is quite perceptive and difficult to deceive. After a life full of peril and betrayal, Aramil became cold and jaded. On top of this, he is able to deduce a person's weakness, whether it's a lie or a tight defense. Due to his perceptive nature, Aramil comes off as sly and clever, capable of using these insights to his advantage. He is also shown to be very careful when around something unusual and appears even more cautious around the usual (almost as if something seems too normal).

Diplomacy-- Despite being a necromancer, Aramil prefers diplomacy over combat. Capable of remaining civil and respectful, he places others on equal footing rather than using intimidation and allows enough room in negotiations for compromise. This is not to say he can't use intimidation to get favorable results (though he is quite subtle about such an approach), but he finds civil conversation far more preferable with less consequences regarding his overall health.

Polyglot-- As a scholar and wizard, it was a part of his lessons by his previous masters to learn certain languages, ranging from the mundane (elves, dwarves, halflings, etc) to the otherworldly (primarily devils and demons). As such, Aramil can speak in numerous tongues without the aid of magic to just about every conceivable race on this plane of existence (humans, elves (as well as drow), dwarves (and their cousins), halflings, gnomes, orcs, goblins, tieflings, and dragonkind) and to demons and devils; unfortunately, he cannot speak celestial nor druidic.

Magic
Necromancy-- Aramil is a prodigy of wizardry, greatly talented in the schools of abjuration and evocation; by extension, he is powerful in conjuration, as well, capable of summoning demons and other beings from beyond. As such, he chose necromancy as his specialty for its vast array of uses. Unlike most necromancers, Aramil chooses not to use this form of magic as a way to amass an army of corpses, but rather to pry from their lips (or lipless mouths) the many secrets that riddled their former lives. These secrets increase(d) his knowledge in military tactics and strategy, magical theory, and even the location of certain objects or the dangers that may lay ahead. The extent of his skill also lay in his spellcasting. He can taint his spells with necromantic energy, allowing him to siphon the vitality of others to heal himself (and to treat his sickness) or to cause necrosis alongside the burning, scorching, freezing, or crushing effects of certain spells. He is unable to wrench control of an undead if the will of the opposing necromancer (whether human (or some other living race) or Lich) is equal to his own or if the soul of the undead (i.e. revenant) rejects his commands due to an equal or stronger will. Unlike most magic, necromancy does not weaken him (in fact, it bolsters him) and the only weakness is his actual arcane spellcasting which drains his magical reserves (though the vitality (or souls) that he siphons exponentially increases his magical power). If Aramil casts too many spells or too powerful a spell, he would grow physically weak (even if he managed to siphon a soul or one's vitality) and will be overcome by his illness. If he survives, it is questionable when he would regain his strength and may even require the need of drugs to restore his health.

Backstory


Starting Location: Actium
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Hidden 9 yrs ago Post by AtomicNut
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Okay, i better roll another character just in case.
Hidden 9 yrs ago Post by Frengo
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@Sessamaru Accepted and added, welcome aboard. Looks like you've arrived in time for a party in Actium.

Some dragon whelp disguised as a young girl just went nuts and revealed itself. Chaos has broken across the streets. Soldiers are moving in, and things are about to get messy.
Hidden 9 yrs ago Post by Sessamaru
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This sounds fun. If I remember right, there's now an overcast of a storm coming? I'm also assuming it's day, right?
Hidden 9 yrs ago Post by Frengo
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This sounds fun. If I remember right, there's now an overcast of a storm coming? I'm also assuming it's day, right?


Yup, storm + day time. I don't think we ever established an actual time, so just keep mentioning day light until someone starts their post with "night was drawing in fast", I guess?
Hidden 9 yrs ago Post by Sessamaru
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<Snipped quote by Sessamaru>

Yup, storm + day time. I don't think we ever established an actual time, so just keep mentioning day light until someone starts their post with "night was drawing in fast", I guess?

Alright. Thank you. I suppose I will make a post now.
Hidden 9 yrs ago Post by AtomicNut
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Is it me or we have like, 4 characters with necromantic powers?
Hidden 9 yrs ago 9 yrs ago Post by Frengo
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@AtomicNut Well considering a large part of the story concerns the possible second-coming of an all powerful necromancer, it's hardly surprising. If Magnor was a fallen Paladin, you'd probably find we'd have half a dozen paladins instead. Nothing wrong with it at all, in fact it's natural and preferable. There must be a lot of hidden necros who are coveting the hidden powers of Iron Coast, outside of established PCs.

When I first made Gripus, he was a necro. Decided against it in the end though, because I thought a more generic mage would be more fun.

EDIT: Not to mention that necromancy in general is a huge theme in this RP, with 95% of all enemies being undead.

SECOND EDIT: Just to reiterate, I am not bashing necro characters as being unoriginal or uninspired. This RP was created specifically with them in mind, and frankly I'm surprised no proper evil necromancers have sprung up.
Hidden 9 yrs ago 9 yrs ago Post by AtomicNut
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@AtomicNut Well considering a large part of the story concerns the possible second-coming of an all powerful necromancer, it's hardly surprising. If Magnor was a fallen Paladin, you'd probably find we'd have half a dozen paladins instead. Nothing wrong with it at all, in fact it's natural and preferable. There must be a lot of hidden necros who are coveting the hidden powers of Iron Coast, outside of established PCs.

When I first made Gripus, he was a necro. Decided against it in the end though, because I thought a more generic mage would be more fun.

EDIT: Not to mention that necromancy in general is a huge theme in this RP, with 95% of all enemies being undead.

SECOND EDIT: Just to reiterate, I am not bashing necro characters as being unoriginal or uninspired. This RP was created specifically with them in mind, and frankly I'm surprised no proper evil necromancers have sprung up.


I just found it curious.

Although, eh, there's exactly two greedy necromancers. Sarai and Aramil... The other two are a drow priestess (who among other things like demon summoning, she knows about it), and a Death priest??

Also to be honest, I also considered making a necromancer. But on the undead side. Some idiot wizard who ended up being the understudy/bitch of the wraiths. Someone has to be a gopher...
Hidden 9 yrs ago Post by Sessamaru
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@AtomicNut Well considering a large part of the story concerns the possible second-coming of an all powerful necromancer, it's hardly surprising. If Magnor was a fallen Paladin, you'd probably find we'd have half a dozen paladins instead. Nothing wrong with it at all, in fact it's natural and preferable. There must be a lot of hidden necros who are coveting the hidden powers of Iron Coast, outside of established PCs.

When I first made Gripus, he was a necro. Decided against it in the end though, because I thought a more generic mage would be more fun.

EDIT: Not to mention that necromancy in general is a huge theme in this RP, with 95% of all enemies being undead.

SECOND EDIT: Just to reiterate, I am not bashing necro characters as being unoriginal or uninspired. This RP was created specifically with them in mind, and frankly I'm surprised no proper evil necromancers have sprung up.

lol, honestly, I just like this particular necromancer. I had another character who was a rogue/fighter/warlock that I could have used, but thought better of it due to his more... extremist... personality. I can only use one character at a time, otherwise I would find the other more interesting than the other and focus on one more than the other. Aramil just so happens to be incredibly clever and laid back, using his wits more than anything else.
Hidden 9 yrs ago Post by Frengo
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@AtomicNut Which brings me to the topic of Magnor Dragonblade. I mean, it's not certain that the "wraith" is him, although Gripus seems pretty sure. However, if it is him, I'm gonna need to add some flesh to that bone. He may even become playable, which might actually be the best way to go with it. Early days though atm, and he or his replacement doesn't need to make their way into things yet. However, I'll put it out there now:

Those who wish to take up the mantle of Magnor Dragonblade, a merchant-turned-Necromancer of legendary strength, may submit their proposals to me.

Alternatively, those who wish to create something in Magnor's stead i.e the initially mentioned wraith, who could well be a Lich or something even greater, then I'm all ears.

With regards to the undead players, Magnor/Replacement's entry into the game will have far reaching concequences for you guys, but I'll make sure you are all thoroughly informed in advance of any plans, and you'll all get to have a say in how things should go down. Truth be told, I'm happy letting you all do your thing at the moment, outside of Magnor's/Replacement's influence.

And on that note, Axis III may as well be made playable too. I literally have no concept for him, so there is a totally blank canvas there.

I think the best way to proceed, to anyone of you that are interested in the above, would be to PM me your proposals so that we can iron out any creases that I might foresee
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@AtomicNut Which brings me to the topic of Magnor Dragonblade. I mean, it's not certain that the "wraith" is him, although Gripus seems pretty sure. However, if it is him, I'm gonna need to add some flesh to that bone. He may even become playable, which might actually be the best way to go with it. Early days though atm, and he or his replacement doesn't need to make their way into things yet. However, I'll put it out there now:

Those who wish to take up the mantle of Magnor Dragonblade, a merchant-turned-Necromancer of legendary strength, may submit their proposals to me.

Alternatively, those who wish to create something in Magnor's stead i.e the initially mentioned wraith, who could well be a Lich or something even greater, then I'm all ears.

With regards to the undead players, Magnor/Replacement's entry into the game will have far reaching concequences for you guys, but I'll make sure you are all thoroughly informed in advance of any plans, and you'll all get to have a say in how things should go down. Truth be told, I'm happy letting you all do your thing at the moment, outside of Magnor's/Replacement's influence.

And on that note, Axis III may as well be made playable too. I literally have no concept for him, so there is a totally blank canvas there.

I think the best way to proceed, to anyone of you that are interested in the above, would be to PM me your proposals so that we can iron out any creases that I might foresee


So, if i get it right, you want us to make a baddie /high impact character profile?
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<Snipped quote by Frengo>

So, if i get it right, you want us to make a baddie /high impact character profile?


That's correct, however I should warn that this is all just theory work at the moment. I'm happy to accept ideas, but am unsure whether to implement this big change. It sounds promising, but it also feels risky.

I dunno, how would you all feel about there being a sentient antagonist?
Hidden 9 yrs ago Post by AtomicNut
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Could be worth it.
Hidden 9 yrs ago Post by Frengo
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Not to poop any parties, but can the whelp support someone on its back like that?

Also, Wal has just condemned himself to Imperial justice... I hope he has a plan, besides hoping the whelp can support him/doesn't throw him to his death.
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@Frengo

I'm actually wondering if I should edit/remove my post. It appears I overlooked some major details :/
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