Hidden 9 yrs ago Post by LokiLeo789
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LokiLeo789 OGUNEATSFIRST

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No orcs?
Hidden 9 yrs ago 9 yrs ago Post by Famotill
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No orcs?


The Orcish Kingdom is located in High Mist (the third map I uploaded). Though Orcs appear pretty much everywhere (especially Carthus and Valenndale). Plus, there is another continent left :)
Hidden 9 yrs ago 9 yrs ago Post by Famotill
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Geez, sorry for another re-post. The site isn't being very cooperative today.
Hidden 9 yrs ago Post by Assallya
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Assallya HP: -10

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I suppose this prison is of the forced labour variety?

After all, the idea of prisons is a very recent invention and most Kings or other ruling figures wouldn't want to waste their "hard earned" coin on such things.
Hidden 9 yrs ago Post by Famotill
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@Assallya Exactly right, the prison is a mining facility where prisoners are forced to mine for the rare materials that lie beneath Ardent's Fall. Unfortunately, innocent people are sometimes taken into the prison to be used for labor.
Hidden 9 yrs ago 9 yrs ago Post by Famotill
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Here's an update! For the people who have gotten back to me so far it seems that we have:

Human City Guard- @thegreenleafe
Elven Sorceress- @Assallya
Human Necromancer- @Avanhelsing
Tiefling Bard/Sorcerer- @The Fox Without
Orc (I'm guessing warrior?)- @LokiLeo789
Unknown Character- @Kejmur

One or two other people had interest but haven't gotten back to me. I'm going to close applications (unless I missed someone). If the party gets too big, I will probably figure a way to split things up (please don't worry about relinquishing a spot, I can figure it out).
Below is a skeleton for how to pitch your character. We'll work out the finer details through PM (I want to develop the characters before we start the campaign). If you have any general questions about the character sheet, ask here, so I can answer them for everyone!


Hidden 9 yrs ago Post by Famotill
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Oh, and I was thinking of adding another race to the mix. I thought the Khajiit from the Elder Scrolls were a pretty interesting race. How would everyone feel about adding them (or something similar) as a race on Crysteria (essentially a habitable Antarctica)?
Hidden 9 yrs ago Post by Avanhelsing
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@Famotill
I alway like different races. I only play humans but I like the idea.
Hidden 9 yrs ago 9 yrs ago Post by The Fox Without
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Maybe add an equipment bit to the CS, unless your wanting us to start from scratch as we're in a prison.

Edit:Also Appearence

Son of the Edit: also, aside from the obvious ones, which schools of magic pertain to which type of magic, was thinking of either illusion/enchantment or transmutation types with a smidgen of evocation
Hidden 9 yrs ago Post by Famotill
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Maybe add an equipment bit to the CS, unless your wanting us to start from scratch as we're in a prison.

Edit:Also Appearence

Son of the Edit: also, aside from the obvious ones, which schools of magic pertain to which type of magic, was thinking of either illusion/enchantment or transmutation types with a smidgen of evocation


Hmm I may need to add Illusion as it's own school. Transmutation is definitely primal, and evocation could be RP'd as primal or pact magic. I'll also add starting equipment to the list, thanks! I have so much to plan for this so I may overlook some things at first.

The Constitution School focuses on healing spells and barriers. Advanced arts allow for revival spells, but bringing someone back from the dead falls into necromancy and is banned in most nations. Technically speaking, necromancy falls under the Constitution School of magic.

The Divine School focuses on divine magics like 'Bless'. Essentially these are your cleric characters.

The Destruction School focuses on powerful spell-casting, AOE attacks, and elemental powers. Fireballs and the like.

The Pact School focuses on summoning spells and magic obtained through pacts with creatures, deities, etc. Summoning is certainly legal in most schools, but a lot of Pact magic is forbidden.

The Primal School focuses on the manipulation of nature. Summoning insects, bears, etc. As well, things like curse or hex are the darker arts of the primal school. Blood magic technically falls the Primal School of Magic.

And then we'd definitely need an Illusion School I'd think. People like arcane tricksters (and arcane tinkerers) would also fall under this school.
Hidden 9 yrs ago 9 yrs ago Post by The Fox Without
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Well here's ol Rav, this version is still a bit of a WIP, but figured I'd go ahead and kick this off


Name:Rav Troklen

Continent of Birth: High Mist

Race: Tiefling

Class: Mage, with a slight touch of bard from his early years.

Mage School of Foci: Mainly Illusion, Fire focus in Destruction

Starter Equipment:

-Father's Masterwork Rapier

-Fireproof clothing, previously enchanted.

-Amulet of his mothers

-An odd black metal viola

-Portable brewing tools

-Rather old book written in the Tiefling's native language.

Age:32

Personality: In a word, Rag could probably be best described as confident. While his rather outlandish appearance makes some wary of him, he rarely seems outwardly bothered by this perception, often easily making fast friends with those with an open mind. A life as a showman has made him rather comfortable in the spotlight, and may often search it out, especially if it allows him to step into the role of the hero, more than like a hold over after being casted as the "wicked dæmon" whenever his troupe would hold a play. Having grown up listening to tales of young outcasts becoming the hero in many a tale, even as he's grown older he still holds hope he may mirror such tales.

Strengths:
-Decent hand at weilding his father's rapier, learned from training for plays his troupe would put on.

-Excellent Orator, his years as a showman having made him quite the charmer, well aware if how to work a crowd.

-Inherently gifted with magics, Rav is well versed in magics of the mind, creating images and molding thoughts to try and avoid bloodshed if possible, though his race giving him an inherent leaning to fire magics.

-Almost fireproof, only affected by extremely stoked flames.

Weaknesses:

-Many people tend to inherently distrust tieflings based of the many tales and rumors thaat precede the rather reclusive race. This can cause problems for Rav himself.

-Rav's confidence can lead him to getting into situations that may be a speck over his head, and often cause trouble he could have avoided.

-Rav admitedly has a weakness for the ladies, and is likely to go along with any women seemingly in peril, despite now far he may have to go out of his way to help her.

Fears: Spiders,

Brief History: Rav's earliest memories are those spent playing with the children of his traveling troupe. He had been there as long as he had remembered, living with a halflings couple when he was younger. There he and the children who he had been fast friends with had been relegated to helping maintain the wagons and feeding and cleaning the animals, with older children being trained to follow their parents footsteps. At the wizened age of 8, it became rather obvious to Rav that he had no footsteps to follow in. His first clue had been the halflings he had grown up with had no tails to speak of, nor even a nub of a horn to speak of.

Armed with this sudden realization, and weilding a righteous fury only known to Heironeous and 8 year olds, he had demanded the ringleader tell him where his parents were. The fact that he was still wearing a clowns garb to advertise to townsfolk lessened the effect somewhat he feared. After the man had recovered from the shock of the angry little clown, he had spun a tale recounting the heroic efforts of his parents.

He listened in awe as the ringmaster told him of the terrible luck they had, falling into the path of a wandering war tribe of hobgoblins, who soon set their eyes on the rather poorly defended caravan. They had put up a rather valiant attempt at fending off the pack, a few of their entertainers knowing a bit of fighting good for shows and a few spells here and there, but most were hedge mages at best, all bluff and bluster. However it seemed that divine favor had been upon them that night, as a traveling tiefling cleric of Fharlanghn and her human husband were soon seen in the fray, none of the troupe having known where they came from, but they were surely turning the tides.

The battle had lasted long into the night, with many casualties. However despite this, the troupe somehow made it through the night, adrenaline pumping through them as they saw the retreating forms of the hobs. The ringleader hadn't learned until after the fight was done of the two strangers intervention, but was saddened to hear they had both fallen in the battle. The ringmaster had found Rav then in his own tent, and had taken the young boy as to respect the memory of those who had sacrificed themselves. He had then given Rave the tokens he had kept from his parents.

As the years passed, Rav gradually came into his heritage, going down a more arcane path than his mother's, and soon left the troupe afterwards, hearing the call of the road.

Notes:

-Can play the viola and the lute expertly, as well as being somewhat competent with most stringed instruments given time to practice.

-Has an odd habit of lighting himself ablaze in his acts, much to the suprise of many tavern owners.

-Currently working on creating an ale, experimenting with the recipe whenever the chance arises.

-Extremely protective of his parents belongings.

-Can speak and write both in Common and the Native Language of the Tieflings, though it is obvious to High Mist Tieflings that he didn't learn it there.
Hidden 9 yrs ago 9 yrs ago Post by Kejmur
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Sended 4 skeleton concepts on your PM box Famotill ;). I hope you like them, I will pick 1 (if you allow more then 1 it would be cool, if not whatever). I want to hear your opinion first before I go into more details.
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Hey all, sorry for the lack of response today. My laptop was acting buggy, and I left some of my LSAT books at school after graduation. I just got back from picking them up. Hope everyone is having a good day. I think almost everyone has submitted me character concepts at this point. We're almost ready to start!
Hidden 9 yrs ago Post by The Fox Without
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Aight I think ol' Rav is finished for now, let me know if you see anything missing.
Hidden 9 yrs ago Post by Famotill
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The final map!! Here is the political map of Crysteria. The inhabitants of this frozen wasteland include the People (humans) of the Trident and The Brith- a catlike humanoid race (inspired by nordic culture). Their design is influenced by the Wrothian of Xenoblade Chronicles (though obviously without futuristic armor).





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Also, I'd like to start working on the OOC page for the actual RP. It would be much easier to do if I had the few character sheets I need left. Please make sure you submit them so I can get to work. If you have any questions, please let me know!
Hidden 9 yrs ago Post by Avanhelsing
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@Famotill
Should I post mine here or is mine done?
Hidden 9 yrs ago Post by Famotill
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You can post in on here, so others can see what your character is like!
Hidden 9 yrs ago Post by thegreenleafe
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thegreenleafe Flatbush Zombie

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Not exactly finished just yet, but I wanted to put what I have up before work.

Hidden 9 yrs ago Post by Avanhelsing
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Still need a pic and I'll add some more later.

Name: Caleb Marshal
Continent of Birth: Carthian
Race: Human
Class: Mage
Mage School of Foci: Necromancy
Age:23
Personality: Cal was raised by his mother to always be polite.
Cal is charming in the way that only people from the country side can be. He is quick with a smile or a joke even considering all that he has been through.
It is not uncommon to see Cal hitting on anyone he can since gender and species does not matter to him. He is not as charming as he seems to think he is. It is not uncommon for his advances to be met with a punch or a slap. On the surface he seems fine with what happened to him but that could be an act. He never speaks about his time as an apprentice.

Strengths: Cal is a bit tougher than your average Mage. He spent most of his childhood fighting since there isn't much else to do in the country side. He can handle himself in a bar brawl. His plan was to fight for money to get enough to make his way back home. However he cannot punch an Orc out with one punch or break a boulder in half with his fists. He is still human. His style is a bit rough but he seems to be decent with out his magic.

Cal is still learning how to use him magic but he has gotten better over the years. He is not strong enough to raise an army of the undead but he can summon a few decent undead. The more intelligent the corpse, the less he can raise. He cannot just snap his fingers and make the undead appear. It takes awhile to raise them.

Weaknesses: He is terrible in anything regarding politics or high society. He was raised on a farm so he is not that good at being subtle or polite which usually leads to him getting slapped, attacked, or both.

He also is terrible with a sword. He can handle himself with his fists but not with swords. He also is still learning how to use his magics. He is nowhere close to being a master of the undead.

Cal can be a bit too trusting at times which is what got him into this mess to begin with. If the individual is considered good looking, they could have Cal wrapped around their little finger. Cal seems to have a weakness for a certain type of guy.

Fears:
He has a constant nightmare about Remington. He sees the village in flames. He hears screaming and can smell the tangy aroma of death in the air. Cal sees the bodies of his family in the center of the town. In the middle of all this death, he always sees the same thing : a figure in a dark black robe. The figure removes his hood and reveals his face. It is the face of Caleb Marshal. His deepest fear is becoming a monster or giving into the darkness in his soul. He also is afraid of losing the people he loves.

Brief History:
Caleb James Marshal was born as the fourth son of two simple farmers. He spent his entire childhood in and around Remington. His young life was nothing all that special. His older brothers taught him how to fight at a young age and he was rather good at it. Cal always dreamed of traveling the world as a wandering adventurer. He dreamed of the fame and fortune he would get as he traveled. However this dream would never come true.

Around his eighteenth birthday, he was walking through the woods when suddenly he was hit in the back of his head. When he awoke, he was tied up in a ship on its way to Penult. The ship was due for Le Feu Mot. His kidnapper, BLouis Dion, had taken him since he was in need of an apprentice. For whatever reason, he had chosen Cal. The old man needed someone to learn his trade before he passed on. He took Cal deep into the desert in a small village.

Cal at first resisted the lessons but eventually decided to accept his fate. Cal was a decent student and adept at the magics of death. Louis treated Cal decently since the boy was his last chance to gain the approval of the higher nobles. Cal was taught the lessons of how to use dark magic for good. The pair would try to keep some of the monsters out of the village.

Cal learned the customs of his new home and eventually fell in love with a young guard named Henri. However, Henri was killed by some sort of beast only a few months into their relationship. Cal never did learn what had killed his beloved. With his death, Cal wanted to raise him but he was not strong enough. He begged his master to let him go home to Remington and Louis agreed and gave his apprentice his grimoire so he could continue his training while he was away. Cal needed to go back home.

Through a few fights and mishaps, Cal ended up in prison in Ardent's Fall. No matter what he will get back home. He wants to see his family again even if he is not the same person who left almost five years before. He also wants to be able to do something for Le Feu Mot. The people there desperately need help.
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