"So I see you all have arrived, and I'm sure you are tired after your long journeys. Bartender, bring our guests some ale and food! Now, I know you all must have a thousand questions regarding the context of the letter I sent and I promise that all will be answered in good time if you listen to what I have to say. So you all have heard of the Dark Crusade, and I know most of you even fought against it yet I am sure the beginning days of the conflict are as much a mystery to you as they are to the common folk. I was a part of the initial attempt to end the conflict before people were transformed into monsters and struck at the very heart of our lives.
Two years ago King Baelnorn received word of villagers going missing in large groups from villages on the fringe of his territory. Their families spoke of monsters in the night that appeared like an apparition, there one minute and gone with their loved ones the next with rarely a trace as to where they went. Now, as you might imagine that raised some red flags with our good king and he sent me to investigate; though what I found made little sense.
The enemy left very few clues as to how they entered and left but suffice it to say I was able to locate a breadcrumb or two that lead me back to a vacant encampment used by what I assumed at the time were the 'bandits' that were responsible, but a lot of what I saw showered our enemy in a much more ominous light. Runes carved into stone pillars, bloodstained tables, and signs that a large force had once gathered at that location. Needless to say that I found sufficient evidence that this unknown enemy was a threat to the Firen people and I made my way back to my King with news of what I had uncovered.
Needless to say, I arrived a few days too late. The city of Veginsbverg had already been sacked by the cultist and their monstrous armies with only a handful of survivors left to tell the horrid tales of what they witnessed. Monstrous fangs in the dark, stalkers of the living and deformed in a way that not even the gods could bring themselves to look at what had become had assaulted the city. These monsters descended upon the people like a flock of locusts, cutting through the cities defenders as if they were no more than children playing war in the city streets.
Over the next two months, the Firen people lost their Legion of the Wolves and the Glamhoth Confederation lost their vaunted Dread Knights, the Lavas castle Svang and countless villages were burned to the ground and numerous elves died defending their forest. It was at this time something remarkable happened; everybody put down their individual grievances and worked together. In the end, our great King Baelnorn, along with the combined armies of the realm, defeated the cultist and their deformed hordes at the battle at the Fields of Amphella.
So this you all know already, and I can see on your faces that you are wondering why I promised riches and fame if the enemy has already been defeated, no? I'm here to tell you all a painful truth, one that our lords and their advisers have decided to hide from us in all their 'wisdom'. We did not defeat the enemy, no we only delayed their plans you see. Right now the forces of darkness conspire against us once again. Villagers are disappearing in masses, though I sense they face a far worse fate than those before. I sense that the enemy, led by their Mad King, plan to open a rift between our world and the demonic one, plunging our realm into darkness once more.
Now that you know what I have to say, do you have any questions?”
What is history?
The land of Arvandor has a history shrouded as much so in secrecy as it has been in blood. Many a book will tell tales of valiant knights, powerful kings and heroic journeys against all forms of evil; be it from the evil found within the heart of a mortal creature or defending the mortal realm from the monstrous demons from the demonic planes of Haki. Demons, and their jealousy of life itself, often attempt to break the barrier between the mortal and demonic realms and invade the living world. Often, the books also tell the tales of desperate mages or kings; with a hunger for power so great they invite the demonic forces in themselves. And as natural as the wind blowing is, so to the response by the living realms. Heroes of many different races and religions have often arisen to fight back the demons; and with their success did they ever forge their names into the history of our world. The books rarely tell the full story, however. They focus on the war itself with mentions of what caused the war to be brushed aside as a meaningless point. Never do they mention Arago the Wise opening the Great Rift to enter the demon realm and save the kidnapped goddess Avana. They only mention the yearlong conflict that resulted in the hero Rofella defeating the Elder Dragon and it's demonic army and ascending to godhood herself.
What is our story about?
Our story, as a whole, will be about a small group of heroes’ journey across the realm trying to stop a demonic invasion from happening. Well known or not, your character still would have done something that would qualify them as a hero/heroine to the common people. Our journey will start on the outskirts of the Firen capital called Weihern. There is a tavern at the intersection of six roads called "The Winking Wizard". Your character would have received a personalized letter, commending you on your hero status and informing you of the cultist motives.
“Our enemy yet lives, despite what the kings and their advisors wish to tell you. I have news that the cultist forces are again working to throw our realm into utter chaos. I have discovered villages devoid of all life while the food is still fresh, and the drying lines still full of clothes. I have found runes once again carved into the cultists strange stone pillars.”
It asked you to meet a man named Mulad at the tavern in one months' time. Promises of gold and fame are listed as rewards for successful completion of the quest.
What are our example races?
These are just some generic races and some possible sub-races. You can have some creative freedom with this. Don't see a race/sub-race that fits you? Create one! Within reason of course
Firen
The most numerous of the humans, the Firen pride themselves on their ability to talk their way out of any conflict while being able to back up any words with action. They are different in most physical traits, yet they all are equal under their devotion to the God's as well as their King. Though they suffered many defeats during their quest against the cultist forces the Firen people still can boast about having the largest army in all the land.
Glamhoth
The humans of the north are called Glamhoth, and they pride themselves on battle and raids. They are considered by outsiders to be a barbaric race of human; who are only found fighting, eating, drinking and making love to pass the time. The truth is much more complicated. They place little value on the life of an outsider, and their strict religious codes grant them the right to challenge those who believe in the new gods to a duel, with death a perfectly acceptable outcome. This is not to say that they are without kindness, compassion, and understanding. Among their kin, they are a friendly and generous race. With each sharing what they have to those in need, and each celebrating the life and death of their friends with drinks and boastful tales of their exploits in battle. Even though they view outsiders with a cautious, and often aggressive eye, they treat every last one of their kin with an air of respect and kindness. If one were to gain the trust of just one Glamhoth soldier, they too will often be allowed to share in this kinder side.
Lavas
The Lavas folk are the most prosperous of all the human races. They are the master shipbuilders, sailors and traders that claim home to most of the south coast, and many islands that dot the sea. Their ships are fast, and their soldiers well trained in the art of naval warfare. Though money has corrupted many in this nation. They are a greedy people, often compared to the likes of Dwarves, valuing coin and lavish parties to any other need. For with coin, they can buy food, and at these parties they can gain favor; favor is almost as important as money itself inside the Lavas lands. They like to play the Grand Game, where people's life and fortune are put on the line in a test of wit and charisma. Grand Cleric Orion said it best when he said: “I'd rather deal with an angry Glamhoth warrior than a friendly Lavas noble, for at least the Glamhoth can be made to see reason!”
Lebethron
The Elves of the eastern woods are known as the Lebethron, a race of Elves who claim on the woods have stretched back for as long as recorded history has. Many times have both Humans and Dwarves attempted to lay claim to these woods, for the trees are strong and the land plentiful, but each and any time an army invaded they were driven back by a fury of arrows from the top of the trees, from their rear, and from every direction; or so the story goes. The Lebethron are a very long lived people, with most reaching around several hundred years old while some even reach a thousand years in age. As such, they are the considered to be the keepers of history, with their libraries long sought after by scholars from the human races.
Mûl The Mûl are the Elves who either left their ancestral homeland or forced from it. They are forced into a world who's traditions and customs are very strange to these elves. Most Mûl becomes one of two things when they leave their homeland, a sellsword where they fight for others or they’re captured and forced into servitude for many of the other races. They are more aggressive than their Lebethron brothers, but also more cunning. They are forced, often from an early age to steal and murder. They make perfect assassins and thieves thanks to their light feet and quick hands.
The half-elves often fall into this race.
Andrann
The Andrann Elves are of the forest and the fortress, Galadhon, to the far west and are some of the most powerful mages in all of the Dalan. The Lebethron Elves once held a great fear of magic and it's uses. Five hundred years ago a law was set up that banned the use of magic and imprisoned those who had the gift. It was only natural, that three hundred years ago, the Great migration occurred. Angry at being abused by their brothers, a large group mages and their families moved revolted, breaking their fellow mages out of prison and fled west. It was here they rediscovered the abandoned stronghold of Galadhon and claimed it as their own. They rebuilt it, making the walls stronger with magic infused with each new stone. In the years since the humans from Lavas and Glamhoth have tried to reclaim this great fortress. Each attempt was turned back under a torrent of fire and ice, and with arrows that exploded on contact. Their foot soldiers boast light armor and weapons infused with magical properties.
Dwarven races
Anfangrim
The Anfangrim are a rather large tribe of Dwarves who claim hold over the great Iron Bottom Mountains that bisect the land in two. They are a stout and proud people who value a good story almost as much as gold. They spent their days defending their gates against goblins and mining deep into the depths. of the land before retiring back, spending their nights drinking to tales of Dragon Slayers and hidden treasure. Their fortune is only surpassed by those of the Lavas people, and only because their ships carry the Anfangrim trade to other parts. They have a close relation to the Lavas, both understand the power of money. Yet both will often mock each other in public, as the Anfangrim people value combat while the Lavas loves the game.
Hadhodrim
The Hadhodrim are the Dwarves of the Northern range which covers much of the northern barrier of the land. They are not as wealthy as those of the Anfangrim, yet they are much better warriors and inventors. They pride themselves on their craftsmanship, with their swords and armor a sought after commodity. They also pride themselves on new and creative weapons, with rumors of a weapon that sparks fire and roars louder than a dragon reaching the other races. They often fight the Glamhoth in the north over the limited resources, yet they keep a close relationship with those barbarians. Often times if a battle was to be fought, the two forces would gather together the night before, eat and drink until they could do so no more, and wish the other side luck in the fight the next morning. Indeed, the conflict has dropped significantly between these two races as they grow closer.
Surface Dwarves
Surface Dwarves are the Dwarves who have, for one reason or another, been forced out of the mountains. The other clans of Dwarves never accept an outsider, so often they are forced into many different criminal enterprises. The Vani is a prime example of a Dwarf combing their effective work structure to a gang, as the Vani have risen to be one of the most dangerous and profitable gangs in the land. While you will not exclusively find surface dwarves as gang members, with many excelling as sellswords and bards, it is an accepted fact back in the mountains that most surface dwarves are not to be trusted.
User created races.
BytheSpleen - Credit due for @BytheSpleen who created this race during my first attempt at this RP. He gave me permission at the time to keep on using it, even if it is for lore purposes.
Over the course of thousands of years, countless numbers of demons and otherwise alien creatures have invaded the world. Many bring back slaves from this land, and others are made slaves with a bit o' magic tampering. Others, as soon as the summoner died or something of the like, were loosed in the world, and most were forcibly shoved back into the Hell they came from, if not outright slain.
And then you have leftovers. Orcs, Goblins, Bugbears, the whole mess of things. Some are decent mages, as they descend from unwilling Elves, humans, and Dwarves, and others are decent warriors. 90% of the time, they fit in with the next army and get themselves killed in a big war...or something like that.
Then you got 10%. Half of those are wanderers - hobos, vagrants, bandits, bards, cartographers, etc. They're as hardy as the rest of them when it comes to traveling, but in the face of danger, they tend to panic a little too much. After all, nobody bothered to tell them that bears live in caves. Makes sense as to why they're usually just fodder, right?
The other half bear the most semblance to what could've been their races if it weren't for some meddling eldritch force selling them to the biggest sacrifice. Distinct cultures and exotic weapons come into play here. Among those races that can forge, the Hobgoblins are most righteously deserving of their title.
Hobgoblins are renowned for their expertise with fire, or more specifically, what they can make with it. As coined by their "favorite creatures", the Humans, Hobgoblins are great cooks and ironsmiths and specialize in various steels from just about every kind of metal you toss at them. This puts them at odds with a few other races (or, did, in the dwarves' case; you don't see too many Hobs for a reason) for the honor of being the best craftsmen, but considering the Hobs (for short) just got their distinction from the rest of their ilk not too long ago, it isn't surprising to say that the Hobs were given the benefit of the doubt when their blacksmiths opened up. Like orcs, they love to use lamellar designs, as they're light, maneuverable, and protective for all their troubles, using as little steel as possible (because from where the goblinoids originated, most iron was refined via iron sand. Large chunks of ore were unheard of.) Their skin tones, unlike those of their greenish-yellowish-rainbowish colored brethren, are always shades of gray and are a lot more matte because of their hygienic nature. They have eyes the color of gold, amber, and ruby, and stand about the same height as humans, as well as stand in the same weight range. Rumors say that the hobs have a bit o' man blood in them, which might be true, considering there's also a million hues of half-hobs half-men and whatnot running around the world without a surname to stick onto themselves...or well, wherever they came from.
In terms of being assets for war, they boast more dexterity and strength than their run-of-the-mill counterparts, but are best known for being the smiths of the fallen heroes' armors - again, one cannot stress enough that they can manipulate metal as though it were a draught made by dwarves' hands. Hardening, tempering and honing are children's play to them. It's also why they're one of the most hated races in this land.
Just a forethought: only one clan of these Hobs are truly, truly submissive and friendly - the Aulds. As the name implies, they're probably among the first Hob clans to get around to being smiths, and as such, have developed the most stable culture. To protect themselves from magic that would otherwise enslave them to the will of others, they have developed high-pressure forging of raw iron, as 'cold iron' has the damnably strange property of attracting and deflecting magic. Protection is decent, at best, because they're nomads. Iron isn't always so plentiful at times, and elves willing to accept the coin for protection enchantments are even harder. Traditional forging has become a bit of an uncertainty with the Aulds.
Off in the Western Ocean, there is a series of archipelagoes and islands that are so expansive that they are the entire world for several nations. Inhabited only by humans, these island chains are referred to in their native tongue as the Land. Not having contact with the mainland for over a millennium, their culture and magic developed in an entirely different way. Because of the danger of flooding and other natural disasters, magic and the culture as a whole has evolved to advocate maintaining a harmony within nature.
Among the archipelagoes, there still exist violent raiding societies that will roam in long boats, threatening the other peaceful settlements. Although resistance to attack is expected, to seek the violent destruction of these groups is considered horrific by the rest of the societies, and rather peaceful envoys occasionally approach the raiding groups, seeking to enlighten them.
Magic is primarily focused on channeling the weather, healing the ill, and other activities that improve the life of others. Combat magic is unheard of, though there are several schools of magic that teach their students how to combat forces of darkness, as well as several games popular with Mages that have been adopted centuries ago from magical combat drills.
The mainland made contact with the Land only 50 years prior when a deep water Lavas trade vessel was blown off course and was rescued by a group of far-flung fishers. Since then, there's been a steady growth in trade between Lavas and the Land over the years. Lavas nobles value the exotic goods the Land sends, while the Sunset Islanders all enjoy the goods made by the Dwarves.
Although there are embassy's in major Lavasian cities, and a dedicated port city for Lavasian vessels, the Sunset Islanders have chosen to keep interaction between the two at a minimum, aware that there is a danger in opening the door all the way with these sometimes untrustworthy strangers. Hearing about the Mad King, several dozen of the best Mages began to travel to the mainland
What is our goal in this RP
Our goal is whatever we want to make of it. The enemies are scattered but are a credible threat, so we are going to journey to find and defeat their leader once and for all. Though how we go about that will be determined in the RP itself. I will throw in side quests that our group can partake in, or you could do solo, that may or may not affect the story as a whole. [/i][/b].
Notable people, enemies, and armies.
Notable enemies:
Cultist mages: Coming in various sizes and from numerous different races, the cultist mages would be difficult to track down if not for their very ornate and decorated robes that cover them from head to toe. The main color of their robe is a solid black color with a gold trip around the neck, shoulders and across the waist area which, unsurprisingly, gives off a regal yet uncomfortable vibe to most who look upon them. Whilst they are not the most skilled in melee combat, they make up for it with a working understanding of magic and with sheer numbers.
Cultist Summoner: Dressed in a similar setup as the mages, with an addition of a black cloak with golden hues around the edges, these summoners are dangerous foes. Cultist Summoners are able to turn a corpse into a mindless husk or summon a demonic entity through use of charms, amongst the various other tricks they are able to pull off. In addition to the summoner magic, most of these soldiers have a better understanding of elemental magic than their basic mage counterparts. These are very dangerous enemies who should be approached with caution.
Notable friends
Lavas Soldiers: Thanks in part to the pure riches at the disposal of the Lavas people, the average rank and file member of the Lavas army is better equipped and better trained than any other human army out there. Their armor has a silver color to it, with a blue hue strewn across the edges of the chest plate and with a vibrant sky blue cloak on the back. They are usually found with both a spear and a sword for offense, with a tall tower shield painted in the same sky-blue as their cloaks for defense. In the center of the shield, there is an engraving of a white ship, the symbol of the Lavas nation.
Glamhoth Wall Crushers:
The Wall Crushers from Glamhoth have a reputation that proceeds them. These fearsome warriors are some of the most skilled and most savage of all the soldiers from the Glamhoth confederation. Each soldier is well armored and well equipped for their task of breaking shield walls, with some carrying heavy two handed axes that could split even the mighty tower shields of the Lavas people. Often times when wounded, these soldiers enter a trance-like state known to the outside world as the "Blood lust". While in this state, their tolerance for pain is increased while the speed at which they move and their overall reflexes are improved as a whole.
Firen Shock Soldiers:
The most feared and well-trained unit at the disposal of any human nation are the Firen Shock Soldiers. At a young age, recruiters often scour the countryside for poor families who are ill-prepared to take care of their young children. These recruiters often give the parents a small lump sum of money in exchange for the kid, and then take the children to the mountaintop city of Kiasa. Kisa is a famous city in and outside the Firen realm, as the warriors produced from there are the things of legend. In battle, these soldiers are as fast and agile as an elven soldier while being as ruthless and ferocious as a Glamhoth wall breaker. They are also the best-equipped soldiers in the Firen arsenal, with must being issued a long spear and a Xiphos, with some carrying javelins as well. Their armor is a light weight, but sturdy design with chainmail underneath a simple steel cuirasses.
The training, however, has been known to claim the life of over three-quarters of all who have started and as such the ranks of the Firen Shock Soldiers is limited. Make no mistake, however, as the mere sight of a small squad of these soldiers is enough to cause most general to surrender on the spot.
Firen Man at arms:
The average rank and file soldier of the Firen people. Boasting decent quality in all aspects of a soldier, this army is well equipped to handle most situations with some degree of efficiency.
Notable Elves and their armies:
Lebethron Foot soldiers:
Boasting both effective and stylish armor, the Leberthron Foot soldiers are a fierce some force that many hope to never face is combat. Owing to their hundreds of years worth of training, a Lebethron is the master of the battlefield. Their biggest weakness is their lack of numbers, though that has not stopped them from defeating armies ten times their size.
Mûl Sword company:
A group of Mûl decided to band together over a hundred years ago formed the now infamous mercenary company. As skilled in combat as most Lebethorn Foot Soldiers but twice as vicious, the Mûl Sword company is an effective fighting force in any war. Their major weakness, like most elves, is their lack of numbers with only four hundred soldiers under their employment. Though through clever tactics, and a bit of savagery, the Mûl are not ones to be messed with.
Andrann Mages:
Andrann Mages are as effective in combat as in other purposes, such as adding magical effects to weapons and armor. The vast majority of the Andrann population is magic capable so the Andrann Mages act as their foot soldiers. Trained heavily in both melee combat and magic, these soldiers fight with a unique fighting style all their own.
Andrann Elemental Archers:
Notable Dwarves and their armies.
High King Bofkral:
Anfangrim Dragon Slayers:
Hadhodrim Bone Crushers:
Surface Dwarves Forsaken:
Events that changed the world. In this section I will be putting events, both current as we write and historical as per our Character Sheets. The more things we accomplish, the longer this list grows!
Other.
Name:
Gender:
Age:
Race: (I will allow custom races, but I need a thing or two from you. First, you'll need the culture and religion of the race, provided with a location of where they call home. Next, I need a basic history of your race, what wars they fought etc. On my go, this will become an official race that others can join if they see fit.)
Appearance: (Descriptions are preferred, but if you find a picture I'll take it. Just no anime pictures.)
Personality: (Who is your character? What do they fight for? Don't make this part bland or cliche, but not overly long either. Enough detail for us to know your character but leave enough for us to uncover in the story.)
History:(Give us the basics, a paragraph or two will be sufficient. Though I do ask you put something noteworthy in this section, an act or action that would have placed your character under the label of ‘hero’ or ‘heroine’.)
Equipment: (Anything that you carry. No detail is needed unless it warrants it. Sword, shield, and backpack with supplies? Have them in a simple, bullet point list. A family sword with a special and beautiful design? Best explain how it looks ;) )
Example post: (I ask that you write an example post, no longer than two solid paragraphs but at least a few sentences in length, with your character responding to the question I asked in the text wall speech above. All I ask is that you react if someone else posts before you somehow.)
Other: (Anything else we might need to know. Be it special skills, such as your character being able to play a musical instrument, random bits of information to small to include elsewhere, what have you.)
Thou shall not be a dick. Seriously, no arguing here or in the IC thread. Take it to a pm.
Thou shall not be caught god modding. No explanation here, the golden rule so to speak of any RP.
Thou can die. Don't make stupid decisions ;)
Thou shall have fun. If we don't have fun, then what's the point?
Hello, potential participants in this RP. My name is Nariata, formerly The_Silence and Zeoul, and this is a newish RP for me. Death comes for us all in this RP; but if you keep your wits about you, then you may yet live. Better yet, you could lead the counter-charge against the demented army filled with demons, deformed cultists, and their wicked master.
A lot of the lore is still a WIP, but if you'd like to contribute I will update it :)
Race: Half-elf, Half-dwarf His mother was a Mûl and his father was a Surface Dwarf, they were in the same mercenary group and became to rely on each other skills to survive. His mother was a great Warmage and his father an unlikely but impressive Ranger.
Appearance: Lupin stands at 5'11" tall, with dark tanned skin and long fire red hair that is cut short on the sides and the middle kept long and runs down past his shoulders. On the right side of the top of his head is a skeleton screaming tattoo and on the left side is a tattoo of a crown of an ancient tree. His face is rounder than that of an elves with rounder eyes and his ears are more pointed than his elven heritage. On his face he has a black streak that goes over his eyes, underneath his right eye is a tattoo in the shape of a crescent moon and on the top of his left eye is a tattoo of an eclipsed sun. He also has a long fire red beard that goes past his chest. He has a much broader figure from his dwarven father but is still lean and toned in muscle density. He wears brightly colored robe like clothing and his armor which is mostly leather and chain mail are colored in the fashion of dark blue, grey and black.
This is what his armor looks like but doesn't have the helmet as well as the different color scheme
Personality: Lupin is stubborn and bold from his fathers side as well as tactile and a smooth talker that he got from his mom. He has lived a nomadic life so has never had a place to call his home. He wants all the finer things in life, a house, comfortable furniture, all the finest spirits and herbs easily at his disposal. He works hard towards that goal. He likes to drink when he is not working, often partying for days after a big job and smokes natural hallucinogenic drugs all the time and speaks in a laid back tone because of it. He is also kind of greedy and loves a good treasure hunt.
History: Lupin was born into a tribe of nomadic mercenaries, he grew up never having a real home except for the people that were part of the tribe. Always traveling where the work was, since he was a child he was trained to be a warrior, to fight fiercely and effectively with all manner of weapons. And once his magical powers began to appear he was trained in many sorts of magic that would help him become a more effective fighter.
After centuries of being a mercenary he grew tired of the lifestyle of always moving and never settling down in one place, so after his parents had died from battle he decided to leave the tribe. He wanted a home and all the luxuries it provided, not to die old and never getting a chance to rest and enjoy the luxuries the world had to offer. He found that bounty hunting was a way to get to that goal. The jobs paid more, it allowed him to work alone so he didn't have to share his profits and still let him travel whenever he felt like it.
Lupin became very good at his job, he saved villages from murderers, demonic summoners, cultists, thieves, etc. bringing them all to justice and earned him the respect of many people. He would play the role nicely thanking the people and saying things that would make him sound like a real humanitarian, but always making sure he got paid in full. It's not like he doesn't care about the places he helps, he does care, but the feel of money is what really motivates him to take on such jobs.
Equipment: • 2 Khopesh style swords • Short bow with waist quiver • Assortment of wands hidden in his robes • Tightly wrapped backpack • Robes with leather and chain mail armor • Rope • Spell book • Deck of blank, enchanted cards • Assorment of bombs that flash light, make a loud bang or cover an area in smoke
Example post: Lupin was getting up after guzzling a pint of spirits, the night called to him and he wished to embrace its promise of well deserved sleep before a man came into the tavern ordered a round of food and drink for all. How could he turn that down he thought to himself as he sat back down and held the free drink in his hands as he listened to the man talk. He heard the man spin a tale of failed victory that their efforts only delayed what was coming.
"Eh old man, I have a few questions," he said as he got up again and wobbled a little bit, "if they are such a threat, why have we not seen a large gathering of demons and the like in years? Sure there are small packs of them, hiding in the shadows, I have dealt with such men. But an army? Someone would have seen something of that size by now. How can you be so sure it's not a conspiracy of the nobles to keep us in check? Where is your proof?." He spat out, putting both his hands on the table and leaned towards the man, waiting to hear a reply.
Other: Absorption magic - Lupins magical specialty is able to absorb spells, but requires much of his focus and hand movements, he is able to then transfer the spell back to his opponent, or attach them to a sealing item where they can be released and used at another time. Enchanted deck of cards - These enchanted items are able to seal away spells that Lupin absorbs and stores in the cards, then he reveals the card he is using with his left hand and placing his right hand with two fingers upright by his lips and the rest of his hand closed, he then says "unleash" to activate the card in his left hand and releases the spell contained in it. Inherited talents - He has keen sight and hearing even in the dark, he has minor resistance to magical spells, good at repairing his equipment, agile and strong. Martial Skills - Trained in the style of all manner of combat, to be able to effecienct with the sword, bow and hand to hand combat. For swords his style is like a dance, his bow quick and powerful in short - medium range and his hand to hand combat skills focus on pressure points to slow down or knock out his opponents and then finish them off with his weapons. Sleight of hand - Lupin is trained to be able to make things appear and disappear, often used with his cards to trick his opponents before he uses them.
I am interested and will post a character sheet soon, as of right now I am going to leave it hidden under WIP.
Name:
Gender:
Age:
Race: (I will allow custom races, but I need a thing or two from you. First, you'll need the culture and religion of the race, provided with a location of where they call home. Next, I need a basic history of your race, what wars they fought etc. On my go, this will become an official race that others can join if they see fit.)
Appearance: (Descriptions are preferred, but if you find a picture I'll take it. Just no anime pictures.)
Personality:
History: (Give us the basics, a paragraph or two will be sufficient. Though I do ask you put something noteworthy in this section, an act or action that would have placed your character under the label of ‘hero’ or ‘heroine’.)
Equipment: (Anything that you carry. No detail is needed unless it warrants it. Sword, shield, and backpack with supplies? Have them in a simple, bullet point list. A family sword with a special and beautiful design? Best explain how it looks ;) )
Example post: (I ask that you write an example post, no longer than two solid paragraphs but at least a few sentences in length, with your character responding to the question I asked in the text wall speech above. All I ask is that you react if someone else posts before you somehow.)
Other: (Anything else we might need to know. Be it special skills, such as your character being able to play a musical instrument, random bits of information to small to include elsewhere, what have you.)
Awesome to hear, I am working up a CS for Mulad as we speak as well!
Name: Name: Mulad Sar Feer
Gender: Male
Age: 32
Race: Human - ???
Appearance:
Mulad stands at a height of six foot tall. A slim, but effective, muscular build is packed into his frame. He wears no armor, instead of wearing it he favors a simple blue tunic over top brown trousers. He does wear an elegant cape fashioned for the advisors of the king, though at present it is tucked away in his bag. He keeps his blonde hair short and his facial hair to a minnimum.
Personality:
Mulad at first glance seems like an aloof, and somewhat unhinged, young man who relishes in all the finer aspects of life; beautiful women, fine ale, and gambling his limited money on games of chance. Slow to trust, yet equally slow to shut up about that one adventure where he single-handedly defeat a Glamhoth squad in open combat A consummate warrior and advisor, who was raised in a time of never-ending warfare, Mulad is constantly alert to everything happening in his immediate area.
Mulad is well versed in both survival techniques and guerrilla tactics, and as such he has the expertise to help a group navigate rough spots. He's often the loudest voice and seemingly open and friendly, but in truth, he has a hard time trusting anyone and everyone. His family instilled in him a thought from a young age, a thought that spoke that there is always a time to lead and always another to follow. He interpreted this a little more liberally than his parents had hoped; he leads when others tell him to fall in line and refuses to be anything other than that confidant voice reassuring his scared followers as they get ready for their next nightmare.
While in battle Mulad exhibits a cruel and at times savage, disposition to his enemies he is in fact quite calm, reserved and even gentle outside of it. Something happened in his life that has made him wary of mages and their power, though he never speaks of what that was.
History:
Mulad never talks about his early history. No one knows where he is from, who his parents were or much of his backstory; knowing only that he appeared one day as a scrappy teenager at the capital and that he quickly ascended through the ranks of the Firen court.
What is known is that at the age of fifteen Mulad had been accepted into the Firen army and trained as a soldier, quickly showing his efficiency with all forms of combat. Within three years he had already gained some fame within the Firen nation as a skilled warrior who on many occasions fought off multiple enemies single-handedly and saved countless lives. One such occasion was a border skirmish with a Glamhoth raiding party. His squad was ambushed as they made camp, with his commander and most of his fellow soldiers dying in the first few minutes of combat. Mulad alone faced off against ten mighty Glamhoth soldiers and Mulad beat them all in turn. No one witnessed just how he did it, but his fellow soldiers noted that the Glamhoth soldiers had been rendered unrecognizable after the fact.
Four more years would pass before the King eventually took notice of this bright, and skilled, soldier and brought him into his court one day and offered him a position as an advisor. While hesitant at first to leave his fellow soldiers, Mulad eventually accepted once he learned the finer details of the position. Instead of offering advice to the king on a daily basis, Mulad would be the eyes on the frontier. Scouting possible enemy formations, observing hostile troop movements, taking out problematic individuals and much more. Mulad was very skilled at every task handed to him by the King, and with each subsequent mission did his fame grow ever more. Eventually, he was tasked with discovering who, or what, was behind the abduction of Firen villagers on the outskirts of the Firen nation, with his discovery leading both the Firen people and the rest of the world into the Dark Crusade.
What Mulad accomplished during the Dark Crusade is shrouded in secrecy, as ordered by the King himself. Though many of the soldiers that ended up under his command talk of dark nights on the frontier, with enemies surrounding his encampment on all sides. Desperate calls for a retreat going unheard as gruesome beasts as scary as any nightmares attacked. Many men wavered in their convictions that they, the soldiers say, but not Mulad. Mulad held the demons at bay. Equipment: • Sword and shield – Mulad will often just carry a simple Xiphos sword as well as a metal shield, with the sword hanging from a sheath that is tied around his waist and the shield strapped to his back. • Bag – On the opposite side of his waist of the sword, Mulad carries a bag that is filled with extra clothes and various trinkets and things of the sort. • Chess set – Mulad carries in his bag a small, but elegant, chess set in case someone dares challenge him. Other: • Skilled at chess and other games of the sort. Mulad has been playing the game of chess for as long as he can remember. If someone issues him a challenge, he always will accept; even if it was the grand wizard of the Firen nation itself. • Likes to drink and eat and partake in all the finer aspects of life when he has the chance
@Nariata Can magic be learned by all races? How long would it take to achieve mastery of it? (How long would it take to git gud)
I'm thinking of making a Lavas mage in his twenties.
Cool! So with magic every race save for the dwarven ones have the ability to learn and use magic. In terms of time to master that will depend on a few things. Some people are born naturally attuned to the ways of magic, while some need to spend countless hours learning and practicing it to master it. View it as if it were a warrior. Is a skilled warrior forged overnight?
I'm still at work, so I'll try to get some more info for your as soon as I get home.
I'm quite charmed by this! Before I start a CS, would a character who practices in necromancy be acceptable? I was thinking of perhaps an odd fellow with an affinity for death and disease, and a strangely acute sense of smell when it comes to sniffing out demon-kind.
I'm quite charmed by this! Before I start a CS, would a character who practices in necromancy be acceptable? I was thinking of perhaps an odd fellow with an affinity for death and disease, and a strangely acute sense of smell when it comes to sniffing out demon-kind.
Possibly, though it is considered a form of 'black magic' in many different games, and I am still on the fence about adding that as a 'forbidden' practice as I work on the lore behind magic. Though it would work and work well in my RP, so you have my approval; though don't expect a cakewalk when you are around my character :P
@Nariata Oh absolutely; I had the intention of making him a sketchy, nobody-likes-him type fellow. I'll mock something up and see if you like it!
[EDIT]
All done. I hope it's alright.
Name: Craster Eldruin
Gender: Male
Age:???
Race: Andrann
Appearance: The face of the elf known as Craster is unknown to most, for the lithe male will never be seen without a brazen-coloured mask. There are foul rumours claiming that behind the mask, Craster is nought more than a withered corpse; the shell of a once great elven mage. But the voice of the elf is soft, and starkly contrasts the age-old stories which tell of him.
Craster stands an inch or so above six feet, and appears to be ectomorphic in stature. Aside from his trademark mask, he is usually clad in fine, grey coloured cloth, leaving nothing exposed to the air. The cloth itself is wrapped around his torso and limbs, accented with golden trim and occasionally plated with light, bronze armour. The armour in question focuses mostly on his spaulders, gauntlets, and greaves, protecting him from rare instances of close combat. Strangely, the metal seems to be forged into the shape of various grim faces; a staple of fear amongst passersby. The fabric of his shawl is wrapped into a hood, which shades all visible traits of his head aside from the neutral expression of the humanoid mask. Occasionally, dark hair may be seen escaping from the head-wrap beneath the mask.
Personality: Craster is forlorn and cryptic, and often seems to speak in riddles and poetry. He is incredibly literate and is acutely fond of books, and is capable of finding interest even in the most poorly written of prose. Familiars should not be fooled by Craster's soft-spoken nature however, as the elf is a being of loose morals, and thinks little of toying with the concepts of life and death. Craster is a strategist and a schemer, and has no qualms with the usage of pawns and flesh shields; perhaps being the last to turn back for an ally in the midst of danger. Though selfish in that aspect, Craster has few boundaries when it comes to doing as he is asked. He deems every journey and action as a learning opportunity, and takes pride in teaching naive Lords and nobles that the deaths of their loved ones can never truly be turned backwards.
Craster takes residence in an old outpost somewhere outside of central civilisation. He has claimed the title of apothecary, and sells a variety of elixirs and ointments designed to extract disease and illness for a mild price.
History: Little is known regarding the true origins of Craster, and he will always claim that he can barely remember it himself. The elf was once a powerful and vain wielder of fire magic, able to conjure and twist even the most dwindling sources of light. Through his intricate prowess and wisdom, Craster had unknowingly accumulated a small posse of followers, and thus became a mentor to many aspiring mages. But Craster's insatiable desire for knowledge would prove to be his downfall, and the elf sought deeper magic. As he gazed into the fire, he discovered a much darker flame. This flame was small and twisted and provided no light, and the avaricious mage did not hesitate when he took the flame and absorbed it into his breast.
Prolonged life, endless pain. Such were the punishments for Craster's greed. In the shade of exile, he practised his dark spells; conjuring artificial life and reanimating the cadavers of animals. He quickly learned the flaws within this black magic, understanding that crippled corpses would remain crippled, and that the souls dragged from the netherworld would soon perish once more, for they did not belong in the material world.
Rumours of the necromancer in the outpost spread quickly to the capital, and the Lord of coin soon summoned him into his presence. But the Lord's intentions were not ill, for he seeked a way to reverse the death of his daughter, who had been taken by infection. With little thought or explanation, Craster agreed, and so conjured dark words above the corpse of the deceased maiden. But the Lord was horrified by the presentation of his daughter, who wheezed painfully and moved stiffly, and whose face still bore the bloody nature of her infection. The girl could not speak, nor did she understand the words spoken to her. Instead, she only reacted to the haunting tinker of a bell, which hung from the mage's halberd. Demanding to know what Craster had done to his beloved, the necromancer spoke softly.
"You asked for life, and I gave you life. But her soul is gone, long lost to wind. Death may die, but her soul lies eternal, and no one may ever reach it but the God's themselves. And I am no God, dearest Lord. There is no solution for death, but perhaps you might ought to work on preventing it from the start."
Craster's words ran deep, and he was soon summoned once more. This time the Lord had learned the ways of death, and now sought after the cure for his wife's ailment, who had fallen into the same pit as her daughter before. With time, pain, and patience, the conjurer dragged the sickness from her body over a course of days, dispelling its miasma into a small vial which he then stored carefully into his satchel. The Lady's recovery sparked strange respect for the necromancer, who modestly retreated to his outpost abode despite being offered the position of Court Mage at several establishments.
Equipment: ♦ Shepherd's Bell The Shepherd's Bell is a glaive whose pole extends past head-height when tapped onto the floor. It is crafted from dark hardwood and reinforced by climbing metallic 'vines', which eventually blend into the brazen blade. A small, tinkering bell hangs from the curve of the blade, engraved with archaic symbols often too worn to make out. The bell is the tool of Craster's abilities, serving as the control point for all reanimated corpses, shepherding them in their actions. ♦ Apothecary Satchel A sack of medicinal herbs, trinkets and poisons; the source of Craster's trade.
Other: Craster bears a strange, acute sense of smell. He can smell even the earliest stages of disease and infection, and seems to be able to detect dark creatures some time before they make an appearance. In the wilderness, Craster is also able to tell apart edible fauna from poisonous fauna, and makes a point of collecting both. Though his affinity for true fire has long dwindled, the former archmage is still highly knowledgeable on arcane subjects, and is sometimes still able to create sparks which can be used to kindle torches and bonfires.
The monologue of the man before him seemed tiresome, but Craster listened intently nonetheless. He perched against the door frame, distanced from the others, his arms crossed loosely upon his chest. Through the narrow eyes of his mask, he ran his vision over his peers, and for a moment he could not grasp the reason for his summoning. His talents in doctoring were astounding, but after listening to the long explanation given by the apparent head of the posse, he concluded that disease would perhaps be the last thing they needed to worry about. But as the head spoke more of the impending enemy, things began to make sense. The necromancer had been summoned for his knowledge of dark magic and blood rituals. It was almost off-putting, but the concept of someday obtaining a demonic sample was undeniably enticing.
"What is there to gain?" A selfish question, but a simple one. Such was the way of Craster. Whilst he was perfectly comfortable with following orders, he had no desire for fame or glory, and felt no commitment to preserving the realm from the grips of this terrible enemy. The magus sought after nought but knowledge and thought ill of trying to prolong the inevitable. Craster understood that the age of men and their kin would not last forever, and desired to know what he would gain from assisting this rabble in pushing it back.
Hello! I'd like to join this, if you get it running! I completed a character sheet for your viewing pleasure.
Name: Renael Maileen
Gender: Female
Age: 440
Race: Andrann
Appearance: Renael stands at a very unimposing 5' 5", with an average build, and an elegant posture that leaves the impression she's very proud. Her skin is a very dark brown, like that of freshly turned earth, and she boasts visible scarring around her wrists. A waist length mane of curly black hair rests somwhat-neatly atop her head. Her eyes are a vivid red and she often looks as if she's "staring into someone's soul". She likes her appearance kept simple, with her robes varying between solid colors-- commonly blue, red, and purple. Gold hoops and studs decorate her ears and a solid gold chain rests around her neck.
Personality: The first thing someone could note about Renael is her obnoxiously non-serious nature. Jests and playfulness act as her most dominate and obvious characteristics, with a seemingly unbreakable optimistic outlook on life highlighting her nature. She laughs for nearly every emotional reaction, sometimes even laughing for no clear reason-- calling Renael "eccentric" is an understatement. Her outgoing and friendly traits keep the main stage while an oddly private nature contrasts them. Renael seems to want to get to know others, but not let them get to know her.
History: Renael was born during the ban on magic. Though the ban was in place, it certainly didn't halt her innate abilities from manifesting. She ran away from home at the age of fifteen, joined a small secret school for mages, and was caught and imprisoned nearly fifty years after joining said school. Seventy-five years in prison later, along came the Great Migration. No one knows what exactly happened to Renael in prison except for her, but she emerged somehow more powerful than before she went in.
During a multitude of battles fought over Galadhon, Renael had the chance to distinguish herself. Boasting a particular love for fire and all things burning, Renael's known specialty was bathing whole platoons of soldiers in flames, raining fire down upon her enemies, and laughing all the while. While seen as both a hero and lunatic, Renael became known as the "Cackling Dragon" on the battlefield, as she prefers to be up close and personal when casting, rather than throwing spells from the safety of walls.
Of course, this is just information gained from word of mouth, and could be very exaggerated. Whatever the case, the most true fact is that her specialty is definitely fire.
Equipment: --"Hound" Carved from Marble:A simple trinket. The Hound has three heads. Weird. --Black Leather Grimoire:Heavy. No markings on the outside. Blank pages-- Renael occasionally "reads" it. A solid steel chain keeps it attached to her belt. --Steel Dagger:Boringly normal. No markings. A little dull. 200 year old Hobgoblin made.
Example post: "Questions? I've plenty o' questions," she laughs, shaking her head slowly. Holding a hand up, Renael curls fingers down as she counts her questions, "Why promise riches and fame if we'd all die upon failure, anyway? Why should I trust you? Why should I trust them? And where's that ale?" Grinning widely, Renael looked around the tavern, and wondered what the other patrons thought of this conversation.
She was sure the people around had some opinions, especially since folks never seemed to mind their own business, no matter how much they thought they did. There would always be words said too loudly, too suspiciously, and that was simply the way of things. One could never be too careful when discussing such "important" matters aloud. Was this another conversation that would get her jailed? Was it just another person acting out of paranoia? If so then, Gods be good, she understood his position. Even the shadows and squirrels held knives to your back, when seen through the eyes of paranoia.
Other: Singer: Renael is a trained singer, but only does so when she personally feels up to it. Convincing: Renael has the rather unsettling trait of being a very good liar. Storyteller: She's full of tall tales and stories.
All characters up to this point are going to be accepted when the OOC goes live. Though I usually like a more diverse group of characters (lots of basic up in here), it does open an avenue that I had not considered.
I'm currently working on fleshing out Mulad as a character and add in some history.
While I would like to wait for 1-3 more people to express their interest, I may start writting the OOC for this RP on Tuesday and get going on this RP. Stay tuned :)
Alright, so this is close to being finished so I might as well post it now as to give you all an idea. This is mulad.
Name: Mulad Sar Feer
Gender: Male
Age: 32
Race: Human - ???
Appearance:
Mulad stands at a height of six foot tall. A slim, but effective, muscular build is packed into his frame. He wears no armor, instead of wearing it he favors a simple blue tunic over top brown trousers. He does wear an elegant cape fashioned for the advisors of the king, though at present it is tucked away in his bag. He keeps his blonde hair short and his facial hair to a minnimum.
Personality:
Mulad at first glance seems like an aloof, and somewhat unhinged, young man who relishes in all the finer aspects of life; beautiful women, fine ale, and gambling his limited money on games of chance. Slow to trust, yet equally slow to shut up about that one adventure where he single-handedly defeat a Glamhoth squad in open combat
A consummate warrior and advisor, who was raised in a time of never-ending warfare, Mulad is constantly alert to everything happening in his immediate area.
Mulad is well versed in both survival techniques and guerrilla tactics, and as such he has the expertise to help a group navigate rough spots. He's often the loudest voice and seemingly open and friendly, but in truth, he has a hard time trusting anyone and everyone. His family instilled in him a thought from a young age, a thought that spoke that there is always a time to lead and always another to follow. He interpreted this a little more liberally than his parents had hoped; he leads when others tell him to fall in line and refuses to be anything other than that confidant voice reassuring his scared followers as they get ready for their next nightmare.
While in battle Mulad exhibits a cruel and at times savage, disposition to his enemies he is in fact quite calm, reserved and even gentle outside of it. Something happened in his life that has made him wary of mages and their power, though he never speaks of what that was.
History:
Mulad never talks about his early history. No one knows where he is from, who his parents were or much of his backstory; knowing only that he appeared one day as a scrappy teenager at the capital and that he quickly ascended through the ranks of the Firen court.
What is known is that at the age of fifteen Mulad had been accepted into the Firen army and trained as a soldier, quickly showing his efficiency with all forms of combat. Within three years he had already gained some fame within the Firen nation as a skilled warrior who on many occasions fought off multiple enemies single-handedly and saved countless lives. One such occasion was a border skirmish with a Glamhoth raiding party. His squad was ambushed as they made camp, with his commander and most of his fellow soldiers dying in the first few minutes of combat. Mulad alone faced off against ten mighty Glamhoth soldiers and Mulad beat them all in turn. No one witnessed just how he did it, but his fellow soldiers noted that the Glamhoth soldiers had been rendered unrecognizable after the fact.
Four more years would pass before the King eventually took notice of this bright, and skilled, soldier and brought him into his court one day and offered him a position as an advisor. While hesitant at first to leave his fellow soldiers, Mulad eventually accepted once he learned the finer details of the position. Instead of offering advice to the king on a daily basis, Mulad would be the eyes on the frontier. Scouting possible enemy formations, observing hostile troop movements, taking out problematic individuals and much more. Mulad was very skilled at every task handed to him by the King, and with each subsequent mission did his fame grow ever more. Eventually, he was tasked with discovering who, or what, was behind the abduction of Firen villagers on the outskirts of the Firen nation, with his discovery leading both the Firen people and the rest of the world into the Dark Crusade.
What Mulad accomplished during the Dark Crusade is shrouded in secrecy, as ordered by the King himself. Though many of the soldiers that ended up under his command talk of dark nights on the frontier, with enemies surrounding his encampment on all sides. Desperate calls for a retreat going unheard as gruesome beasts as scary as any nightmares attacked. Many men wavered in their convictions that they, the soldiers say, but not Mulad. Mulad held the demons at bay.
Equipment:
• Sword and shield – Mulad will often just carry a simple Xiphos sword as well as a metal shield, with the sword hanging from a sheath that is tied around his waist and the shield strapped to his back. • Bag – On the opposite side of his waist of the sword, Mulad carries a bag that is filled with extra clothes and various trinkets and things of the sort. • Chess set – Mulad carries in his bag a small, but elegant, chess set in case someone dares challenge him.
Other:
• Skilled at chess and other games of the sort. Mulad has been playing the game of chess for as long as he can remember. If someone issues him a challenge, he always will accept; even if it was the grand wizard of the Firen nation itself. • Likes to drink and eat and partake in all the finer aspects of life when he has the chance
My computer died last week at the same time my phone broke, so I have been away from my keyboard for quite some time. I save all my work online so I did not lose my work on the OOC, just time. I will try and get the OOC up within the week, though I am about to head in to a busy time next week with finals fast approaching. @Kessir Tarkin@Heresy@Utrax