The World of Aeos is one of astounding beauty, and yet, deep sorrow. It is an ancient world where even the elves, who can trace back their people's history several millennia in the past, have but a small inkling of the world's mysteries. One thing is for sure, Aeos has had a long and varied history. It has had its tragedies and its heroes with many a civilization ripening to perfection before slowly declining into nothing as history takes its course. The world isn't perfect, of course. There had been war, famine, and injustice in the past and many a tragedy making its way into song, but for the most part, people lived happily and at peace with their neighbors, at least, as peacefully as mortal beings can. It is a wonderful world of mystery and magic.
Previously, the last great conflict had ended 1000 years ago when the Seven Demon Lords were defeated by the legendary human hero, Miernes, who disappeared soon afterwards, leaving only the tales of his heroism and deeds behind. For 1000 years, the World of Aeos knew peace. Then the Dark Lord came and everything changed.
No one knew his history or even his name, but they soon learned to fear him for his great physical strength and nigh-impossible Mastery of Sorcery. When he made the call to submit, the Wise were taken aback by how quickly his ranks were filled. Creatures such as Vampires, Dark Elves, Goblins, Trolls and Orcs soon fell under his sway. These races had long been persecuted as "Evil" and were quick to heed the new Dark Lord's call. Many humans too allied or swore their allegiance to the Dark Lord for various reasons, a fact the High Elves are slow to forget. In his onslaught, the Dark Lord gave his enemies a simple choice: submit or die. Many fought valiantly against the Dark Lord, but his armies soon outnumbered the few that opposed him and his Dark Sorcery overpowered and corrupted or destroyed many a promising Mage. The Dark Lord showed no mercy and the tales of his cruelties are the stuff of legend Kingdoms fell and the Dark Lord pressed on relentlessly for a time, bringing the sword and deadly fire upon his enemies. At last, however, he set about consolidating his power for his realm was now vast.
In the center of his domain, the Dark Lord raised the Dark Citadel of Halleoth, an impenetrable fortress built from black stone and filled with everything the Dark Lord and his most trusted servants could desire and guarded by over a thousand of the Dark Lord's elite guard. It became the symbol of the Dark Lord's power and wealth as well as a symbol of fear for no one ever escaped its dungeons alive. From this might fortress, the Overlord set about bringing "order" to his domain, rewarding those that served him in his war with everything they were promised. Apparently, he could be trusted to keep his word. Those under his rule soon adapted to their lord's new order: obey or facet the consequences. If they obeyed, they were left alone. If they did not, they faced consequences. Deadly consequences.
Over 100 years has passed since the Dark Lord appeared. Slowly, his armies march to expand his empire while his enemies ponder on what to do.There are few kingdoms and strongholds remaining who have not already been conquered by the Dark Lord or have sworn allegiance to him. The Dark Lord appears to be immortal and all-powerful with his servants enjoying great rewards. Meanwhile, the Dark Lord turns his mind to hunting down the last descendant of Miernes and the heroes of this age begin to realize that if they do not do something, no one will.
For the character sheets, you only have to do one of them. Anyway, have fun picking!
Name: Age: Place of Birth: Gender: Species/Racial Origin: Social Class/Community Status: Languages: Pets? Height: Weight: Hair: Eyes: Typical Clothing/Equipment: Personality/Attitude: Skills/Talents: Fears: Hobbies/Interests: Regular Routine: Philosophy of Life: Attitude Toward Death: Religion/Beliefs: Strange Behaviors: Place/Type of Residence: Occupation: Place of Work: Work-related Skills:
1. All character applications are posted in this thread unless you are uncomfortable with such. If that is the case, please message me the CS.
2. No godmodding. Don’t go around and controlling other people’s characters without permission and all that stuff.
3. No instant death. Actually links to the previous rule, since it requires that you control another character to kill it. Another player-controlled character can only die if the RPer agrees beforehand.
4. Kissing, hugging and such is allowed, and so is mating to a certain extent. By that, I mean you are to take it to PMs if you really feel like typing out that entire thing. If not, go ahead and pull a timeskip on us.
5. Once it is your turn to post, please at least give a situation and/or progress-report if you are delayed from posting by a week, and another periodically at least once a week from then, if the delay becomes extreme. If you expect to be unable to post for two weeks or more, please tell us in advance.
6. If you find yourself unable to post for a long period of time (a month or more), please consider allowing for your character to be carried during your incapacitation, preferably while giving relatively brief and manageable instructions on how to handle this OOC.
7. Communicate. If there is any doubt as to which player is the next to post, please address this doubt OOC as soon as possible; ask if the other player intends to post rather than waiting to see if they will. In fact if you have questions in general, don't hold back: a question asked is potentially a mistake avoided.
8. Do not argue in the OOC thread. If you really must argue, please take it to private messages.
Name: Caractacus Dool Titles: None Age: 24 Gender: Male Race: Human Appearance:
Personality:A stammering, stuttering mess of a man, Caractacus has trouble in dealing with the living. He is nervous and self-doubting in the utmost when around anything but the dead. Being around him creates a sense of mistrust, as though there was something sinister about him. Weapons: -Staff: A simple tool in the spellcaster's arsenal, this staff lets Caractacus focus his magical energy, to better cast spells. -Dagger: A small steel dagger, for last resorts only. Skills/Magic:
-Summon undead: Caractacus can summon lesser undead creatures, such as skeletons or zombies, and command them for a period of 24 hours before they disintegrate. -Bolster undead: For a short period of time, Caractacus can increase the strength, speed, and dexterity of any undead creature under his control. -Speak with dead: Caractacus communicates with a recently deceased individual. This individual is not actually alive, but merely the corpse relaying whatever information it may have known in life. The memory of the dead are fleeting, however, and only the recently dead could provide coherent information. Anything dead over a week would know nothing, and even after a day, all but the most important aspects of a beings life are lost. -False life: Using death magic, Caractacus can extend the life of any living creature through pain and wounds. This spell allows anything he casts it on to continue living past what would normally kill someone. The spell cannot sustain a living being through injuries that totally destroy the body, or decapitations, and all wounds sustained will have to be healed before the spell ends or the subject of the spell will still suffer the effects of the wounds they've taken. As he sustains the spell, Caractacus feeds the targets life force with his own. -Magic missile: A tool in nearly every wizard's arsenal, Caractacus produces a trio of magical darts, which he flings at his opponents. While not particularly powerful, they do not consume a lot of energy, and are easy to cast. -Destroy undead: In addition to creating and empowering undead, Caractacus can reach out to other undead and weaken or destroy the magic that animates them. This spell will instantly kill lesser undead, but the stronger an undead is, the more time and energy Caractacus must expend to destroy it. -Death grip: His most powerful spell, Caractacus summons a spectral fist, encasing his foe in it to wither their life away. It kills living things quickly, but it requires heavy concentration, and is extremely draining. It has no effect on undead, or other constructs such as golems.
-Undead Identification: Caractacus is familiar with most types of undead creatures that can be encountered, with a working knowledge of how to use them as allies, and destroy them as enemies.
History: Caractacus was always sickly and unwell, even in his youth. He was born to poor peasant farmers, under the rule of the dark lord. However, in his adolescence, Caractacus was discovered to have an affinity for death magic, a boon in the land of the dark lord, and he was shipped off to become a necromancer in the army of the empire. The training was cruel and failure was not tolerated. It was only by natural talent that Caractacus escaped the harshest punishments that surely would have killed him. Still, his time earning the rank of necromancer was painful and destructive to his psyche, and his opinion of all living things was shattered through the cruelty of his living instructors. Only the dead understood him. Only the dead protected him.
Caractacus's life was soon to change, however, as he was mustered out into the army of the dark lord to do battle with one of the remaining free kingdoms. The column was routed by a band of heroes and their guerrilla forces. Caractacus was taken, wounded but not killed. He awaited his death at the hand of his enemy, but instead, an offer of mercy came. In exchange for freedom and his life, Caractacus could swear himself instead to fight for freedom from the dark lord. Caractacus, seeing no other way out, took the offer, and while he does not trust his newfound allies, and they surely do not trust a necromancer such as him, he holds no love for the empire, and at least now, he has a chance.
Personality: Generally very curious. Fairly carefree and loves to make others laugh.
Weapons: Mainly his magic, but when it comes to close quarters, he has a Crossbow that fires magic bolts, and a Longsword. And this is a full sized crossbow too, not one of them pansy hand crossbows.
Skills/Magic: Ysran uses a variety of Eldritch spells, including: Eldritch Blast, Attract fish, Summon Shambler, Summon Fish (Although this can be almost any aquatic creature) Fishscales and Greater Fishscales. Not to mention basic illusions. He is also trying his best to learn 2 new spells: Heal and Breath of the Deep.
History: Ysran Stormreach is the son of a very successful business man (and woman) who owned Stormreach Harbor. After their untimely death, the company was left to Ysran. Instructed by a family friend, Ysran became very successful like his parents. However, Ysran grew bored of the harbor, and decided to roam the vast world as a traveling Magician. Eventually he came across a book that would change his life forever. A book containing the secrets to Eldritch and Occult magic. Real magic. Ysran's dream. Returning home, Ysran learned about a secret Occult language and soon was able to conjure a ball of force, and soon a Shambler (a zombie minion basically) After making a name for himself as "The Magician of the Deep" His efforts soon led him to Brazil, where an aquatic diety revealed himself to Ysran. After completing a few tasks for him and his people, he was granted great understanding of the Eldritch, and can now fluently commune with them, as well as learning a few new spells. He now seeks out more knowledge and spells to fill his collection.
Just gonna sliiiide in a new spell.
A ball of dark energy capable of delivering quite a bit of force, about enough to go through a door. Against living targets, this can knock people down, and it terms of damage, it would take 2-3 to kill a normal person as the darkness burns like a strong acid.
Attracts all manner of fish and sometimes other aquatic creatures to a singular point. The range can vary from a few inches to several feet.
A zombie-like minion is summoned to do Ysran's bidding. It can follow simple commands such as "Hold this" or "Go there". If told to, the Shambler will follow another person's commands until told otherwise by Ysran. It prioritizes Ysran's commands first.
A fish (or other aquatic creature) is summoned much like a Shambler. These can be anything from a goldfish, to a Great White Shark. However the general rule is, the bigger the creature, the shorter time it has before it is unsummoned. This can be delayed, but requires great concentration from Ysran.
Creates a layer of Scale-like armor around the skin. It doesn't turn your skin into scales,it just created a layer of them on top of the skin. Greater Fishscales is stronger, but normal Fishscales can be cast on others.
Can heal most wounds, poisons, and some diseases. This spell however costs quite a bit of mana, and spell casting time can take a while.
Fills an opponent's lungs with water, drowning them. However first, Ysran must mentally overcome his opponent. The spell also takes a moment to cast, and only lasts as long as Ysran concentrates.
Ysran sends forth a black smokescreen, and all that see within are shown monstrous, disgusting versions of their worst fears come to life. This usually makes people run away, or cower in fear.
Yaaaay. Maybe I should wake up on a caravan again. Or in the trash. He'd be a trashman. He'd throw trash all over his enemies. And then start eatin' garbage. And then pick up a trashcan, and bash it over a guy's head.
in all seriousness though, he will probably be waking up in a trash can.
Yaaaay. Maybe I should wake up on a caravan again. Or in the trash. He'd be a trashman. He'd throw trash all over his enemies. And then start eatin' garbage. And then pick up a trashcan, and bash it over a guy's head.
in all seriousness though, he will probably be waking up in a trash can.
Personality: Dru'marish is the quiet type, preferring not to speak much. He also seems to move rather slowly, and deliberately, not often deigning to even run when in town, or with others. He also keeps himself hidden from the world, covering himself with a heavy cloak, barely letting a glimpse of his scaled snout, or gloved hand show through. He especially prefers to work alone. Weapons: Dru'marish holds a number of weapons under his cloak. Seemingly too much for any single person. Skills/Magic: It is rumored that this warrior fights with the fury and strength of three men, that he is skilled with bow, blade, and even holy magic. Few have seen him in battle and lived to tell the tale. History: A figure shrouded in mystery, Dru'marish appeared one day, on the outskirts of civilization, offering services as a bounty hunter and evil slayer. Though at first they were skeptical of the secretive warrior, whenever Dru'marish returned, the townsfolk found him having slain yet more beasts and bandits. Soon he was moved on to bigger and better things, fighting undead, monsters, and even the forces of the dark lord. It was not long before he garnered the attention of those who hand banded together to combat the dark lord. Other: If it's not obvious, get the joke.
Name:Yikk Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: Yikk is the eldest of three brothers (by three minutes), and as such, wants to be the most responsible of the three. He tries to look after his brothers while keeping his faith, but tends toward meekness, and timidity. Still, he will hold his own in battle when he needs to, and when he's fighting with his brothers, he can even act with courage. Weapons: -Holy symbol of Storms: A small talisman, representing Yikk's adoptive gods. It allows him to channel their divine power. -Mace: The standard weapon of any cleric. Barely used. Skills/Magic:
-Cure wounds: Yikk reaches out to a comrade, and wounds and sickness are washed away. By his touch, Yikk can cure most ailments and damages, but he must remain in physical contact with his healing target. This spell however, cannot stop the most devastating and fatal of wounds -Healing words: Holding his holy symbol aloft, Yikk proclaims the word of his gods, and heals his allies in a close area. While not as powerful as cure wounds, it allows him to heal multiple targets quickly, and for less health. -Turn undead: Yikk's holy magic is a natural counter to all but the strongest undead, and upon casting, his symbol gives off a holy light that can obliterate the weakest types of undead, and turns away the stronger undead. All but the strongest undead will be forced away from Yikk with holy light. -Guiding light: Yikk turns to his gods for guidance, that they might reveal the way. When he prays, he can receive signs from his gods to guide him and his brothers on the path their gods wish them to walk. -Revival: The final magic taught to him. Through extreme expenditure of his own energy and faith in the House of Storms, Yikk can bring back an ally from the brink of death. This covers the fatal wounds even 'Cure wounds' could not heal, but even the most powerful holy magic cannot bring back the dead. Only used in the most dire of circumstances.
History: Shared history to be written below. Other: The torso
Name: Yukk the Barbarian Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: Yukk is the supposed middle child of the trio, as well as the strongest and most aggressive. He took to the teachings of the dwarven gods the least, and is mostly looking for the next fight. At his brothers' chiding, he tries to make sure he fights the right people. Despite this, he's raring for a fight with whatever he can next get his hands on, the only thing truly safe from his wrath is Yikk and Yakk. Weapons: -Battle axe: A heavy steel battle axe, blunted and chipped with constant use, it still serves as an applicable battering weapon. -Daggers and stabbers: An assortment of other stabbing, cutting, and clubbing implements attached to Yukk's belt, in various states of disrepair and use. -Re-fitted armor: Heavy dwarven armor, loosely re-fitted to be worn by a kobold. Provides ample protection for Yukk's violent lifestyle. Skills/Magic: Combat rage: Yukk is the closest a kobold gets to being a berserker, and can fly into a battle rage when the fight gets into full swing. He hefts his heavy axe with ease seemingly impossible for his diminutive stature, and whirls across the battlefield like a dervish. History: Shared history to be written below. Other: The legs
Name: Yakk the Bard Titles: Dru'marish Age: 20 Gender: Male Race: Kobold Appearance:
Personality: The youngest, and most charming of the kobold brothers, Yakk is a bard by calling and trade. He has a tendency toward immaturity and ribald humor, though he is almost always in good spirits as a result. Weapons: -Bow and arrow: A simple weapon, that allows Yakk to provide support to Yukk while he engages, or protect Yikk if need be. -Hurdy gurdy: Stringed instrument, played by the turning of a hand crank and pressing keys, allows Yakk to sing dwarven songs of battle valor and glory, as well as kobold songs of safety and rest. Skills/Magic:
-Bardic song: Yakk can infuse his song with magic power, allowing it to affect the world. Tales and poems of heroes and war invigorate and strengthen allies in battle, while songs of rest and peace can ease aches and troubles. -Vicious mockery: Slipping magic in between needling taunts, Yakk can confuse and enrage enemies. This can make them lose focus, act rashly, or perhaps even change targets in frustration, leaving themselves open to attack. Such a spell, of course doesn't work on those who can't hear, or are not intelligent, such as undead.
-Song and dance: Yakk has a song or story for near every occasion, a surprisingly sweet voice for a kobold, and cannot wait to share them when he can. While not magically infused, they can still rouse a heart to courage, or help fellows to sleep. -Silver tongue: Yakk is an accomplished liar and charlatan, allowing him first and foremost to keep up the charade of Dru'marish. Other: The head.
Deep below a quiet, coastal mountain, there lies a tiny underground hold. A town very uncommon, with only a few dozen like it throughout aeos. The deep hold of Burnie plays home to what should be most hated enemies. It is a town of Dwarves and Kobolds. Burnie has served as home to the two species for countless aeons, since the time before the invasion. So old is this town, that it is near forgotten by the world, the secret of its existence shared by a select few deep delvers and adventurers. It is in this town that a trio of brothers, Yikk, Yakk, and Yukk were born. Their mother lost to illness, the clutch was adopted by the local cleric, Storrim, and hatched in a temple of dwarven gods. The firstborn, Yikk, became the favorite of the cleric, and fell under his wing from a young age. Despite his species, Yikk was adopted under the protection of the House of Storms, and the gods of the dwarves became his own. Yukk was merely bored with the tutorings of the cleric, and instead would run off to the caves, to swing sticks and rocks and the bugs and spiders in the dark. Yakk, youngest and kindest, spent all the time he could in bars and taverns, hiding under tables and chairs to hear the songs and stories of the bards who worked at such establishments. Yakk became enamored with tales of the world about the world above, of heroes, monsters, and all the myriad species that lived on the surface. He would share the stories with his brothers, and the trio became inspired to quest to the world above, and become heroes; Yakk to be like the stories he loved so, Yukk to find more and bigger enemies to fight and bash, and Yikk merely to look after the pair. The kobolds lived restlessly until they neared adulthood, and announced their plans to their dwarven parent. Despite his initial trepidation, Storrim could not stop his kobolds once they reached adulthood, and instead decided to prepare them properly for the surface world. He began teaching Yikk his own healing magic, and how to truly appeal to the gods, while he found a more reputable bard to teach Yakk, and finally left Yukk under the tutelage of the captain of the guard. Each one equipped with knowledge, skill, and the proper equipment, the brothers were set on a path to the surface. They promised to return heroes. The trip to the surface was arduous, taking near a week of climbing and hiking until they finally broke from the earth, and caught their first glimpse of moonlight. Yikk, Yakk, and Yukk were out, and ready to save the world. However, their first attempt went horribly, upon presenting themselves to the strange village full of tall dwarves, they were chased away by a mob of townspeople. It was then that Yakk devised a plan. If these tall dwarves did not like kobolds, they could make themselves look like tall dwarves. Some stolen garments and cloaks made an excellent disguise, and they strode into town unnoticed. His plan did not work as Yakk intended, the humans, as he learned they were called, took the trio not as another human, but as some kind of tall kobold called a dragonborn. While they were suspicious, the humans did not react with hate. The trio accepted this, and made their way now as Dru'marish, the Dragonborn Hero.
Are we allowed to have a character who serves the Dark Lord(and is relatively high ranking in his "army")? Also, for the "few kingdoms and strongholds remaining" that haven't been conquered by the Dark Lord, do you have any names/backstory/anything on those?
Are we allowed to have a character who serves the Dark Lord(and is relatively high ranking in his "army")? Also, for the "few kingdoms and strongholds remaining" that haven't been conquered by the Dark Lord, do you have any names/backstory/anything on those?
You are allowed to make a character that serves the Dark Lord and is apart of the higher echelon. As for the other question, I do! Feel free to ask any question about them.
@Lich Hooray for evil! I'm probably going to get to work on a CS in a couple days time, I have work for most of the next two days but after that I'm free for a long while, so expecting late Thursday or Friday-ish to have that ready.
As for my other question, yes, I'd like to know... the basics, I guess? Just like what they're called, who rules them and what shape they're in.