The Harbingers; It's Good to Be Bad
Hello villains and villainesses and edgelords of all ages, and welcome to The Harbingers; an RP about being the bad guys. Are you like me - do you like stuff like Dungeon Keeper, Overlord, or any game that allows you to be a cackling, hilarious, bona-fide villain? Did you maybe see the most recent X-Men movie and think it could have been more interesting if it were about the Four Horsemen just wrecking house? Do you want a chance to write about kickass villains and over-the-top action sequences? Do you want an RP where the players will be free to come up with their own plans and solutions for problems? Are you sick of defending and rescuing generic fantasy worlds, and spoiling for the chance to maybe, just maybe, bring one to its knees? Don't worry, you're in good company.
The World of Lutum
Lutum is a world of heroism - of might and magic and mystery. It is a world of fairies and secret places, elves casting spells in their wooded groves, dwarves forging great weapons in their halls of stone. A world of great cities and untamed wilderness - a world ripe for adventure. But for all that there is wonder in the world of Lutum, there is also danger. Dark magic and dangerous spirits abound, demons and even fouler things lurk at the edges of reality, beasts of the night hunt in the shadows, monsters and criminals and evil hordes prey on the innocent. There are heroes aplenty in Lutum, but so too are there villains.
Basically, it's the most generic-ass fantasy world conceivable, and it's like that for a reason - you guys are going to help me build it. You can add anything - if your character hails from a frigid land of barbarians far to the north, there's a frigid land of barbarians far to the north. If you want your character to be the scorpion-goddess from a desert city made of clay far to the east where people sacrifice hundreds of teenagers to you each year, that's cool too. We're going to build this world together, and then we're gonna rip it apart together.
There is one part of the world that is going to be a sort of fixed point, however, because it's where the story begins. And it's called...
Melaron
The most powerful kingdom in the world, Melaron is a diverse nation of both great cities and Arcadian farmland. Its territory covers a massive area, absolutely dominating the central continent, and though it consists mainly of humans, it has forged strong alliances with the elves of the south, the dwarves of the north, and just about every other 'civilized' nation in the known world. The seat of its power, where the venerable old King Dowling rules, is the city of Melaron, a sprawling metropolis home not only to a massive civilian population, but also a heavy military presence. Melaron's greatest strength lies in its three famed orders: the Order of the Stars, the academy of wizards and magi who seek to better understand the arcane arts; the Order of the Moon, its secretive intelligence agency rumored to have tendrils in every seedy bar and dark corner of the world; and the Order of the Sun, the brotherhood of holy warriors who serve as the most powerful fighters in the entire kingdom. Melaron's people are noble and their cause is just, and under their leadership, civilization has succeeded in pushing back the darkness of the world for generations.
Basically, fuck these guys.
Kil'threx, God of Evil
Now this guy gets it. The story of Kil'threx is literally as old as time itself, so there's no need to get into the details, but here's the gist; Kil'threx is the actual embodiment of evil. When the gods were shaping the world, it was Kil'threx who filled it with monsters and misery and evil men, just to make things harder for the creations of all those other, goody two-shoes gods. It is not exaggeration at all to say that all the evil in the world springs from him, but this did not sate his malice - Kil'threx hated the other gods, and he hated the beauty of their creation, and he hated the Whos down in Whoville world that fought and loathed and shunned his creations. And so the God of Evil took physical form and raised a mighty host of monsters and fiends of all shapes and sizes, and sought to conquer the world of goodness forever. He was nearly victorious, but in a massive battle that took place on the site of what would one day be Melaron, the forces of the light broke the back of his army and banished him from this world.
But you just can't keep a good bad guy down, and after ten thousand years, Kil'threx has gained the strength to return. But he can't quite do it alone...
The Players
In this RP, players will play as Harbingers - powerful villains and forces of evil that have been called by Kil'threx to assemble in a secluded meeting space, where he will present them with an offer they cannot refuse. The Harbingers will be Kil'threx's most powerful servants, and as they succeed he will provide them with a variety of gifts; even before this, however, each one will be a respectable, powerful villain in their own right. You can play pretty much anything you want, from a frost demon to a hill giant to a witch who lives in a cottage and eats children. As long as it can be called a 'fantasy villain', it is 100% fair game, though I reserve the right to reject any half-werewolf half-dragon immortal witch children. See below in 'Character Makin' Tips' for the difference between cool and complicated.
The Lair of Nidhogg, Written by @dragonmancer
Nidhogg's lies within a massive volcano, the mouth of the cave being large and wide enough for his size. Inside is a city of dwarven design, ruined by time and his own destruction. The ceiling is very high, with a large opening that leads to the summit of the volcano and has full view of the sun in midday. Volcanic vents and pools of lava run through this city, carving through it molten streams. Beyond that is a massive lake of magma that serves as his resting area, and past that is an even larger cavern though not built by dwarves, a large natural cave instead. This cave houses his treasure hoard, which floods the cavern near the brim of it.
Written by @The Grey Dust
A legendary metropolis which sits brilliantly in the desert like a radiant gem to scatter the sunlight for miles. It is a city built by the Jaria Clan, a desert people who serve and view Zhystkrexas as their God-King. Zhystkrexas himself rarely manifests his presence in the public eye, and thus the city itself is ran by its elite citizens, governing itself with its false-utopia to mask the corruption which has taken the very city. Every sort of pleasure and vice can be found within the polished stone walls, but the city itself has loose regulations, and developed magical defenses which essentially maintain a semblance of order. The entire city is self-sustaining, and requires no outside support, yet invites visitors from afar to experience what it has to offer. Most travelers stay however and become permanent additions to the city. Either willingly or worse. I'Zhystana also holds two secrets: the two sources of Zhystkrexas' powers.
Nidhogg's lies within a massive volcano, the mouth of the cave being large and wide enough for his size. Inside is a city of dwarven design, ruined by time and his own destruction. The ceiling is very high, with a large opening that leads to the summit of the volcano and has full view of the sun in midday. Volcanic vents and pools of lava run through this city, carving through it molten streams. Beyond that is a massive lake of magma that serves as his resting area, and past that is an even larger cavern though not built by dwarves, a large natural cave instead. This cave houses his treasure hoard, which floods the cavern near the brim of it.
Written by @Rune_Alchemist
Night falls on the sands, Starlight beckoning towards Nyarlith.
It is said the sands were once more hospitable, but after the fall of Azair the water in the desert dried up, filling a giant pool in the center of the once great metropolis where the Palace of the old King once stood. The dried earth split, great fissures forming leading to the depths of the earth...
Existing on the southern edge of the continent, The Drazir wastes are, well, as one might expect from the name; A vast, endless ocean of sand, ancient stone ruins and fissures that lead far into the earth, swallowing travelers who lose their footing close to their edge. The desert is incredibly hot, the harsh sun beating down upon the sands making it reach temperatures that would make most men stay as far away as possible throughout the day. The clear, cloudless skies don't help, letting the sun fall unfiltered through.
One should keep in mind, the desert is not lifeless during the day. A variety of beasts roam the sands that call the place home, waiting to prey upon those who would brave the desert. They tend to take refuge within desert ruins or the sandy caves that have been carved into the walls of the crags that litter the region. Some of these beasts, are some of the horrid experiments that have found their way out of Nyarlith, and should not be taken lightly.
However, at night the desert takes a much more...peaceful looking form. It cools to a much more reasonable temperature, the large moon illuminating the desert in its pale light. Starlight shines from above, twinkling like little gems embedded in the sky. It is probably the time someone would wish to travel through the desert as the cooler temperatures make it much more tolerable to travel through. However, some nocturnal creatures come out at night, beckoned by the moonlight. It is by no means completely safer to travel.
The various ruins that dot the sands, are always of interest to scholars and wizards, hoping to stumble upon some artifact of great power. A way to commune with the same gods that the old kingdom Azair possibly had contact with before their fall. One should be careful though, quite a few of Nyarlith's faithful call these ruins home. Stumbling upon them will often not go well for the unprepared...
A few sparse oasis exist through the region which are safe enough, but for the most part it is completely devoid of flowing water, save for underground springs.
It is said the sands were once more hospitable, but after the fall of Azair the water in the desert dried up, filling a giant pool in the center of the once great metropolis where the Palace of the old King once stood. The dried earth split, great fissures forming leading to the depths of the earth...
Existing on the southern edge of the continent, The Drazir wastes are, well, as one might expect from the name; A vast, endless ocean of sand, ancient stone ruins and fissures that lead far into the earth, swallowing travelers who lose their footing close to their edge. The desert is incredibly hot, the harsh sun beating down upon the sands making it reach temperatures that would make most men stay as far away as possible throughout the day. The clear, cloudless skies don't help, letting the sun fall unfiltered through.
One should keep in mind, the desert is not lifeless during the day. A variety of beasts roam the sands that call the place home, waiting to prey upon those who would brave the desert. They tend to take refuge within desert ruins or the sandy caves that have been carved into the walls of the crags that litter the region. Some of these beasts, are some of the horrid experiments that have found their way out of Nyarlith, and should not be taken lightly.
However, at night the desert takes a much more...peaceful looking form. It cools to a much more reasonable temperature, the large moon illuminating the desert in its pale light. Starlight shines from above, twinkling like little gems embedded in the sky. It is probably the time someone would wish to travel through the desert as the cooler temperatures make it much more tolerable to travel through. However, some nocturnal creatures come out at night, beckoned by the moonlight. It is by no means completely safer to travel.
The various ruins that dot the sands, are always of interest to scholars and wizards, hoping to stumble upon some artifact of great power. A way to commune with the same gods that the old kingdom Azair possibly had contact with before their fall. One should be careful though, quite a few of Nyarlith's faithful call these ruins home. Stumbling upon them will often not go well for the unprepared...
A few sparse oasis exist through the region which are safe enough, but for the most part it is completely devoid of flowing water, save for underground springs.
The gates of Azair still stand watch over the ancient city, time only adding to their wondrous splendor and beckoning the curious inwards with promise of treasure and knowledge.
Some say on the night of the Pale Moon, you can still hear the frantic calls of the citizens, pleading for their gods to same them from the monstrosities that were unleashed upon them.
The ruins of the once great civilization still stand to this day, a defiant opponent to both sands and time. The ancient monolithic stone walls of the city have eroded with time, but not faltered in their tasks of keeping out sands and invaders. The city itself is a surprisingly...green place. An ancient waterway runs from under the central gate into the giant pool in the center of town where the Palace once stood. Plants seem to have flocked to this source of water, and have taken root within the city. The ruins themselves hold many magical and arcane secrets, should one be brave enough to find and brave them.
And of course, make it past the plethora of creatures living here. Most, are discarded remnants from Nyarlith. Failed experiments, guards, or even some indoctrinated humans seeking for a way to enter the tower.
Some say on the night of the Pale Moon, you can still hear the frantic calls of the citizens, pleading for their gods to same them from the monstrosities that were unleashed upon them.
The ruins of the once great civilization still stand to this day, a defiant opponent to both sands and time. The ancient monolithic stone walls of the city have eroded with time, but not faltered in their tasks of keeping out sands and invaders. The city itself is a surprisingly...green place. An ancient waterway runs from under the central gate into the giant pool in the center of town where the Palace once stood. Plants seem to have flocked to this source of water, and have taken root within the city. The ruins themselves hold many magical and arcane secrets, should one be brave enough to find and brave them.
And of course, make it past the plethora of creatures living here. Most, are discarded remnants from Nyarlith. Failed experiments, guards, or even some indoctrinated humans seeking for a way to enter the tower.
All manner of obscene, abhorrent experiments that only one as mad as Nyarlith could come up with take place within its halls.
Many a foolish wizard seek the tower and the ruined land of Azair, if only for some insight into the arcane mastery of the realms master. The master is a fickle thing, and if you entertain them you may be granted a boon of insight. People who manage to leave the tower, often go on to become powerful wizards until the end of their life draws near, and they are beckoned to return to Nyarlith.
Erected so long again, the tower has remained in pristine condition thanks to otherworldly influences and magic. It currently exists on an otherworldly plane, in a realm caught eternally between sunrise and sunset, with the sun setting in the east, and the moon rising in the west. Clouds fill the sky, moving at an unnaturally swift rate as an unseen wind carries them to their destination.
In this realm, the tower does not exist in a sea of sand as one might expect...but an actual sea. It stretches as far as the eye can see. An endless abyss, where all manner of eldritch creatures have taken refuge and live. The tower extends far into the heavens, all the way past the swift moving clouds above, and into a cool crisp night air where the silver, pale moon shines brightly and illuminates the roof of the tower, where all manner of obscene rituals take place under the amused gaze of Nyarlith.
The only way into the tower is to beckon the Blood Moon, and step through the revealed portal that has been revealed. Pray the guardian doesn't awaken, however. It is a ravenous beast, that will let no trespassers through without its masters permission.
The contents of the tower are vast and seemingly endless. Indeed, the tower almost seems to be bigger on the inside at times. A few notable locations within:
-The Study Halls located on the upper floors, where scholarly pursuits are shared between the Enlightened
-The Archives, located at the second highest place in the tower where all manner of magical tomes and research documents are kept
-The Labs situated in the middle, where magical experiments are conducted.
-The Communal room, located just below the archives, where one can attempt to commune with the elder gods.
-The Lower halls, where abominations and experiments lurk.
-Above the lower halls, are where the Indoctrinated rest.
-The Beckoning platform, where rituals to beckon the gods to this realm are performed.
-The throne Room, where Nyarlith grants audience to those who wish it.
-Many, many, more unnamed rooms exist, their purposes many.
Many a foolish wizard seek the tower and the ruined land of Azair, if only for some insight into the arcane mastery of the realms master. The master is a fickle thing, and if you entertain them you may be granted a boon of insight. People who manage to leave the tower, often go on to become powerful wizards until the end of their life draws near, and they are beckoned to return to Nyarlith.
Erected so long again, the tower has remained in pristine condition thanks to otherworldly influences and magic. It currently exists on an otherworldly plane, in a realm caught eternally between sunrise and sunset, with the sun setting in the east, and the moon rising in the west. Clouds fill the sky, moving at an unnaturally swift rate as an unseen wind carries them to their destination.
In this realm, the tower does not exist in a sea of sand as one might expect...but an actual sea. It stretches as far as the eye can see. An endless abyss, where all manner of eldritch creatures have taken refuge and live. The tower extends far into the heavens, all the way past the swift moving clouds above, and into a cool crisp night air where the silver, pale moon shines brightly and illuminates the roof of the tower, where all manner of obscene rituals take place under the amused gaze of Nyarlith.
The only way into the tower is to beckon the Blood Moon, and step through the revealed portal that has been revealed. Pray the guardian doesn't awaken, however. It is a ravenous beast, that will let no trespassers through without its masters permission.
The contents of the tower are vast and seemingly endless. Indeed, the tower almost seems to be bigger on the inside at times. A few notable locations within:
-The Study Halls located on the upper floors, where scholarly pursuits are shared between the Enlightened
-The Archives, located at the second highest place in the tower where all manner of magical tomes and research documents are kept
-The Labs situated in the middle, where magical experiments are conducted.
-The Communal room, located just below the archives, where one can attempt to commune with the elder gods.
-The Lower halls, where abominations and experiments lurk.
-Above the lower halls, are where the Indoctrinated rest.
-The Beckoning platform, where rituals to beckon the gods to this realm are performed.
-The throne Room, where Nyarlith grants audience to those who wish it.
-Many, many, more unnamed rooms exist, their purposes many.
The indoctrinated of Nyarlith have lost all sense of free will, unable to disobey orders from the creature that calls themselves their master. To be certain, they retain their desires, wants, former personalities from before but they can not do anything against the will of Nyarlith. I had the...opportunity to meet one once. I expected a mindless husk, but was surprised. They appear just as you or I. Completely normal. I wouldn't have even known, had they not told me.
Its frightening. It makes you wonder just how many have been lost to that creatures influence and we have no way of telling.
Slaves, or the 'Indoctrinated' as some call them, make up most of the population within and outside Nyarlith. Those who have had their minds dominated by Nyarlith and have lost all sense of what one might call 'free will'. Not that many would ever wish to do anything other than what their master tells them too. Such thoughts have all been wiped from their minds. These creatures come from all number of races that have existed. They are fairly easy to tell, as most will be dressed in simple robes or armor, depending on their own chosen specialty. They are as numerous as stars in the sky, and it is difficult to gauge the actual number of them.
They are currently led by a general, a powerful man who was once a part of a group of paladins that sought to bring an end to Nyarlith, but who was instead given insight into the arcane knowledge, who then pledged loyalty to the creature.
Those outside the tower, carry out special tasks. Reconnaissance, bring back information about the state of the world, bring back useful materials for experiments, etc. Those inside the tower, often cater to the wants and desires of their master. It is no secret they take great pleasure in indulging in mortal sins with their indoctrinated or Enlightened.
Its frightening. It makes you wonder just how many have been lost to that creatures influence and we have no way of telling.
Slaves, or the 'Indoctrinated' as some call them, make up most of the population within and outside Nyarlith. Those who have had their minds dominated by Nyarlith and have lost all sense of what one might call 'free will'. Not that many would ever wish to do anything other than what their master tells them too. Such thoughts have all been wiped from their minds. These creatures come from all number of races that have existed. They are fairly easy to tell, as most will be dressed in simple robes or armor, depending on their own chosen specialty. They are as numerous as stars in the sky, and it is difficult to gauge the actual number of them.
They are currently led by a general, a powerful man who was once a part of a group of paladins that sought to bring an end to Nyarlith, but who was instead given insight into the arcane knowledge, who then pledged loyalty to the creature.
Those outside the tower, carry out special tasks. Reconnaissance, bring back information about the state of the world, bring back useful materials for experiments, etc. Those inside the tower, often cater to the wants and desires of their master. It is no secret they take great pleasure in indulging in mortal sins with their indoctrinated or Enlightened.
The lower halls of Nyarlith are home to all manner of creatures. Experiments conducted by Nyarlith in order to achieve some greater purpose...or simply to sate the creatures sadistic pleasures.
The experiments conducted at Nyarlith produce all kinds of abominations and creatures. There is no set explanation or classification for these monstrosities. Most cannot be controlled, tamed,or spoken too, even their masters have trouble with it. Most are kept within the lowest parts of the tower as insurance and guards. Some though, manage to slip through the veil and into the desert.
Most, used to be human of some sort. Some though, appear to be chimeras. Animals fused with other things, most often things that seem to come from beyond the veil or other aquatic creatures. Slugs, octopi, fish, etc.
The experiments conducted at Nyarlith produce all kinds of abominations and creatures. There is no set explanation or classification for these monstrosities. Most cannot be controlled, tamed,or spoken too, even their masters have trouble with it. Most are kept within the lowest parts of the tower as insurance and guards. Some though, manage to slip through the veil and into the desert.
Most, used to be human of some sort. Some though, appear to be chimeras. Animals fused with other things, most often things that seem to come from beyond the veil or other aquatic creatures. Slugs, octopi, fish, etc.
Not all who seek Nyarlith are those indoctrinated. Not all of them are mages either. Simply someone the creature has taken an interest in, and have given them a choice. Come to Nyarlith and gain their own insight into the world without his aid, or go on living as ignorant, sightless beings. Those who accept, are whisked away to the tower where they may commune with the great ones themselves, find their own path of Enlightenment.
Differing from the Indoctrinated, since they still retain all forms of free will, thought, and in fact, some in the past have actively worked against Nyarlith at times. They are easy to recognize, all wear masks similar to Nyarlith in reverence to the one who granted them such insight into otherworldly knowledge. Not all of them are mages, in fact some do not have the ability to cast magic at all. Some are simply special warriors or those born with a natural talent for seeing things.
These Enlightened few, make up the higher ranks of Nyarlith's people. Whereas the indoctrinated are simple servants, guards, keepers, and general soldiers, the Enlightened are able to conduct their own experiments and travel between the tower and the waking realm. They are often the leaders, generals, and otherwise those of power within the tower.
Differing from the Indoctrinated, since they still retain all forms of free will, thought, and in fact, some in the past have actively worked against Nyarlith at times. They are easy to recognize, all wear masks similar to Nyarlith in reverence to the one who granted them such insight into otherworldly knowledge. Not all of them are mages, in fact some do not have the ability to cast magic at all. Some are simply special warriors or those born with a natural talent for seeing things.
These Enlightened few, make up the higher ranks of Nyarlith's people. Whereas the indoctrinated are simple servants, guards, keepers, and general soldiers, the Enlightened are able to conduct their own experiments and travel between the tower and the waking realm. They are often the leaders, generals, and otherwise those of power within the tower.
Dreams. All men have them, but few are able to master and understand what they truly are. Dreams are a time when human minds are open to the most insight. Able to hear the eldritch mutterings of those greater than them.
Dreams, is an Area Nyarlith is quite well acquainted with. Often times, they will find a mortal they've taken an interest in and show them a nightmare. Such nightmares often will end with those afflicted seeking the tower and her. Depending on how they handled the nightmares and how much of the eldritch things they can see, they will either be turned into one of the Enlightened or one of the Indoctrinated.
One of her lesser known abilities, however, is the ability to create peaceful seeming, lucid dreams for a few. A rarely used skill, but it allows communication, sharing of ideas and for him to see into a persons psyche. Often times, their form in this dream is vastly different than what the legends and myths state. Most often, the dreams take place under the bright light of the moon on a balcony, overlooking the sea.
Dreams, is an Area Nyarlith is quite well acquainted with. Often times, they will find a mortal they've taken an interest in and show them a nightmare. Such nightmares often will end with those afflicted seeking the tower and her. Depending on how they handled the nightmares and how much of the eldritch things they can see, they will either be turned into one of the Enlightened or one of the Indoctrinated.
One of her lesser known abilities, however, is the ability to create peaceful seeming, lucid dreams for a few. A rarely used skill, but it allows communication, sharing of ideas and for him to see into a persons psyche. Often times, their form in this dream is vastly different than what the legends and myths state. Most often, the dreams take place under the bright light of the moon on a balcony, overlooking the sea.
Written by @The Grey Dust
A legendary metropolis which sits brilliantly in the desert like a radiant gem to scatter the sunlight for miles. It is a city built by the Jaria Clan, a desert people who serve and view Zhystkrexas as their God-King. Zhystkrexas himself rarely manifests his presence in the public eye, and thus the city itself is ran by its elite citizens, governing itself with its false-utopia to mask the corruption which has taken the very city. Every sort of pleasure and vice can be found within the polished stone walls, but the city itself has loose regulations, and developed magical defenses which essentially maintain a semblance of order. The entire city is self-sustaining, and requires no outside support, yet invites visitors from afar to experience what it has to offer. Most travelers stay however and become permanent additions to the city. Either willingly or worse. I'Zhystana also holds two secrets: the two sources of Zhystkrexas' powers.
Named after an ancient Jaria Chief, this sacred water source created the entire city through its powers, and is guarded by the Jaria Clan as their protected wellspring. The Oasis of Desire is a product of Zhystkrexas' power, as a vast amount of the entity's essence was invested into the creation of the black pool. It is said those who wish to harm Zhystkrexas must first drain or corrupt the pool, a task impossible as the temptations of the waters seem to affected the mind of all those who seek to destroy it. For unless one only has a desire to destroy the Oasis itself and only that one singular desire in all the world, then it shall rise up once more to fulfill the desires of those who thought the sought to destroy it.
Deep Beneath his Grand Palace, Zhystkrexas hides his legendary collection of bits and baubles under the desert sands locked away behind an curious door. The Vault is warded against forms of magic and hardened against physical attempts to destroy it, as the only guaranteed way to enter is through the Smiling Door. Called so as it features an usual bust of Zhystkrexas' monstrous head which claims the contents of the vault as his possession. The jaws open ever so slightly as to admit a trembling hand to twist and pull the handle unlock the doorway. But beware, for just as the pool was guarded by one's desire, so too is the vault as the Smiling Door bites off any hand which fails to prove its worthiness to enter Zhystkrexas' true horde. And the smiling bust shall serve as a remind that only a Heart as twisted and wicked as Zhystkrexas may enter.
For within his well-guarded secret is the other source of his power: all his magical contracts. The only way to undo a deal and release the soul bound to it is to either negotiate with Zhystkrexas himself, or to steal the original document from his possession and then destroy the contract. The former is usually unwise, and the latter is generally impossible. Yet for the hundred upon thousands of souls empowering him, what would one soul be?
For within his well-guarded secret is the other source of his power: all his magical contracts. The only way to undo a deal and release the soul bound to it is to either negotiate with Zhystkrexas himself, or to steal the original document from his possession and then destroy the contract. The former is usually unwise, and the latter is generally impossible. Yet for the hundred upon thousands of souls empowering him, what would one soul be?
WIP!
Name: This one should be easy.
Title: Give us something cool; what's a good villain without a good title?
Three-word description: Are you a dragon, a vampire, a necromancer, a pirate king, what? Sum it up for us in three words or less.
Appearance: What do you look like? 1-3 paragraphs. Feel free to use a picture, but even if you do, please provide a written description as well.
Magic/Skills/Abilities: What is your character capable of? Are they a brilliant fighter with a battle-axe? Can they summon a host of eldritch monstrosities to fight for them? Are they a heinously powerful battlemage? You get the gist.
Inventory/Holdings: What does your character own? This ranges from magic items that grant them powers to an army of slaves at their beck and call to any land or castle or whatever they have to your name. If it's indisputably, 100% yours, it goes in here.
Myth: Now, we're going to do something a bit different here. Rather than providing the actual, completely true story of how your character came to be, give us one or several prevailing stories about their origins, the kind of thing the pathetic peasants might try to scare each other with on a dark winter knight. It can, of course, be completely accurate, or it can be as full of misinformation as your little heart desires (though I recommend having some idea of what REALLY happened).
Personality: Basic. What is your character like? How do they treat their minions, if they have any? How do they act around other people? What do they like doing? What makes them mad? You know the drill.
Sample post (put this in a hider please): Alright, you're almost done, buddy. One last thing I'm gonna need: A sample of your writing, doesn't have to be more than two paragraphs long. Your prompt: Give me a snippet (or hey, the whole story) of your character's last encounter with some heroic do-gooder who tried to get in their face and mess up their plans.
Title: Give us something cool; what's a good villain without a good title?
Three-word description: Are you a dragon, a vampire, a necromancer, a pirate king, what? Sum it up for us in three words or less.
Appearance: What do you look like? 1-3 paragraphs. Feel free to use a picture, but even if you do, please provide a written description as well.
Magic/Skills/Abilities: What is your character capable of? Are they a brilliant fighter with a battle-axe? Can they summon a host of eldritch monstrosities to fight for them? Are they a heinously powerful battlemage? You get the gist.
Inventory/Holdings: What does your character own? This ranges from magic items that grant them powers to an army of slaves at their beck and call to any land or castle or whatever they have to your name. If it's indisputably, 100% yours, it goes in here.
Myth: Now, we're going to do something a bit different here. Rather than providing the actual, completely true story of how your character came to be, give us one or several prevailing stories about their origins, the kind of thing the pathetic peasants might try to scare each other with on a dark winter knight. It can, of course, be completely accurate, or it can be as full of misinformation as your little heart desires (though I recommend having some idea of what REALLY happened).
Personality: Basic. What is your character like? How do they treat their minions, if they have any? How do they act around other people? What do they like doing? What makes them mad? You know the drill.
Sample post (put this in a hider please): Alright, you're almost done, buddy. One last thing I'm gonna need: A sample of your writing, doesn't have to be more than two paragraphs long. Your prompt: Give me a snippet (or hey, the whole story) of your character's last encounter with some heroic do-gooder who tried to get in their face and mess up their plans.
1. Worldbuild. Seriously, you have a vast and mutable world to make stuff happen in. Go crazy. Make up a nation, a continent, a species. Do whatever you want.
2. Be the Big Bad of another story. Try and think of it like this - each Harbinger could have been the main villain of a smaller-scale story, whether they'd be the final boss or the evil conspirator or the crimelord pulling the strings. But this is the biggest scale story of them all - the destruction of the world - and they're going to need to work together as best they can to pull this off.
3. Complicated does not equal cool. Vampires are cool, and demons are cool, and fire is cool, so a flaming vampire demon must be three times the cool, right? Wrong. A basic concept, written well, can be far more fun, creepy, or kickass than the most overcomplicated and cluttered character. If you're worried that your character concept might be 'too much', feel free to PM me about it before you make your sheet - I'm a super chill dude, I swear, we'll work something out.
2. Be the Big Bad of another story. Try and think of it like this - each Harbinger could have been the main villain of a smaller-scale story, whether they'd be the final boss or the evil conspirator or the crimelord pulling the strings. But this is the biggest scale story of them all - the destruction of the world - and they're going to need to work together as best they can to pull this off.
3. Complicated does not equal cool. Vampires are cool, and demons are cool, and fire is cool, so a flaming vampire demon must be three times the cool, right? Wrong. A basic concept, written well, can be far more fun, creepy, or kickass than the most overcomplicated and cluttered character. If you're worried that your character concept might be 'too much', feel free to PM me about it before you make your sheet - I'm a super chill dude, I swear, we'll work something out.
1. Don't be a dick.
2. All the usual Guild stuff.
This is a dark RP and it'll doubtless have some pretty mature content, being about destroying/conquering the world. Even so, the normal Guild rules about explicit content and stuff like that still apply. If your witch character absolutely, positively must get freaky with someone else's immortal mummy, more power to you, but take it to PMs.
3. Have some fun with it.
The point of this RP is black comedy, badassery, and enjoying being evil for a change, so have fun! Make your fights over-the-top. Don't be afraid to crack a joke. Engage in puppy kicking just cus you feel like it. Just don't take things too seriously.
4. IC fights don't equal OOC fights, guys.
I wish this didn't bear repeating, but sadly I've seen it happen enough that I feel like I have to. Evil's not always a big happy family, so some inter-villain headbutting is inevitable; don't take it personally and think someone's attacking you personally, because they're probably not.
5. Post your CS in the OOC or PM it to me, I don't care. I'm easy. That being said, all CS's do need to be approved by me before they're posted in the character tab, so make sure you get that done. Furthermore, to prove you've read the rules, please include in your CS the means by which Kil'threx contacted your character (ghostly messenger, black raven, prophetic dream - it'll be different for everyone). I know, I know, I hate when GMs do that too, but gosh darnit I spent like, ten minutes on these rules, everyone better validate that by reading them.
6. Just don't be a dick. It's not that hard. I have absolute faith in you.
2. All the usual Guild stuff.
This is a dark RP and it'll doubtless have some pretty mature content, being about destroying/conquering the world. Even so, the normal Guild rules about explicit content and stuff like that still apply. If your witch character absolutely, positively must get freaky with someone else's immortal mummy, more power to you, but take it to PMs.
3. Have some fun with it.
The point of this RP is black comedy, badassery, and enjoying being evil for a change, so have fun! Make your fights over-the-top. Don't be afraid to crack a joke. Engage in puppy kicking just cus you feel like it. Just don't take things too seriously.
4. IC fights don't equal OOC fights, guys.
I wish this didn't bear repeating, but sadly I've seen it happen enough that I feel like I have to. Evil's not always a big happy family, so some inter-villain headbutting is inevitable; don't take it personally and think someone's attacking you personally, because they're probably not.
5. Post your CS in the OOC or PM it to me, I don't care. I'm easy. That being said, all CS's do need to be approved by me before they're posted in the character tab, so make sure you get that done. Furthermore, to prove you've read the rules, please include in your CS the means by which Kil'threx contacted your character (ghostly messenger, black raven, prophetic dream - it'll be different for everyone). I know, I know, I hate when GMs do that too, but gosh darnit I spent like, ten minutes on these rules, everyone better validate that by reading them.
6. Just don't be a dick. It's not that hard. I have absolute faith in you.
Alright, I'm done typing your proverbial ear off. Have a naughty day, evil-doers, and get cracking!