Hidden 7 yrs ago 7 yrs ago Post by Edgy Erwyn
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Edgy Erwyn Genius, Billionaire, Playboy, Haematophagist

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Hidden 7 yrs ago 6 yrs ago Post by Luftwaffles
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Luftwaffles I sexually identify as natalie dormer

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Hidden 7 yrs ago 7 yrs ago Post by ImCanadian
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ImCanadian ignore me

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Hidden 7 yrs ago 7 yrs ago Post by Claw2k11
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Claw2k11 The Eternally Tired Reaper

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Hidden 7 yrs ago 7 yrs ago Post by BlondyMcHuggles
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BlondyMcHuggles The Prussian Blonde

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Hidden 7 yrs ago 7 yrs ago Post by Feisty-Pants
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Feisty-Pants Team Mom

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Hidden 7 yrs ago 7 yrs ago Post by BayRat
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BayRat Oh No

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Hidden 7 yrs ago Post by PrinceOfHeaven
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PrinceOfHeaven Grandmaster

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Hidden 7 yrs ago Post by Dragon Knight
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Dragon Knight

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Hidden 7 yrs ago 7 yrs ago Post by EvangelineMarie
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EvangelineMarie

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Hidden 7 yrs ago 7 yrs ago Post by DracheKing
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DracheKing

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Name: Osvaldus Scientius
Sex: Male
Race: Human
Age: Mid-Late 50s
Religion: Htraknu Cult
Backstory: Hailing from an Asmeinlander noble family, Lucious Scientia can proudly trace his family lineage to a long line of proud noblemen and women who served the nation well. However, he early on proved to what lengths he'd go for knowledge and power. Unbeknownst to those of his lands, he had been a follower of Lilith. When his tutoring was complete around the age of 21 he was ready to inherit his lands. However, after ruling his lands for ten years, he began to hear voices whispering dark secrets of the universe to him, of magic, rituals, and knowledge. All he had to do, the voices said, was serve Htraknu. He gladly did so, creating and serving in various cults dedicated to the "Future Dragon God"
Motivation: Power, knowledge, and gaining magic abilities. He also isn't out to hurt Htraknu but serve/work for him instead
Magic: None
Skills/Strengths: Smart, charismatic, good with a sword
Weaknesses: Pride and arrogance
Gear: Sword, dark magic books, two servants, various medicines
Other: Not at moment
Hidden 7 yrs ago Post by VoiD
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VoiD Perpetually mediocre

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Hidden 7 yrs ago 6 yrs ago Post by surebeens
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surebeens Cat Loving Swordsman

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Hidden 7 yrs ago Post by Beany McBean
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Beany McBean An Insufferable Brit

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Hidden 7 yrs ago 6 yrs ago Post by BlondyMcHuggles
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BlondyMcHuggles The Prussian Blonde

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Hidden 7 yrs ago 7 yrs ago Post by Maki the Finn
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Maki the Finn Finnish Hermit

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Name: Esben Bathory
Alias: The Charnel Lord, Bloodking
Sex: Male
Race: Human, Dhampir
Age: 32 (perceived) 689 (actual)
Religion: Cult of the Charnel Lord
Backstory: Since his childhood, Esben always had a fear of death. Shortly after his birth, his alcoholic father beat his mother to death, and after nearly doing the same to Esben; the town guard came in and killed the drunkard.

Alone and afraid, he was adopted by a drill sergeant, and put into military school as soon as he could hold a sword. This tough upbringing did not sway his fear of mortality, but the sword training and platemail eased his mind somewhat.

Esben was then drafted as a soldier of Astier. Sent to help Aesernia fight in one of the many conflicts with Savaria, He was cornered by a gang of enemy swordsman. Alone, and outnumbered, he eventually fell to them; barely clinging to life as they severed his left arm.

He awoke in a cold sweat on the battlefield, delirious from blood loss and with a strange creature feasting on his arm. He swung his sword for the thing’s neck, and it noticed too late. As its head flew off its shoulders, some of its blood landed in Esben’s mouth, tasting strangely sweet. Still crazed, he started drinking the black ichor from wound he inflicted on the creature, and passed out.

Upon waking, he noticed that the thing he killed was a fledgling vampire, and his arm wound had stopped bleeding. He was turned into a dhampir.

After Esben became accustomed to his new powers, he discovered the the vampire was carrying the Sanguinius Grimoire. He traveled the world, mastering the new found magic, and fighting war after war until he heard of the Krossavik Attack. Assured that the Dragon will have some useful items for his quest, he is off to the north to raise an army.

Motivation: he wants the necromantic tomes the dragon possesses to bask the world in undeath thus eliminating the mortal coil
Magic: Dhampirs have an affinity towards blood magic, since they cannot use conventional magic.
Skills/Strengths: Enhanced speed and strength, Thaumaturgy magus, trained in the bastard sword, round shield and whip, limited dark vision
Weaknesses: Fatigue in the sunlight; along with nearsightedness and losing his speed, strength, and dark vision, lack of normal magic could betray his dhampiric nature, practically useless with ranged weapons
Gear: leather boots, longcoat, hooded cape bandages, Sanguinus Grimore, full steel platemail, chainmail undershirt, leather backpack, glass bottles, poison
Other: Esben can consume blood instead of food, although he prefers vitae. Because he is a dhampir, Esben ceased to age when he turned 32; but he is by no means invincible. Also, because his entire left arm is made of blood under his control, his manipulation of his left hand is immaculate; being able to morph it into certain shapes or small objects
Hidden 7 yrs ago Post by AtomicNut
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AtomicNut Abusive Contractor

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Name: Gnurk Goldtooth, Ringmaster of the Mist Goblin Circus
Sex: Male
Race: Goblin
Age: 56
Appearance: A middle-aged green-skinned and red-eyed goblin which usually dresses in worn travel clothes and a cloak. His face also has intricate carvings to symbolize his status as shaman and he possesses a golden tooth.
Religion: Vakarion and Althaea. He does not find this incongruous since Trickery and Drama go by the hand. He also pays homage to other gods.
Backstory: Gnurk was born as the 135th childe of Gnark of the Misty Fen, a nondescript goblin king in some godforsaken swamp in Ainsmenland. He spent his early years by trying to do as best of what he could from the wholly undesirable position of an species being far down in the pecking order in the world. Unusually for a goblin, he was rather more thoughtful than his peers, and more than often that helped him escape from certain death at times. His intelligence did not go unnoticed, as the shaman of his tribe, Zeldre, took him as an apprentice. He would probably not beat one of his siblings at becoming the chieftain, but being the shaman was always a desirable spot in the tribe.

Until the raid happened, and he was taken from his tribe amidst a sea of goblin blood, with few if any survivors being processed as slaves. Gnurk was relatively lucky on the auction. All of them were purchased in bulk for an eccentric wizard in need of expendable manpower. The crazy magician eventually saw through the Goblin and realized that he was quicker on his mind than the others, so he made him play scouting aide in his ventures seeking ancient artifacts. There were many hazards, but he managed to live long enough to outlive his otherwise unpredictable master.

His many years and eccentricies had caught up to the wizard, and the tower was crumbled by a punitive expedition of knights under a certain king's orders. Heavily wounded, and chased like vermin, Gnurk ventured in the dark cellars of the wizard, in desperation to save his life. It was when he found the Vanishing Agora, one of the most enigmatic divine relics in the world. An ancient city inside a crystal globe. Gnurk somehow managed to activate the relic, and escaped death by taking refuge inside.

What he found inside was a large central space, surrounded by temples dedicated to the Pantheon. Each god had one temple, and all of them were equal in size and craft. Solemn for the benevolent deities in one side, and twisted for the Shaituns in the other. And in the centre, the biggest temple, consigned to the god of chance Vakarion. All the buildings seemed that they had seen better days, and statues were crumbled and cracked, and yet, they were even more breathtaking, as if they were meant to be in this state.

And then the guardian spirit of the place presented himself. Calling himself the Night Raven, he once was a mortal, that in his hubris, called himself a trickster superior to the God of Chance, and claimed that not even the gods themselves would be able to rule his Fate. Vakarion's ire bound him to be an eternal guardian of a place that he himself created as a practical joke, the most grandiose and yet at the same time, small city. He also decided to reward the first mortal who ever reached the city inside the globe with the ownership of said city, to rule and see as they were fit.

He also grumbled under his breath "choke on it, filthy goblin". But hard feelings aside, Gnurk had a world-shattering revelation and decided to turn over a new leaf on this second chance at life. Ideally, he wanted to get back his tribe, but he realized that such a kind of lifestyle would only bring fresh trouble.

He decided to create a wandering troupe, instead, taking advantadge of the goblin's low upkeep, and recruited half a dozen haggard survivors to start his own kind of business. One that didn't imply raiding or being pests to other races, but actually by entertaining them and trading with them. Although he was sad that he did not find any other goblin who could understand his foresight, they were tractable enough to actually make competent workers.

The Mist Goblin Circus started small, but thanks to having the Vanishing Agora in their possession, the Circus gained a good reputation, albeit if mysterious and semi-legendary among wanderers and smallfolk. A troupe of goblins that instead of raiding cattle, would offer entertainment for the masses, lodging for the travellers, and aid and trade for adventurers even in the strangest of places. Needless to say, despite not being shining examples of bravery, the Mist Goblin Circus has pledged to help against Htraknu.

Motivation: The Vanishing Agora is a coveted treasure, and sooner or later, it would be targetted by the dragon himself. Besides, if the world status suffers, so will their way of living in a sense.
Magic: Gnurk was trained as a Shaman in the unholy rites of goblins. He can use magic, but it requires blood and sacrifices. Among the things he can do are:
  • Elemental explosive tags (for traps or direct use, fire, ice and lightning)
  • Healing of wounds
  • Wards and curses that either enhace magical defenses or cause unnatural ailments.
  • Becoming a Worg, a black, red-eyed wolf of intimidating size. He can also use a ritual sacrificed wolfskin for that purpose.
  • Becoming a Red-Eyed Raven, by employing feathers from a ritual sacrificed raven or crow.

Skills/Strengths: Gnurk is much more literate and skilled than the average goblin. Having been trained as the son of a chieftain and a shaman, he does have management and leadership skills, as well as some tactics and battle prowess (with ranged weapons). He is also a good healer and animal tamer, and he can make wild beasts obey him at the crack of a whip or otherwise. Gnurk is also fairly cultured and knows about the lore of the world and can even talk several tongues. He even remembers how to do house chores, but he hasn't needed to do it in decades. He is decent at scouting aswell.
Weaknesses: Being a goblin, and a middle aged one at that, does not favours for his physical prowess. He also struggles to face his opponents rather than running, because of the ingrained instinct to flee present in goblins.
Gear:

  • Whip
  • Blood Flasks
  • Sling
  • Sacrificial dagger
  • Transformation items (Pelt, Feathers)
  • A tamed large wolf which he uses to ride on.
  • The Vanishing Agora, a veritable small city with temples, an inn, a blacksmith and some fields with crops. All of it inside a nigh-indestructible crystal sphere. It also houses Gnurk's house. Denizens include:

    • Night Raven: A spirit in the shape of a raven tasked to guard the place. Tends to be rude for his own amusement.
    • Goblins (12): The Mist Circus Troupe. They run around the town. Haven't figured out how to use the forge yet.
    • Tame Wolves: Used for tricks.

Other: Did anybody said MOBILE BASE?
Hidden 7 yrs ago Post by Maki the Finn
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Maki the Finn Finnish Hermit

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Name: Helruthnir
Alias: Frostmother
Sex: female
Race: green dragon (former) frost wyrm (current)
Age: 62
Religion: Cult of the Charnel Lord
Backstory: Helruthnir started life as Elondala, a green dragon in the clutch of Forest Lord Echrantu in the southern wilds of Asmeinland. She had a rather generic life, for a dragon, and when she came of age, she migrated south to Rosiland, near the town Zelemoyod. There, in the mountains, she found a mate and had a brood of whelps.

Everything was going well before someone in the town one day noticed her mate returning home, and the Vilvere order was notified. While she was away, the Order slaughtered her young and mate, leaving nothing but a blood-stained lair. Distraught and confused, she flew back up to her home country, collapsing outside a town near the mountains of Asmeinland

She awoke to the sight of on-looking humans, half in shock and half in disbelief. No one moved til a small child threw a blanket over her foot in a gesture of kindness. This moved her to adopt the town as her own, helping the humans as uf they were her brood. A lair was made by the grateful townsfolk near the mountains, carved into the very stones; where she hoarded books, crystals, and magical incense within. When Htranku attacked the town she tried to protect them, ultimately failing. Her corpse was locked in the lair and the large door was magically sealed with a keystone; now kept in Htranku's hoard.

Esben was exploring around the ruins of the town when he came upon her corpse. He reanimated her corpse to interrogate her. At first, Helruthnir remembered very little, but as she is questioned, she starts to recall her past life; and hatred of the Order.

Motivation: to acquire the keystone to free herself, destruction of the vilvere order
Magic: as a dragon, Hel can naturally use magic. She is regaining her proficiency in frost magic and necromancy
Skills/Strengths: resistant to heat/fire, innate knowledge of magic, can switch between forms
Weaknesses: currently locked in her lair, still recovering from resurrection, switching between forms multiple times induces fatigue, burning hatred for the The Vilvere order to the point of madness
Gear: robes, undergarments, Jasper, Staff of Frost,
Other: while Helruthnir had immense knowledge of the arcane before she was killed, it was mostly lost after resurrection. She spends most of her time reading the hoard of books she owns and creating undead. (Over the course of the RP she will relearn magic) Her lair is guarded by undead, and 5 necromancers
Appearance: “human” form imgur.com/gallery/XME9mzp dragon form imgur.com/gallery/CpoKR1W
Hidden 7 yrs ago Post by Archangel89
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Archangel89 NEZUKO-CHANNNNNNNNNNNNNN!!!!!

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Name: Ymir the Forgelord

Sex: Male

Race: Undead Frost Giant

Age: At the age of his death he had seen the passing of one
hundred and seventy-two winters, that was one hundred winters ago.

Religion: Ymir was raised as a champion for Hargath but since
his masters demise he has been searching for a new master to forge
weapons for.

Backstory: Born among the frozen peaks of the mountains Ymir was born among the chieftain of his clan. Life among the frost giants was cruel and hard you either grew up tough or you were cast among the stones and left to be a meal for the wolves. As the son of the Forgelord Ymir was forced to be the strongest among his brood constantly fighting among the other children forced to think faster, smarter to do whatever it took to take his fathers place. It was during one of these daily fights that he discovered that he could wield magic like the sages of his people. At first he believed himself one of these sages until his father told him of the nature of being a Forgelord.

Years went by and Ymir’s magic and forging grew stronger more fierce and more ruthless in his combat. As the years passed Ymir grew obsessed with creating the perfect weapon, ever trying to create a weapon better than his father’s Utgarda the literal forging hammer. When he finally hit a block in his smithing he made a terrible and amazing discovery, using the souls of the living as forge material yielded stronger and stronger results. The more he fought, the more he killed and the stronger his weapons became and soon he became addicted to this vicious cycle. Eventually his father grew wise to his plans and soon came to him to put a stop to him. Ymir’s pride knew no end and so he challenged his father to open combat.

The battle was long fought and both combatants fought tirelessly until finally Ymir was left standing over his father’s bloody corpse. Quickly using his father’s soul he created his most powerful weapon to date, Jörmungandr , a savage great axe which inherited his father’s natural affinity to frost magic. Now the Forgelord of his people Ymir continued in his search for the perfect weapon looking for every opportunity to test his new axe. The other frost giants soon grew tired of his unnatural obsession of smithing and conspired his death. The battle was one not easily fought but even with the Utgarda and Jormungandr Ymir fell and was left to rot in an icy grave.

Ymir didn’t know how long he spent in the darkness, but when he found himself in the Hargath’s realm he was given an option. To become the Champion of Undeath and fight the rising threat of this new elder wyrm or continue to rot forever in the realm of the dead, naturally Ymir took the deal. When he returned to the world of the living surrounded by cheap candles and a necromancer that was too busy shaking at his success to control his newly risen minion, Ymir quickly dispatched the would-be master. After the death of the Lord of Undeath Ymir wanders the mountain ranges looking for something or someone to serve as a minion of the undead.

Motivation: Even in life Ymir yearned to create the perfect
weapon and the same is true in death. When Htraknu slayed his master
it presented Ymir with the unique opportunity to create the perfect
weapon from the body of the creature that destroyed his master.

Magic: Born a frost giant, Ymir is naturally able to channel
ice magic through his body. While the sages of his people are able
to do so to the equivalent of a mage, Ymir's grasp on magic is
something rather unique. Through Rimeforging Ymir is able to
channel arcane ice to create arms and armor and in undeath he keeps
his body at the temperatures found in his natural habitat.

Skills/Strengths:

  • Rimeforging - Ymir channels his natural abilities of frost
    magic into a unique forging process that involves no heat or flame.
    The process creates superbly strong enchanted arms and armor that
    become sturdy for the purpose of the frost giants. Ymir is the last,
    that he knows, who is able to use this art thus granting him the
    title of Forgelord among his people.
  • Rock Throwing - From a young age Ymir was taught from a young age to utilize his strength by throwing boulder sized rocks. Throughout the years he has become quite capable at it becoming a near “marksman” hitting his targets from quite a respectable distance.
  • Frost Magic - While certainly not a sage of his people
    Ymir does have a rather basic grasp of frost magic outside of his
    forging. Most magic that he could cast is mostly done instinctively
    he will not shy away from using every tool in his arsenal.
  • Fighting - He's a big guy guy with a big ax.

Weaknesses:

  • Dim-Witted - In life Ymir was not the brightest star in
    the sky and after his resurrection he has not gotten much smarter.
    Easily tricked and swayed Ymir is an easy target for those
    more...quick thinking than he.
  • Anger - Ymir is quick to anger and quick to fight which,
    in a few circumstances, has gotten him into more trouble.
  • Size - Because of his rather large size he is not able to
    dwell among crowded cities.
  • Fear - Most people are not fond of giants of any sort and
    have a tendency to attack them when they are seen.


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