A long dead and erased from history bloodline that was said to have died along with the last dragon. These bloodline of warriors existed for one purpose only, to kill dragons. Their ancestors were said to have slain dragons which in turn gave them the traits and some of the abilities of a dragon. Each and every one of them got enhanced physical abilities and special abilities. They all became distinguished soldiers who quickly rose up the military hierarchy and became generals. With their power to aid the human armies the dragons stood no chance. After the threat was gone they saw opportunities. Why have a human king when they were superior in every aspect to humans? This is when the Dragon Civil Wars began. On one side you had the generals who wanted a Dragonborn for a ruler and on the other side you had the ones who fought to protect the king and keep things as they were. Wars were fought, lives were lost but in the end the ones who sided with the current king won, leaving the rebels to join the ground and mud. Then it happened..
All the Dragonborn generals who aided the king against their brethren were summoned to join the festivities in the royal palace. They ate, they got drunk and then they got stabbed in the back. Each and every one of them died. Their families were hunted down and their children slaughtered in their cribs. But they didn't manage to get all of them. Undead Dragonborn - Said to have killed the Skeletal Dragons which were practically immortal in a sense. No matter how many times they were struck down they always rebuilt themselves and got back up. There are no records on how they managed to kill these seemingly immortal creatures. This bloodline turns the dragonborn into an undead creature with time. The flesh of their body starts to decay as days go by, in the end leaving only a rotten walking corpse without a soul and no emotion. They have the power to absorb the vitality of others to prolong their decaying and cannot be killed by normal means. In the end they become fully fledged abominations gaining a whole new set of skills.
AGE 37
EQUIPMENT Wears light armor with a lightweight golden alloy chest piece, shoulder piece, forearm and leg plating and a cloak A blade Multiple throwing knives Grappler Hook Bow, Arrows and a quiver Poison and antidote vials. Smoke bombs/flash bombs
PERSONALITY An assassin, a killer, a cold murderer. He is all those things as it is his job to be those things in order to serve humanity. You would think that someone in this line of work would be emotionless, cruel, or even a psychopath..and he might be but even if he is he doesn't show it. Outside the job he is cheerful up to the point of not being annoying, easy going and optimistic. That is a facade that he puts on, not for others more than for himself. Even if things are grim you strap a smile on your face and go on, even if there is no light in the end you shouldn't forget the part of you that was human, that small part that still is. If he loses himself in the darkness, what's to separate him from the monsters and demons that he hunts?
BIOGRAPHY Not much to say for his upbringing as no one knows anything about him before he took the mantel of a hired knife. Slowly but surely he started gaining a reputation as the best and in just a coupe of years of non stop contract killing he got to the top of his profession. That's where he was scouted by the army to fight against the Mad King. He was given coin and a constant stream of missions. He wasn't allowed to free lance anymore as the army could always need him at a moment's notice. Maybe to track and kill a spy that escaped with their battle plans? Hunt down an escaped prisoner? Assassinate high ranking officials of the Mad King's army? He did them all and even if his achievements aren't shared with the public, no one who knew him can say that he didn't help the forces of the living drastically. But in the end that didn't matter. Even if they were winning, no one could stand up to that hell spawned monstrosity that he later learned to be a dragon. But since that thing emerged something awoke in him. He felt...more distant, his emotions slipping away as were the bodily feelings like pain and pleasure. Something happened to him that day and now he isn't only fighting for the allies, he is fighting for himself, to preserve whatever humanity he has left.
To do that he needs to kill the Mad King and the Dragon. He will find a way to end this once and for all.
MAGIC Hunter's Eye - With a simple incantation he uses magic to enhance his vision thus allowing him to see at great distances, gain night vision and see through fog/smoke or dust. Time Slow - He casts a spell which slows time for him, letting him better react to the dangers around him, take in the surroundings and have more time to process a plan. This has severe side effects depending on how much it is used within a short time period.
I will try to get some cultures for you to look over tommorow but heres what I have so far
One is kinda a fusion of Rome (especially byzantine) and China, a multiethnic culture that has in the past covered a large portion of the world. they have had influences on religion, culture, and language. They are from fairly far east however and never really truly controlled the lands this is taking place in. For this nation, Religion and Government were intertwined with the Heavenly beurocracy. Rather than having a king, they had a Pontifex, which acquired the title through complicated political maneuvering. One of the greatest things they gave to the world is the Common Tongue spread by its missionaries. Teaching people the common tongue of "the civilized world" was seen as more important than teaching the preceps of religion. The Religion of this nation is somewhat pantheistic, Venerating countless spirits of both the natural and human world. Magic practiced by this nation often involves bargaining with these spirits. This is the one I have the most work done on as I have used varients of it before.
While the soldiers of this nation are "ok" and nowhere near the most elite warriors the world has to offers, the logistics of the military is legendary. They have skilled messengers (sometimes using arcane means to communicate tactical information) and use a mixture of mundane and arcane supply methods (such as having shamans bargain with the spirits of the land, the civilization will give the spirit a favor in return for food and protection for example.)
Women occupy high roles in society (Gender ratios of Pontifex are fairly even), possibly because of in the ancient history of the cultures of the area, women were often in charge of managing households while the men were engaged in physically demanding work.
gotta go sleep so work isn't miserable tomorrow but I'm really excited to get this guy out here so I'll put what I got (just have to fill in the appearance and personality shell)
Name: Sirgala Shadi Illizana Qodrori-Chebeh
Gender: Female
Age: 220
Race: Half-Elf (Mûl/Surface Dwarf)
Appearance: Height: 4’11 Weight: 150lbs Grizzled with age, Sirgala is a few years before the point where the body starts to not be able to do things no matter how much the mind encourages it to do otherwise. Creaky in the morning and slowly losing her flexibility,
Personality: First and foremost, Gala is well aware that one’s origins are absolutely no indication for their future acts, and as such judges people purely on their actions, never on their race, clothing, or any other basic features. This has led her to a natural affinity with the Glamhoth, as well as other mixed or exiled groups. Secondly, Gala knows that the only things about which one can know too much are related to people. She shuns politics, history, and the petty squabbles of mankind for any learning she can take from books or handiwork.
History: Gala, born of two outsiders who bonded together working as travelling tradesmen, has lead a life that is often of transience, often of strife, always interesting. The circumstances of her birth were equally strange, the product of a happy marriage between her elven father Armer Uneraam Goldenfall Qodrori and dwarven mother Gadegith Chebeh. Her upbringing, though often poor in treatment (forced to stay outside city walls, occasionally run out of town – their group stereotyped like gypsies) and funds, was wealthy in love, a communal effort. While her family initially raised her to continue their business of hawking their wares (mostly ornamental spears, beautifully made metal and wooden dishware, and other crafts that combined the talents of her parents), they realized relatively early that Sirgala had much more of a mind for their hunting trips and weapon designs than she did for dealing with the often brutish customers coming to their caravans, so they sent her to work with the few guards the caravans did have, learning their craft instead. It was here when she lost the aforementioned fingers during a raid (and was thereby forced to switch her combat hand, and left unable to use most two-handed weapons and shields.), and where she spent her formative years, a full 40 years going by before she found her first book of magic in a rare visit to an Andraan city. Magic though, is wild and unpredictable, and very often feared. Concerned for her safety and wellbeing, her parents encouraged her to hide the gift. As many youths do, she thought she knew better. Here though, it felt rather merited, given that she seemed to already have some sort of gift for wards and runes. They came to a compromise, and let her practice magic if and only if she target it onto objects – they figured that they could then just say that the thing was cursed or traded to them at the last stop or whatever, avoiding her being arrested. She still eventually felt like her experimenting was making the whole group nervous, and chose to leave to pursue her own path anyway. Over the years since, she has been many things. Mercenary, caravan guard, oarswoman, royal hunter, near-destitute beggar, prisoner (turns out hunting in the royal forests is a bad idea), and eventually, accepted as an enchanter and hunter, living on the outskirts of a small Firen city, doing good work for the local guard and bringing in meat for the local lord (taking a nice cut for herself in the process). Still rather alone, still doesn’t really fit in, but still quite happy.
Equipment: -Full Leather Armor (helmet/shirt/gauntlet/pants/shoes), enchanted to be as tough as full plate (having tried both ways – using runes to lighten and mobilize steel, as well as others to let leather take on the hardness of steel, this has proven to be both more cost effective, and a much easier set of spells) -Morningstar, enchanted to deal impact damage as if it were twice its size, while moving as fast as a sword. -two all-purpose knives -two throwing knives, enchanted to slow those from whom they draw blood, eventually freezing them if they lose enough. -3 javelins, strapped across her back. -A cloak, enchanted to regulate her body temperature and function as a bedroll. This enchantment isn’t the best and does not protect her against the extremes of weather (below 0 and about 100 degrees Farenheight). -her right hand, mostly useless otherwise, can be covered in a large, heavy gauntlet with a small shield on it, sharp on the edges and enchanted to resist magic. Otherwise she just leaves the hand bare. -basic travel equipment in her rusack - a few trail rations, flint, a pot, a few tankards, some set-up for small rodent traps, some rope, and a waterskin. Example post (Optional): [To be done eventually]
Other: -Ranger: More than capable of living off of the land, and has done so in the past – making camp, hunting, laying traps (with proper equipment), tracking, foraging using herbs for healing potions and the like, etc. -Enchanter: Has often made her profession in enchanting arms and armor, and is capable of channeling her innate magical energies into inscribing runes and infusing metal, leather and wood with magic – provided she can find the right ingredients. Her use of material components and unorthodox methodology (having no formal training), makes her enchantments much harder to detect and dispel. It also makes them take much longer to make than normal enchantments, and be somewhat more taxing. The exception here is when enchanting arrowheads and throwing weapons, as she was trained by a former elemental archer at one point and picked up the whole freezing arrow thing. -Poet/singer: Often going for months without interaction with many people, Gala has taken to the composition of poetry to stave off the hermit madness, and may decide to make her own epic on this adventure. Or maybe recite some other poems and songs she knows or has made.
The Dokkel are a mysterious folk to many, for most of them live underground, they have been compared to dwarves, and some say the Dokkel are primordial ancestors of the dwarves but nobody knows for sure. The form of the Dokkel frightens some, they have been compared to maggots or grubs in appearance.
Socially the oldest breeds of Dokkel are eusocial like bees or ants, with a queen, drones, warriors and workers. These changes seem to be brought about by chemical means and, with the intelligence of the Dokkel many dokkel hives have learned to control the developement and developed it further beyond what nature intended with "Chitinsculpting" they have domesticated other creatures of the deep and even creatures above to serve the hives as tools. some of the breeds of Dokkel have cast off the eusocial roots.
Due to shared mythological themes among most dokkel among other evidence, it is believed that all Dokkel once belonged to a single hive, archeological evidence shows that the Dokkel were once far more powerful than they are now with ancient ruins deep beneath the earth that New Dokkel hives plunder for ancient knowledge.
Common themes from Dokkel mythology are -The existence of a primordial being a progenitor of all life (or in some cases, only Dokkel life) -The Primordial was ill, or in some cases, injured after a battle with something or another -Reincarnation being a thing, or having been a thing in the past, sometimes the death of a god leading to the ending of the cycle of rebirth -a descent from heaven -God is buried beneath the earth, or parts of god, god is not dead, not fully, god can be reconstructed. We can become one with god. -Those who share dreams are special and can lead us to unification with god.
The Inspiration from the Dokkal comes from the Edda, based on the creation myth of Dwarfs, They were said to have grown from maggots within the flesh of Ymir (Norse Mythology being metal af like always). Other sources of inspiration include Eusocial Insects, The Falmer from Elder Scrolls, a hint of Grey Aliens from UFO folklore and a bit of hollow knight.
Well, I was kinda searching for another RP to join and the intro for this one caught my attention... that and the fact that we can create our own species.
Then you would lose that bet. I'm planning on making a gnoll, or something similar. Good to be here with ya, might I ask you what you have planned for a character?