1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
-=The Land of Hitor=-
The Legends of old state that long before the Starfall which set ruin upon the land there was an age of gods. Hitor had been graced with the presence of Ristoth the Creator and his children. This was an era of great prosperity as the Mighty Gods kept evils at bay and allowed mankind to flourish into existence claiming almost the entire continent of Hitor for themselves. But that changed after the Starfall.
Some say the Starfall was a sign of Ristoth's wrath upon man whom had rejected him and his children plotting to overthrow the Gods and claim all of Hitor for themselves, Others say it was the act of another god or one of his children jealous of the lands that Ristoth had made. But the only thing that matters is that Ristoth and his Children disappeared from Hitor before the cataclysmic event struck Hitor.
Flaming rocks fell from the sky destroying crops, fields, towns, and even a few major cities. The event shook mankind and unnerved them, but it was nothing compared to what fallowed. With their Gods gone and their might weakened the evil creatures of the Shadowlands spilled out onto human lands. Mankind tried to hold its ground but was quickly cut down at every turn as the Nations of Old fell one by one, and all that Mankind had worked to build was destroyed or cast aside.
Pushed to the brink of extinction Mankind finally caught a bit of reprieve. The creatures of evil now holding most of the land began to fight among themselves for control of the various regions. This infighting was enough to allow the remains of the Old Nations to come together and join as a united front. Unified under the banner of Varrian Lionheart The Great Empire was born and Humanity was once again able to carve a home into the map.
In the Three Hundred years since the birth of the Empire Mankind has steadily regained its footing and has grown to a respectable size. But now with enemies on two fronts Humanities advance seems to have halted and a very uneasy "peace" seems to be in place as both the Humans and the Creatures of the Shadowlands seem content with their current holdings neither side ready to make a move on the other.
The Blood Rose Irregulars is an Adventuring Company lead by a man named Jing Sanada. The Company after long years of fighting creatures and gaining riches has been drawing in many talented adventurers and spreading its reputation around the empire.
-=Members=-
Jing is a seasoned veteran, once a Captain in the Empire Military he retired wanting more than just the life of a soldier. He now travels the world with his "Children" finding riches and treasures for those who follow him. Charismatic and a born leader its not hard to see why people flock to his side.
(NPC)
Shion was born to a family of farmers who always dreamed of Grandeur. He learned the bow from his father when the two would go out to hunt and is quite a decent shot. Caught up by Jing's presence and stories Shion joined the Irregulars to support his family sending most of what he makes back home.
(NPC)
Little is known of Gwendolyn's past or even her reasons for joining the Irregulars, but she is a powerful mage. Versed in Fire and Healing Magic Gwen supports the Irregulars from the rear.
(NPC)
A master thief with all the skills the title implies, Stephan is a simple man to understand. He will do whatever it takes to get money. He joined the Irregulars after they had made a name for themselves for the simple fact that it would make him money. His loyalty is questionable at best, but you know he will stick around and have your back in a fight if he gets his promise of coin for his services.
(NPC)
Hector stands as the final test that most members of the irregulars take. More of a contracted member than a full on member Hector takes recruits that catch Jing's eye to test their skills as a warrior, coordination, and general usefulness as a Mercenary. It seems that hector does this test as a favor to Jing for some long forgotten dept and Jing trusts Hector's advice when it comes to his new recruits.
The Grand Empire of Man stands as Humanities last hope it has stood for three hundred years in the face of all sorts of beasts and creatures repelling each wave and securing humanity's safety.
-=Governance=-
Emperor Lionheart -Supreme Ruler of the Empire, he stands primarily as the Military leader commanding and positioning the Empire's armies to hold the borders and safeguard the empire citizens while mostly allowing the Supreme Council and local lords to run the economic and political side of the country
Supreme Council - A council of Advisers composed of representatives chosen by the people. Although they have no Official power it has been known that the Council's will is law unless directly contradicted by the Emperor himself.
Lords - Nobles given power from the Emperor to govern a region of land. The lord governs their land and pays tributes to the Empire to ensure its protection and loyalty. The Lord of a land has free reign of the territory as long as they follow the rules of the Council and refrain from oppressing their people.
-=Culture=-
As the Empire was born from many Fallen nations there are many different types of people within its borders. This has lead to many problems over the years, but for the most part all the cultures are accepted and have melded over the years. This melding of cultures has lead to a very versatile Empire with many different traditions and ways of life stemming from the Old Nations.
-=Currency=- There are two forms of currency used in the Empire. Sovern - The official currency of the Empire, coins that are easily carried and universal. With a set value it makes trade easier and ensures that prices can be fair throughout the empire.
Soul Stones - Used as a form of currency in rural areas where the Empire's Sovern has little actual value. (More on these later)
Desert lands just North of the Empire surrounded by mountain ranges leaving only one real entrance to the desert. The desert is filled with ruins of the Old World ripe with treasure for those willing to brave the desert and beasts to reclaim what once belonged to man. Many of the ruins are occupied by various creatures making them all the harder to loot, and Savage Orc tribes roam the deserts themselves making their homes in the unforgiving dunes.
Humanity had once turned the forest to plains and stood as humanities first line of defense against the Shadow lands. But now the forest has grown back ever expanding slowly creeping in on humanity. Although most of the buildings that once graced the land have been destroyed by the Wood Elf Forest guardians deep within the Forest stands a few overgrown fortresses that stand as a testament to Humanities previous claims to the land.
Deep within the Forest of Silence lay the shadowlands. A diseased and cursed land where unspeakable creatures live. A land of death and demons that has always plagued humanity. It is unknown how or why, but there has been and always will be a flow of creatures from the Shadowlands. There have been some foolish enough to try and journey to the shadowlands but none who have set off on this path have ever returned.
-=Soul Stones=- The source of life in all things. Each living creature has a soul stone within their body, it grows with them and is a testament to their power. Soul Stones are valuable and useful as they carry the life essence of a creature. Once extracted a Soul Stone can be used in many ways. One use is for power, Soul stones literally fuel the Empire as they are used as a fuel source in the Empires Magics. Everything from Cooking and Lighting to the Empire's flying warships run off of Soul Stones. Another use of the Soul Stone is Magic, When used correctly a Soul Stone can be used to tap into to increase ones own magical power.
Humans have Soul Stones as well and if properly cultivated allows for Humans to use magic tapping into their own power. And although humans have Soul Stones it is forbidden to extract the Soul Stone of a Human, but that doesn't mean it isn't done. Human Soul Stones are used in Dark Magic rituals for various purposes and in some rural civilizations The Soul Stone is removed from the Corpse of the fallen as a keepsake for the family.
-=Magic=- Humans and Creatures use magic by tapping into Soul Stones. Some tap into their own Soul Stone to produce the magical effects, while others draw power from relics socketed with refined Beast Soul Stones. And there are some who use Soul Stones in other ways, But all magic in the world comes from a Soul Stone in some way or form.
Magic that is produced for everyday life is generated by magic foundries that break down spirit stones into raw magic and then distribute it as needed.
Magic used for combat can either be a much simpler or complex matter entirely. The simple path is the refinement of Beast souls, A beast itself will have a natural affinity that will allow the mage to tap into that element to cast spells (Example Fire Dragon = fire Element, Bear = nature, Frost Giant = Ice ECT.). While those who tap into their own Soul Stone must either find out their own natural element, or attempt to alter their element though extreme conditioning and focus, Both options being harder than it sounds. A Relic user has the ease of knowing what they can cast because of the Souls in the Relic, but they don't exactly know the limit of the Soul in their relic. If pushed beyond its limits the Soul can shatter and cause a backlash, But as long as you don't push it beyond its limits the Soul will replenish itself when not in use. Mages who use their own Soul Stone must go through a difficult process to learn their Soul Affinity, but once that is known it is much easier to know your own limits and ensure you don't end up killing yourself in a backlash.
-=Combat Rules=-
Combat will be separated into two parts Free Form and "Boss Battle" each having their own rules.
Free Form - A simple form of combat, The GM (in case its a side arc I don't control) will send out a mass of enemies each player will then have a go at taking them out. This section will be all on the participants and I will allow you to control both your character and the NPC enemies. You will be allowed to kill at will, but please remember you are not alone, If there are 10 enemies and 5 players I don't want one person claiming 5 of the enemies. Colab posts are acceptable in this phase of combat, but please don't have the group waiting two weeks for one Colab post.
A lone Gladiator walked down the hall, the echo of cheers can be heard as the gladiator presses forward. A moment of blindness inflicted the gladiator and the cheering became deafening as he walked out into the arena. As his vision returned he could see that three Orcs already stood in the arena waiting the arrival of their prey. Not wasting any time the Gladiator started to make his move reading his trident and net for the fight.
One of the orcs moved forward to fight the Gladiator confident of its own skills while the other two stood back for the moment. As the first orc charged sword in hand, the gladiator was quick to move out of the way while tossing the net to capture the Orc. The net worked wonderfully trapping the orc ans as it struggled to escape the net only got tighter allowing the Gladiator to jab at the Orc with his trident. The trapped orc was easy to finish off as the gladiator was able to stick it with the Trident multiple times before the other two orcs were able to close the gap and save their comrade. The approaching Orcs forced the Gladiator to retreat back a bit and drop the net. The two orcs came at the Gladiator in the first charging and the second a bit more cautious. With a bit of a jump to the side the Gladiator was able to dodge the first orc while lunging his trident at the second. The attack was caught by the Orc's blade who attempted to lock the blade and impeded the Gladiator, but the gladiator quickly retracted the trident and used the staff of the weapon to block a slash from the other orc. Determined to survive the Gladiator had to go onto the defensive and look for any opening he could exploit, he took a low stance to the ground attempting to keep the orcs at bay with his trident.
And a scoop of dirt from the ground would give the gladiator his chance both Orcs retreated back sand in their eyes giving the Gladiator a chance to lunge forward jabbing the trident right under the jaw of one of the Orcs nearly impaling the Orc's skull then with a quick movement the Gladiator knocked the second orc off balance sweeping its legs as he withdrew the trident from the orc's skull. He followed the sweep with a powerful kick to the chest by planting the butt of the trident into the ground and using it as a support while preforming a strong jumping kick knocking the orc to the ground.
With his opponent on the ground the Gladiator hurried to finish his foe attempting to stab the trident into the Orc's chest. but the Orc caught the trident attempting to push back the weapon and save its own hide. The crowed cheered as the two fought the Gladiator inching the weapon forward and the Orc pushing it back. This ordeal went on for what seemed an eternity until finally the Gladiator was able to overpower the orc plunging the trident into its chest. The crowed erupted in cheers as the gladiator stood triumphant throwing up his arms in victory.
Boss Battle - The more advanced combat that will play out post to post. Boss battles will mainly be group fights or will be in place if a Player vs Player fight. It will be more turn based as in one player states its action then the next will post his reaction and counter/followup to the previous actions. During this type of combat there will be no auto hits or auto kills.
GM - As the group entered the cave the Troll gave a massive roar before charging the group Smashing its massive club at them
Player one - The Warrior rolled to the side to avoid the club before making a lunge at the beasts leg attempting to ground the beast.
player two - The Archer jumped back landing in a roll while knocking three arrows aiming for the Troll's eyes.
GM - The Club smashed into the ground kicking up a screen of dust which ended up hiding the warrior but eyes focused forward the Troll saw the archer readying the arrows and moved its massive hand to guard itself. all three arrows stuck into the Troll's arm but didn't seem to have much effect otherwise. But it was when the warrior's sword hit its mark that the troll reacted flailing its arm at the warrior.
Player One - The trolls hide was tough, yet the blade pierced the skin and blood spilled from the wound. In a thrash the Troll reacted swinging hits heavy arm at the warrior. He quickly withdrew his blade and braced his shield readying to take the blow with no other option.
Player Two - *Tsh* the Archer let out an annoyed sigh seeing her arrows fell ineffective. But her moves did allow the warrior to land a blow and the trolls reaction gave the archer an opening. She knocked a single arrow pulled the string tight and let the arrow fly, she aimed directly for the wound the Warrior had made looking to drop the beast through the open wound.
GM - The troll's arm slammed into the Warrior's shield sending the Warrior flying into the cave. The Troll went to turn and continue its assault on the warrior but then the troll fell. Arrow punctured bone as the Archer's arrow found its mark dropping the troll and ending its assault on the warrior.
(Blah Blah you get the point)
-=Character Sheets=-
Character Sheets are to be placed in the OOC until they are accepted then moved to the Characters Page.
All characters will start out as either Empire Soldiers, Irregular Troops, or Militia called to defend the front
Name: Self Explanatory Gender: Self Explanatory Age: Self Explanatory Appearance: Img or description (would prefer a little of both) Bio: Your back story. Who are you? Where did you come from? (minimum of three paragraphs) Fighting Style: Your fighting style. Is it unique and named? or is it a basic Sword and Shield fighting style? Equipment: What is the basic equipment you carry on your person Skills/Abilities: Any special skills/talents you possess (Mages list magic types here) Other Information: any special information about your character (must be approved by GM, so shoot me a pm and lets talk)
-=Added Stuff=-
Humans - Basic humans very diverse and all that. Only reason they are getting along is because there is something else that is a bigger threat pulling them together.
Orcs - Tribes of Orcs, Goblins, and Trolls each Tribe lead by a powerful Warchief who is slightly smarter and much stronger than the run of the mill orcs. Constantly fighting and raiding whatever they can for supplies and shiny stuff. While most tribes in the Dread Desert are Savages, rumor states that there are civilized tribes hiding deep within the Dread Desert even building their own civilization. But any sent to confirm this rumor have never returned. (Warhammer/LoTR)
Dwarves - Where there are mountains there are bound to be Dwarves. Master Craftsmen and Fierce who rarely set foot outside their underground homes. The Dwarves have both a senate and a King each holding their own powers over Dwarven culture. There is one simple rule when dealing with Dwarves. Don't go into their caves. And if you do bring fresh vegetables, eating nothing but mushrooms and meat can get dull. (Dragon Age)
Elves - Defenders of the forest and its creatures. They will give you one warning before putting an arrow through your skull. "Humans are not meant for the forest and bring nothing but destruction" is their basic thought on all humans. Their forces consist of master archers and powerful mages. You better have a good reason for entering their forests and better plan not to stay long. Did I mention that the Trees attack as well? (Warhammer)
You wouldn't happen to still have space, would you? I'd love to take part!
EDIT: Also, you character bio has a place mentioned that isn't in the OP. I assume we can make one of our own cultures, as it's mentioned many exist in Man's Empire?
@Kafka Komedyindeed I do please feel free to throw your hat in. Also for your question, Yes you are allowed to as long as it remains within the Empire's territory
Working on my character now, just wanted to post him to make sure I didn't lose him.
EDIT:Done-so pals. Check Allant out!
Allant Østær
(Also spelled Oestaer so I don't have to bust out the special characters.) Gender: Male Age: 27 Appearance: 6' even, slightly muscular, tanned with mid-length dark brown hair and grey eyes.
Bio: Allant was the fourth son of a noble lord in Marrulah, a position oft considered worse than that of a serf. Though before the age of 10 Allant was able to learn and live in relative peace, as soon as he got past that age he was enlisted in the training of a retired Mirino, treasure seekers who ventured into the Dread Desert in search of riches. He had two blades placed in his hands and got to work. Dual Skill is a difficult martial art to learn, but it is also accompanied by difficult truths that the Mirino live by. Mirino know first hand the frailty of life, Allant's teacher being one of the only Mirino to live to 30; indeed he was only 37 and had been retired for 3 years.
The Mirino knights also place immense importance on the arts, considering they often recover delicate artistic artefacts from humanities past. All Mirino pick up a craft of their choosing, so they may live on past their quick deaths through their works. Allant inherited the skill of his mentor; painting. Allant's days were then filled with rigorous practice, and education in perspective and artistic theory. Near the end of his training he was paired up with another Mirino about to be sent out into the Dread Desert; Yuria. Mirino worked in duos and needed to be familiar with each other.
While getting to know Yuria, some of her beliefs rubbed off on Allant. Her family was aggressively against the old gods, believing them to have caused the Starfall and abandoning humanity for the fear that they would rise up from the gods tyrannical rule. Knowing the prosperity humanity used to live in from their golden relics and the danger and squalor he was being subjected to now, Allant couldn't help but agree with her.
Eventually, Allant and Yuria's training was complete. The two were sent out to the Dread Deserts many a time and they recovered quite a few impressive finds, all while Allant worked on creating a truly good painting, for he never really had grasped it. As the two saved each other time after time, Allant began developing romantic inclinations towards his partner, but she had passed not even from an attempt on her life, but from a sickness she had contracted out in the desert. Without a partner, Allant was unable to continue work as a Mirino, but had no interest in preparing other children like him to die. Instead he sent out to find a proper place for himself in the world, and discovered the Blood Rose Irregulars. With no skills but killing and treasure hunting to his name, Allant deigned to work for the mercenaries.
Fighting Style: Allant is highly trained in the Marrulah martial art Dual Skill, the use of two weapons at once to defend and counter in one swift motion. Since shields are largely useless fighting the powerful Orcs, Dual Skill fighters are adept at parrying rather than braving an attack head on. They also are trained to use both weapons to strike at once for a killing blow, and the use of throwing stars to both distract and kill. Orcs are often fought as pairs, where one would take the vanguard and the other would use those techniques to ensure a death before the vanguard was overwhelmed.
Equipment Weaponry
Main Gauche - A double-edged dagger ending in a sharp point with a large hand guard and two thin slits at the base of the hilt aiming to catch human blades.
Estoc - A longsword with no edge, instead used to pierce thick hides or armors. Almost always paired with the Main Gauche.
Arming Blades - Two one-handed blades meant to be wielded at once. One features a serrated edge made to get unarmored opponents to bleed heavily.
Tri-Edges - Six throwing weapons kept on a belt, which can be used in many ways.
Armor
Robes - Loose fitting cloth made of cotton that shields one from the sun and hides one's armor, trimmed with silk and animal furs.
Breastplate - A cuirass and faulds that are slightly skewed to the left side to mitigate the losses of a failed parry. Also features a hauberk underneath.
Mask - A steel mask used purely as shielding from the sun, since even a shielded blow to the head from an Orc was often enough to lead to a death.
Chainmail and Footwear - The legs are covered in a light chainmail and end in leather boots.
Gauntlets - Simple leather gloves that reach the elbow and as such the hauberk.
Miscellaneous
Soul Stones - A collection of entirely unidentified Orc Soul Stones, acting as all of Allant's money.
Supplies - A water skin, a few pounds of dried meats, and a tent.
Pouches - Two free leather pouches to stuff treasure into.
Orc Soulstone Ring - A ring with a refined Orc Soul Stone that can improve Allant's overall muscle strength when used, increase speed and power.
Skills/Abilities
Combat - Allant is a skilled Mirino knight, a slayer of many orcs.
Artistry - Allant is a decent painter, but an even better appraiser. He's able to tell without a shadow of a doubt how much a piece is worth if he has some time with it.
Survival - Allant is familiar with deserts and how exactly to brave them.
Other Information:
The Mirino are knights of lords who frequently venture out into the Dread Deserts to reclaim old gold and treasures to pay the serfs who worked the fields, and often themselves as well. They also defend against the attacks of Orcs and Shadow Creatures on the kingdom, though both are now rare due to Marrulah's position. They have a unique fighting style and consist almost entirely of disgraced or lowly nobles due to the rigorous training and somewhat expensive equipment it requires.
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
I'm also interested. Could alchemy (Potion, Salves, Gas Grenades, Poisons, Enhancement Drugs, Disease, etc) be considered as a use in a fighting style.
I wan't to make a healer and while they have magical capabilities, their more potent 'spells' are consumables. The background of this character is a secret society of doctors that hire themselves out as battlefield medics. They conduct their own magical research and the concept of Soul Stone could be something easily worked into their methods. Perhaps they could even be rumored to commit the dark rituals of sentient species distillation.
Just wan't your two cents before crafting a character.
This has piqued my interest, and while I have a bit of an idea, I'd like to ask something before I get too involved in making a character. Would (soul stone powered) early firearms be allowable? (something akin to a real world matchlock musket)
@ShwiggityShwah Mr/Mrs Doctor and said secret society do sound intriguing indeed. I'll give the concept the nod to see where this shall go.
@Athol I would allow this as Soul Stone Powered Cannons are something I was thinking to include on the majestic Flying Machines. The only thing about it is a Soul Stone only has so much power and the Shots will eventually "burn them out" and you'll have to switch it after a few shots. Also if you are using normal ammunition and using the Stone to propel it normal inaccuracies of the Musket would apply. If firing magical shots it just won't pack the same punch as a solid round :)
@Arthanus Yay. My thinking was similar to what you said. My thought was each stone is good for (GM defined number) shots of ballistic ammo, or a one time 'Hail Mary' magical blast (for those utterly dire situations)
"Wait, don't let the mask fool you! I'm actually really nice! Really! I can prove it!
Bio: It is not quite known where The Apothecaries, the Vultures, call home. They seemed to become a more common appearance in recent memory, seemingly in line with new discoveries related to Soul Stone. They have the favor of many a noble house throughout the Empire and now walk freely among the scared masses. While typically there is no more than one in any major city, their presence is enough to bring a sense of dread to the populace. The Apothecaries are terrifying images of plague and death, with rumors abound of what they hide behind their bird like masks and what goes on in their charnal houses, but they always come bearing the greatest of gifts. A life saved, and pain spared. For this reason, they are accepted, even sought after, but always kept at arms length, and the Apothecary like it no other way.
Apothecaries exist as researchers, provisioners of magical substances, undertakers, and most importantly, hired doctors for the wealthy, and quarantiners for outbreaks of plague and disease. Their skills are second to none and many a noble felt the assassins touch but walked the next day, with nary a worry save the Apothecary's growing bill. They are open, but secretive, dodging questions and neither accepting nor rejecting any accusation against them. The imagination can be a powerful deterrent. They have grown in such power that they have their own code and structure of social order. This is where Pox comes in.
Born within the Guild, he was trained from a young age to become an Apothecary, and due to his particular talent and eagerness to please his parents, was chosen to become heir to the Guild, a position always reserved for the most capable of their number. The Guild could not ask for a better student. He would never ask more than once for anything he didn't want to do, and he would never make the same mistake twice, under the consequence of traumatizing pain. Such was the effectiveness under the tutelage of the Guilds Master Chirurgeon Typhon. For the Guild, there was no such thing as special treatment, even for nobles; only special training.
Through grit, intellect, and various chemical enhancements (and dependencies) he managed to live up to the lofty expectations of his family and guild, with the forgivable side effect of OCD, Neurosis, and potentially self harming phobias when when it came to the details and success. The ends always justified the means afterall, and the Apothecaries always did have a results first mentality. And with that, his final test had just begun, a decade long quest as a fully fledged Apothecary out in the field. He was expected to gain clients, acquire fame, favors and fortune, uncover arcane secrets, and come home to take his mantle as leader of the Guild with years of experience under his belt.
However while he is only a few years into his task, the Apothecaries would be remiss to find out just how unlike them Pox really is. Out from under their cruel thumb, Pox had learned just how effective a caring bit of bedside compassion could work more wonders than any draught or pancea. Pox learned to love people. Helping them, healing them, always willing to surround himself with those that may look upon him with fear and always trying to show them that there is nothing to fear. Still, he is an Apothecary, and thus still has a task to do and secrets to keep, thus as eccentric and opens he seems, Pox will avoid things about himself or his Guild, dodging the question or coming up with an explanation that seems a little too practiced to be taken at face value. There is no way he could abandon his own family... could he? The more he speaks, he teaches, he discovers, he becomes painfully more aware of just how isolated he is from the rest of the world, a world he can only see through lenses, and touch through thick leathers. His own kind only wants expectations from him, and the rest of the world wants him far far away. What is the poor prince to do? Perhaps traveling with wayword folks like himself. Surely the brave adventurers would understand, and appreciate what he brings.
In term of personality. Pox is a man of contradiction, much like his Guild but there is something about him that remains genuine. He wants to bring some light back into this dark world. He flatters, he encourages, he studies and shares, bringing a sense of child like wonder with him. He loves to laugh and loves to bring cheer and loves to always learn. His curious mind will allow for nothing else. At the same time however, his look and position as an untouchable makes that quite difficult and he is evasive at best when it comes to questions about himself or the Apothecaries. Indeed, he gets quite chatty when the conversation goes somewhere he'd rather it didn't, a tell tale sign that he's hiding something. His words are so prepared and reflexive that there is almost something uncanny about them, something unsettling. He can't help but sometimes giving into Gallows humor, considering how he is surrounded by pain and death for most of his life. Gotta stay positive in the face of horror.
Fighting Style: Pox is no warrior. He has combat training, but this is merely to do procedures while on the battlefield and on occasion, keep his ward alive in the process. For those moments, Pox's mainly uses his intellect, calculating and attempting to size up the situation and find alternatives then attempting to over power his opponents. When diplomacy fails, he controls the battle field with afflictions and terrain denial in the form of various types of flask grenades that disperses gas or fire and darts that act as conduits for various physical afflictions such as temporary blindness, paralysis, or strength leeching effects. He's able to do this by physical touch as well if needed. Last resorts are cross bow at a distance, or his scalpels up close. He can enhance himself with a quick drug boost, but his is only so he has a moments strength for a quick escape, preferably with a smoke bomb covering his tracks.
With allies, his tactics change completely, enhancing them with similar consumables in the form of enhancing blessings and dispensing health potions or anti-venoms as needed. His entire purpose is keeping the group in the fight and will only attack if there's an opening or its essential.
Equipment: Apothecary Encounter Suit - This is the uniform of a true Apothecary of the Guild. These enchanted leathers riddled with attachments, hinges, and tubes allow for its wearing to work in any fundamentally toxic environment, rending them immune to the effects of gas, spores, and other foulness. Additionally, the suit actually pierces the wearers skin with tubes that circulate the blood through various enchantments and filters, which flushes the system constantly, rending the wearer immune to hostile poisons and diseases. Indeed certain entrance ports allow the wearer to freely inject other drugs for enhancement and healing, but other methods simply fail. Most amazingly is that the suit repairs itself after damage, though this is mostly for the convenience and safety of their wards. The bird mask is part of the suit and can be opened slightly for eating purposes. The Apothecary's Martial Arms - Apothecaries are expected to get into dangerous situations, and sometimes the best way to keep their clients from harm is to remove it. Darts, acid, poison, fire, and smoke flask (grenades), and Knives are their main defenses. Light, fast, and capable of being poisoned if need be. Pox himself keeps a crossbow as well, for long distance problems. Field Surgeon Pack - Sutures, Bandages, Scalpels, Salves, Disinfectants, and Leeches. Everything the bleeding body needs! Alchemists Kit - For all your chemistry and potion making needs. Collection of Various Vials - Indeed, among the multitude of colors are enhancement drugs, healing salves, euphorics, pain killers, and poisons a plenty. He keeps a book on him that contains the recipes but by now, he knows most of them by heart. Alchemy research are one of his passtimes. Camping Gear - Lanterns, rope, tent, and a bed sack. Its a real wonder how he's able to move around.
Skills/ Abilities: Pox's magic is centered almost exclusively into the purview of Life, Enchantment, Entropy, and Death as the spells that deal with biology and chemistry touch on these magical disciplines. He can heal at a distance, curing light wounds and drawing poison from a victims pores, but actually potions and medical techniques are necessary for more mortal injuries, with magic coming to help the wound heal quicker once the victim is stabilized. Indeed, he is more likely to use alchemy and his mind for problem solving than any simple trick. Indeed he is actually quite brilliant when it simply pertains to factual knowledge. He has always been curious, and always eager to see how things work which has served him well in the past.
Offensive magics are always in the form of afflictions and diseases that are liken to symptoms of sickness, some of them being quite supernatural. Poisonous Cloud, Spell of Weakness, Strike of the Blind, Belly of Maggots, to just name a few. All of these spells are designed to not be permanent, and only effect a certain area. Pox is no fan of collateral damage.
He also knows a useful arcana spell of telekinesis. Without a nurse to aid him, he sometimes needs to do several small things at once. There are no excuses for being too slow and not having help when lives are on the line.
Additionally as actual, formal training, Pox is expected to lead the Apothecaries one day when he comes of age, and part of his job functions are to act as mediators to nobility. Pox is expected to uphold any culture mannerisms and social protocols. Despite his monstrous attire, he can kneel and flatter, and rub elbows with the upper echelons of society. In fact, Pox enjoys this facet of his life the most, as he's a regular social butterfly.
Other Information:
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
As a Bit of a side note here are the basic info on the major races we might come up against (and my inspiration for them) I'll add this into the first post for others who come along later.
Humans - Basic humans very diverse and all that. Only reason they are getting along is because there is something else that is a bigger threat pulling them together.
Orcs - Tribes of Orcs, Goblins, and Trolls each Tribe lead by a powerful Warchief who is slightly smarter and much stronger than the run of the mill orcs. Constantly fighting and raiding whatever they can for supplies and shiny stuff. While most tribes in the Dread Desert are Savages, rumor states that there are civilized tribes hiding deep within the Dread Desert even building their own civilization. But any sent to confirm this rumor have never returned. (Warhammer/LoTR)
Dwarves - Where there are mountains there are bound to be Dwarves. Master Craftsmen and Fierce who rarely set foot outside their underground homes. The Dwarves have both a senate and a King each holding their own powers over Dwarven culture. There is one simple rule when dealing with Dwarves. Don't go into their caves. And if you do bring fresh vegetables, eating nothing but mushrooms and meat can get dull. (Dragon Age)
Elves - Defenders of the forest and its creatures. They will give you one warning before putting an arrow through your skull. "Humans are not meant for the forest and bring nothing but destruction" is their basic thought on all humans. Their forces consist of master archers and powerful mages. You better have a good reason for entering their forests and better plan not to stay long. Did I mention that the Trees attack as well? (Warhammer)
Octavia Starforge | Female | 24 years old | November 18
Who are you?
[ ⍚ ] A P P E A R A N C E : Octavia stands at 5'4. She is just a petite girl at first glance but upon closer inspection, she is visibly toned and strong due to her years of training. She has raven black hair which flows to her hips, but you will rarely see her without the signature braid. Thick, dark eyelashes frame her ocean-blue eyes; a contrast to her fair skin. Octavia is always clad in black, usually wearing the traditional garbs of the Starforge household.
[ ⍚ ] B I O G R A P H Y : Octavia comes from a bloodline of Dark Casters. These are mages who delve into the dark arts by extracting human soul stones and using them to amass great power. For centuries, the Crestkeep family has been discreet about their forbidden practices, laying low and staying in secret, but the darkness eventually consumed them and left them with an uncontrollable desire to kill others to fuel their powers; this was referred to as the Curse of The Crestkeep. The curse would physically show itself through their eyes, the usual shades of blue turning into red orbs. Word of their power and wickedness eventually got out, and the military took it upon themselves to hire powerful mages and assassins to execute the family.
The man who led the operation was Lord Starforge; a nobleman. He also belonged to a family of assassins who worked directly for the military. The operation was a success, but not without casualties. With the powers they have amassed from human sacrifices, the Crestkeep easily overwhelmed the other mages. After Starforge's team succeeded in the operation, they split up to investigate the house, confiscating many forbidden relics and soul stones. Alone, Starforge investigated the main bedroom, which eventually led him to find the secret room behind the large bookshelf. Laying there in a small crib, was the newborn child, Octavia. By orders, he was to exterminate every last member of the Crestkeep family, but he found himself unable to fulfill his duty, bombarded with the memories of his wife and son who died in cruel hands years before. With great hesitation, he decided to hide her from the rest and take her under his wing, keeping her identity a secret and raising her as his own.
When Octavia reached six years of age, Starforge found her in her room, practicing the art of magic. He felt a sudden pang of fear, and after days of weighing his conflicted thoughts, he finally decided it would be better to tell her the truth about her identity--afraid that she would end up on the same path as her ancestors. To his great surprise, young Octavia responded that she already knew, even claiming that she would often dream of her ancestors and hear their voices speaking to her. Upon hearing this, he lost his composure and cried, fearing for his child. He had always thought that Octavia would not inherit the Curse of the Crestkeep. After Octavia saw the fear in her father's eyes, she then realized that she, herself, was afraid. She promised her father that she would stay away from magic, and instead learn to fight with a sword, just like him.
Octavia spent years training with her father and his unit. She showed exceptional skills in combat, her small stature enabling her to be more stealthy and swift compared to the rest of the men. When she's not training, she occasionally spends her time practicing the flute. To this day, Octavia is still haunted by nightmares and the voices of the damned, but she has kept this a secret from her father, afraid that he would worry too much about her safety. However, as time went on, the dreams became more frequent and violent. She started to have cruel dreams of herself--killing her father. Throughout the day, she would hear the voices of her ancestors telling her to kill Starforge and avenge them. When she woke up one day with her left eye resembling fire, she knew it was time to leave. Octavia was afraid of falling deeper into the curse and losing her control. She covered her left eye with an eyepatch and bid her father farewell, with the excuse of joining a group of adventurers in order to gain real experience.
What are you capable of?
[ ⍚ ] F I G H T I N G S T Y L E : Octavia fights with stealth and deadly precision. She is proficient in hand-to-hand combat and the use of swords and knives. She doesn't attack her opponents head-on but waits for an opening to land a strike at the perfect time, focusing on her opponent's weaknesses. As she falls behind in raw physical strength compared to others, she relies on her skills, speed, and accuracy.
[ ⍚ ] E Q I U P M E N T S : - A long sword that was given to her by her father - Knives hidden under her garbs - A rope
[ ⍚ ] S K I L L S :
Speed and Stealth - The ability to engage the target and deal damage before the enemy can realize it. She is hard to detect, which allows her to approach the target quickly and quietly. Fighting in an open field would be a disadvantage to her.
Weapon Efficiency - She is well versed in many weapons, mainly swords, and knives, but she is also able to wield bows and lances, though she never has the reason to.
Hand-to-hand Combat - Skilled at fighting with her bare hands, though someone who could keep up with her speed and accuracy will have no problems going up against her, as she does not possess as much physical strength.
Photographic Memory - She has the ability to remember anything she has seen at least once. Octavia can easily memorize faces, places, and many other things, such as texts in books.
Observant - As a trained assassin, she is able to notice the smallest details and movements. She is skilled at understanding the body language. With her heightened senses, it is almost impossible for others to approach her without her noticing.
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
Also quick question for everyone. So far everyone's CS has ended with them joining the Irregulars with no real context on how long they have been there. So I would just like to know if everyone is a new recruit or been there for a while. If you have been around we will have to work out your current relationships with the members of the Group. As Alm as been with the group about 7 years and the NPC's could be as much as 10+ years so we have a bit of history and such we could go over.
"I will give my children the life I never had, by craft or by blood."
Name:
Jenramo Ventri
Gender: Male
Age: 32
Appearance: As pictured above, he is strong and rugged, his hands rough from long hours of work and years of holding a blade, he stands a tall 6'3" and has a very muscular build.
Bio: Jenramo Ventri, a name known well across his home town, the Ventri family being skilled craftsmen and artisans, Jenramo inherited these traits, and at a young age began his apprenticeship. However as with many, his life was shaken by the loss of his family, his parents slaughtered by a craven monster, a foul beast that still haunts his dreams to this day. With no home and no family, life became hard, he was unable to find food and was left to beg for some time until he was found by an old acquaintance of his fathers, a smith from a nearby village, he had been sent for by the lord of the city to fill the hole the death of his family had left and when Jenramo was recognized the older man took him in.
Jenramo still showed great talent for smithing, and his older teacher struggled to teach the boy fast enough, by the time Jenramo was fourteen he was crafting blades and armor for the guards and was being asked for personally by some patrons, though he never once took the kindness of his master for granted, when his master fell ill and could no longer work, Jenramo took the mantle and worked as much as he could to take care of the two of them, however the illness proved too much for the masters elderly frame, and soon he was alone again, and so he chose to enlist into the guard. Jenramo was accepted and was given a sword to use rather than fix for the first time, however he was no slouch, he was a physical powerhouse, he was soon given a great blade that he soon came to adore, he cared for it and repaired it many times.
The call to arms was crisp and piercing, Jenramo, now twenty four, was sent to the front lines, the beast had returned, the same that haunted him, the same that had slain his family and left him alone for so long. the beast was a nightmarish beast a twisted and ogreish visage that dripped with a haze of death. Men threw themselves at the beast and carved away swaths of flesh, but it fought back and with every strike and every man slain, the beast only seemed to regain its strength, its body stitching back together. Jenramo took to the beast, vengeance being the only thing holding his fear at bay, and dealt blow after blow, his greatsword digging deeper and deeper, until finally the beast fell, unable to drain the life from anything else. As Jenramo looked upon the beast the shining black glint deep within a gash caught his eye, the Soulstone, Jenramo plucked the stone from the beast and gripped it tight, he felt that the stone was the memory of all the beast had stolen, and he would see those memories live on. The heat of the forge was paled by the intensity of the smith, it was not a task that many would undertake, the merging of a Soulstone to an item was difficult at best, deadly at worst, however to see his goals to the end he would have to toe that line. After weeks of labor, Jenramo emerged, the blade he carried looked mostly the same, however it now seemed to have a black sheen as though it were devouring the light itself, Jenramo took the blade to the lord of his city and asked to be relieved of his duty, a look in his eyes determined to leave, he was not denied.
Jenramo met with irregulars four years ago, his desire to hunt the foul beasts that roam this land aligned with their goals then, his only desire was to honor the memory of the the dead he believed guided him and his blade, he told this to Jing on their first meeting, and since, he has remained as a vanguard and smith for the Irregulars, at least for as long as they hunt the darkest beasts that prowl, he will always stand ready.
Fighting Style: Kunst des Fechtens
Equipment: - Standard knights armor - Artisans tools and forging equipment - His greatsword, Beloved Memory
Skills/Abilities: - Jenramo is a skilled smith, capable of infusing Soulstones into items. - Skilled swordsman, years of training have built him into a fierce combatant.
Other Information: Beloved Memory steals the life force of the opponent and heals the wielder, allowing Jenramo to stay in the fight.
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
[♪] Appearance: A lithe woman with black hair and blue eyes who extrudes a sort of mysterious but alluring aura, though many contribute her natural physical charms to having gotten from her father. Though she always dresses in flowing manners, even while in armor she has a long open skirt or in flowing short skirts while outside of it, mixing plain with the alluring.
[♪] Name: Nanami Sanada [♪] Gender: Female [♪] Age: 26
♫ Bio ♫ One of six children to the famous leader of the Blood Rose Irregulars, Nanami grew up as a bit of a black sheep among them all. Jing was and is still famous for being a strong, charismatic figurehead and most of his children followed suit in his footsteps, though Nanami had been more interested in knowledge than anything else, much like her mother who has passed away at childbirth. While all the others spent time playing outside and making fun of the youngest among them, Nanami stayed indoors and poured over myths and legends. Even with the fame of her father, not many knew her or paid much attention to the quiet child compared to the others, though her younger years were still spent in learning some measure of warfare like the others.
Some time into her young adult years, when she was in her teens, it was found out that Tsai - the youngest - had been playing a dangerous game with his father's politics by giving away secrets to the highest seller. Her father was furious and hurt by the betrayal and eventually exiled him from the family, leaving a bit of a gap in the once happy family. While Nanami stayed to her studies, Riou had decided he wanted to take up arms with his father in the Blood Rose Irregulars. However only a year into recruitment, he was hit by a stray arrow during an assignment that was strangely poisoned and lost his life. The tragedy stirred Tir, the closest to Riou, to join the Empire's military despite Jing's reluctance. Leaving Ce, the oldest to tend to the lands while Jing was away, Lorelai to tend to his castle and guests, and then finally Nanami herself.
After a few months of deep deliberation, Nanami came to her father and pleaded with him to let her join the Blood Rose - to which he stubbornly refused for a month straight. He did not approve of another child being in the same position as Riou, let alone one of only two daughters. However when she finally came to him with blade in hand and gave him a demonstration of a skill she had learned from delving into ruins, by herself, he softened to the idea - though there was quite the argument about her visiting such strange places by herself. Since then, it's been nearly six months and she's been nicknamed the Songbird for her talents and idealistic views.
[♪] Fighting Style: Nanami's style is more akin to a blade dancer than a traditional fighter, especially given she normally single-wields short swords for the dexterity and agility, however she is proficient in using bucklers and daggers as well as other blades as well. [♪] Equipment: Custom tailored armor that includes flowing (mostly cosmetic) components as well as a well-made short sword attached to a belt with a pouch.
♫ Skills/Abilities ♫ Bladesong: A unique, forgotten practice of bardic magic in the form of blade dancing, bladesongs are a mix of swordsmanship and music that can produce beautiful and haunting tunes in the middle of combat for various effects. Usually with a swing of a blade of some sort, the wielder doesn't need knowledge on how to play or sing but instead needs some understanding of martial skills in order to make their blades sing. The source is mainly from their own soul stone, though not everyone has a naturally affinity for it. Those who use bladesongs are usually referred to as 'Songblades.' 𝄞 Blade March: With powerful strikes, the Songblade can produce heavy notes that reach out and cut their opponents, making it feel as if they've been struck several times by a single swing of the blade. (Heavy, powerful notes) 𝄞 Soothing Whirl: Swirling with blade in hand, the Songblade can design a song that heals their allies within a small radius around themselves. Though this mainly closes small wounds and gifts a small bout of energy - a dedicated healer is needed for much more. (Calming, soothing notes) 𝄞 Quickening Strike: Weaving the blade in a quick motion, the Songblade can speed their attacks up for a short amount of time or boon another ally with the same quickness. (Quick, catchy notes) 𝄞 Sharp Cord: Drawing the blade back into themselves with a fluid but sharp motion, the Songblade can produce sounds directed to an opponent that brings feelings of depair, though many won't succumb to surrendering, it still lowers their overall effectiveness. (Sharp, painful notes) 𝄞 Sense Song: A sixth sense for the Songblade, she can mentally 'hear' the song of another person, be it of good, evil, or neutral will though it must be focused on to work - meaning it simply helps her discern the matter of the heart and cannot stop things like being ambushed nor tell if someone is lying or what their true intentions are.
[♪] Other Information:
-=Rules=-
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC