Hidden 10 yrs ago Post by Neobullseye
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*looks at IC OP* Well, I assume that means I'm accepted? :P
Hidden 10 yrs ago Post by Descartes
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Yep
Hidden 10 yrs ago Post by Neobullseye
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Okay, cool ^_^. Now to write an intro post...
Hidden 10 yrs ago Post by duskshine749
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Room for me? Also, I'd like to bring in an old DnD character I have, wizard, mostly focused on fire, would that be okay?
Hidden 10 yrs ago Post by Descartes
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duskshine749 said
Room for me? Also, I'd like to bring in an old DnD character I have, wizard, mostly focused on fire, would that be okay?


Sure
Hidden 10 yrs ago Post by The Roman07
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Hey since I wasn't exactly in the previous episodes I was wondering if I could get a bit of a crash course in the lore of the area and a general idea of the desert area you guys are in :)
Hidden 10 yrs ago Post by The Roman07
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Sry Descartes I didn't see your pm until after I posted....
Hidden 10 yrs ago Post by Descartes
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The Roman07 said
Sry Descartes I didn't see your pm until after I posted....


No prob
Hidden 10 yrs ago Post by duskshine749
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Name: Morthos Sarzan, of the House Zolfura
Gender: Male
Age: 21
Race: Tiefling
Character Concept: Fire mage with a few other tricks up his sleeve

Physical Appearance:

Though it may not look like it the outfit is quite comfortable and easy to travel in. Morthos believes it makes him look more professional, thus having others respect him more on first impressions. Not shown in the picture is a 5 foot long pointed tail

Equipment: A large bag with several books inside it, room for many more, along with food and water rations for several days, chalk, and a few select herbs for certain rituals

Personality: Morthos is generally very relaxed, only becoming truly passionate over knowledge. He is always very kind and considerate, always trying to disprove prejudice about Tieflings

Goals: Show others that not all Tieflings are bad, simply because of how they look
Learn as much as he can from as many sources as possible
Try to make some real friends

Beliefs: "Knowledge is Power"
"As much as you may want to, you can't always go it alone"
"Magic is nothing more than a tool, neither good nor evil"

Background: Morthos was an orphan child, his mother had him after a one night stand with a Tiefling who had charmed her in order to get his way. After seeing what he was she left him, not only because he was not human but because she could not raise him on her own. The other kids were always afraid of him, and he was never adopted, so he had a lot of alone time. In that time he did a lot of reading, eventually turning that in to a love of magic. He spent as much time as he could at the nearby library, reading up on magical techniques. It caught the interest of a local wizard and he ended up adopting him and making Morthos his apprentice. He learned magic from his new master, and eventually decided to take up adventuring, wanting to prove himself to his master and to everyone else.

The Tiefling race are a race of people who were once humans, but after the nobles of an ancient, long gone empire made deals with devils for powers they were cursed. Tieflings generally have red skin, darker hair, horns, and long tails, very clearly indicating their infernal heritage.

Racial Traits: Tieflings are fairly similar to humans. The main differences are that tieflings have red skin, long tails, and are heat resistant making fire less effective (though still useful given enough time/quantity)

Known Skills: When it comes to anything that isn't magic Morthos doesn't have many applicable skills, since he uses magic for many of his every day needs. He is however surprisingly stealthy, and also stronger than one would think from carrying around heavy books all the time.

Known Spells/Powers: Morthos is quite skilled in fire magic, he can also cast many simple spells such as an orb of light and other such things.
Hidden 10 yrs ago Post by Zero Hex
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Well shit I was just making a fire based warlock. Time to scrap that shit and start over. I'll make a psionic warrior then, since there's already plenty of magic and no real overly agressive "live for the thrill of the fight" character yet. But tomorrow.
Hidden 10 yrs ago Post by Closet Nerd
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I'd like to join if there is a spot.
Hidden 10 yrs ago Post by Descartes
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Closet Nerd said
I'd like to join if there is a spot.


There's always a spot open, however we're currently in the middle of an episode, so you may have to wait a while before jumping in.

Zero Hex said
Well shit I was just making a fire based warlock. Time to scrap that shit and start over. I'll make a psionic warrior then, since there's already plenty of magic and no real overly agressive "live for the thrill of the fight" character yet. But tomorrow.


Good luck finding a good concept.
Hidden 10 yrs ago Post by Closet Nerd
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Okay, I can wait. I'm on a computer, I have video games ^^
Hidden 10 yrs ago Post by Neobullseye
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Merk.... Sorry about not posting yesterday. Blame it on the Guild being down for almost the entire evening (local time). Luckily I managed to make a note-to-self on another site, allowing me to simply copy-paste this thing, but yeah.
Hidden 10 yrs ago Post by Zero Hex
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Y'know what? Screw psykers. Decided to make a character using divine magic in the end. I'll fill in the backstory tonight, though I've got a good idea of what it'll be unless I change my mind, which happens very often.

Name: Kenneth MacAlister
Gender: Boy
Age: 38
Race: Human
Character Concept: Wandering priest of the solar god Strahl searching for his religion's lost truth.

Physical Appearance:
Kenneth is a tall, athletic, somewhat comely man in a rugged sort of way, obviously in good health for one his age. Hazel-eyed, he keeps his mane of graying blonde hair neatly combed back and his thick beard soberly trimmed and styled. Years of wandering take their toll on any man, however, and Kenneth's wrinkles and receding hairline are good indicators that he's getting on in years, while his tanned, rough skin and myriad of scars showcase just how hazardous the life of an adventurer can be. His clothes are plain and unassuming: a simple white shirt and brown pants, a drab brown jacket and a hooded black leather vest as well as plated boots and gloves. All of it is well-worn and of a good quality but unremarkable and hardly priest-like, though for a travelling cleric the practicality of the outfit is undeniable.

Equipment:
-Kenneth's armor: At first sight, Kenneth's armor barely looks like one. The outfit is in fact a combination of a drab brown gambeson (a defensive padded jacket), a black brigandine (a leather vest lined with small metal plates riveted to the fabric) with integrated thigh-guards and a hood lined with chainmail, as well as gauntlets and greaves made up of metal plates attached to tough leather gloves and boots. The armor is a good middle ground between protection and mobility and doesn't stand out much, which is often a good thing.

-Staff: A sturdy wooden staff, as long as Kenneth is tall, inscribed with religious diagrams and symbols top to bottom, carved by Kenneth himself. A good walking aid, a symbol of his devotion and a practical, if simple, weapon all rolled up into one.

-Knife: An average single-edge knife, good for both utility work and combat if need be. Carried in a scabbard hanging from Kenneth's back.

-Holy symbol: Easily his most prized and precious posession, a necklace with a talisman of Strahl, a golden circular badge with an effigy of a sun contained within a dodecagram.

-Adventurer's basic kit: A waterproof backpack loaded with a bedroll, flint and steel, some pieces of chalk, trail rations for 10 days, 50 feet of rope, 2 torches, a water canteen, a grappling hook, a hammer, 10 pitons and a hidden pocket for money (currently empty).

-Lone adventurer's medikit: A combination of herbs, poultices and bandages to allow an adventurer to patch himself (or others) up and keep himself (or others) alive until they reach a proper healer. Obviously not as effective as a potion or healing magic, but nice to have anyway just in case.

Personality:
Kenneth is a cheerful and friendly man, a happy-go-lucky wanderer and adventurer who likes to lend a hand whenever he can. Despite his status as a wandering priest, he isn't fanatical in his devotion and refuses to force his faith on others, preferring to aid and if necessary guide whoever needs it not because he's trying to buy their devotion but simply because it's the right thing to do. Despite all of this, Kenneth also has a more devilish side to him. He really, truly enjoys facing the dangers and thrills that come with his chosen path in life and even if he considers violence a last resort, he isn't squeamish about using his powers to put his enemies through hell. Metaphorically speaking, of course. Of late, Kenneth has also been prone to griping about his advancing age, while at the same time protesting that the passing of time has not dulled him one bit.

Goals:
-Search for the lost Canon Scriptures of Strahl.
-Complete the King's Quest.
-Return home and reveal the truth, whatever it might be.

Beliefs:
-Be kind and noble, strong and righteous.
-Only you should determine your life's path, but sometimes you just need to go with the flow.
-Never give up faith, no one can take it away from you unless you let them.

Background:
For ages the Church of Strahl has been known throughout the land for its benevolence, preaching that the Sun and its rays symbolize warmth, purity and strength of spirit, all gifts that should be spread freely amongst the people. For the past 50 years, however, the Church has faced a schism. An originally small but ever growing military order within the Church points to ancient texts which state that the light of Strahl, whom they call Corona Strahl, is not one of warmth but a burning power, to be taken by the chosen few and used to lord over infidels and unbelievers. Calling themselves the Corona Brethren, this group has obviously come into conflict with the Church authorities for their extremist beliefs, which unfortunately draw many a follower into their ranks. Since the conflict has remained internal and rarely spilled out, secular authorities are content with watching from afar, while Church authorities are reluctant to push the issue for fear of starting a so-called holy war.

It is a hopeless situation that will sooner or later result in bloodshed and great tragedy for the cult of Strahl. Some, however, believe there is a way to drain away much of the Brethren's credibility and deprive them of all but the worst of their followers: finding the original Canon Scriptures of Strahl, which uphold the Church's beliefs and were lost long ago, their teachings passed down orally until new Scriptures were written once the Church was formally established. Loremasters believe the original texts remain at the place of their writing, the peak of a mountail tall as the sky but lost deep within the bowels of the Earth. Everything points to The Dungeon as the only place where such a thing might be found. It is not, however, an official quest sponsored by the Church, who fears that promoting such a thing could be potentially catastrophic by upsetting their already unstable relations with the Corona Brethren.

An opportunity did present itself, however slim: The Princess' kidnapping. Already a quest that would normally see participation from Church representatives given their good relations with the King of Clarksland, it was the perfect chance to justify sending an agent into the Dungeon's depths without arousing suspicion. The man chosen for this task was a priest by the name of Kenneth MacAlister, an experienced wandering cleric of proven faith whose past dealings with the Corona Brethren ensured that he'd be both willing and eager to fulfill the task.

Racial Traits: Human, so nothing in particular. Some would argue versatility, adaptability and drive, but it's not like those things are the purview of humans alone.

Known Skills:
-Athleticism: Kenneth is in very good health and is a practiced athlete from years of running, climbing, swimming and doing what it took to survive. Not quite superhuman and likely declined when compared to a decade ago but still fairly impressive.

-Hand to hand combat: Kenneth is an adept hand to hand fighter, seemingly specializing wielding staves and using them to keep enemies away and off-balance long enough for him to employ his magic or his allies to assist him.

-Experienced traveller: Kenneth has spent a good deal of time on the road and can thus get a get a good feel of an area, nothing like a tried and true explorer or survivalist but he can at least avoid major natural disasters and find comfortable places to spend the night.

-Religious knowledge: Kenneth is fairly well read in regards to his own religion and has seen many a creed and their rites, symbols, theology and derived magic in his travels.

Known Powers:
Kenneth is able to channel divine magic thanks to his devotion to the solar deity Strahl. Though this is most commonly associated with healing hands, rebuking undead and the ability to protect or empower others, all things Kenneth can do, there are also many spells which debilitate, hinder or otherwise nullify threats without resorting to actually harming them and which Kenneth seems to favor.
Hidden 10 yrs ago Post by Descartes
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Morthos will be accepted as soon as you complete a background. You might actually want to PM me about your character's history, considering the party's already moved on. You may also want to describe tieflings a bit better, especially as they vary between incarnations of DnD.

Zero, your character will be accepted under similar circumstances. You really don't have to state what a human is though.
Hidden 10 yrs ago Post by Lindow Amamiya
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Might be time to move on a little? I don't really have anything to say other than 'yep let's go'.
Hidden 10 yrs ago Post by Zero Hex
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Okay, finished bio, added a skill because it'd make sense and the rather important ability to rebuke undead, which I somehow forgot. I'mma PM you some stuff as well, but he could be found anywhere you please. A town, an ancient temple, he gets around.
Hidden 10 yrs ago Post by The Roman07
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Guild is finally back up !!!! I'll get to work on a post later today :)
Hidden 10 yrs ago Post by Legion of TV Heads
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Name: Rue Noir
Gender: Female
Age: 19
Race: Dune Folk
Character Concept: A Guide, in way over her head.
Physical Appearance: Her skin is a light brown, her hair a frizzly black pony tail, she typically wears a head covering over it. Her eyes are steely gray, though you wouldn't see it for the goggles she wears over them, at least while she's outside. She tends to wear tan and white robes that go down to her ankles, revealing her always bare feet. She is svelte and tall.
Equipment:
A Khopesh with a curious pattern on the blade, Her clothing, a Journal, Dried rations, a Waterskin, smoked goggles and a bone flute.
Personality: Rue is an inquisitive woman, she is prone to write down what she observes in short hand, as the knowledge may prove useful later on.
Goals:
Get the group back and intact as reasonably possible.
Find some way to profit from this obvious disaster.
Do her clan proud.
Beliefs:
A Guide does the work she agrees to, there is little more detestable than a deserter.
Where is Peril, there can be profit if one but looks.
The Endless Dungeon is not just dangerous, it is malevolent. Evil.

Background: For hundreds of years, the Black Road Clan has lived out in the Eternal Desert. Sleeping during the day in great black tents, wandering and later exploring under the stars, the Black Road Clan are the pride of the Dune Folk. They are renown as the best Guides and Explorers in The Eternal Desert, Clarksland, and by their own claims the entire world. Rue Noir, is one of the latest Scions of this proud family owned business and has accepted the job of taking a group to the City of Fallen Angels. Except there was a slight misunderstanding. Her job was not to take this group of softfoots to the Endless Dungeon. But to take them through it. All the way. To the King's Slayer himself. Despite having never gone further than the city center, where the dungeon begins.
Needless to say, Rue wasn't counting on this.
Racial Traits: Dune Folk can see almost perfectly in the dark, as a result they are quite photosensitive. Their feet are also ridiculously durable, it is less painful for a snake to bite a rock than the sole of a Dune Folk's foot.
Known Skills: Rue is a fair hand with her Khopesh and is very agile, whether she is swimming, climbing or running. While she isn't like the Sirenes of her people's folklore, she can blow out a few jaunty tunes on her flute. She can also read and write.
Known Spells/Powers: Rue always knows which direction magnetic North lies. It is an ability that's run in her family for generations.

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