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Hidden 10 yrs ago Post by Terminal
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Sent you a PM.
Hidden 10 yrs ago Post by GreivousKhan
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Sunny, check the first OOC post, I put up my NS so far.
Hidden 10 yrs ago Post by NewSun
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GreivousKhan said
Sunny, check the first OOC post, I put up my NS so far.


Ooh, rippling muscles and adorable noses. I like where you're going with this. Aárdu Lyásí is temporarily locked in for you.
Hidden 10 yrs ago Post by GreivousKhan
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NewSun said
Ooh, rippling muscles and adorable noses. I like where you're going with this. Aárdu Lyásí is temporarily locked in for you.


Don't let her kiss you is all I'm saying, unless you don't need your soul. Useless things anyway. :K
Hidden 10 yrs ago Post by SaintArey
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Hi, I am really interested in this rp. However, before I write a ns could I ask a few questions so my champion doesn't come off as some kind of fool.
- What is the tech level of the Human plane?
- If I play as a human does my faction have to be in control of a vast empire or could it be a simple picturesque valley?
- How common are human champions?
- How aware are people of other planes?

Thanks!
Hidden 10 yrs ago Post by NewSun
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SaintArey said
Hi, I am really interested in this rp. However, before I write a ns could I ask a few questions so my champion doesn't come off as some kind of fool.- What is the tech level of the Human plane?- If I play as a human does my faction have to be in control of a vast empire or could it be a simple picturesque valley?- How common are human champions? - How aware are people of other planes?Thanks!


-General Fantasy tech. Swords and shields. Crossbows and catapults would be possible with the correct manpower.
-No. No nations. Factions only. The general size guideline is that your faction can start with, at most, 5000 followers.
-Rare. Player controlled Champions are the only ones of their kind. They're like prophets or... yeah, you get the idea.
-As aware as players design them to be. I'd wager that they'd all be pretty aware, though.
Hidden 10 yrs ago Post by SaintArey
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Thanks a lot! What I thought but better safe than sorry. I will start writing immediately.
Hidden 10 yrs ago Post by NewSun
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SaintArey said
Thanks a lot! What I thought but better safe than sorry. I will start writing immediately.


True enough! Any questions, don't hesitate to ask!
Hidden 10 yrs ago Post by Terminal
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SaintArey said
Thanks a lot! What I thought but better safe than sorry. I will start writing immediately.


Saint, if you're writing for the Human Plane, you might want to join Flagg and I in our discussions (we're also on the Mortal Plane) - I'm sending you a PM with a link in it to our collab.
Hidden 10 yrs ago Post by GreivousKhan
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My sheet, is just about done, in case anyone wanted it pick it apart. So I might need to talk to one of you human blokes about a possible side-story that could arise some interesting conflict or drama.

PM if your interested.
Hidden 10 yrs ago Post by NewSun
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Well I'm going to unrolling specific personalised plots for each player in addition to player developed side plots. PMs will happen to players of accepted sheets.
Hidden 10 yrs ago Post by Dredigan
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Plane: Vórós Khástar

Lord
Name: Eredun
Type: Ice Wraith
Appearance:
Personality and Drive: Eredun's ultimate goal is to cover the planes in ice and thus expand his domain and power.
History: Eredun is an Ice Wraith, approximately nine hundred years old. Even he is unsure as to what he had been before coming into his current form, however it doesn't matter to him. Being present for so long in the Frigid Scar has drained all humanity from him. The Ice Wraiths of Vórós Khástar are among the most powerful beings in the entirety of the plane, and thus Eredun had already possessed considerable strength, however he was not content. He spent the better part of three hundred years constructing an amulet, The Pendant of Winter, which he used to gather a host of Khástari beasts with the intent of expanding the frigid wastes of his home to the other planes and thus provide him with ultimate power. Without the amulet he currently possesses the host which he commands would become completely feral once more and would no longer obey his commands and instead would likely return to their frozen wastes, leaving Eredun powerless in another realm.

Armaments: Eredun wears a set of armor forged of an ethereal ice. It is translucent and cannot be melted by ordinary means though items of similar power could still damage it as if it were normal armor. It appears to shift colors as the light reflects off of it and makes it appear as though Eredun is transparent. Eredun carries a sword with similar properties, embedded in the hilt and cross-guard of the sword are two ice crystals which would keep him alive (although relatively powerless) outside of Vórós Khástar should his pendant be destroyed. His armor requires great force to shatter or crack, however it can be done.

The Pendant of Winter - Allows Ereden to control the minds of his lesser creatures as well as provide him with a natural conduit linking him to the Scar when he is away, thus allowing him to retain use of his powers almost to their full extent.

The Gems of his Sword: Act as natural buffs, increasing his physical prowess as well as magical capabilities. If they are destroyed it would not be detrimental but he would be noticeably less powerful.

Abilities:
Cold - Eredun has the ability to alter weather and shift temperatures and, with enough time, even climates. When he is in an area for a long enough period of time the area will naturally freeze over, so it is with all ice wraiths. The presence of multiple Wraiths in addition to his own would greatly enhance the speed with which an area would freeze. When in the presence of this newly formed ice, Eredun and his Wraiths gain a power boost. Therefor while he is within his own plane he is nearly invincible unless his amulet and gems are destroyed.

Re-Forging - Eredun has the power to cover his body in armor forged of ethereal ice. When this armor or his weapon is damaged he has the ability to repair it via magic in the heat of battle.

Life - Eredun is a Wraith and thus has the ability to sense life as well as corrupt it. He can twist a mortal with his touch and end drain his life to repair his own injuries should he sustain any.

Shifting - Eredun has the ability to shift or teleport short distances, phasing out of view and reappearing in a different location as if he had become part of a howling wind. (A maximum distance of like eight feet)

Strength - Eredun is not bound by the mortal perceptions of strength and agility, his abilities have been raised far beyond that of a normal human being though he does still tire.

Mind Control - Eredun's amulet gives him the ability to tame a creatures mind, though this will only work on creatures located either within his own plane or within an area he has frozen over. In addition it is quite easy to resist, a human being could break its grasp with no effort, a beast like a lesser demon or zombie however might now.

Sculpting - Eredun has the ability to summon and sculpt ethereal ice, it is incapable of being melted by conventional means.

Holding
Name: The Uridian Hall

Type: Fortress
Description: Uridian Hall is a fortress made of ice carved mountains. It is entirely frozen over and rather than being built by regular means was conjured by Eredun and his minions. The walls are mountains standing hundreds of feet high and the castle is a palace formed of translucent ice-walls. There are no towers on the walls, but rather outside of them, along the steps leading up to the entryways which are guarded by large gates of ice covered iron. The castle has no execution chamber as Eredun's minions are incapable of committing treasons, however it does have a prison which is used to hold the feral creatures that have not yet succumb to the influence of the Pendant of Winter. The lands surrounding the fortress are completely barren and frozen over for miles, though through the snow it would still be difficult to spot any intruders. The fortress requires no further accommodations other than battlements on the castles and other defenses as Eredun and his minions do not require any sort of sustenance save the ice upon which they live.

Name: The Cold Ones
Size: 2,000 feral ice demons, 50 ice behemoths (like giants or trolls), seven lesser ice wraiths, and 200 elites.
Hierarchy and Culture: It is impossible to advance within the warband as all of the creatures not already placed in leadership positions are completely feral and controlled by Eredun's pendant. Those appointed to lead the companies of soldiers are all lesser ice wraiths who knelt to Eredun in exchange for their lives and promise of control of their very own plane. A company of soldiers would contain roughly 285 feral ice demons. The behomoths are kept in the Frigid Scar to be released when necessary and the 200 elites would be minor ice wraiths who were not feral, but still conscripted by Eredun to be his personal guard. They serve him mostly because he is stronger than they are and are afraid of him, their loyalty is certainly questionable.

History: The Cold Ones were founded one hundred and eight years ago when Eredun forged The Pendant of Winter and began to assume control of the feral ice demons of the Scar's minds. For years they resisted the control of the amulet and ran rampant across the wastes, killing eachother and other creatures but finally the pendant gained control of them. He then scoured the wastes looking for wraiths to help him lead them, he defeated the seven most powerful ones that he knew he could fight in single combat and promised to spare their lives and even reward them with their own plane of existence to rule if they agreed to serve him, which none failed to do. It was then that he spent roughly fifty years taming his behomoths with the help of his newly formed warband. The 200 elites that he controls as his personal legion are minor wraiths whom he forced to join him at once point or another and the only reason they haven't left is because they know that he will not hesitate to destroy every last one of them. Throughout the first forty years of his reign as leader of the warband he spent time constructing his fortress and sculpting the land around it to work toward his benefit. It was only when his fortress was complete and the other major wraiths of Vórós Khástar dubbed his warband 'The Cold Ones'.

Military Capabilities: The warband is not by any means a strategic force. Their best tactic is to face the enemy with bitter cold and the force of the howling winds of Vórós Khástar and never let up until they have all become the subjects of his icy rule. When Ereduns feral monsters fail, he sends his elites. When his elites fail, he sends his behemoths, and when his behemoths fail he stands in front of his collective host and charges in head first with all of his might.

Units:
Feral Ice Demons:
They are mindless and obey Eredun's commands without a second thought. They viciously attack enemies with no regard for their own well being. Some are unarmed, some carry swords and others axes or spears. They can be dispatched of quite easily by anybody with any experience with their weapon or abilities.

Elites:
These wraiths are weak and cannot use magic beyond simple ice manipulation when outside of their home plane. They are skilled swordsmen and wear fine armor, however a determined and well-trained foe could make quick work of them if they fought one or few of them at once. (Think Ice Knights)

Ice Behomoth:
Ice Behomoths are giants roaming the lands of Vórós Khástar. They lack magical abilities though they boast an inhumanely large amount of strength. It is very difficult to kill them by conventional means.

Warcry: A wail that resembles the howl of a bitter wind attempting to cover a low screech.

EDIT: Sorry all the pictures are showing I don't know how to properly use a hider.
Hidden 10 yrs ago Post by TwistedSun
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T h e E t e r n a l V e r d a n c e


A supposedly infinite plane of tainted life. Towering trees and mysterious waterfalls stretch far beyond the horizon - one can easily find themselves lost within the haunted undergrowth, where the sun is quickly blotted out by a canopy that is as thick as it is imposing. Fél Válásí may have once been a land dedicated to life and all it's wonders, but if true, that no longer so. None can say what spirits, beasts and twisted creatures lurk within the never-ending maze of the Verdance.

Themes
Beasts
Natural Spirits
Nature
Life
R u l i n g F a c t i o n
Name: Eèl Hétrya Válásí
Size: Roughly a steady number of Velusians of 3600+







D e m o n L o r d
Name: Kráthin Eéleá
Type: The Verdance avatar








T h e H o l d i n g
Name: The Karg(/k)ath - Vethuviá
Type: Citadel with annexed territory.



Hidden 10 yrs ago Post by NewSun
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Looks good, Dred. I'll add your claim to the OP and such. I suggest getting into contact with others and arranging some subplots and stuff.

Also, for a hider:

[ hider=title ]

Content

[ /hider ]

(without spaces)
Hidden 10 yrs ago Post by Dredigan
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Oh okay thanks :D

I'm assuming you will guide the invasions and such so we shouldn't plan on saying "Oh I'm going here right away." correct?
Hidden 10 yrs ago Post by Dredigan
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Double Post sorry.
Hidden 10 yrs ago Post by NewSun
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TwistedSun said
I would like to temporarily reserve Fèl Vàlàsì, please. I'm probably going to post my application tomorrow.Some questions:- Factions may always respect the themes of the plane they live in?- How does inter-plane travel works? Teletransportation? Simulacre-creation?- Magic allowed to which extent?- How far can the plane customization go?Thank you in advance.


I'll add that you're interested in it. Nobody else has their eyes on it, though. I think you're safe ;)

-They should embody one or more of the themes, yes.
-Via Exáriá, the Nexus. Each plane has a gateway to it, and the Nexus contains respective gateways to each plane.
-As great an extent as you feel you need for your faction. It's really up to you. If something is too over the top i'd let you know, but you have freedom here, especially when designing a faction based on an outer-plane world.
-You can designate as much of the plane as you like, obviously provided the provided descriptions and themes still ring true. Go nuts!
Hidden 10 yrs ago Post by Raptorman
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This is very much a work in progress but I want to get the beginning up so I have the claim while I continue working.







Hidden 10 yrs ago Post by NewSun
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TwistedSun said
I would like to temporarily reserve Fèl Vàlàsì, please. I'm probably going to post my application tomorrow.Some questions:- Factions may always respect the themes of the plane they live in?- How does inter-plane travel works? Teletransportation? Simulacre-creation?- Magic allowed to which extent?- How far can the plane customization go?Thank you in advance.


I'll add that you're interested in it. Nobody else has their eyes on it, though. I think you're safe ;)

-They should embody one or more of the themes, yes.
-Via Exáriá, the Nexus. Each plane has a gateway to it, and the Nexus contains respective gateways to each plane.
-As great an extent as you feel you need for your faction. It's really up to you. If something is too over the top i'd let you know, but you have freedom here, especially when designing a faction based on an outer-plane world.
-You can designate as much of the plane as you like, obviously provided the provided descriptions and themes still ring true. Go nuts!

---


Oh okay thanks :D

I'm assuming you will guide the invasions and such so we shouldn't plan on saying "Oh I'm going here right away." correct?


The way I see it, you're all taking part in writing, what is essentially, a book. You're just doing chapters at a time, from different perspectives. You can arrive as fast or as slow as you want, as long as it is respectful to other players and maintains a certain level of non-duchebaggery. But yes, when things get intense, I will be there to look over everything and make sure everybody is playing nicely. Such situations will likely even go to a collaborative effort.

Bottom line: don't worry about it. I gotcha all covered.
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NewSun said
I'll add that you're interested in it. Nobody else has their eyes on it, though. I think you're safe ;)-They should embody one or more of the themes, yes. -Via Exáriá, the Nexus. Each plane has a gateway to it, and the Nexus contains respective gateways to each plane. -As great an extent as you feel you need for your faction. It's really up to you. If something is too over the top i'd let you know, but you have freedom here, especially when designing a faction based on an outer-plane world. -You can designate as much of the plane as you like, obviously provided the provided descriptions and themes still ring true. Go nuts!


Phew xD
As soon as I found this NRP I ran into garrisons to take a nice spot! Thank you for answering to my doubts.
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