@HaleyTheRandom I just noticed something, could you please change the age of your character please. The rp is set in the Medieval Era, not the present time(modern day time).
Tzalmavet: the Tzalmavet cabal, the numbers of which are unknown, is made up of assassins and spies operating in the shadows when brute force isn't the only thing needed to achieve Enoch's goals. It is by far the most secretive of the cabals, and its insigna is simply a plain black banner. The Death Shadow, representative of the cabal in the Council, is a very mysterious figure: some theorize that a different Tzalmavet member takes up the mantle of the Death Shadow every time the Council meets.
Tartaros: Tartaros is the cabal which is tasked with the creation and mantainance of all things made of metal in Enoch, from simple tools to weapons, armors, and mechanic contraptions. Sometimes, the Tartaros smiths go to battle to test their own creations, often appearing as warriors clad in towering warmachines, crushing their foes beneath their metallic limbs, saws, claws, and whatever their cruel creativity manages to attach to their children of metal. Its insigna is a black hand coming from a flame, and its leader is the Forged One, who devised arcane means to replace his flesh with iron, achieving immortality.
Hekate: a medium sized cabal, Hekate is composed of the magicians and wizards of the city, often seen in battle with other soldiers. The magicians of Enoch are divided in two cabals: the priests of Cocytus, who worship the Heart and the demonic pantheon, and the wizards of Hekate, who seek to understand and dominate them. This pursuit led to many tensions between the two clans, and to the madness of many Hekate magicians, who tried to dabble with powers far beyond their understanding. The banner of Hekate is an open book, and its representative, the Abyssdweller, is a mysterious figure even to Hekate members.
Usiel: the Usiel cabal is another rather small one, but has a very important task: to patrol the outer borders between the known region of the city and Sitra Achra, the uncharted ruins, and stop whatever might attempt to cross them. Many Usiel veterans have seen things that have caused the death of many, and the madness of many more. Its insigna is a white sword, and its leader, the Solemn Vigilant, is the oldest of the Usiel warriors.
Therion: the Therion cabal, together with Abaddon and Gehinnom, forms the backbone of Enoch's armies, taking the role of heavy cavalry. In fact, it is their task to breed and tame the wild beasts (mainly Hellhounds and Titans, and occasionally Wyverns) which will be later used as mounts in battle: those who fail or show cowardice are usually employed as feed for these animanls. The insigna of the Therion is a black raised talon, and its leader is the Blood Knight: all those who tried to contest his authority were added to the collection of bones hanging from his massive Hellhound.
Sh'ol: the many who die before choosing a cabal are symbolically added to the ranks of the Sh'ol cabal, composed only of dead people. It has no insigna, and its leader is the Effigy: a statue of stone and ash sitting since ancient times at the Council Table, without uttering a word. Yet, sometimes strange scribblings and signs appear on the statue's empty face, almost as if it wanted to speak...
It should be noted that male citizens of Enoch only choose a cabal well into their adulthood, and some even do not pick one for their whole lives. Females, on the other hand, usually either remain without a cabal or join the Babalon, but there are a few exceptions. Joining a cabal is an event usually marked by some kind of initiation ritual or test: for example, new Gehinnom members have to wear the still bloody skull of their first captured prisoner, to keep it as a mask for whenever they ride into battle, while Tartaros members have to sever one finger of their choice to be replaced by a piece of red-hot iron, deeply burrowing into their flesh.
The Beasts of Enoch: in ancient times, the city's people domesticated a few species of hellish animals, apart from more common ones like horses and dogs, and the Giants of old. They are Hellhounds, huge canine beasts that easily surpass a man in height and can be used as mounts in battle, Titans, degenerate Giants, often used by the Behemoth as walking platforms for their massive cannons, and Wyverns, ancient dragons currently counting less then a dozen living specimens, ridden only by the greatest of warriors.
With this I think I'm done with the kingdom, will be doing the character soon.
Mal'Blod will usual use his shield and halberd when he engages in combat, able to keep his distance and protect himself from missile attacks.
When he feels the need Mal'Blod will also use his duel hammers to crush his foes.
Sometimes he will take his crossbow from his hip and strike his enemies from afar.
Mal'Blod can fire steel chains from his hands, use them as weapons or to pick stuff up with them. As many as three per hand.
Mal'Blods Elven form, beneath his Warforged exterior, gives him capacity for magical knowledge - which he has used to master many destructive and conjuring spells.
His Warforged chain/plate skin grants him extra protection against sharp peircing strikes - this also allows him to add to his own body with metal scraps or spare armour. The down side is mobility and flexibility.
Bio- Mal'Blod vaguely remembers a life among the trees, chasing his Elven friends through the tall grass. His family were of noble heritage and his mother was a powerful mage. His many siblings were all older than him and some of them he had never met. His home in the Grey Leaf was large and the lands around it filled with magic and adventure. All of this is a hazy past - but he distinctly remembers the torture and pain.
Captured at a young age when he was alone on the road home, a vile warlock tortured and alteredhis body with dark magic, turning him into his cruel experiment. His skin and flesh was bonded to a chain and plate mail exterior much like a Warforged outer layer. His eyes, pointed ear and nose were taken from him and teeth pulled from his mouth, his lips forced together.
His heart was replaced by a Warforged essence within an enchanted steel orb, his blood replaced with a magical gaseous substance and all of his other organs removed. Somehow he survived (by magical means) and can see and hear as he could before, even though he has no visible means of sensory awareness.
Rescued from the dark warlocks lair by a patrolling Ordom unit, he chose to join their ranks. After many years of struggling past prejudice and learning the ways of their society, he reached Hammer status. 20 years on from his joining, he is the right hand of the Ordom General 'Oretick' and takes care of foreign issues as well as internal issues.
He has recently learnt that his father died searching from him in the Low Swamps around the Grey Leaf. A bounty was placed on the warlocks head as well, a substancial chunk of the familes wealth. He has made plans to travel all the way home, attempt to rebuild the old and collapsed bridges that he once had between himself and his family.
@Capra Alright :) Enoch sounds very interesting for sure. I like it.
Thanks! Just a question: does the name Xathanael mean anything or is it just invented? My knowledge of Jewish is very limited, and I don't know is Xathana is a word or not.
@Capra Once all of the settings are done (some of them aren't done yet) We will need to decide, who are allies and who are enemies.
The plan is we come up with a all together plot-line together; Instead of me giving you all one to follow (we can do this already, in the midst of the creations); we need something that ties the characters up together in more ways than just war before some enemies.
What do you folks want out of this roleplay? Knowing what you want is incredibly important for being able to figure out what sort of plot will work well.
As it is, there really isn't really a cohesive theme. There are fantasy elements drawing upon varying source material - which is fine, but what's really needed at this point is what everyone wants.
So, for instance: if most of the group wants themes of high adventure - exploring strange and foreign places, etc. - then your plot should be based around that. If the group wants themes of war, political struggles and so forth, then that needs to be factored in.
ATM, I'm happy to create material that will work toward whatever themes you guys want to work with, though I don't think I'll be making a character myself. I create stuff for the sake of creating stuff. (And I did like the outcome of my dwarf piece; I'll probably use it elsewhere in the future.) But you should discuss what you guys all want out of this roleplay. It'll help you decide on a plot.