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    1. Malan 11 yrs ago

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Sorry I haven't been posting, been kind of caught up in school work, but I'll be sure to get a post up when Vandy moves the story along.
I'd be very interested. It would be cool if we could play characters through various times in their life.
I submitted a character, hope it's acceptable. He's a wizard but I thought I made it realistic for an Orc.
Name: Merahk the Warder (Also known as Merahk the Lame)
Age: 56

Appearance: Merahk's skin is wrinkled, his eyes pale and his skin a dark green. He has braided hair that went white years ago. Merahk is probably best identified by his beard, his pride and joy, carefully maintained and going down to his chest. It is characterized by being always neat; a hair is never out of place. He has a hunch back that comes from naturally aging. He wears a chain mail undershirt and pants, with hooded brown robes covering the rest of his body. Merahk can also be distinguished because he walks with a cane.

Skills/Abilities:

- Warding Magic: Merahk's primary ability is the skill with throwing up protective barriers around soldiers and shielding infantry from the barrages of arrows. He does this by manipulating energy and creating force fields out of matter in the air.
- Force Magic: Merahk can use these force fields as an offensive tactic, as well. The wards created are solid matter, and can be pushed with the force and speed of a charging bull. He can also box in a person with a force field, which cuts off their air and kills them. He can also close the prison and crush them.
- Force Blades: Merahk can create wards in any surface. For example, he can create a flat ward in a person's waist, splitting them in half. Creating a ward where solid matter already exists requires additional effort.
- Ruthlessness: Merahk has grown a hard skin over the years. He is not afraid to take lives and let people die. He might not have the strength of a typical Orc, but he does have the personality of one.
- Cynicism: Merahk tends to believe that the worst possible outcome is the most likely. This leads to him taking either less or more calculated risks. He never rushes headfirst into anything. He will sacrifice nothing for a greater cause, preferring to keep his life above all else.

Equipment:

As a Wizard, Merahk does not carry any weapons besides a dagger.

Personality: Merahk is a naturally bitter and cynical person. He is selfish and often cruel. On the surface these traits appear to be born out of simple hatred, but deep inside decades of discrimination and shame has hardened his skin until he lets nothing in and doesn't risk trying to make friendships. He is a very clever and cunning person, which leads to him enjoying mind games and riddles. He tends to try to be smartest person in the room, and dislikes those that are smarter than him. He holds nothing sacred except for his own life: he has no family, he does not believe in any god, and he sees the Nar Mat Kordh-Ishi as tools for his greatness. He has a mild obsession with trying to show others his strength and would rather die than ask for help and show any weakness. He is a very proud Orc and holds his dignity above his health. Because Merahk feels that he was cheated out of the life of a warrior, he is jealous of the others in the war band.

History: Merahk was born in a small tribe, to an Orc chieftain. He was a good warrior as a child, and expected to effortlessly become a great chief in his own right... until the accident when he was 10. His Warg tripped when riding at full speed, and he was tangled up in a terrible fall that mangled his leg beyond help. The Shaman healed the rest of his injuries, but from that day on he could only walk with the help of a cane. His father shunned him, as did the rest of the clan, for what use was an Orc if he couldn't fight? Merahk stayed with the tribe until he reached adulthood, but he left immediately after, but before murdering his father as a result of years of emotional abuse.

Merahk began to wander the world, mostly to prove to himself that his leg wasn't holding him back. He traveled through human cities, Elven encampments and Dwarven outposts. He found that other Orc tribes were often even more discriminatory towards him than the other races. Merahk always dreamed of fighting with other Orcs, but didn't know how to realize those dreams. When he reached the independent City-State of Olland, a Human city, he found his answer, for Olland is known for its school of magic. Merahk trained there alongside humans, where he was always on the brink of flunking out. He found that the more intricate workings of magic eluded him. The elementals, illusion, and summoning magic was beyond his grasp. But one of the most simple magics taught as the college, protective wards, Merahk could learn. So he embraced it. He mastered it. He sought to become the best Wardsman in the entire world.

After graduating the college, Merahk continued to train in warding magic over the years. He never stopped wandering. Six years ago he heard of the band of Orcish exiles starting a mercenary company - he thought that it was the perfect opportunity to show the world that Merahk the Warder was not useless because of his bum leg, but just as required in battle as the fiercest warrior.

He now serves Nar Mat Kordh-Ishi mainly as their protector in combat. He will shield them from incoming arrows or try to protect the wounded from farther harm. When worst comes to worst Merahk joins the battle, but that doesn't always happen. He also helps when dealing with humans as he spent years learning under them.

Relationships and Acquaintances:
Lord Pie, your character is accepted. Also, I forgot to put this in the OP but the age limit is 16 upwards to prevent any children getting harmed in the Game.
Find more details about the nature of the roleplay look in the interest check.

Carry yourself with pride, as you are a member of the royal dynasty of Matal. Most likely you are one of the many children of High King Erasmus of Matal. Either you are a legitimate child of his wife, the late High Queen Verandriah, or you are one of the dozens of bastards sired under Erasmus's 40 year long rule.

A rule that is about to come to an end. One lazy night, you are called to the King's personal quarters. Erasmus is there to greet you with news that does not need to be said out loud: his bright purple eyes say it all. The High King bears the Mark of Death. It can mean only one thing: The King only has one week and one day left in this world. The Conclave has been summoned, and the Inheritance Game has begun. You need to fight to prove your worth to the 150 members of the Conclave who will decide who the next monarch will be.

Will you get elected? Will you even survive the treachery of your family?





















Character Sheet:

Name:
Gender:
Age:
Royal Status: (AKA relation to High King Erasmus)
Appearance (Realistic picture or text)
Personality:
Skills: (What can your character bring to the table? Not just combat)
Background:



Rules:

1. No godmodding, or your character will be nerfed by yours truly.
2. No Mary Sues, or your character will, again, be nerfed.
3. Everything is true, nothing is forbidden. Anything that you think of you can do if you think it will help you get elected. Run it by me if you're unsure of how to implicate it.
4. You can talk secretly with people through PM, this is encouraged, however INCLUDE ME IN YOUR PM's.
5. If you want something to be done secretly, for example if you want a mercenary to beat up a player, PM me and I'll do the action so it remains anonymous.
6. Try and be fair. Just because you can do anything, does not mean that you should start stabbing people out of the blue.
7. This roleplay will revolve in a day/night cycle. At night, you can find more thieves and assassins. In the day, you can enlist the help of priests and mercenaries to help you. Et. cetera.
8. If you want ideas on what to do, you can always ask me. Actually, you can ask me in the roleplay, as one of my NPCs is a fellow by the name of Shady Sam. You can ask him for the latest rumors, which will lead you to new ways of gaining favor and manipulating the Conclave. Alternatively, you can just make stuff up. If your character wanted to seek out the 3 members of the hunters on the Conclave, you don't need to ask me. Just do it. If you want to approach a guild of thieves, just go up to their representative. Etc. You can also ask Sam who is currently in the Conclave's favor, because he happens to be on the Conclave! Yes, Sam knows it all and is basically the paperclip to your Microsoft.


Who you will be trying to impress: This is the current Conclave.

I'm not so much opposed to you messing with the world as just being so far removed from everyone else. The Conclave is the central focus of this. Either you win their approval, sabotage their opinions of others or turn your sights on the individual members themselves to blackmail/threaten your way to the top.

Speaking of which, I've created the official Conclave draft list. 150 people who will elect the next Monarch.



So obviously, a good ruler naturally appeals to the nobles, has a good sense of stewardship and is in favor of helping small businesses within their kingdom. The Conclave reflects these factions and will easily get a ruler elected who pleases them, but you could always gather the support of the others en masse. So say for a publicity stunt you promise to grant farmers extra bonuses for producing enough crops if you are monarch. You could get the niche vote of 4 farmers, but maybe you'll lose the support of the merchants who have to pay for that. Or maybe you're naturally a pious person. That promises the votes of the 10 priests, but what about those 12 who are in the Conclave through shady means? They surely wouldn't want a goody two-shoes as their king. Etc. etc.

So basically as you're playing the Conclave is forming opinions about you. So you could use a bit of strategy to try and get enough people to vote for you, or try and forge your own way to kinghood.
Well the focus of the game is on character interaction, so playing a nation wouldn't really fit in. You could play a royal bastard (or uncle, cousin, etc.) who is the head of a gang of bandits or mercenaries, or something similar. I could also introduce foreign envoys who you could ally yourself with.
Sure thing, I'll prepare that for tomorrow too. Remember you could also end up supporting someone else if you think that you're loosing. I'm looking forward to seeing what happens exactly.

I'm thinking a few disgruntled uncles and aunts, perhaps your grandmama looking to overthrow you. Everyone will be made to be opposing forces to your characters for the sake of diversity. I'm also probably going to have to make one spoiled brat who would nontheless be an OK king because he's well educated, because I bet nobody else will. :P

Also yes to magic, although being a skilled magician and a prince would probably cause your character to be lacking a proper court education, the same as if they spent all their time training with swords or thieving.
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