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    1. ravenDivinity 10 yrs ago

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ich denke
ich hoffe

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@rivaan: Awesome! I'll check your changes when you post your sheet.
@jasonwolf: Yes, North, South, West, and East correspond to top, bottom, left, and right.
N A M E / A L I A S
Altim



T H E S K Y S P L I T T E R & H E R O O F C Y N D E R I A


A G E O F L E G E N D

1 , 9 3 7 Y E A R S A G O

M Y T H O L O G Y

Altim was born roughly 2,000 years ago in Cynderia, one of the fragmented states of the West, into the family of a merchant class father and a lower class mother, who worked and married to achieve a higher status and escape the cycle of poverty in the ghettos of Cynderia. In the capital city of Cynderia, Altim received his education, and although he performed excellently in scholarly pursuits, he felt alienated by the traditional society of his homeland and called to the adventure in the world. So compelled was he to escape the life, which his parents had intended for him from the very beginning, that he ran into the forest to find a journey of his own. By the 8th day, Altim was starving and thirsting on the brink of death, and he had no food or water. The adventure he had so painstakingly sought eluded him; all he found in the great woods was isolation and emptiness. As he lay to sleep that night beneath the boughs of the trees, Altim realized his folly and wept tears of shame. He cried for the worry of his elders, and he pitied himself for naivety and ignorance. In one act of kindness, he freed a bird whose legs were caught under a stone, and he drew his final breath.

This selfless act and tragic epiphany did not go unnoticed in the shade. In the morning, he woke in the waters of the holy fountain in the forest temple, under the care of the High Priest. The High Priest of the temple told Altim of Faerthus, the God of Wisdom, whose countenance rewarded the virtues of man with intelligence and knowledge. In the night, Faerthus had blessed Altim with new life and new wisdom, and in the day, the High Priest sent Altim home with food and drink. The prodigal son returned a prudent sage, and his family welcomed him with love, song, and joy. From that day forward, he thanked his family for what they had done for him, and they allotted him more freedom, even against his rejection of traditional Cynderian views. Altim became a devoted follower of Faerthus, whom Altim prayed to regularly for guidance and faith.

The tale, for Altim, did not end after his life-changing revelation; many years later, when Altim reached the tender age of 18, the neighboring empire of Bytheron declared war on Cynderia. The siege on the nation seemed endless, and the people grew restless and discontented by the losses experienced under their king. Altim fled the capital city for the safety of the temple of Faerthis and for the aid of the god in peaceful Cynderia's time of need. There the High Priest of Faerthis prophesied the fate of Altim's homeland and gave Altim an ultimatum: save Cynderia and bring greatness to the land, or suffer the consequences of failure and watch the land burn to the ground. Altim did not find adventure, adventure found him. From that temple, Altim took food, water, a horse, and a magical violin from the Priest, who in turn blessed the youth with power.

He rode from the temple into neighboring kingdoms to warn of the Bytheronian threat to the east and to temper his magical abilities in order to rise up and fight the Bytheronian Empire. The surrounding kingdoms united under Altim's warning, and Altim himself conquered dissenters to raise a powerful army. The army quickly retook Cynderia, and Altim used his powers in the final battle of the arcane between him and the King of Bytheron. Joyous celebration followed, and Altim was declared a hero of the Republic of Cynderia, the new nation that rose from the united sovereignties, a great uniter of the lands who called a storm and struck the King of Bytheron with a mighty bolt of lightning. Altim refused to become the leader of the new nation that rose from the ashes of the old Cynderia. Instead, he retired to become a scholar and died in the arms of the man he loved.

Beyond the grave, numerous tales were spun about Altim's greatness, and songs were sung from generation to generation, each one praising the wisdom of Faerthis and the journey Altim took to attain the artifacts and abilities that allowed Cynderia to win the war. As time passed, many of the older, truer depictions of Altim faded and disappeared, and newer versions of Altim's legend survived. His love for beautiful men, his studious nature, his divinely-gifted precepts, all of these things were erased by the passage of time and the ignorance of mankind, but no man would ever forget the great nation which owed its existence to Altim and Altim's impact on the world.

A P P E A R A N C E

The last-surviving testament to Altim incorrectly depicted the youth with short, light blond hair and a flute. He had neither, and he was never as tall, sinewy, or wealthy as the tale portrayed him. In fact, his physical appearance is very different from what his flawed description may lead people to believe about him. In reality, Altim in his prime appears 18 years old. Framing his soft, amber-brown eyes, he has medium-length, dark brown hair that he parts to the left, close-trimmed facial hair that if left unattended grows into a full beard. His stature is a little shorter than average at about 5 feet and 7 inches (or 170 centimeters), and he weighs only 150 pounds. Now, despite his meager weight and height, Altim himself is fairly strong for his age, and his strength, though nothing like the exaggerated brute he was depicted as, shows in his broad shoulders and lean, muscular frame. His fingers are long like a musician's, his arms thick like a blacksmith's, but in general, Altim is of a lithe, statuesque build. The books show Altim in rich outerwear, regal capes and crowns, but he has never worn either of those things and in fact opts for simpler clothing. He is typically caught in loose, canvas pants and tunics, covered by chainmail, belts, and hood. He puts his feet every morning into tight, knee-high black leather boots and his arms into strapped-down, brown leather gauntlets.

A B I L I T I E S / E Q U I P M E N T

The many stories woven about Altim speak often about a mighty warrior who smote everything in his path with sword and shield, but the truth about Altim is a history of a person who won his battles with cunning, wisdom, and high magic. The violin, which he was given by the High Priest of Faerthis those 2,000 years ago, is by far and by large the most important weapon he wielded in his lifetime. With it in his arms, he easily honed the capacity for magic that he was given by Faerthis. Although after some time he had tempered his magical powers enough to use a diverse range of skills without the help of the violin, the songs he learned were still nonetheless incredibly practical in their applications. That violin enabled Altim to play songs of healing and anthems of tempestuous destruction, to sway men and women to emotional hymns, to cry for the aid of the gods and goddesses in their hallowed temples. Aside from the violin, Altim recruited the aid of other ancient artifacts, a staff that dramatically increased the accuracy of his power, a sword that could purge souls, and a bow that could pierce dimensions and deliver an empowered shot. Of course, after the revival of the heroes of old, the other curios disappeared from his possession, but his magical violin and spellcasting voice maintain their powers at his enchanted fingertips.

S O N G



A n s u r T h e F o r e f a t h e r




M y t h o l o g y


Ansus has not always been. One quick jaunt through any of the historical colleges in the Heartlands and the scholars will remind you that Human-kind is not native to Ansus, rather they came from the Southern Continents after fleeing some unknown disaster.
It is here that the interpretations of Ansus' ancient history somewhat diverges. Some scholars are adamant that the current royal family is directly linked by blood to those who led the first men to the expansive land of Ansus; some are sure that the movement was pioneered by a group of tribal leaders from the Southern Continents. However, the most prevalent tale by all accounts is the 'Tale of Ansur, the Forefather.'

It is said that he was the bastard child of a Southern Queen and a rogue God, and his conception was heralded by a host of sullen angels. He is said to have emerged from the womb following the impact of a falling star from the Heavens, and he emerged with wings like tendrils of blinding light. Obviously such a story can only be the work of fiction, but it is well established that Ansur was an otherworldly child by all accounts; mastering archery and sword-fighting at an age that some say simply is not possible, and quickly rising to leadership amongst his people.
Whether Ansur was formally recognised in a state of Kinghood or not is a fact that has been lost to the winds of time, but it is well recorded that he acted as a guide and mentor to the expansive cult that formed around him, a following with such great numbers that it became a faux-nation all of it own. It is a generally accepted theory that the world before Ansur was godless and hedonistic, and that he alone brought order and fear of the Gods into his fellow Men. Some credit Ansur with the advent of civilised life; a proud accolade indeed.

However, in his thirtieth year, the land that he knew as home supposedly fell to an event that is not properly recorded. This is where the Tale of Ansur truly begins: he rallied men and women from across the land and led them through the Northern Passages, sailing through expanses of storm marred seas, trekking through hellish swamplands and battling through infestations of barbaric sub-men who guarded their lands with fury and zeal. There are countless tales and fables that stem from this period, stories of epic heroism and incredible acts of valour. It is said that the long journey through the Northern Passes took over a hundred years, many of his followers succumbing to the ravages of time, and many others bringing new disciples into the world to follow Ansur to the lands in which they could begin anew; yet Ansur himself was unfazed by time, and remained youthful for the entire century that he was at the helm of the Great Journey.

And so it was that at the end of the one hundred and first winter, a new land grew upon the horizon. Ansur's followers decided that it would be named after their leader in his honour, and to immortalise him for his undying effort to bring new hope to mankind. Ansur and his followers travelled deep into the heartlands of the newly founded Ansus, and toiled to build the Bastion of Light, a great fortress dedicated to the Gods which Ansur claimed to owe his success.

From there, the solidity of the story falters. There is little scripture detailing what became of Ansur after the creation of the Bastion of Light, but some say that he gave himself to ashes to light the Great Fire at the heart of the fortress, and there are some who believe that his spirit still resides in those holy walls, ready to return and guide the people once more.




A p p e a r a n c e


"Ansur is not a giant, but his presence is felt by all. His corse is lean and strong, and his eyes pierce the very soul with naught but a glaze. The people look to him f'r strength and guidance, and he responds with valour and fortitude. He adorns himself not in gold and steel, but rather leathers and furs that he procur'd during the time he spent in his homeland; his face is ragg'd yet welcoming, and he hath the hands of a man who hath work'd his due at the forge."

- Arcillius the Scribe, year unknown.

There are many accounts of what Ansur looked like, and many of them differ tremendously. Some writings claim he was over nine feet tall and wielded a sword of holy fire, whilst others claim he was a short, stocky, stout man who was rounder than other legends would admit. While nobody can know for sure the true nature of Ansur's appearance, he is never depicted as wearing any suit of metal armour, and never adorns himself with jewels or other sightly embellishments. He is also normally depicted as hiding his face under a hood of furs, while a great hawk sits at his side. Some illustrations show him wearing a crown of dulled iron, and others with a rugged, unsightly mess of facial hair during the Great Journey.





A b i l i t i e s A n d E q u i p m e n t


Ansur is said to be like a God striding amongst mere mortal peers, a trait that some attribute to his apparent paternal figure being of divine origin. He was supposedly stronger than a Dragon (he is said to have barehandedly wrestled three such magnificent beasts to their death during the Long Journey), faster than the most mighty Jungle Stalker, and wiser than all of the Gods combined. His skill with a blade was world renowned (So incredible was his skill, in fact, that three sword-fighting styles are presently named after him) and his accuracy with a bow was as if the arrows themselves were extensions of his very being.

Some retellings of his story state that magical assaults simply did not effect him, and there are other accounts that tell of him splitting a titanic ice sheet by summoning a great, piercing flame from the sky.

Surely such tales cannot be true, but who can really know? He is a long dead man who is sure to never return to the land of his design...




A g e O f L e g e n d


Ansur's mythology is one of, if not the oldest in the known world. He was extant an approximate 60,000 years prior to the present day.
@Torack: Oh, and sorry, I just saw your post. It got caught in the middle, and I guess I didn't see it. Welcome!

Well, we'll see! I have to have a look at a character sheet when you make one.

@Guilty Spark: To be honest, maps really pop my worldbuilding arousal.

With that said, I'd say it's better that we not try to assemble a lore right here right now. I think we have plenty of people to move our pursuits into an actual thread! So, let's grow our estate.

THE OOC IS HERE. Not going to lie, I copied and pasted the original one for this.
Note: Applications are now closed. If you still would like to join, please PM me.








A great darkness has befallen the land of Ansus. This incredibly religious and now-peaceful realm that was forged by a millennia of chaos and battle grows cold and silent. The grand fires that represent the eternal presence of the Gods have, one by one, dissipated.
The Gods are being systematically hunted by some creature... some entity, and with each loss, the land of Ansus is scarred.

It is a thousand years since the formation of Ansus as a unified land, and a thousand years since the death of the last Legendary Hero of antiquity. The last Great Fire within the Bastion of Light has waned and dwindled first into embers, and then into ashes. The High Priests do not reveal to the populace that the Gods are extinct, rather devoting their energies to whatever arcane rituals they can conceive of to rekindle the fire. But despite their efforts, the land grows cold and empty.

The last living God, is his wisdom, knew that his kind had no hope to defend themselves from this being that so effortlessly brought low he and his kind, and knew that after his defeat that the Humans of Ansus would be next. And so, his final act was to rouse the spirits of those long sleeping legends from the chaotic times before; those mythical heroes who made the land tremble with the very mention of their name. It may not be enough, but he had to try before being consumed by the Starless beast who came for his celestial soul...




Welcome to Starless, a brand new IP for fantasy RP. Our story begins in the aforementioned land of Ansus, a vast, sprawling kingdom that is as vehemently religious as it is complex. It is a land regarded as the most peaceful in the world, only achieved by a bloody, turbulent millennia that came before.
The period of conflict gave rise to many great men and women who are now regarded as heroes of myth and legend, whose power exceeded that of any other Humans in the history of the world.
With the extinction of the Gods, the Last Living God saw fit to bring these legendary individuals back from the grave in a last ditch effort to defend the world itself. They will act as the last line of defence against whatever force is bringing the structure of the world low.

You are one such Hero, and you have been roused from a long and peaceful death to an end you do not understand. The world has changed immeasurably; as you walk into the light of day once more, and you look upon the Rings of the World, and fresh air fills your lungs once more, you must discover your path amidst a world changed.



A n s u s


Ansus is the given name of the Kingdom in which the RP primarily takes places. It is also a complete continent, and the largest of its kind in the world. Because Ansus is such a vast, old land, there is huge diversity and complexity within:
The great North is home to the Plains of Dust, a vast expanse of sand and blazing heat that has formed around a pair of gargantuan mountains (named the Mountains of Dust) that continually grow and shrink through the year; the South is home to the lush deltas that feed the Heartlands and the jungles that stretch through the spine of the Kingdom. The frozen wastelands of the East are expansive and barbaric, and the Western reaches range from vast grasslands to craggy mountain passes.
It is also worth noting that from Ansus one may see three moons during the night, two suns during the day, and the world is always framed by a huge planetary ring that keeps the land alight even during the darkest of nights.

Cities, towns, and other human-created landmarks are currently undecided. The worldbuilding from here on out is at the volition of the players, and towns, cities, and other such vistas can both be created as an act of improvisation or pre-determined as part of the character creation or worldbuilding process.






P a n t h e o n O f G o d s


A N D U R I A S THE LAST GOD, THE GOD KING
F A E R T H U S GOD OF WISDOM
A R E T E GODDESS OF VIRTUE
O R T H U S PRINCE OF THE VOID
O R A U M GOD OF PURITY AND FIRE
I V O R I N E GOD OF PEACE AND TRANQUILITY
V I N S H A THE FOX GODDESS
S A E V U S GOD OF TRUTH
A L N O X GOD OF ORDER AND CHAOS, THE OLD GOD

Players are free to designate deities as they see fit assuming this does not clash with another player's designation.



F a u n a


Democratically accepted monsters and animals belong here. Feel free to make anything you want as long as others approve!



F l o r a


Democratically accepted plantlife belongs here. Make anything, with the same stipulation that other people must approve.



L o r e




C h a r a c t e r S h e e t s


N A M E / A L I A S
What is the name of your hero?

M Y T H O L O G Y
Tell us about the history and exploits of your character (and why they are legendary) via their mythology. What tales do people tell of your character? What songs do the children sing of them, perhaps? Be sure to include how they met their end after all of their exploits were done.

A P P E A R A N C E
Describe your character to us. How are they often portrayed in history and how do they look upon their revival? Pictures are encouraged, but a written description is required.
If you use an anime image I will strike you down harder than you would believe. Don't do it.


A B I L I T I E S / E Q U I P M E N T
Our characters are heroes (or villains) of legend. What makes them special? What powers do they wield? What equipment do their stories tell of them using? (Bear in mind that characters will resurrect with at the most one piece of their canonical equipment; the rest will have to be recovered via other means.

A G E O F L E G E N D
How many years prior to the present was your hero actually extant? This must be at the VERY least 1000 years prior to the present, up to a maximum of 50,000 years.



O O C


This section exists primarily to discuss anything that does not fit with the rest of the OOC. The first and foremost subject in need of discussion at this point in the life of the roleplay is the nature of the GM and the entitlements bestowed upon the players: I created this RP not to powerplay myself as some godlike entity that has complete control over a story. I created it because I wanted to play a game in this very world with a quite unusual storyline and basis. For this reason, I do not assume total control over the roleplay, but rather insist that the responsibility be shared out between all players involved in the game. I will set out the world and the guidelines for the game to begin, but after that I am no more in control than anybody else.
For this reason, however, I expect a high standard of maturity in all players who apply. I want everybody to have a strong grasp of the theme before we begin, so that we can all have equal part in the telling of the story.

So, as we are all technically GMs, feel free to create and kill NPCs, create places and events, and improvise with each other without fear that the game will go askew. I will, obviously, create and control some NPCs that will be necessary to drive the story, but I am by no means giving anything I create plot armour. If you feel it is appropriate to kill an NPC that seems important to the story, do it. I want conflict and friction and maturity.




R u l e s


What?

Who needs rules?

You know not to god-mod or powerplay. You don't need me to tell you this. Act mature and reasonable and who cares?

Post requirements? Why do you need any. Yes, this is advanced but i'm not ever going to force you to post more than a paragraph. Sometimes you just don't need to dawdle on about how the sky looks or how your hair waves in the wind. Sometimes you just need to respond to something that happened and I fully understand you don't need to write a whole lot sometimes.

QUALITY, NOT QUANTITY.
@Guilty Spark: This is the map we're using:


Click here for a full-size version.

Edit: Let me preface this by saying that there are some predefined locations, but the players define a lot of the lore. (Within good reason of course. I will intervene if something just doesn't fit.)
@Guilty Spark: I don't see why not. :P

@jasonwolf: Ah, so kinda like a German folktale?

@Dextkiller: Willkommen!
@Guilty Spark: NYOOM goes the hype train!
@jasonwolf: Neat! I haven't seen a character like that in this roleplay. I'll post the OOC after we get a few more hits, so you can flesh out your ideas while they're fresh.

@Kingfisher: Thank you, thank you!
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