Avatar of Scrub Mage

Status

Recent Statuses

4 yrs ago
Current H
3 likes
5 yrs ago
A Silent Voice is great.
1 like
5 yrs ago
Draw a Dragonfly Slug
1 like
5 yrs ago
fabricant i don't know you that well but in between your waifu tastes and your calling out centrists i have come to respect you
1 like
6 yrs ago
"By long tradition, the elder speaks first."
2 likes

Bio



[ "Four-Legged Frog" ]




[ "Eight-Legged Day" ]




[ "Twelve-Armed Wheel" ]

Here's a secret: Right now, this bio is acting as a planner for an RP I want to make.

Most Recent Posts

Just going to bump in here and say that I feel my application could use a bit more cleaning up, but seeing as I've been awake for the past 24 hours, and probably won't be here to revise it how I feel fit, I'll leave it here.
Also, I'd like to say that Ostarion is TBKrunk and I's friend, and he said he didn't mind our characters being intertwined, just felt it was necessary to state that seeing as Ostarion fell asleep like a meanie weenie.

wht rings u got btch?

On a more serious note, Ostarion cannot post at the moment, which means I cannot post at the moment. We'll figure something out though. >_>
Name:
The Isles of Vo’hollom
Political System:
Aristocracy, more specifically the islands known as The Isles of Vo’hollom is ruled by three very wealthy families, with the heads of the families making most decisions for Vo’hollom. So far, Vo’hollom has been prosperous under their rule.
Location:
The Isles of Vo’hollom are not on most maps, and instead exists as a chain of islands somewhere in the eastern ocean ((Think Marshall Islands)). Very few that are not native to the island have ever visited Vo’hollom, due to their self-induced isolation.
History:
While not much is known about Vo’hollom, what is known is that it is a very dangerous place for outsiders. The people of Vo’hollom are xenophobic, and are quite hostile to those who would dare trespass their lands. The Aristocracy has decided that there shall be no contact with the outside world. However, their tendency to exile those who are guilty of heinous crimes has allowed some information has been revealed.
The country is very wealthy, possessing beautiful and artistic buildings, with even those who are considered poor to be quite well dressed and well fed. The government is oppressive, to say the least. They execute those who cannot live up to their standards, eliminating poverty.
They fill the minds of their citizens with lies of the outside world. They exile those who commit the worst crimes imaginable, even for a country that executes the poor. The exiled are forced to wear a bright yellow color, and then shipped off on a small raft without food or water. Most die, but some find their way to other lands. For being exiled is a fate worse than death in many of the citizens of Vo’hollom’s eyes.
Despite these… irregularities, Vo’hollom has managed to stay in the good graces of most every political power house, mostly by ignoring them outright. No wars have been waged on the country, but ever cautious of outsiders, they have a rather large military that is restricted to the Isles of Vo’hollom.
Notes:
-Ran by an oppressive Aristocracy
-Exile those guilty of the worst crimes imaginable
-Executes those who are poor
-Isolationists that attack trespassers on sight
-Xenophobic
-Exiles forced to wear bright yellow and are marked with “The Yellow Sign”
Name:
Izhai
Homeland:
Vo’hollom
Country:
Usually restricted to Vo’hollom, however a few exiles have been known to land on the shores of other lands.
Common Physical Features:
The Izhai are rather large, definitely larger than most of the other races. Beneath the vague robes they wear, their faces are covered in a mass of tentacles. These tentacles conceal a large beak that is big enough to eat a child whole. Their eyes are small slits numbering four in total. Other than that, they have no real common physical features.
Common Physiological Features:
Izhai have a mass of tentacles in place of legs, and the older they get the more tentacles grow. They do not have hearts or brains, instead having an organ that possesses both of these functions; this organ lies within the center of their mass of tentacles. This organ also lies beneath their substantially large stomach. They have an almost unending hunger, though they all have different tastes. Their arms are very frail, and they rely on their tentacles to do basic things.
Common Magical Features:
No two Izhai are alike in the magical arts, though those who do pursue the magical arts tend to lean towards the darker arts, as well as the summoning of their ancestors. Most of these “ancestor spirits” resemble a mass of tentacles, and tend to hold opponents down. Izhai necromancers are not unheard of in their homeland, and the practice is actually encouraged. They do not consider any magic to be evil, and even frown upon those who do. However, Izhai are very susceptible to magic in all of its forms.
Other:
Izhai speak a strange language, though they are quite intelligent and learn foreign languages quickly. While rare, exiles are not just one of a kind. Exiles do not generally hate their homeland, or their government, though to each their own. It is not wise to trust exiles, due to the fact that they are horrendous criminals. They are also egotistical maniacs who see themselves above everyone else. They are also naturally artistic, strangely.
Notes:
-Hungry
-Weak to magic
-More tentacles the older they get
-Rather resilient; due to their large stature
-Bigger than most races
-Very egotistical
-Artistic
-Intelligent
Name:
Vo’hedoq-gluth
Age:
Vo’hedoq-gluth is around fifty years old.
Race:
Izhai
Country of Birth:
Vo’hollom
Country of Origin:
Black Forest – After overhearing the tale of the Wishing Well from a madman living in a hut made of mud. Or possibly dung.
Appearance:


Bio:
In the isles of Vo’hollom, a boy found himself drawn to the study of the arcane arts. This boy was not Vo’hedoq-gluth, he was Ahm’safras of the Safras house, and instead of learning how to make money and rule the Isles of Vo’hollom, he decided to learn how to use magic. He was good at it, he enjoyed it. Though most of what he did was hypothesize how to use magic, he was able to manipulate small rocks after calling upon the elements. This was huge for Ahm’safras, for it was the first step to achieving greatness. His cloak was a deep blue, representing his royalty. He was there when they declared isolation; he was there when the head magus of the Safras family died.
Of course, the secret whispers among family are the thing of nightmares. The webs of politics are the fall of many good men. But they are also the rise to power for terrible men. He, being the only one in his family other than his Great Uncle, whom was now deceased, to know any magic was enough to promote him to grand magus. Now, Ahm’safras was not a foolish young man, no, he had some solid theories. But after his Great Uncle died, he finally had the ability to practice. He also gained access to many things meant for advanced practitioners of magic.
Now, killing his Great Uncle was enough to get him exiled already, but his family never found out, and if they did, they needed him. So he studied his Great Uncle’s work, deciding to become the Grand Magus, and not just for the Safras house. He schemed and plotted and learned. He slowly became the best Magus in the isles, even able to best the other Grand Maguses, whom had been at this at years. But he needed more. He believed sacrificing children to the celestial bodies would give him power. Now he was not necessarily correct, but whatever he did, he managed to become quite powerful.
Ahm’safras abducted children who were to be executed, bribing the guards. And when he finally reached a level of pure power, he continued. He needed to be more powerful. He needed to be able to attain his rightful place as ruler of the Isles of Vo’hollom. But somehow, his plots were revealed to his house, and the other two houses. He was quickly renounced as a Safras, and he was imprisoned. His name was stricken for him, he was Ahm’safras no more. Now, now he was Vo’hedoq-gluth, cursed to be hungry for eternity and beyond. They burned his flesh and carved The Yellow Sign into him. They replaced his Dark Blue robes with the Yellow Robes of the exile. So, in a last ditch attempt to become the single ruler of the Isles of Vo’hollom, he attempted to transcend his mortal form completely.
This failed horribly. Despite his skill as a Magus, he was still not even close to the skill required to successfully complete this ritual. This caused him to become quite deformed, and it also caused his mind to be constantly in conflict with his body. He became an atrocity, his right arm replaced by a mass of tentacles, and his now yellow robes merged into his flesh. He became a monster, even among his people. He was to be exiled, and due to his now weakened state, he was helpless. He was placed on a raft, and sent away.
Days went by, and many times the now dishonored Vo’hedoq-gluth found himself near death, only to use his tentacles to get food. Water posed a problem to Vo’hedoq-gluth, though, and he found himself ready to die after becoming especially dehydrated. As he slept that night, for what he thought would be the last time, he was delusional. He dreamt of fresh water, and being back home. Of course, it was a dream, and when he awoke, he was beyond mad. But he saw land, and tried to go towards it. He was exhausted, and felt horrid, so he could barely even sit up on the raft. His tentacles were dry, and in pain. And for a moment, he thought he had been cursed to undeath as well.
Lying on his raft, Vo’hedoq-gluth was controlled by the currents. He laid on the raft, gasping rasp breaths of air and hoping not to die. Perhaps he deserved this, yes, but he would not allow his people to have the last laugh. He would become the Legendary Exile, the most powerful magus alive, and the rightful ruler of the Isles of Vo’hollom. He gathered his remaining willpower to throw himself into the ocean, and to find his way to shore. Exhausted and near death, Vo’hedoq-gluth was not physically fit enough to actually do this. He nearly drowned until he was drawn into a fishing net somewhere near the coast of the Black Forest and saved by a crew of fishermen whom had gotten lost near the shore. They offered Vo'hedoq-gluth passage to one of the nicer regions, though he declined their offer so that he may stay and explore this place that appealed to him.
Vo’hedoq-gluth spent much of his time in the Black Forest, exploring it and doing odd jobs for the very few people he met. It was around this time he met Endoleon, though he does not talk about how the two met. Vo’hedoq-gluth, in a rare state of curiosity, took it upon himself to befriend this entity, and so, they became the friends.
After one particularly boring evening, Endoleon and Vo’hedoq-gluth headed to a hut occupied by a local madman, and there the old man told the two of the Wishing Well. They decided they would set out to join those who were trying to find it. And so, they left together, each having their own desires. Vo’hedoq-gluth wanted to go back home, so he may finish what he started. He would become the Grand Magus of the Isles of Vo’hollom, after he got his friend to the Wishing Well, that is.
Personality:
Vo’hedoq-gluth has a deep disdain for the ‘loli’ races, and in fact desires to eat them alive. As well as most children. And Fae. And cats. And most everything that he can fit in his mouth. He thinks they look appetizing; they’re small and have meat on them, they’re easy to eat, and tasty too. He is also very egotistical, and berates people constantly. The only person he treats with respect is Endoleon. He stands tall above most, and uses this to intimidate his foes. He cares little about others and will use them to advance his goals. He is generally passive, though he can and will defend himself if it comes to that.
Combat Skills:
-Vo’hedoq-gluth is a very skilled mage, calling upon the elements to revive and smite his foes. He also calls upon the stars Sol, Canis Majoris, and many of the other unnamed celestial bodies in the darkest depths of the universe.
-Vo’hedoq-gluth, became deformed after an experiment gone awry, and accidentally replaced one of his arms with a mass of tentacles. He chokes people with them.
-Vo’hedoq-gluth is rather large, and uses that to both intimidate his enemies and to crush them.
-Vo’hedoq-gluth is pretty hard to take down, due to being naturally tough.
Adventuring & Survival Skills:
-Vo’hedoq-gluth can eat anything, and he will. Sadly he’s almost always hungry.
-Vo’hedoq-gluth can make fire.
-Vo’hedoq-gluth can carry a lot of fire wood.
Other Skills:
-Vo’hedoq-gluth enjoys painting.
-Vo’hedoq-gluth enjoys reading.
-Vo’hedoq-gluth is great at multi-tasking.
-Vo’hedoq-gluth is also a decent storyteller. If you’re desperate enough.
-Vo’hedoq-gluth also gives good piggy-back rides.
Reason for traveling:
Vo’hedoq-gluth seeks the wishing well, just as any other. But he seeks it not for power, but to return home. He already has enough power; he just needs to finish the job.
Other:
Vo’hedoq-gluth considers his companion, Endoleon, his only real friend in this place that is not home, and they seem to agree in their disgust with the ‘loli’ races. He’s very intrigued by Endoleon’s sheer existence, and seeks to learn more about the staff that gave birth to him. He's also not as strong of a mage that he acts like he is, mostly due to most of his power being ripped from him in a ritual gone wrong.
What was this terrible noise that Omoz suddenly found itself hearing? It hurt Omoz, and Omoz did not like this. What were these feelings, everything was new? As the void had been used to create, and the Gods given sentience, Omoz found itself suffering from what the others might consider a gift. There was darkness here, but it was not the same. There was light, a phenomenon that both confused and disgusted Omoz. It knew that it was not at peace as it had once been, so the being known as Omoz awoke for the first time. It instinctively sought out the noise that echoed throughout its mind, and it found what it believed to be once a part of itself. The noise drove Omoz mad, making it nigh impossible for it to navigate this disgusting existence. But Omoz had no goals, other than to end this terrible noise.

It pained Omoz to see the bright lights occupying this different darkness. To Omoz, everything seemed so bright. The noise persisted, and Omoz found itself understanding the noise as its own thoughts. This idea was foreign to Omoz, and it burned to even contemplate it. It hurt even worse to contemplate that part of Omoz may have been used in the creation of this disgusting place. This was not the Void that Omoz had once known, this was not the place Omoz called home. This was the place that caused its mind to sting with the fury of existence. This noise was disgusting, and Omoz hated it. Omoz wanted this noise to end, but Omoz knew in the back of its new mind, that as long as Omoz was aware of the noise it would persist. So, Omoz continued through this bright abyss, without any goal but to end this noise. Sadly, Omoz had no idea how it would accomplish this.

Omoz continued its drifting through this place, looking upon the creation that took place. "Disgusting" was the only word Omoz could find itself thinking. Creation was a disgusting thing, it was not natural. Omoz felt itself missing the darkness, a disgusting feeling. This noise would not ravage the new mind of Omoz if it had not been disturbed by this disgusting and unnatural ideal of creation. Worse still, Omoz felt a part of it had been taken away and used in this "creation". This must be why Omoz had gained sentience, this was the only conclusion that made sense. "Omoz must find these pieces to be whole again. Omoz must find these pieces to be rid of this noise. Omoz must find these pieces to be able to return to the place without creation." Omoz continued to look upon the "disgusting" creation, and it continued drifting through this "false void" in hopes of finding the pieces taken from it.
Melkor said
Sorry, I meant that chaos creatures are taken by someone else. Not that your sphere is wrong. Also about them not being able to be on the mortal plane, I jsut don't want everyone to make moster type races because then the world will seem like hell.


Oh.
Well to clarify, they're a combination of chaos and absence/order and absence, Omoz himself isn't solely responsible for their existence.
They're also not monsters, they have cultures and what have you, they don't attack people on sight. They are aggressive, yes, but they keep to themselves and do not hunt people down. They only attack if provoked, I meant they're mostly aggressive in their speech and outlook. :p
Melkor said
@Scrub Mage: What is the whole trinity thing? Also, your races seem to be oposites but the same. If you're going to make races like that they cant exsist in the mortal plane. Something like that may exsist in your character's realm. Also, If you're going to make an immortal race, make them immortal. Don't make them fall into an endless sleep. Lastly, Chaos is already taken. Other than that I like your character I just want clearification on that first bit I mentioned.


The Trinity refers to the three "siblings", Haak'zil, Nazar Oethius, and Omoz.
Ostarion and SkrubLord are aware of this trinity.

The races are not immortal, they are just soulless.
They do die, but due to their soulless nature, their death is closer to an endless sleep.
Why can't they exist on the mortal plane? They are essentially inanimate objects that have gained sentience through the intervention of chaos and order, kind of similar to golems.

Also, I'm not chaos. What gave you that idea?
Name:
Omoz

Appearance:

Omoz takes this form in this time in this place. It is not solid unless it wills it to be so. A majority of the time, Omoz’s form is a puddle of black ooze, only solidifying into this form when it wills it to be so.

Sphere of Influence:
Absence
The Absence of Chaos and Order
The Absence of Life and Death
The Absence of Light and Dark
The Absence of Good and Evil
The Absence of all things

Ambitions:
How can nothingness have ambition?
There is no ambition, only the void.
Omoz is the elder being among the Primordial Trinity.
Omoz is the eldest “sibling”, to use the closest word in the mortal vocabulary to describe its relationship with the others of the Primordial Trinity.
This proves to be a complicated relationship, with Omoz both “hating” and “loving” its “siblings”.
Sometimes, Omoz wishes Haaz'kil and Nazar Oethius to reach balance.
Other times, Omoz wishes to watch one of its siblings reign triumphant over the other.
However, at times, Omoz finds itself wishing to lose the sentience it has gained, wishing to destroy its siblings so that it may revert back to the being it once was.
For it was them that caused the trio to be cast from the Primordial Void that lay on the outskirts of the universe, and so it shall be them who pay the ultimate price.
Omoz is bound by the pact made by the younger twins, and finds itself stuck within this accursed plane of existence.
Omoz will lose this blasphemous sentience so that it may again be whole.
It will lose this blasphemous sentience so that it may again be part of the Primordial Void.
The “ambitions” of Omoz are unknowable to all, save for the Primordial Trinity.

Race:
Hollom and Zomfa

Weapon:
Omoz takes the form of many things at many different times, though many times, the being known as Omoz wields blades that are embedded in its arms. These blades are made from the essence of the Primordial Void, a place beyond the outskirts of the universe and outside the dimension of creation.
Name of Race:
Hollom

Appearance:


Country:
The Hollom have no exact point of "creation", instead being a nomadic people not writing anything down. They have been known to exist in primitive tribes all across the world.

Description:
Children of the void and chaos, the Hollom are without flesh, they are without empathy, and they are without souls. The Hollom represent the result of chaos melded with the unforgiving nothingness of the Primordial Void. They are without souls, yet they are quite intelligent. They do not die like other mortal races, they simply fall into a deep and endless sleep. They are a rather aggressive race, having a chaotic nature. They are primitive in all aspects, and many other races consider them savages.

Religion:
The Hollom worship the Primordial Trinity
They view Omoz and Haak'zil as their “true” Gods, seeing Nazar Oethius as nothing more than a false entity.
Name of Race:
Zomfa

Appearance:


Country:
The Zomfa have no point of "creation", and instead wander from one city to another in a seemingly endless cycle. They have many cities in many places, and their migratory patterns are very predictable. Each of these cities are bleak and boring compared to the cities of many other races, due to their desire for conformity.

Description:
The result of when Order meets Absence, the Zomfa are a race that sees Order as the only way to exist. Being the result of order melded with the unforgiving nothingness of the Primordial Void, they exist without souls. As such, they cannot die like other mortal races, instead falling into a deep and endless sleep. Conformity is in their nature, making these beings hostile to any who do not conform to their idea of perfection. They are quite organized, and a menace to all who refuse to conform.

Religion:
The Zomfa worship the Primordial Trinity
They view Omoz and Nazar Oethius as their “true” Gods, seeing Haak'zil as nothing more than a false entity.
jeffersonblues said
no fucking shit sherlockwho the fuck are you anyway you fucking faggot and why are you policing meseriously you aren't even op for fuck sakejust fuck off cocksucker what kind of shithead listens to beckthat fucking stoner hasn't even done anything good since scott pilgrim vs the world and the fictional band that was designed to be shit played the fucking album better than beck himselfjesus fucking christ


Much upset
Very mad
Such irritated
Also interested because Ostarion is mai waifu~~~~
Four eyes. You are nothing in the wake of Scrub Mage.
© 2007-2024
BBCode Cheatsheet