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Hey there. I'm new to forum rping and would like to get involved with Feral. Read some of the OOC and in game posts and made this guy up. Hope it's ok
Name: Gerome Mortigue
Species: Half Seraph/ Half Raven Daeva
Age: 27
Hair Color: Black
Hairstyle: Long hair growing down to his back
Eye Color: Purple
Skin Color: Pale
Height: 6’ 1’’
Body Build: Tall and slender, yet his muscles are well toned
Clothing: Wears a black cloak covering his ragged shirt and pants. Walks in worn out sandals.
Weapon: Scythe infused with seraphim runes, allowing him to summon ethereal chains to bind his enemies.
Physical Quirks: Has black seraph wings, but because of his daeva blood the wings are larger. Most just think that he is a hybrid daeva.
Background: Born the illegitimate son of a seraph nobleman and his daeva servant, Gerome was cast off into The Pit to hide his father’s disgrace. There he was raised and worked as a slave for the spectators. At the age of fourteen he was thrown into the ring himself and began to fight. He began his career timidly; spending his matches running from opponents and trying not to get hit. He was in line to be executed if he were to fail his next fight. As he sat in his cell, cursing his fate, a shrouded figure appeared before him and offered him a long parcel. The concealed figure told Gerome that this tool would either bring retribution or salvation depending on his actions. The figure left as the guard came to take Gerome to the arena. Gerome opened the parcel and found that it was rusted scythe.
As he was thrown into the ring, Gerome only trembled in front of his adversary, scythe in hand. And when his opponent charged him Gerome simply planted his tool firmly into the ground and braced to be hit. But after a while he found that he had yet to be struck. He opened his eyes and found that a rune was glowing on the blade of his scythe and his opponent lay bound on the ground in what appeared to be otherworldly chains. The crowd roared at the upset. Gerome was overjoyed to have seemingly won his match. But he found the crowd had demanded blood and would not be settled without it. So as the chaos in the stands escalated, Gerome walked over to his adversary. He stood atop him and put the scythe’s blade against the man’s throat. The crowd, a moment ago ready to riot, fell eerily quiet in anticipation. Gerome couldn’t stop himself from shacking as he put his foot against his foe’s head and forced his foot down.
Gerome couldn’t sleep that night. All his life he had only known fear. Fear of fighting. Fear of pain. Fear of dying. But for the first time in his life, he was unafraid. He was given power, and like a sober man’s first ale, he grew drunk on it. For the next several years he continued to grow more famous in The Pit and more create with his technique. He would hang an opponent high above the field one match and rip another opponent limb from limb. He learned to love his power. But despite his newfound confidence, he could not quench his hatred. Now that his mind was no longer cluttered by fear, it was filled to the brim with vengeance. Vengeance against the father that cast him into The Pit. Vengeance on The Pit for keeping him locked in its cage. Vengeance against all the other seraphs that looked down on him for his daeva blood. So when he finally grew sick of the mundane coliseum life he had known, he walked out of The Pit, ripping apart any guard that got in his way. He swore that he would find his father, the root of his suffering, and make him pay. Slowly. Ever so slowly.
Extra: Although he is part seraph, he has little magical power by himself and can only charge runes with his power.
Hope this is ok. If not feel free to tell me what needs to be changed.

----------------------------------
Name: Cadogan Decimus Feraldo
Nickname: The Great Inventor of Dumont
Species: Human
Age: 34
Hair Color: Black with gray streaks
Hair Style: Long, wavy, extends past his shoulders, slight balding can be noticed on the temples
Eye Color: Gray
Skin Color: Very pale
Height: 6''0
Body Build: Fragaile, broad shouldered, very thin arms and long fingers.
Clothing: White fencing shirt covered by a black leather vest and a grayish green overcoat that extends down to his knees. Gray baggy pants and a pair of well polished kneehigh leather boots
Physical Quirks: To his favour it must be said that Cadogan is quite handsome man - well no, not handsome, beautiful would be the correct term. He has very effeminate facial features - well not just facial features... In other words his gender is quite difficult to detect before getting a proper look at him. He has a little scar on the left side of his mouth that gives him a permanent half smile. His thin, long fingers have little cuts and burnmarks all over them due to his little experiments with something he likes to call the Better Explosive Powder. Cadogan allso has to rely on a walking stick for support due to the fact that his left leg having damaged tendons.
Background: Cadogan Feraldo was born to a relatively rich family and recieved the best education he could. Over the years he has traveled all around the world and met all sorts of people - daevas and seraphim also. He was allways fascinated by how things work and at the age of 20 he had allready gained conciderable experience and fame as an inventor of both weapons and all sorts of appliances. He currently recides in Dumont in a relatively small workshop and is very rarely seen outside.
Extra: Has a craving for green apples.

---------------------------------------

Name: Solas Slea (Roughly Gaelic for Light Lance)

Nickname: Often called Sel by friends - It arose from a mispronunciation of his name that he took a liking to.

Age: 24

Gender: Male

Race: Seraphim.

Description: Sel is a little on the tall side, standing at about 5'11". Whatever color his hair once was has been completely bleached out by the exposure to light magic, and is blonde to the point of being almost white. The shoulder-length hair is the only truly remarkable feature on an otherwise common face. His thinner, more wiry build tends to make him appear a little taller than he actually is, especially when he draws himself up to his full height. He is rarely seen without the worn, white robes that suffered a similar fate as his hair.

Magic: Wields very direct, effective, and flamboyant light-based magic. His powers gather and condense photons in the space around him, using Runic circles generated in the air near him. The circles are the most effective way of trapping photons, but often betray the direction and motive of his attack - not that you'd have much time to dodge a light beam. His most basic usage of the magic is a simple gathering of light in front of his hand, and releasing it as a beam that can pierce flesh with ease. However, his magic ranges from creating temporary balls of light to carry with him into dark places, to creating devastating waves of energy. Naturally, his strength is almost directly proportional to the amount of light available in the area - no light means no attacks, and he has to resort to the simple, basic act of running like a coward. Because of this, he tends to carry human light-makers with him - not very bright, and not very powerful, but enough to sustain at least two small attacks. When charging his attacks, the space around him will tend to go dim as the photons are absorbed and trapped, but that split second is cut short by the release of an attack. Over-usage of his powers without sufficient light tends to result in his unconsciousness - something that's taught him considerable efficiency over the years.

Personality: As might be obvious by the magic he uses, he's just a little bit narcissistic, and has an ego to match. He tries to keep his mouth shut, but sometimes can't resist talking about his own abilities, and has a weakness for direct challenges. this gets him into trouble more often than not, as you might expect, especially when combined with a little bit of a temper. Those who insult him with any seriousness soon find themselves with a face-full of light energy, although he'll try and forgive you after he's cooled off. In battle, he becomes cold and calculating, planning out each angle of attack as is needed with such precise magic, but it's not uncommon for his temper to get the best of him. Despite years of practice, he still has a tendency to overexert himself, and has ended up passing out after at least a few fights where his anger got the better of him.

His narcissism has also brought him to become the self-appointed judge of the people around him. Those who commit acts of evil must be punished, and those who commit acts of good must be saved. There is a very small gray area for him - if you've committed an evil act, he won't have mercy on you. His call will be "Guilty!" And he tends to take matters into his own hands, whether the situation calls for it or not. To him, Ferals are the epitome of evil. He believes them to be literal incarnations of evil deeds, to be eradicated on the spot. Screw your research - they must not be allowed to live!

Background: <More detail later!> Has spent considerable time training his magic, although it's not the only thing in his life. He has spent some time roaming as well, but often returns home to the capital city of his race.
Name: Aldris Calter
Nickname: Aldris
Species: Pegasus Daeva
Gender: Male
Age: 17
Hair Color: Red
Hair Style: Long and wavy, usually loose and free
Eye Color: Blue-green
Skin Color: Pale
Height: 6'2" (When perfectly straight. Usually appears shorter due to bent legs.)
Body Build: Lightweight frame, weaker arms, but very powerful legs.
Clothing: Wears a simple beggar's shirt and loose pants that serve to conceal his body, and nothing more.
Physical Quirks: As a hybrid Daeva, he is unable to revert to complete human form. His legs are always in the shape of a horse's rear legs, tail included, and his face is elongated, with the ears very clearly defined as a horses. The pegasus wings are also almost always visible, although can be small enough to be concealed underneath his clothing most of the time. He is certainly not the image of masculinity, and in fact is feminine enough to be hard to tell as male.
Weapons: His hooves are his greatest weapon. He taught himself how to kickbox at an early age, finding it necessary to survive in a harsh Daeva underworld, and developed it into almost an art, as much as he hates to strike first.
Background: His inability to go fully human, coupled with the lack of interactiion with his parents, led him to be bullied and tormented by others almost constantly in the streets of Dumont. He often fled to the countryside, using his wings and legs to literally run away from his problems. In the solitude of the country, he would often get the only enjoyment he knew: music. Over time, he learned to play a variety of instruments, many of which were lost or stolen. His voice was his best, however, and always his own.
The life of torment led him to become extremely receptive to people with ill will, but also extremely receptive to those sharing the similar pain of oppression. He would often retreat into the back recesses of his mind when provoked, only defending himself when a real physical threat became apparent, his sense of self-preservation overtaking his desire to escape reality. The few times he's been around people like himself are also the few times he's been comfortable - and the rare chance for anyone to hear his music.
Extra: In full pegasus form, his hair turns to a much darker shade of red, almost brown. He has very few friends, most of his friends being other hybrids who led a similar life. He's also somewhat slow to trust others, since anyone could end up evil.
Name: Eadrom Fianna

Nick name: Ead

Gender: Male

Species: Deer Daeva

Age: 22

Appearance: Averaged height, with an angular frame that has the potential to carry an awful lot of muscle on it, but hasn’t been properly filled out, leaving Eadrom looking generally quite thin and bony. The same can be said of his face, thin and angular, although not effeminate. He has generally boyish good looks, with deep hazel eyes and a slightly lopsided, though charming, smile. His hair is chestnut brown and is a curly, unruly mess. He also sports a small soul patch on his chin.

Clothing wise Eadrom almost invariably dresses in the dark, black armour of the Daeva military, although slightly modified to weigh less and be less restrictive for his light footed combat approach. Get him out of armour and he dresses plainly and simply, no frills or lace despite his noble background.

Weapons: Eadrom uses a pair of rather thin, mid-length swords, which he dual wields. His fighting style involves a lot of movement and circling, trying to get deep, pinpointed strikes on his opponent’s weak spots.

Background: The Fianna family are members of the minor Daeva nobility, though they are not linked by blood or marriage to the royal line itself. They own lands on the eastern side of Nixie Lake and are relatively affluent. Eadrom is the heir to the family estates, although currently he is viewed as a slight black sheep for going into military service instead of the traditional political or economic positions the family has held. However, he believed that the good he could do for the Daeva people was much more limited by following these routes rather than joining the army.

His aspiration to join the army manifested at an early age, and his families connections allowed him to be singled out by the elite training division of the military academy. Eadrom is trained in more than just the standard scope of combat and leadership; he has also been tutored in the often diplomatic and ambassadorial role that the Daeva military often play. He proved an able and willing student, and so was fast tracked for high status positions in the internal structure of the military. However, he has been reluctant in accepting these more desk bound duties, as they detract from his ability to do good for the people.

He was approached by General Sergio (who effectively mentored Eadrom during his first years as on active duty) who saw that joining the expedition would be a way to prove his worthiness and do ‘good’ at the same time. However, this was before the recent developments involving the death of King Raha, and since then there has been a great deal of speculation about whether it is wise to send such a young and untested soldier where serious military and diplomatic clout might be needed instead.

Extra: He currently holds the rank of Captain, although he is not officially in charge of any body of men.
Fiora Garahel

Nicknames
Poison Ivy, "Ivy" for short. Called Succubus by some.

Age
21

Gender
Female

Race
Human/Seraphim Hybrid

Magic Specialization
Essence Thievery/Aura - Fiora drains anyone who makes physical contact with her of their life essence, converting it to physical and magical power. While not immediately fatal, she can drain someone to the point of death. The process can also be quite intimate, as she absorbs not only power but memories and emotions as well. She can channel this energy as magic empowering her punches and kicks, but is unable to channel this power more than a few metres away from herself.

Personality
Fiora is deceptive as a means of survival - her power ensuring that she must never draw attention to herself unnecessarily while ensuring she has a steady supply of life essence to feed on. She is very perceptive of people and observant of her surroundings, quick-witted and composed. She can be charming when she wants to but is often sarcastic and cold to others, but always blunt and brutally honest with her words. She does have a soft for the weak and oppressed, and an equally strong hatred for the powerful and rich. She likes singing and has a good voice, though she often uses it to draw in her next victim when she needs a quick drink of energy.

Abilities:
Fiora doesn't use weapons, instead choosing to fight with her natural weapon - her body. She is well-trained in most styles of hand-to-hand combat, and augments this with her magic. Her ability to drain energy from others provides her with superhuman speed and strength, enough to match even ferals, though it depends on how well fed she is. She is agile and nimble, allowing her to scale walls and navigate obstacles with ease while being virtually silent.

Background:
Fiora is the love child of a seraphim nobleman and her human mother. Her father was influential enough that the fact caused a huge scandal in the seraphim lands - enough to ensure her mother was exiled and forced to flee to Dumont. While her mother was given some coin in secret to live out her life in peace, it was hardly enough to raise Fiora alone in a land when an unmarried woman raising her own daughter was sure to be treated like scum - especially when her daughter carried seraphim blood. Matters only became worse when her abilities manifested. After the first time she nearly killed a boy she had been playing with, Fiora lived out the rest of her childhood alone and isolated. Any time she tried to find work or venture into the marketplace, she was chased away either by soldiers at spear point or by citizens with angry pitchforks. Her mother could never find work aside from scrubbing floors while Fiora lived sequestered away from public view.

Her mother passed a few years later, and Fiora resorted to stealing food and coin at night, befriending the thieves and sewer rats of the capital. Among the downtrodden and desperate, she found kindred spirits who didn't think of her power as a curse, but an asset. She felt useful for the first time in her life and continued this way for years - learning how to fight and how to stay anonymous. That was when she got her nickname of "Poison Ivy", when the citizens started talking about a woman who prowled around at night draining young men and women alike of their vitality and leaving them weak and bedridden for days, some even saying a succubus had been summoned by a cult and was plaguing them.

Extra Details:
Fiora starts glowing with a blue aura when she throws her power at full strength. She meditates to help keep her ability in check and keep her mind intact from any memory absorption.
Name: Caelum Adalbern
Nickname: Hermit
Species: Seraphim
Age: 21
Hair Color: Lilac
Hair Style:
Short, shoulder length hair that is unkempt and naturally messy.
Eye Color:
Violet
Skin Color:
Pale
Height:
5’9”
Body Build:
Thin and wiry, with almost no muscle at all

Clothing:
A thick, navy blue robe with ornate gold gilding and an overbearing hood which shadows the majority of his face. A cape of midnight black is thrown over his shoulders, hiding his skinny frame and giving him great bulk, while he is physically very weak. His hand, however, are always covered in black leather gloves.

Physical Quirks:
He skin is unnaturally unscarred and smooth, although what remains under his hands can be anyone’s guess. However, an experiment early on in his life left the top half of his face paralyzed. While he can still blink, he can no longer show any expression from the nnose upwards, so that any genuine smiles always seem mocking and sardonic.

Weapons:
Grimoire, Rune cards and Rune magic

Background:
Rune magic is a very specialized field of magic. It has both the potential to be a great, destructive force, and also a benevolent healing power. Both ends of the spectrum, however have the same thing in common. The spells take a greater amount of time than can be achieved alone on a battlefield. While there are spells that can be quickly cast in the field, the strength of rune magic remains in preparation, and that preparation needs time, time which a mage does not have in the chaos of combat. It is for this reason that any of the few rune mages employed in the military are left to organize defenses, and so it should come as no surprise that the capital of Aldarich is heavily guarded by rune mages and their many, many traps, each layer more deadly and complicated to unseal than the last.

Caelum is the son of a pair of researchers who specialized in Rune Magicks, devoting their entire lives to improving that art for the sake of progress. They created powerful spells as they tried different rune combinations, some harmless, and even beneficial sometimes, others being so destructive that even the Council, the ruling body of the Seraphim, took interest for purposes of war and defense. Caelum, like his parents, had an insatiable curiosity to see what would happen when one did something or other to another thing, which, of course, led to many strange results, including one memorable occasion where he accidentally created an all-consuming mass of goo which ate a lot of their assets…and was subsequently researched as a possible weapon by the Council.

Eventually, as Rune Magic became slightly more popular as a school of magic, Caelum’s parent’s were called to the capital to act as professors in various schools of magic, meaning that they could no longer perform experimentation themselves without blowing half of the city to pieces in the event of an accident. Caelum, considering himself an independent adult now that he was 15, asked to stay behind so he could continue on with his experimentation. His parents were hesitant, but after much urging and reassurance, they allowed him to stay alone, sending him funds every month to sustain him.

Taking advantage of his newfound independence, Caelum experimented tirelessly, trying to figure out the secrets of rune magic as combined, deconstructed, arranged and destroyed runes just to see what would happen. It would on the ill fated night of his 19th birthday that he would lose the control of his facial muscles and, while healing magic was able to restore the bottom half of his face, his top half was forever relaxed into a strange, glazed look, although he retained the ability to blink and move his eyeballs. Still, this did not faze him as he continued with his experiment, and, in fact, it drove him to try and found out why the upper part of his face remained incurable, which was when he started to research Feralism.

Of course, as a learned member of Seraphim society, Caelum knew about Ferals and the ‘threat’ they posed, but he had never given it any thought until he stumbled across it in one of his great ancestors’ musty old tomes. According to that book, his grandfather, who had passed away oh so recently, had been researching a way to halt, and maybe even reverse the process. Enthralled by his research notes, Caelum read deeper and deeper, until he realised that the seraphim’s noble endeavour had slowly been perverted from its original purpose. Talk of progress gave way to hybridisation, and Caelum slowly grew more and more disenchanted by his grandfather’s words. Taking note of all his grandfather’s actual research, including the grisly part about daeva hybridisation, Caelum started to research the topic on his own, in a way, continuing grandfather Adalbern’s research before they turned into the ravings of a madman.

Years later, Caelum’s crowning achievement is his ability to temporarily reverse the physical effects of the feralisation process, meaning that while the body would still look humanoid, the mind would stay corrupted. He considered this something of an achievement as he wrote down in his own Grimoire, but it was still not enough. The process was costly and painful, for both the caster and the recipient (theoretically at least), and he didn’t even have any confirmation on whether it worked. Now, he remains in his little house, trying to figure out a way to slow down the process of feralism. He has had little contact with the outside world, apart from the occasional visit from a certain pirate…

Extra: Lives alone in a house on a mountain spire on the outskirts of Adalrich. Rune magic specializes in healing and boosting allies in combat, as well as traps, although it still has powerful offensive capabilities.
Name: Daren Fireheart

Nickname: Pyro, Sparky, Candlewick. Those are the three main ones. He has a multitude of other, fire related, ones.

Species: Human/Daeva hybrid

Age: 29

Hair Color: Generally a dark brown.

Hair Style: Short, doesn't fall past his ears, messy.

Eye Color: Flames. Literally, his eyes are entirely the color of flames.

Skin Color: Pale. Generally.

Height: 5ft 6in

Clothing: He goes through clothing quickly, but he is currently wearing a thick white long sleeved shirt, with a leather vest over it. Brown pants cover his legs and he generally goes bare foot.

Physical Quirks: Not only are his eyes the color of flames, they move like flames too. So, looking him in the eyes is like looking at two campfires or torches. Wherever he walks, when he's not in someones home or doesn't want to be followed, he leaves burn marks on the ground in the shape of his feet. His skin and hair change color according to his emotions. At times of anger, they turn bright red. Sadness, blue. Tired, the glow red, but pulsate like embers. And so on so forth.

He has one ability from being the result of a Daeva and a Human. He can turn his entire body, or individual parts of it, into flames. The downside of this is that he burns whatever he's touching, so he can't lift anything or open any doors with that body part or at all if he turns his entire body into flames. The upside is that his form is largely immaterial.

He can manipulate the shape of that form into whatever he wishes. But, it's hard to be stealthy when you're constantly crackling and popping, give off light, and burn whatever you touch. He's also far weaker to normal things when in this form. Water, lack of oxygen, a landslide, etc. Then again, he's also not able to be killed normally either. When in this form, he can manipulate any flames that are nearby in whatever way he wishes, his own body included.

BEHOLD!
Name: Talen Cairn
Nicknames: Dagger, The Horned Hermit

Species: Corrupted Seraphim
Age: 26
Hair Color: Deep indigo
Hair Style: Long and Wavey
Eye Color: Glowing White
Skin Color: Red
Height: 1.90 meters
Body Build: Fit and Athletic.
Physical Quirks: His tail wags slowly when he is annoyed though he can hide it when he focuses. Ears twitch when something catches his attention. His canines are elongated and sharp. His bones are stronger than that of regular seraphims. Wings are leather like that of a dragon or a bat and is a deep deep red color, brown in the right light and is a great cover against rain. His wings also have small claws at a joint so when he folds them over his body they can clasp eachother around the neck. His tail has very strong muscles and is able to use it to grab something and pull himself or the object

Linen Hood
Leather Vest
Lockpicking Tools
Leather boots
Oak Longbow
Steel Vambrace
Single Edged Steel Sword
Steel Long Dagger
x24 Throwing Knives
Tail Blade
Quarterstaff
x30 Bopkin Arrows
x20 Broadhead Arrows
Spare satin clothing (Consist of black pants and a deep blue shirt)
Small Cast Iron Pot, Pan and Kettle
Ladle
Three Clay Cups
Small Casket of Herbs for Tea brewing and spices
Leather bag of tobacco herbs
Long Wooden Pipe
Quiver
Satchel of Chicken
Bacpack and Belt Pouches
Waterskin and Wineskin

Talen can cast simple cantrips. Small illusions that the strong willed can see through if they notice and minor telekinesis and lighting candles and campfires. His main magical abilities however is a sort of Corrupted Mana similar to that of poisonous fire. He uses this power rarely since it's more consuming than the energy that most others use. The form this magic are like daggers, creating weapons that he uses if disarmed. When unfocused he uses the energy like fire projectiles. When he uses his advanced magical abilities the veins blacken around his eyes, neck and hands and continues the more he uses it and his eyes darken to deep crimson red.

Background:
Talen's parents were among the elite of the Seraphim magic forces. Both were great magic users that fell in love though his mother was challenged into a magical duel against an envious rival while she was still in the first stages of pregnancy though she did not know it at the time. The duel turned chaotic and the swirl of magic was so great that if effected the unborn babe in the womb. His mother was victorious though her rival meant to.curse her with a terrible spell that would lock away her magic. The residual conflicted energies corrupted the curse and though Talen's mother managed to avoid the effects of it by herself, the curse it instead befell him.

As he grew within his mother, both she and her caretakers knew something was wrong about the babe. When the day came for the baby to enter the world their fears were confirmed. Talen was born with red skin and a tail, small nubs on his forehead and leather wings instead of feather ones. His mother's love saved him that day but since that day they tried to hide his existance from the seraphim society. He was homeschooled and they even tried to teach him magic but something unforseen happened. When the child tried anything more advanced the magical drain was enormous and threatened to destroy him if pushed to the limit.

Both parents later partially regreted the decision to save him, thinking that maybe it would have been better to spare him of such dreadful existance. It was like that throughout his childhood, looks of pity and even disgust often directed at him from those that knew of his existence. He ran away then at the age of 13 or so, deciding that he was no longer welcome and that he would have to make it on his own. He covered himself in heavy clothing to hide his features, living off scraps though was able to catch a few rabbits here ad there using a pointy piece of metal. It took time but he managed to live completely on his own by the time he was 17, doing whatever her had to survive. He stole and sometimes begged, using the excuse that he was very ill to explain why he wore heavy clothing and even wrapped bandages over most of his face. He traveled from place to place and soon he made the excuse that he was some lizard daeva to explain his appearance though mostly just hid it in crowded places, his own wings acting like a sort of cloak and able to fold them more tightly to his body than his more pure seraphim.

He lives the life of a hermit, a drifter and took the name Dagger, from his affinity with the small blades, instead of going by his birth name. He goes where ever the wind takes him, looking for a place to belong.

Extra: He has a special weapon of his own little make. A special leather bracer for the end of his tail and holds a blade, allowing him to use his tail as a weapon.
In Feral 11 yrs ago Forum: Advanced Roleplay
Reaper said
Placeholder for Shade and Fiora when I actually find their CS'S from the archive. Also, might repost and rework Sieg's archive and bring him back to play.


I'm putting the archive in a new CS database. I'll have a link shortly

EDIT:
http://www.roleplayerguild.com/topics/575/posts/ooc

That should have most characters. Just copy/paste it here with updates and I'll update the DB to reflect it
This is the CS database for the RP "Feral." Please direct all inquiries to the OOC (or PM me), as this thread is solely for the purpose of storing all ACTIVE character sheets for easy reference.

NOTE: Feral is a legacy RP from before RPG was wiped and rebuilt. Although it originated in Casual, it has since been moved to Advanced due to the high average quality of posts. In addition, Feral began in February of 2010, making it one of the longest running ongoing roleplays on RPG. Because of this, we tend to move a bit slower than many of the other RPs. However, the core group of players is incredibly dedicated. We're often taking new players and welcome anyone who believes they are comfortable with our relaxed pace. Dedication will be rewarded, and rather than finding yourself in yet another game that dies within weeks, you might just find that our slower pace is more than a fair trade for being part of a consistent group that won't just vanish... even if the site does.

NOTEX2: This is a work in progress and many images are missing as the recovery process from the site crash continues

The CS format is as follows:
Name:
Nickname:
Species:
Age:
Hair Color:
Hair Style:
Eye Color:
Skin Color:
Height:
Body Build:
Clothing:
Physical Quirks:
Weapons:
Background:
Extra:

~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~

Name: Queen Dralina Blazion
Nickname: Neon
Species: Dragon Daeva.
Age: 20.

Hair Color: Blood red with black streaks.
Hair Style: Goes down to just above her buttocks, usually free, but occasionally in a ponytail. Rather smooth, but curls around the edges. Bangs down to her nose, covering up her eyes for the most part.
Eye Color: Green.
Skin Color: Pale.
Height: 5''11
Body Build: Slim, with little muscle.

Clothing: Wears a segmentata (straps of armor in the form of a chestplate tied at the front) of hardened, crimson dyed leather with silver buckles over a longsleeved black shirt. Identical "plated" crimson leather forms her shoulderpads, going down her arms to just above her elbows. Crimson leather gauntlets, with black fingerless gloves covering the rest of her hand. The leather appears once more on her legs, just beneath her knees to form leg armor over the front and strapped at the back over a pair of black leather boots. She wears a thick black long-sleeved shirt underneath the armor, looking like silk but sturdier. Thick, slightly loose black leather pants adorn her legs. Adorning her waist are two black leather belts, criss crossed over eachother to form and "x" at the front and back, with small pouches for carrying supplies. On her shoulders, over the leather shoulder pads with a silver chain at the front, is a black, thick fur cloak.

When combat gets particularly intense, she is able to form armor out of her shadows that can further protect her from harm. Black wisps of shadow constantly dance along the armor's edges, forming tendrils that can lash out if necessary.

Physical Quirks: Although she looks human most of the time, she can summon black dragon wings, tail, claws, etc., in any order, or transform into an anthro dragon, or full dragon. Although her long pointed ears and fanged teeth always stay no matter what form. Has a red orb hanging from her left ear, and a scar across her face from the bottom of her left eye, across the bridge of her nose, and to her right cheek, with a smaller one on the top and bottom in parallel. (Like something with three claws slashed her face).

Weapons: Carries a small hunting knife and the cursed longsword Skullsplitter, a remnant from someone lost to feralism

Background: Neon started the expedition with the intent of finding her twin brother Drak, whom had fallen to feralism but was publicly proclaimed dead. Although it wasn't known at first, Neon was the daughter of King Raha and heir to the daeva throne. After many dead ends and false leads, she was forced to fight and kill her father to protect Drak, only to watch him perish at the hands of the human army. Now the official queen of the daeva monarchy, she continues to skirt her responsibilities as ruler, preferring instead to strike out and continue to search for a cure while her childhood companions tend to the kingdom in her stead.

Extra: Has trained rigorously in the shape shifting of her forms, being able to go from anywhere to human, to full dragon, and anywhere inbetween. Was a born a twin.Name:

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Torva Pectoris
Nickname: Torva
Species: Wolf Daeva
Age: 25

Hair Color: Dark Gray, with streaks of black
Hair Style: Long and ragged. Unkempt but clean. It goes down to around his lower back, and while he generally lets it hang free, sometimes he'll tie it into a ponytail to keep it from getting stuck on branches
Eye Color: Sky Blue
Skin Color: White, but tanned from years in the sun. Mostly covered by hair.
Height: 6'3"
Body Build: Tall and muscular. His muscles are toned, but not huge, as he's built for speed and not strength.

Clothing: Torva dresses in simple farmhand attire. His shirt is a loose fitting tan cotton with cutoff sleeves. He wears simple brown pants and generally goes without shoes. In the event that he has to go into town, he generally wears simple pauper's shoes and trades in his shirt for a plaid long-sleeved shirt. A basic belt holds his pants up, with loops on the pants generally used for tying objects to, like a money bag.

Physical Quirks: An injury during his journey has caused him to become unable to transform fully into a human, leaving him looking at-best like a werewolf.

Weapons: Generally fights bare-handed, although he is capable with a simple bow and arrow when hunting.

Background: Torva grew up the poor son of a Daeva in the moutains north of Xerxes. His father preferred his family stay away from others, instead focusing on being self-reliant. As such, Torva spent much of his childhood learning to farm, fish, and hunt. Now an adult, he followed in his father's footsteps and built his own home outside of town, venturing in once a month for supplies. A lifetime of hunting and hard work in isolation has turned in an honest, if not somewhat ignorant, man. This is only complicated by the fact that his father went feral when he was just 18, leaving a mark on his family name that he cannot escape. As such, Torva has finally decided that the world is not working hard enough to find a cure, and has packed up and set out for town to discover for himself exactly why his people are afflicted so.

After traveling with the group for so long, he has fallen deeply in love with the Seraphim Hagumi, and together they continue to search for a cure and fight through the intolerance that such a pairing will create.

Extra: A lifetime of injuries living alone in nature has made Torva a capable field medic. Unfortunately, he is more a hunter and tracker than a fighter, and while he is more than capable of defending himself, can't quite match the skill of a soldier, and certainly not the destructive power of a mage.


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Name: Rolnak Ordoth (DECEASED)

Gender: Male

Species: Bull Daeva/Human Halfbreed

Age: 30

Appearance: Rolnak is a hulking giant of a man, he stands over 6'4" and has muscles like solid iron. He has a face that looks like it was chiseled out of granite, by a very poor mason. He is certainly not attractive, the rough square jaw and the low furrowed brow are proof of this, his smile is not the prettiest of sights either. Most of his teeth are rotted away and replaced with gold or silver pointed fangs instead, the few molars that have clung to survival are yellow or black with cavities.

Rolnak has alot of body hair which he shaves on a regular basis (along with his head), not for hygine but to show off his 'art'. He has covered most of his body in black tattoo's (not to mention a few piercings), strange with a ritualistic look to them that often associates with the bull or death. Some are faded with age and scaring showing that he must have had them for a long time, yet some are fresh, showing that he still wants more.

Rolnak almost always wears armour on his legs, leather's mainly but some plate armour in actual battle offers more protection. His belt is main of iron plates, like a watch, with a central buckle. He is never seen without his steel plated boots or his talisman, the jaw bone from a bull, hanging around his neck. On his torso he only bothers to wear clothing for battle, normally he walks armour bare chested. Though now he does also wear a long brown leather coat with the sleaves torn off at the shoulders.

Physical Quirks: The main physical quirks Rolnak has are his teeth, the tattoos and the prominent piercings through the centre of his nose and his ears. He has some scars on his body, a long one runs down his left side. The only thing that makes him look bull like are the extra body hair and the nose ring, however he can change into a partial minotaur if he wishes to, though because of his half blood he finds it painful to change.

Weapons: On his belt are a long, wide knife and a one handed fighting axe. On his back a mighty broadsword, like a giant cleaver, is slung.

Background: Rolnak was born in the back streets of Jahzara, his family were better off than those on Sassucus, but not my that much. The small wooden house had only two rooms for seven people, life was tough, but you survived. Rolnak had been a weedy and stunted child, bullied by his brothers and their freinds. All that time, he was beaten and the hate welled up inside of him like a fire, intense and burning anyone it touched. It got too much for him one day, before they came to knock him around a bit he found a broken fence post. He had been waiting for them, and one some child was able to beat four of his elders to a bloody pulp.

From tha day on it was like he was a different person, he didn't care about people, he became to bully he had despised, and with age he got bigger and stronger and mighty. On his fifteenth birthday he was over 6ft tall and stronger than a frown man. By the time he was eighteen the was stronger than three grown men, no one would fight him and his rages with still lengendary. No one knew if he was feral or not, he was such and angey person anyway, there was no way to tell. One day he got into a serious fight against a trader who had the mistake of ripping him off. Rolnak broke his neck and crushed him like a twig. he was run out of town and was left penniless in an Outpost.

It was there he got into another fight, this one seen by a captain of Raha's guard of enforcers to keep fear and respect for the monarchy. He was taken and spent the next three years of his life being transformed to a brawler and fighter into a feared warrior. From there he had become a feared man in Xerxes, known by the general public for being brutal and harsh. He does not work with the guard much anymore, mainly maintaining a level of fear to keep citizens in line.

Extra: The tattoos are a sign of Rolnaks superstious beliefs, he has been accumilating them since around he was sixteen. They are to ward off bad luck and protect him from harm and death. Rolnak is afraid of only one thing, magic, he has a deep distrust of it and is also bitter yet respectful to a mage. As said before, no one knows whether or no he is feral, or whther he is just as brutal as he has always been.


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Name: Hagumi. (Hagu to her friends.)

Nickname: Ice princess or Icey.

Age: 18.

Gender. Female.

Race: Seraphim. (Daughter of a member of the Council of the Righteous.)

Magic Specializations- Ice magic, which is channeled through her weapon, a sword she named Doragon.

Personality: Quiet and calm, Hagumi is very focused when she is fighting, training, or studying. She does have a more friendly and outgoing side, but one could sometimes get the distinct impression, correct or not, that Hagumi is not truly happy or having a good time and that there are things weighing upon her mind that overshadow all else. In her 'alone/spare time,' Hagumi enjoys music and reading many types literature, both fiction, non fiction, poetry, and of course text concerning magic. However, she does not spend her time exclusively in those pursuits and makes a concerted effort to go out and enjoy herself with others or alone.

Abilities:
Hagumi's powers allows her to control the weather in the immediate vicinity, or more specifically, the water in the surrounding atmosphere. As long as there is moisture in the atmosphere, Hagumi can keep attacking, however, she can only keeping fighting as long as her body has sufficient reserves to do so.

The slashes created by Doragon give off magical power which overflows from the tip of the blade, creating a flow of ice vaguely shaped like a dragon. The dragon flies at opponents and instantly freezes anything it touches. Hagumi can can also direct her slashes towards the ground and form a wave of ice, which rushes over her opponents, overwhelming and freezing them.

Doragon has four known special techniques. The first freezes any enemy Hagumi stabs, as a huge burst of ice erupts from the point of contact between Hagumi and the opponent(s), locking them into a cocoon of ice, freezing them to the core before the ice shatters.

The second forms a multitude of ice pillars using the moisture in the atmosphere. These pillars hold the enemy prisoner for a variable amount of time, also freezing them. A second version of this attack occurs when Hagumi creates a number of ice pillars, which encircle she and her enemy. When Hagumi turns Doragon 90 degrees counter-clockwise), these pillars then move towards the enemy, pr enemies, enveloping and crushing it.or them.

The third technique launches a multitude of ice shards in an attempt to impale her opponent. These shards act in much the same way as Hagumi's other attacks, that bbeing when they come in contact with a enemy, or enemies, their body, or bodies are cocooned in ice, to their core before the ice shatters, and along with it, the enemy, or enemies, killing them.

Her fourth, and most powerful attack causes a blizzard composed of snow flakes to fall from the sky, freezing anything they touch in a flower like shape, which, like her other attacks, shatters a brief time later, killing the enemy or enemies, potentially. All of the attacks are strong and can be lethal, their effectiveness as well as lethality dependent on the opponent or opponent’s attributes. The first three attacks are generally used against single targets, with the fourth used against multiple opponents.

Hagumi is also capable of creating a, Shield of Ice Wings. Ice forms over Hagumi's wings and extend outward, retaining the shape of her normal wings. Hagumi wraps around herself in her ice wings, like a sphere, protecting her from most attacks.

Hagumi can also use Doragon, who’s runes in addition to helping Hagumi channel magic, also make Doragon stronger then a normal sword, to attack her opponent or opponents using various conventional attacks. However, due to her race’s specialization and reliance on magical abilities, she is not nearly as strong or able to endure conventional based combat as are the Daeva’s or Feral’s.

Hagumi is also capable of summoning Doragon in her dragon form. When this occurs, Doragon's spirir is released from the sword and takes the form of a large ice dragon/ In this form, Doragon breaths a fine icy mist which acts in much the same way Hagumi's attacks act. Doragon is capable of trampling things underfoot and attacking them with claws and teeth, whose touch inflict the same type of damage as she does in sword form when stabbing and o r slashing at a enemy or enemies. She is seldom called upon to attack in this manner as summoning Doragon takes a great deal of energy, thus Hagumi seldom calls Doragon forth at present.

Background: Hagumi was born into a family in which her mother is a member of the Council of the Righteous and her father a renowned teacher of magic within the Seraphim’s. Hagumi’s family lives in Adalrich and has done so for as long as can be remembered, her family having long held a seat in the Council of the Righteous. Hagumi was schooled in magic from a early age and spent many long hours perfecting, as best she could, her skills in magic. On her 16nth birthday, Hagumi received Doragon and began a new, far more difficult period of training, astounding her teachers by quickly, and seemingly easily, mastering Doragon and its abilities.

Although she spent much of her childhood and adolescence in the training and study of magic, Hagumi’s parents also made sure that their daughter had time to pursue as much as a social life, acquire friends and explore her interest as much as the limited time away from study and training allowed. Upon hearing that a cure for feralism was being actively sought, Hagumi volunteered under the basis that a cure of the feralism was obviously the best course of action for the long term survival of all the kingdoms. However, known only to one close friend, Hagumi has a more personal reason for wanting to help search in the search for a cure.

Description extra: (Eye colour is very light blue, very similar to what one would find in pure breed Siberian huskies. Hagumi's eyes can express great emotion and depth, but can also to be as cold as the coldest winter’s ice if she is in battle.)

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Name: Veles Alosia
Nickname: Shade
Species: Seraphim
Age: 35
Appearance:


Weapons: None

Background:

Shade is known among his fellow Seraphims as the "Cursed Prince", as he has the power over the shadows. Among the seraphims, one who controls the darkness is cursed with "evil" blood, and as such, Shade was outcast at birth and raised by fellow exiles, who taught him how to control his shadow magic, though none of them really knew how it worked, so he could only learn its basic uses.

That was until, one day when a pack of ferals attacked the exile village and killed everyone. Shade's power went out of control and started killing everything around him - feral and seraphim. As each of them fell to his power, their shadows were absorbed into his and his power grew. A group of assassins, a mix of daeva and humans, passed by the site of carnage and seeing Shade's terrifying power, wanted to kill him. Yet a kind soul among them decided to take him in and raise him as a son, teaching him to keep his power under control.

Over the years, Shade has learned to control his own unique ability and develop his own style of using it in combat. He forms weapons with his shadow - crossbows and swords mostly, and is able to form wings and take flight, though he cannot go too high above the ground or risk falling to death.

True Form: Shade merges with his shadow, becoming a being entirely composed of shadows and cannot be hurt by physical means.

Extra: Despite absorbing others' shadows when he kills them, heis increase in strength isn't permanent. He uses the shadows to marshall into weapons and fires bolts of shadow at his enemies, and these shadows disappear once they've hit.


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Name: Balalaika Shenhua.

Nickname: Chiisai Doragon (Tiny Dragon.)

Age: 18.

Gender: Female.

Race: Dragon Daeva,

Physical Quirks: Balalaika has rather odd eye, hair, and scale colour, all being silver. She also is very short in height for a Daeva, only standing 5 feet, 4 inches tall.

Personality: Balalaika is kind heated, caring, loving and soft spoken, unusual traits considering the events of her childhood, but perhaps a result of the same childhood experiences. Balalaika's personality is also generally cheerful, and she can be quite talkative toward those she knows and even to strangers, to a extent. Balalaika is also normally calm, even when she is fighting, unless she is somehow hurt enough by the words or actions of another person toward herself or someone or something she cares about that she becomes angry. She is slow to anger, but once she is angry she has a tendency to be very destructive and has trouble calming down and listening to others, with Neon and Drak being the notable exceptions as they could get her to listen to them and calm herself. Has empathy toward wounded creatures, feral being the exception, and will attempt to heal any wound she can without asking for anything in return. Is extremely close to and devoted to Neon.

Weapons/Abilities: Balalaika as with others of her race is very strong and possesses great agility and quickness, which otherwise would be rather normal if not for her quite small size and weight in comparison with most other Daeva. These somewhat unusual traits for one her size allows her to wear armor that other daeva of her stature would not be able to wear.

Abilities: Balalaika is intelligent, very much so even for a daeva and this had lead some among her kind to become jealous of her and hate her. She has a limited ability to heal herself and others from minor to moderate wounds, although there are severe wounds she can not heal herself or others from.

Weapons: Balalaika’s main offensive abilities aside from her teeth and claws ate an acidic-like mist which can decompose most materials within a certain range, and the ability to move objects with her mind, but its range is also limited. Both these abilities diminish greatly when used against targets outside their range. Balalaika does carry a sword, but has seldom fought with it.

History: Balalaika was born in Ximenes. Sometime shortly after her birth, while traveling to Xerxes with other daeva, her mother, father, two older brothers and a older sister, Balalaika and the rest of the group were ambushed by a large group of mercenaries hired to seek out and capture daeva or feral for use in the pits. After being taken to their predetermined imprisonment location in a pit, the other older daeva, Balalaika’s parents and siblings among them, were forced to fight for the amusement and profit of those who oversaw the pits.

One day, two days after Balalaika watched both of her parents die in forced fighting, and one month after the death of her last sibling, her sister, the pit were Balalaika was being housed was visited by two unexpected visitors, Dralina and Drakonia Blazion. In the fighting that ensued and the pits operators rush to escape, Balalaika was left behind, presumably to die of starvation killed later by feral. Against the misgivings of his sister, Drak decided to take the young daeva with he and his sister back to Xerxes.

While Dralina, (Neon) was not particularly close to Balalaika, Drak spoiled her quite a bit and thus the two became very close, pledging she would never leave his side and would defend him to the death if necessary. After Drak disappeared, Balalaika eventually gravitated to Neon and subsequently formed a very strong bond with the dragon daeva, much to Neon’s surprise and other feelings she had at first about the matter. Balalaika has since worked tirelessly, and proven herself a very loving, loyal, faithful and competent being to Neon and eventually made to Neon the same solemn promise she made to Drak.

Wanted to join neon on the journey but was told to stay behind, a fear that she would be injured or killed the motivation behind Neon’s decision. Balalaika quickly devised an elaborate lie to convince those charge with her care that she had an important errand to undertake for Neon and using this as a cover; Balalaika left the capitol and headed for Jahzara. After finding no one there, Balalaika eventually learned their plans from Captain Shaan. Then after traveling to the outpost, Balalaika was able to learn the groups general direction of travel, although she didn’t know their exact location and thus she headed in the direction she had been told Neon and the others went hoping to find them.

Appearance:

Dragon form-Smaller body as seen here, minus hair and eyes are golden with silver irises.


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Name: Sieg Hart ( CHARACTER RETIRED, BUT NOT DEAD)
Nickname: Sieg
Species: Seraphim
Age: 27
Appearance:

Physical Quirks: Normally takes on human appearance but in his true form, his human form is covered in a bone like armor, revealing only his eyes, though he can still speak. A pair of white wings form on his back.

Weapons: Summons an astral blade, which can absorb the mana of an opponent to increase his own, same with magical objects. The blade is able to block material weapons, although it would act the same way as a normal weapon would under this circumstances, as such Sieg would require huge amounts of strength to stop melee attacks in this way and prefers to stay further away.

Background:

Sieg was born with a gift for elemental magic, and was exceptional even among the Seraphim. However, this gift came at a price as his parents were killed by a feral upon his birth. It is rumoured that their powers added to his due to their sacrifice to protect him, as the feral was unable to touch him but was instead struck dead by a sudden lightning bolt which struck the house but left Sieg unscathed.

He was taken in by the village chief, another Element Master, and underwent rigorous training as a child to control his magic. Although his magic was extremely powerful, if he ever lost control due to pain or emotional extremes, his magic could be unleashed uncontrollably and end up destroying those around him, even his loved ones. Hence he trained himself to withstand all forms of torture and trained himself to keep a rein on his emotions.

However, if his loved ones are threatened, he will do whatever it takes to protect them, even if it means using his magic at full power.

Due to the rigor of his training since his childhood, he has few friends aside from the village chief, despite having earned the title of Element Master, the highest possible 'rank' for one with his branch of magic. He has an innate distrust towards daeva, as it was because of their ferality that caused him to be orphaned at birth. However, he is generally tolerant of their existence and is indifferent towards them. Recognising that not all daeva are savages at heart, he does not fighting alongside them for a common goal.

Hearing that Ardal was looking for willing heroes to look for a possible cure to ferality, Sieg volunteered, wanting to put a permanent halt to the curse that took his parents away and spare others from his sad past.

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Name: Garran Versathalon

Nickname: Cap'n

Species: Human

Age: 22

Appearance:


Hair Color: White

Hair Style: Protrudes wildly from his scalp in a strange, flame-like fashion

Eye Color: Green

Skin Color: Tanned

Height: 6'3"

Body Build: Tall, wide shouldered, and definitely packed full of muscle

Clothing: While not wearing anything above the belt per say, Garran drapes his (Stolen) royal purple captain's coat over his shoulders, and lets it flap in the wind. A thick strap of studded leather is wrapped diagonally across his body, and provides the only piece of armour on his torso. A large black eyepatch covers his right eye, which was lost in a boarding action early in his career. For pants, he chooses to wear loose fitting white trousers, held up by several strips of cloth and a fraying leather belt. On top of his thighs, he wears leather lamellar armour with steel plates woven on. Accompanying his jacket is a royal purple fauld that he keeps tied around his waist. For footwear, Garran prefers a pair of thick leather boots that help to keep him anchored on the ship's deck, though when hes on land, he chooses a lighter variety.

Physical Quirks:
* He's got a sweet eyepatch
* Very tall for a human
* Very muscular
* Freakishly strong, so much so that he can compete with Rolnak

Background: A pirate captain operating out of Boaz, he and his crew is known for its rowdiness and amusing antics. While the authorities hate them because of their pirating activities, and always endeavor to catch them when they're in town, he and his crew always manage to get in, get supplies from their secret dealers, and get out while making odd faces at the authorities. Yes, but while he is hated by the authorities, he is loved by the public. His roguish image and lust for adventure, among other things, puts him first and foremost in many a fair maiden's heart, while his deep coffers and ale-hungry crew puts him first and foremost in a merchant's. So much so that many send small offerings of ale in an attempt to attract his attention. Not that he cares. He's just getting free ale for no reason that he cares for.

Born the son of a pirate captain and a tavern wench, it was inevitable that he would grow into the life of piracy on the high seas. Though the days were rough and his education harsh, he still found it entertaining, and wouldn't have life any other way. Growing into adolescence, he started to sit with the men during meals and sing their bawdy songs while drinking watered down grog, trying to imitate the rough men around him. During actual combats, he was hidden in a chest in the coffers, so that there would be less of a chance of being discovered. There he would sit in darkness until the booming and clash of metal stopped.

One day, Garran emerged from his hiding chest to see the face of the pirates, but they were all grim faced. One of them beckoned to him, and he followed wordlessly. There lay his father against the wall of his cabin, blood leaking out of a wound in his left side. Calling him to his side, his last words were that he was to take over the family business. Being barely 14 at the time, Garran had no idea what to do, but the crew slowly nurtured him like his father would have, teaching his navigation, how to issue orders, how to steer the ship, as well as combat. Excelling in all those field, Garran soon started to take over the ship on his own. Under his leadership, his ship, the 'Bleak Dawn' became one of the most famous ships in the region of Dumont. It was to his joy when he found a wanted poster bearing his name, not something that most people would have wanted, but to him, it was a milestone.

His policy, however, was different from his father. Where he would have nothing to do with the villages, deeming them too poor, Garran approached them under the flag of peace, and negotiated with them, establishing secret trade and information routes which warned them about incoming navies and restocked them with supplies. Occasionally, a young lad would want to join in their crew, and Garran would take them on. Along with estab lishing his spy and supply network, Garran also started to save the villages.

While the authorities blow up their public image to be that of an infernal menace that plagues the coast of Dumont and her cities, they tend to gloss over his humanitarian aspects. It was he who transported several heads of cattle to a small village to save them from starvation. It was he and his crew that assisted in the defense of merchants against other pirates (Usually for a cut of the profits). But most of all, it was he who gathered several pirates to reinforce the Human navy when they were under attack from other pirates which threatened to take Boaz. They owed him. They just didn't want to admit it. And Garran didn't care. He was just having fun evading the authorities during his brief resupply visits.

Extra: Talks in a rather...strange manner that seems very common on the high seas.

After making friends with an eccentric inventor, Garran received his now trademark weapon: An anchor chained to a stick. On the press of the button, the chain would be released, and the anchor would go flying outwards like a giant fishing hook or a flail. The heavy weight of this weapon might explain his freakish strength...Upon another press of this button, the anchor wold retract.
In Feral 11 yrs ago Forum: Advanced Roleplay
NOTE: Feral is a legacy RP from before RPG was wiped and rebuilt. Although it originated in Casual, it has since been moved to Advanced due to the high average quality of posts. In addition, Feral began in February of 2010, making it one of the longest running ongoing roleplays on RPG. Because of this, we tend to move a bit slower than many of the other RPs. However, the core group of players is incredibly dedicated. We're often taking new players and welcome anyone who believes they are comfortable with our relaxed pace. Dedication will be rewarded, and rather than finding yourself in yet another game that dies within weeks, you might just find that our slower pace is more than a fair trade for being part of a consistent group that won't just vanish... even if the site does.

THE STORY THUS FAR (will be updated for new players as major events progress in the plot):
Departing on an expedition to find a cure for feralism, it wasn't long before the party was forced to respond to the cries of help from an outpost being assaulted by ferals released from an illegal underground feral fighting arena, or pit. Having eradicated the ferals in the immediate vicinity, they attempted to track the remaining ones to their source. Ultimately, this led to what seemed like safe haven in a city ruled by the Daeva noble Malum. Although his true intentions seemed less than good-natured, it was the party that struck first, revealing a larger plot but crippling the city in the process.

After spending months repairing the city and returning stability to its people, the party once again ventured forth, following leads that would eventually take them to Malum's master, the daeva-hating tiger Renji, who masqueraded as a priest in a small village. His plot to unleash a false feralism into the world had to be stopped, and in the process a number of party members nearly died as an army of artificial ferals sieged the group. Holed out in Renji's church, they fought desperately against what was clearly a coordinated assault being led by someone in the shadows. In their pursuit of the mad tiger, they became trapped in a strange, ancient labyrinth filled with magic and technology far beyond that of any of the three races. It was only after many trials that they were able to escape, although not without destroying the bulk of Renji's feralism operation.

Having killed Renji and recovered an infected party member, the group was surprised to find a stockpile of weapons and ammunition emblazoned with King Aaron's seal. Although beginning as a diplomatic mission, things quickly turned sour when Neon's feral brother Drak crashed the party, revealing a potential weak link in the royal lineage. King Aaron, having always hated the Daeva, took the opportunity to declare war on the Daeva race, and the party was forced once again to fight for their lives as they escaped the city, losing one of their greatest fighters in the process.

Now Queen, Neon turned the party's attention towards Adalrich and the Seraphim council, hoping to prevent them from joining the humans in declaring war. Traveling by boat, they were attacked by a Kraken and human soldiers. Their ship sunk and party wounded, the group was forced to take shelter in an isolated wolf village, whose antiquated practices and traditions nearly cost them the life of one of their own as they were forced to hunt him down in a bizarre ritual.

Not long after, in perhaps their first real stroke of luck, the party was able to acquire safe passage to Adalrich, where they currently reside. They have only days to convince the council to remain neutral in the coming war, and take advantage of the Seraphim's vast stores of knowledge to perhaps find a fresh lead in their seemingly hopeless quest to find a cure.

Their many adventures, while not all known to the public, have spoiled their collective reputation by those who make it their business to know, and the rubble left behind in their wake, although not entirely their fault, has made many wary when they stroll into town.
In Feral 11 yrs ago Forum: Advanced Roleplay
PART 2:

COMBAT GUIDE:
Ok, so I've gone over all the combat recently and came up with this general guide to character power. Keep in mind that, at the start, ONE feral could threaten a member of the group. Obviously after 4 years I've allowed a certain amount of power creep into the system, since it makes sense that we'd be getting tougher over time. Each race has clear advantages and disadvantages and as far as I know canonically only the line of dragon kings were ever meant to be more powerful because of their darkness abilities, which I have been trying to gimp for Neon to bring her down to everyone's level.

1 feral: At this point no party member should struggle against a single feral, since their true strength is in numbers. However, they can't be casually pushed aside like a child either, and due diligence is necessary in combat to win every time.

• seraphim - a base level spell should be capable of killing or otherwise incapacitating a feral without much effort. Such a level spell can be cast in rapid succession without much fear for fatigue, but would generally fail to penetrate armored opponents. However, at close range a feral has the speed and strength to quickly injure a seraphim that isn't on their guard.

• daeva - daeva are the most vulnerable to attack from a feral due to their lack of armor or ranged weapons. That makes them no less capable. Your average daeva should be capable of deftly dodging the straightforward feral's attacks indefinitely, as well as kill or incapacitate with a well-placed strike. Obviously more work is required against larger feral, but that just gives you a further speed advantage.

• human - humans share the seraphim's weakness to direct attacks from feral and the daeva's lack of flight, but their most basic inventions are more than capable of compensating. A simple rifle can down a feral at great distance, a basic shield can block the feral's swipes, and a regular sword can kill and maim them in a single strike. Higher quality gear obviously fares much better in combat, especially when it comes to speed, but it still fundamentally something any human could make on the fly.

many feral: Many feral is defined in this context as roughly 5 feral attacking a single target. While group combat may involve dozens if not a hundred ferals, realistically no one player would have to deal with more than 5 at a time, unless it is specifically mentioned that the group is being swarmed.

• seraphim - with a wave of their hand and a whisper to the winds a seraphim can make quick work of a group of ferals without threat of personal injury. Performing such moves in rapid succession is tiring, to say the least, and would drastically reduce their ability to perform in melee combat until they have recovered. Over the course of a long battle such "group clearing" moves could be used about 5 times, more if protected to remain stationary. In rapid succession a mage could cast perhaps 3 before being unable to cast again until the end of the battle

• daeva - your average daeva has the speed to outmaneuver even 5 ferals attacking, but must take great care to not get surrounded such that attacking while defending is likely not possible. However, as with one feral, regular strikes should be sufficient to kill one at a time, making the battle more drawn out, but no less possible. A daeva can go through a number of groups like this without becoming particularly fatigued. However, battle damage will occur via scrapes and scratches in such a prolonged encounter and medical attention is preferred to prevent prolonged bleeding or infection. Failure to pay attention to your surroundings may also leave you cornered, vulnerable, and in great danger without assistance.

• humans - as before, humans lack the magical prowess or raw speed and power to deal with a pack of ferals on their own. However, a well timed explosive can certainly mimic the seraphim's explosive magic, and a suit of armor is more than sufficient to protect against the attacks from ferals. In such an environment a rifle would be little use, but with a little ingenuity and enough ammo a stationary gun could be constructed for rapid-fire defense. Your regular sword might find itself stuck in a corpse in these situations, so a sharper blade or multiple weapons is preferred.

a small army: This is either a seemingly endless swarm of feral or a large group of soldiers. No player individually should be able to fight off an entire army, but if they're desperate enough they might be able to barely scrape by with their life.

• seraphim - a seraphim, naturally weak to close combat but unable to fight off so many opponents at once, has no chance of surviving an extended melee assault. However, with a bit of time and a great deal of magical energies they can unleash the raw power of the elements in a concentrated area (be it a cone effect, a summoned elemental, etc) to kill all those within the radius. Doing so requires great concentration, time to cast, and completely exhausts the seraphim's magical reserves. It should ideally be performed while a group has yet to scatter and always when you can be protected by allies.

• daeva - Daeva have quite the challenge ahead of them. They lack the AoE destruction of the seraphim or the protective power of invention of the humans. Instead, they must channel their inner animal to its fullest, going into a rage capable of killing and tearing into multiple ferals or soldiers at once. The battle would be savage, bloody, and near fatal, but possible. A daeva in such a fight would be standing, just barely, in a puddle of his blood and the many bodies of his enemies, on the verge of passing out from blood loss.

• humans - a human most likely lacks the offensive power to take out an entire army, but with the right tools and materials he is more than capable of building an armor or vehicle where he could reside, safe from harm for an extended period of time. Armed with bombs, gas, all manner of weapons, and a plan, a human may escape such an encounter unscathed, if not perhaps a bit shorter on coin. However, the longer such a battle rages the more his weapons break and his defenses are pierced... meaning time is of the essence if he is to see the dawn.

Beyond this, you can assume that any "tough" enemies can be soloed at roughly the level of effort as a large number of feral. Bosses, regardless of race, will always provide a very tough fight in a 1v1 situation and should be treated as if you're fighting an entire army. A victory should be possible by fighting smart and coming prepared, but expect to take heavy, perhaps permanent, damage without taking it on with others. In rare cases I will explicitly specify that an enemy or group of enemies is far too powerful for any single member to take out, and a group effort will be required to survive without heavy losses.

In addition, keep in mind the races have these 3 non-combat advantages:
• seraphim - natural, tireless flight and magic aptitude
• daeva - enhanced senses (sight, smell, touch, etc. Whatever your species specializes in)
• humans - the natural intelligence and ingenuity to build machines to emulate most anything the other races can do... to a point.

In regards to combat damage, we DO have healers, but even they fatigue and run low on magical reserves. At full strength they can reattach limbs or mend holes, but not in rapid succession. Recovering from blood loss can be temporarily overcome with herbs and remedies, or potions, but proper recovery means resting and time. The most efficient use of our healers would be to mend open wounds, which can occur in large quantities. Letting half the party bleed out to reattach one guy's arm might not make sense depending on the level of injuries and healers. In other words... don't assume we can always escape battle and healbot back to full health.

Magical reserves take about as long to fully recover from empty as a marathon runner after a race. In short time you'll have enough reserves to defend yourself, but it will take a couple of days before you're really at full strength again. Attempting multiple "board wiping" moves in battle should put you in a near-dead state that requires immediate attention and lots of rest before you should even consider throwing anything bigger than a single feral killer.

Daeva heal quicker than the other species due to their physical nature. Wounds close within a few hours and broken bones, if set, can recover in a week instead of a month without magical or alchemical assistance. This effect can be copied by a human's potion, but likely with heavy drawbacks (explosive shits, for example)

THE STORY THUS FAR:
Departing on an expedition to find a cure for feralism, it wasn't long before the party was forced to respond to the cries of help from an outpost being assaulted by ferals released from a pit, or illegal underground feral fighting arena. Having eradicated the ferals in the immediate vicinity, they attempted to track the remaining ones. Ultimately this led to what seemed like safe haven in a city ruled by the daeva noble Malum. Although his true intentions seemed less than good-natured, it was the party that struck first, revealing a larger plot and crippling the city in the process.

After spending months repairing the city and returning stability to its people, the party once again ventured forth, following leads that would eventually take them to Malum's master, the daeva-hating tiger Renji, who masqueraded as a priest in a small village. His plot to unleash a false feralism into the world had to be stopped, and in the process a number of party members nearly died as an army of artificial ferals sieged the group holed out in Renji's church. In their pursuit of the mad tiger, they became trapped in a strange, ancient labyrinth filled with magic and technology far beyond that of any of the three races.

Having killed Renji and recovered an infected party member, the group was surprised to find a stockpile of weapons and ammunition emblazoned with King Aaron's seal. Although beginning as a diplomatic mission, things quickly turned sour when Neon's feral brother Drak crashed the party, revealing a potential weak link in the royal lineage. King Aaron, having always hated the Daeva, took the opportunity to declare war on the Daeva race, and the party was forced once again to fight for their lives as they escaped the city, losing one of their greatest fighters in the process.

Now Queen, Neon turned the party's attention towards Adalrich and the Seraphim council, hoping to prevent them from joining the humans in declaring war. Traveling by boat, they were attacked by a Kraken and human soldiers. Their ship sunk and party wounded, the group was forced to take shelter in an isolated wolf village, whose antiquated practices and traditions nearly cost them the life of one of their own as they were forced to hunt him down in a bizarre ritual.

Not long after, in perhaps their first real stroke of luck, the party was able to acquire safe passage to Adalrich, where they currently reside. They have only days to convince the council to remain neutral in the coming war, and take advantage of the Seraphim's vast stores of knowledge to perhaps find a fresh lead in their seemingly hopeless quest to find a cure.

The Council of the Righteous:
The Council of the Righteous consists of 6 seraphim that have taken a lifelong oath after having proven themselves capable, knowledgeable, just, and above all, else even-handed. They rule by decree, a unanimous decision necessary for all important matters. Little is known about their personal lives, or even their childhood, as all prior information on their pasts are stricken from record upon being appointed. Even their birth names are cast aside, replaced by a title suitably representing their calling. Nevertheless, their time in the public eye is more than enough to divine their general disposition, and their stance of foreign relations is well documented, as all discussions of merit are recorded and stored in the great library for transparency.

For this arc, we have one goal: prevent all out war. The council, due to our delay at sea, has already come to the unanimous decision that the threat of feralism has become too great to sit idly by. However, they have NOT determined the seraphim races' official course of action. Human diplomats dispatched by King Aaron arrived just one day before the group and have been lobbying heavily for seraphim support to eradicate what they proclaim to be a threat to all.

I've listed below the council members, their roles, and the general information known about where they stand on the issues. As a party, I will allow you to collectively decide when we wish to approach the council and make our case. An official vote will be held three days from our arrival at the capital, although we can also do so sooner. You are all free to take on whatever tasks you feel is appropriate to try and win over each member. I will leave it up to the individual to approach whoever they want and solicit information.

Get to know your target, find out what they like, dislike, etc. Many of them can be won-over, but not all of them, and it IS possible for someone to piss them off and push their decision in the wrong direction as well. Adalrich is a wonderful place filled with a great variety of experiences, so expect a variety of challenges to match that. Of course as a character you're always free to back down, change targets, or talk to other group members for assistance. Once you engage a council member it isn't a "success or fail" sort of situation, and there may be multiple ways to approach the situation, but as already stated there IS a time limit of 3 days, so we can't just poke and prod them until all love us.

Our actions, be they success OR failure, will directly impact how the following arc is handled, so tread carefully, and good luck. I think you'll enjoy this arc. I'll keep this chart updated as we progress and post it in the OOC/IC as necessary.

Council of the Righteous:
Name ____________Duty_____________________Disposition___________________ Known Alignment
Justica (F)______Keeper of Law_________________Stern________________________Pro-human
Munus (M)______Master of Defense _____________Paranoid______________________Pro-human
Macto(M)_______Master of Foreign Matters_______Aloof_________________________Neutra l
Verum (F)______Keeper of History_______________Curious_______________________Pro-daeva
Libertas (F)_____Ruler on Sovereignty____________Neutral ______________________Unknown
Vates (M)______Keeper of Stories________________Friendly_____________________Neutral
Ardal (M)______High Councilman_________________Anxious______________________Unknown

Notes:
--Justica and Macto have an active hatred for Shade
--Vates is extremely old and rumor has it he may be retiring soon, leaving his seat open
--Ardal is an unofficial member, and although his vote is counted towards matters his primary duty is to oversee the council as an observer in preparation for the day he may one day take his seat at the head of the council.
--Munus is good friends with Hagumi's family
--Verum was the only seraphim Raha seemed to openly respect, which in Raha terms means he didn't actively look down on her as often and vocally as possible.
--Although the council technically acknowledges the daeva monarchy, they believe it is a poor method of leadership and that rule by lineage too often leads to poor leaders at the people's cost
--Sel has contacts with Justica and Macto, both of whom were at least partiall swayed by the seraphim's words
--Hagumi also has a good reputation with Munus, Macto, and Verum

CS TEMPLATE:
Name:
Nickname:
Species:
Age:
Hair Color:
Hair Style:
Eye Color:
Skin Color:
Height:
Body Build:
Clothing:
Physical Quirks:
Background:
Extra:

THE CAST:
Name: Queen Dralina Blazion
Nickname: Neon
Species: Dragon Daeva.
Age: 20.

Hair Color: Blood red with black streaks.
Hair Style: Goes down to just above her buttocks, usually free, but occasionally in a ponytail. Rather smooth, but curls around the edges. Bangs down to her nose, covering up her eyes for the most part.
Eye Color: Green.
Skin Color: Pale.
Height: 5''11
Body Build: Slim, with little muscle.

Clothing: Wears a segmentata (straps of armor in the form of a chestplate tied at the front) of hardened, crimson dyed leather with silver buckles over a longsleeved black shirt. Identical "plated" crimson leather forms her shoulderpads, going down her arms to just above her elbows. Crimson leather gauntlets, with black fingerless gloves covering the rest of her hand. The leather appears once more on her legs, just beneath her knees to form leg armor over the front and strapped at the back over a pair of black leather boots. She wears a thick black long-sleeved shirt underneath the armor, looking like silk but sturdier. Thick, slightly loose black leather pants adorn her legs. Adorning her waist are two black leather belts, criss crossed over eachother to form and "x" at the front and back, with small pouches for carrying supplies. On her shoulders, over the leather shoulder pads with a silver chain at the front, is a black, thick fur cloak.

When combat gets particularly intense, she is able to form armor out of her shadows that can further protect her from harm. Black wisps of shadow constantly dance along the armor's edges, forming tendrils that can lash out if necessary.

Physical Quirks: Although she looks human most of the time, she can summon black dragon wings, tail, claws, etc., in any order, or transform into an anthro dragon, or full dragon. Although her long pointed ears and fanged teeth always stay no matter what form. Has a red orb hanging from her left ear, and a scar across her face from the bottom of her left eye, across the bridge of her nose, and to her right cheek, with a smaller one on the top and bottom in parallel. (Like something with three claws slashed her face).

Weapons: Carries a small hunting knife and the cursed longsword Skullsplitter, a remnant from someone lost to feralism

Background: Neon started the expedition with the intent of finding her twin brother Drak, whom had fallen to feralism but was publicly proclaimed dead. Although it wasn't known at first, Neon was the daughter of King Raha and heir to the daeva throne. After many dead ends and false leads, she was forced to fight and kill her father to protect Drak, only to watch him perish at the hands of the human army. Now the official queen of the daeva monarchy, she continues to skirt her responsibilities as ruler, preferring instead to strike out and continue to search for a cure while her childhood companions tend to the kingdom in her stead.

Extra: Has trained rigorously in the shape shifting of her forms, being able to go from anywhere to human, to full dragon, and anywhere inbetween. Was a born a twin.
Name: Torva Pectoris
Nickname: Torva
Species: Wolf Daeva
Age: 25

Hair Color: Dark Gray, with streaks of black
Hair Style: Long and ragged. Unkempt but clean. It goes down to around his lower back, and while he generally lets it hang free, sometimes he'll tie it into a ponytail to keep it from getting stuck on branches
Eye Color: Sky Blue
Skin Color: White, but tanned from years in the sun. Mostly covered by hair.
Height: 6'3"
Body Build: Tall and muscular. His muscles are toned, but not huge, as he's built for speed and not strength.

Clothing: Torva dresses in simple farmhand attire. His shirt is a loose fitting tan cotton with cutoff sleeves. He wears simple brown pants and generally goes without shoes. In the event that he has to go into town, he generally wears simple pauper's shoes and trades in his shirt for a plaid long-sleeved shirt. A basic belt holds his pants up, with loops on the pants generally used for tying objects to, like a money bag.

Physical Quirks: An injury during his journey has caused him to become unable to transform fully into a human, leaving him looking at-best like a werewolf.

Weapons: Generally fights bare-handed, although he is capable with a simple bow and arrow when hunting.

Background: Torva grew up the poor son of a Daeva in the moutains north of Xerxes. His father preferred his family stay away from others, instead focusing on being self-reliant. As such, Torva spent much of his childhood learning to farm, fish, and hunt. Now an adult, he followed in his father's footsteps and built his own home outside of town, venturing in once a month for supplies. A lifetime of hunting and hard work in isolation has turned in an honest, if not somewhat ignorant, man. This is only complicated by the fact that his father went feral when he was just 18, leaving a mark on his family name that he cannot escape. As such, Torva has finally decided that the world is not working hard enough to find a cure, and has packed up and set out for town to discover for himself exactly why his people are afflicted so.

After traveling with the group for so long, he has fallen deeply in love with the Seraphim Hagumi, and together they continue to search for a cure and fight through the intolerance that such a pairing will create.

Extra: A lifetime of injuries living alone in nature has made Torva a capable field medic. Unfortunately, he is more a hunter and tracker than a fighter, and while he is more than capable of defending himself, can't quite match the skill of a soldier, and certainly not the destructive power of a mage.
In Feral 11 yrs ago Forum: Advanced Roleplay
<PLACEHOLDER FOR BANNER>

Feral is a legacy RP from before RPG was wiped and rebuilt. Although it originated in Casual, it has since been moved to Advanced due to the high average quality of posts. In addition, Feral began in February of 2010, making it one of the longest running ongoing roleplays on RPG. Because of this, we tend to move a bit slower than many of the other RPs. However, the core group of players is incredibly dedicated. We're often taking new players and welcome anyone who believes they are comfortable with our relaxed pace. Dedication will be rewarded, and rather than finding yourself in yet another game that dies within weeks, you might just find that our slower pace is more than a fair trade for being part of a consistent group that won't just vanish... even if the site does.

CHARACTER SHEET DATABASE: http://www.roleplayerguild.com/topics/575/posts/ooc

And now, on to the story!

The world of Czarina was once a peaceful land, where its creatures harmonized with not only the land they lived on, but with each other. The three races: animalistic Daeva, angelic Seraphim, and resilient Humans, were equal to one another despite the differences between them and it was a utopia to all.

Or so legend says, before it all changed.

According to myth that's been passed on for many a generation, it began with a scholar who's race was lost through time. He went into the wild with a party to become more in tune with nature in order to find ways to expand their civilization. Weeks passed, and no word was heard from any of them, so a search team was sent out.

What the rescuers found were no survivors, but what appeared to be a war zone. The camp was torn asunder, almost every item and piece of research burned to ash, the only sign that the others had died being bones and half burned corpses.

The search party returned solemnly, having never seen such gruesome sight. Yet somehow, the moment they stepped into civilization once more odd happenings started to occur.

To this day no one knows if it's a disease, a curse, a hex, a possession, or some other dark form of magic, but they do know that it destroyed their society.

Whatever the search expedition brought back, it started to drive people insane. At first, no one could target what the problem was, but then a Seraphim politician noticed a pattern. All of those driven insane were either a hybrid or Daeva.

Put into a frenzy of action at the information, Humans and Seraphim segregated themselves from the Daeva. If a Daeva was caught, be it a hybrid or purebreed, they were either imprisoned or executed on the spot. Eventually, all of them had fled east to the dangerous and uninhabited volcanic areas. The Daeva, however, had become bitter towards the Seraphim and Humans and drove even the hybrids away, leaving the halflings in the middle between the three pure blood races.

After the initial panic was over, Seraphim and Humans tried to decide what to do about the demonic threat. However, both of their views were widely different, the Humans wanting to send troops in to permanently put an end to them, and the Seraphim wanting to capture them as possible research experiments or slaves; entertainment or otherwise. An argument broke out between them, and the Seraphim left the Humans' stronghold to make their own, high up in the mountain tops to the north.

The three nations were now separated, with the hybrids between. Unrest was heavy with all factions, and all were physically unstable from the various break ups. Using the time this insecurity brought them, the hybrids made their own shabby base in the middle of the three factions' strongholds, while others, fearing battle, fled south across the sea by their own various means.

The Daeva, although fierce and having a natural skill in battle, knew they couldn't take on both Human and Seraphim force, so hesitantly a leader stepped forth on what most presumed to be a suicide mission to make peace. That leader was Xiomar, one of the rare mythical creature Daeva, being that of a dragon. She and a small troop of brave Daeva went first to the Seraphim, climbing the steep mountains to request audience with them, and their help in getting the Humans to meet with them as well, rather than kill them on sight.

The Seraphim of course were rather skeptical of the Daeva's intents, and their initial reaction was the attempted capture of the Daeva before they ever reached the stronghold. A force was sent to capture them, and Xiomar and her men had to take up arms, yet before the Seraphim attacked the leader landed before them and put his weapons down. Adil, the one who first noticed the pattern in those who had become crazed offered them the chance they had been hoping for. No other Seraphim had the will to go, so Adil accompanied them alone and directed his force to bring back message of what he was to do to their new capital.

Along the way, he saw something that had convinced him of their sincerity, for one of the Daeva had started to show the signs of becoming a feral beast and succumbing to his animalistic urges. As soon as he bared claw and fang to Adil, Xiomar had struck him down with her own hand.

The journey continued unhindered from then on, until they reached the Human base. Adil went in alone, fearing for the Daeva's safety, and met in private with the Humans' newly appointed leader, Lord Ryan Dumont. Intrigued by Adil's tale and knowing of his sincerity, Ryan went with him with only two of his trusted guards. Not wanting to be far from safe walls, yet still wanting to be sure enough away to be uninterrupted by the more close minded Humans of his kind, Ryan and Adil met with the Daeva a mere five miles away.

The meeting was short and to the point. Ryan, too, was convinced of Xiomar's sincerity with Adil’s testimony. Rules were put in place, where every Daeva and half-breed who showed signs of being feral was subjected to a test of their sanity, and if they failed, were executed. At first Xiomar rightly feared for her people's safety should either of the other two races unfairly exercise this test, yet both Ryan and Adil assured her that they would personally administer the test, and should the peace continue, their heirs would as well.

Satisfied with this truce, Xiomar escorted Adil home, where he told the others of the peace that had come, and Xiomar returned to her own people. All three leaders began the slow process of making permanent homes in their selected locations, and in turn more cities.

Although still uneasy with eachother, and though skirmishes occasionally broke out, it was enough to last. With the pure blooded races focusing on the strength of their own lands, the hybrids still on the main continent managed to get their own small communities and were slowly accepted into society as well, even if they were still distrusted within all three factions. The hybrids that fled to what is now Sassucus still harbor a deep grudge, passed on through generation to generation to fester distrust and hate.

Yet still, generations later, those with animal blood continued to go insane, being killed or cast out into the wild. No one dares stray from the road out of fear; for out there is what every Daeva parent wishes their child will never grow up to be, what every Human child is raised to fear, and what every Seraphim must protect their family from.

Yet, all of it's going to change. With the Kingdom's growing large and bountiful, there's finally room for some to stop and wonder just what caused this insanity in Daeva. Except, any research seemed to come up blank, that is until recently...

It all started when Ardal, the descendant of Adil, found a piece of information that brought the old myths into light, about the researcher who was never found. It was a long buried journal of the wife of that man, having been hidden within stacks of old books carried along to Adalrich upon its first creation. Within it's pages the woman detailed how her husband, during the journey, was attacked - though due to the partial destruction of the book there was no idea by what. Through the pages of her journal it went on to describe how her husband started to change, growing more primal. He started raging, getting angry, and the last entry, half written, explained how she had started talking to the physician in their group about her husband, just for it to cut off abruptly with a blood splatter across the pages.

Much of the information in the journal was lost, but it was enough for Ardal to contact the other Kingdoms in the hopes of gathering a team to try and follow the sparse clues given in the text. It was an exciting time for him to find such a valuable piece of information, and he wanted to follow in his great grandfather's steps with it. To be fair to the other races and to assist them in their time of need.

Raha, the current monarch of the Daeva, of course agreed. After all, without his citizens turning feral he'd have a much stronger Kingdom. King Aaron of the Humans was less inclined, more interested in his own Kingdom, but finally agreed, planning on trying to get his men to steal the cure so that he would have something to lord over the Daeva's heads. That didn't mean he'd go out of his way to spare for much expense or even the best to go with them.

So those chosen are going to come together for a journey that, if they succeed would bring them glory for them and their families for generations to come. If they don't, it'll be just another failed expedition, and the feralism of Daeva would continue to spread unhindered.

Index

1. Geography
.....1a. Map of Czarina
.....1b. Capital Cities
.....1c. Towns
.....1d. Outposts / Harbors
.....1e. Bodies of water
2. Humans
.....2a. Government
.....2b. Fighting
3. Daeva
.....3a. Monarchy
.....3b. Combat
.....3c. Species
4. Seraphim
.....4a. Council of the Righteous
.....4b. Magic and Armor
5. Brief Feral Description
6. Other Notes & Rules

1. Geography

1a. Map of Czarina
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Red Text: Daeva territory.

Blue text: Seraphim territory.

Green Text: Human territory.

Yellow Text: Neutral territory.

Black Text: Bodies of water

Castles: Capital city for the factions, with their corresponding colors and symbols.

Purple Square: City / Town.

White Square: Outpost.

Orange Square: Harbor Outpost.

1b. Capital Cities

Adalrich: The capital of the Seraphim, Adalrich translates into a noble and regal ruler, named for being the first city erected under Adil. Surrounded by mountainous regions, Adalrich is rather secluded and further buffered by their trade and war city Odessa. Not many Humans, hybrids, or Daeva make it past Odessa, for trade or otherwise, and so Adalrich is often untouched by any but their own kind for years at a time, second only to Parthenia.

Furthermore, Adalrich makes their economy stable by offering work to Seraphim willing to carry trade from Odessa to either to capital or Parthenia. There's a large trade with the Seraphim for food, as most don't have the will nor desire to farm. Odessa is the only contact most outsiders know of Adalrich besides it's location on a map, and that it must be in the mountains. In truth it's on the highest mountain to the north, a gleaming city of gold, silver and marble. The paths stretch out, supported by a combination of beams and magic to create a vast city seemingly floating on the clouds. No expense was spared to make it a shining example of the Seraphim, despite others rarely seeing it. Even if they did, most without wings could rightly fear falling to their death, the pathways twisting up the gleaming towers not having barristers to prevent falls.

Dumont: Dumont was named after the first Human to lead and make peace with the other two nations, Ryan Dumont. The Human capital balances trade and war equally, although there's also the search to "catch up" with the Seraphim and Daeva in terms of their physical attributes. Therefor, it's the place to be for inventors. As such, foreign materials such as certain metals and ore are highly valued.

The buildings in Dumont are made primarily of stone, though due to the high number of creationists in there it's not uncommon to have metal or wooden structures added onto the stone buildings such as large gears or contraptions. The castle for the royal family itself has a grand clock tower as the centerpiece, it being a shining example of their gear work.

Xerxes: The Daeva capital and base is the harshest of the three, keeping a tight lid on it's citizens. Rightly, Xerxes translates into Monarch, for that is what this kingdom is, an absolute monarchy. Much like Xiomar from years before, her descendants as the new monarch of each generation kept a tight squeeze on it's citizens; wary of the ferals that sprout from their species. Since the Daeva are so distrustful, trade is kept to a minimum, despite their valuable resources from the volcanic region.

The capital itself is located on or around a small volcano, the heat useful for blacksmithing. The main building where the monarchs conduct their business is suspended over the mouth of the volcano, a bubbling moat of lava just beneath the sweltering stone bridges that lead to it. Xiomar once used the heat as a subtle way to look for feralism among her people when they came to visit. However, as it's a small volcano this building is mainly a throne room with a few sparse other rooms. The main part of the capital is around the small volcano, built into the mountain or further down on flatter land where it's cooler.

1c. Towns and Cities

Parthenia = Seraphim. Translates into "maiden". Named for it's virtually untouched purity from outside races, the more secluded Seraphim live here with their families to make a living. Not much is known about it outside the Seraphim, but it's where crops and food are grown by the Seraphim willing to get dirty. Though for the most part it's just a basic city away from the hussle of the capital.

Odessa = Seraphim. Translates into "angry man". Odessa is the war buffer of the Seraphim, where war mongers stay itching for a fight and guards are posted to watch those who come closely. Although mostly made as a buffer during war, Odessa is also a profitable trade city for those wanting to trade directly to the Seraphim, instead of through neutral cities. Not many other races make it past Odessa to Adalrich, deterred by the large mountain range Odessa rests at the base of.

Boaz = Human. Translates into "swiftness, strength". Boaz was originally a harbor, which a town grew up around. It's now become a large trade city, large enough to be a rival to Odessa should war ever rear its ugly head. The inventors more minded to war tend to travel here, itching for a feral to wander into the city to test their devices.

Kingswell = Human. Just what it means, that the "King's Well". This is where the Human's crops are grown, with large farms being the majority of the town. In reality, this is where most Humans wanting a life away from war and trade stray to, particularly those not interested in being inventors or crafters.

Ximenes = Daeva. Translates into "listening intently". Ximenes was originally made, and still is, a watch dog city for the Daeva incase of a raid through water. It masquerades as a water born city, operating two harbors to the north and south, delivering trade to the Seraphim, Human, and neutral harbors. In this modern day, the trade has become more active then the watching, but the sentries are still alert, very aware of the danger their city would be in should a water siege ever start.

Jahzara = Neutral. Translates into "Blessed Princess". This is the town where most hybrids wanting to go back to "normal society" live in. It's a large trade town, where the half-breeds originally set up camp years ago. It was the blessed refugee back then for hybrids, and still is, as they're not looked upon very well by others. Jahzara is also known as the Crossroads, as all the roads cross through this town at one point to go to another nation, and so the hybridss live a fair life off this trade. Despite this, the buildings are still rather primitive, only the larger ones being set in stone.

Sassucus = Neutral. Translates into "Wild Man". The hybrids that still feel betrayed by the three factions so long ago stay here, living in what most would call poverty. Though to the ones staying there, it's a virtual haven the nurse their animal instincts, and to, as most there believe, reduce their chances of becoming feral. As well, it's where most ferals in the earlier stages of their feralism live at the borders of. They do trade only reluctantly at the harbor to the north, and it's minimal as it is, the hybrids preferring to live off their own resources. They live like animals in Sassucus, often having only small huts for homes, wanting to be as close to the earth as possible.

1d. Outposts / Harbors

Outlooks are basically check points for travelers, and are always stationed on the main road. They act as protection from wild ferals to travelers, and by looking at them on the map one can get a basic view of where the main roads are. Outlooks will also bring news, or send news, to the nearest town of their faction every two days, and carry back letters to the capitals from these towns every two weeks.

Harbors are much like outlooks, except with a trade and fishing aspect about them as well, where other factions can dock and do trade or for their faction to fish. The harbor for the Seraphim is to the north east of Adalrich, Boaz is the Humans' harbor, and the demons have an astounding three harbors. Sassucus' harbor, although officially controlled by the half-breeds, are more dominated by the Humans and demons making a trade checkpoint there. It's the smallest harbor, being only a small handful of buildings and a dock. Boaz is the only harbor that has become more then just an outlook, although at the city of Xiemenes the harbors are very closely linked to the city.

1e. Bodies of Water

Kenn Ocean: Translates into "Bright Water". Kenn Ocean was named this because the aquatic life in its depths are all very colorful, shiny, and some even glow! The shellfish in here are very sought after as decoration. Kenn Ocean also extends to the north west portion of the map.

Naida Ocean: Translates into "Water Nymph". This ocean was appropriately named because of not only the nymphs that make their home in this water, but because of the various other dangers that accompany them. Sharks, leviathan, and sirens are only the tip of the iceberg. Since the danger is so profound crossing this ocean, direct trade between angel and Daeva is very expensive, and in turn, very rare.

Glendower Ocean: Translates into "Valley of Water". So named because the islands and rocky formations so close to the continent make Glendower a virtual valley, that only the most skilled of sailors attempt to cross, and can do so unscathed. The Daeva have managed to make route across Glendower thanks to their few water-based Daeva, but refuse to share the routes with the Humans, making it impossible for them to cross Glendower into Daeva territory. As such the trade across this ocean is very profitable for Daeva.

Kallan River: Translates into "Flowing Water". Kallan hugs the mountain range that surrounds Adalrich and the angel kingdom, and bleeds off to be very close to Jahzara. This river isn't maintained, and yet when passage through the capitals isn't possible, or to dodge fees, tradesmen and others will either travel up from Kingswell, or in rare cases scale down the mountains from Parthenia, to travel by boat to Jahzara or Boaz.

Talise Bay: Translates into "Lovely Water". Since Kenn Ocean bleeds into Talise Bay, the water sparkles and shimmers from the beautiful fish and underwater oddities that also bleed in with it. Making a breath-taking sight, the bay was appropriately named Talise, and at the tip is where the harbor city Boaz rests.

Varun Lake: A large lake that is many miles wide, Varun means "Water God". An old wives' tale once said that the Water God lived in a castle in the center of the lake, guarded by a fierce beast he kept as his pet. Of course, no one has been to the center of the lake to know what's really there, and since there seems to be constant tornadoes accompanied by sharp, jagged rocks no one has attempted to boat or fly there to see. At the very least, they haven't returned.

Nixie Lake: Translates into "Water Sprite". Although Naida Ocean bleeds into Nixie Lake, only mild creatures live here, such as the sprites. In exchange for safe sailing through the lake and river, the Daeva have put together a small pact with the sprites to keep more dangerous creatures like the nymphs out of the lake. This deal doubles as training for Daeva who prefer the water, such as shark Daeva. The water is always rather warm, since despite the ocean feeding it the lake is very close to the volcanic region.

2. Humans

2a. Government

The Humans are always ruled by a male who acts as their King. It used to be Ryan Dumont's line who ruled, but it unfortunately died out and was replaced by another man of noble birth's liner. The Berthold line now rules, the current King being Aaron Berthold.

Unlike the Dumont line, Aaron isn't interested in Daeva, often just waving them off to be locked up or executed rather than testing their sanity. Aaron's main interest is making up for the Humans' lack of special skills that the Seraphim and Daeva have. As such, he provides great funding for inventors.

Underneath the King is a parliament, and although the King is supposed to be hailed as the ultimate ruler, any King would be a fool to not listen to the desires of his parliament members lest he face a riot from raging citizens. Aaron always listens and often makes the changes the majority desires, but it's often like he's humoring them and more focused on his own agenda.

2b. Fighting

Unlike Seraphim, Humans don't have a great magical capacity. Unlike Daeva, they have no claws or outstanding strength or speed. Many Humans realize this, and a number of the inventors the Humans are famous for have focused on battle.

Technology wise, they're the more advanced than either of the two factions. They use this technology to make weapons to help their cause. They invented ballistas, crafted armor for their mounts, and they themselves have heavy armor to protect them. Most Human warriors don't like getting up close with ferals, as they're often stronger or faster, preferring to use long range weapons to take them down. In the few cases where they have to fight close up they have swords or other sharp weapons.

3. Daeva

3a. Monarchy

Ever since being driven from their grassland homes centuries ago the Daeva have learned to live in the hot, unforgiving dark lands to the east. The land there is not only rocky, though not near as much as the Seraphim’s mountain home, but also hot and humid due to volcanoes festering beneath the ground. The stone beneath them is often a dark brown or black from ash and various other elements. Due to these conditions, many Daeva harbor a hate for Humans and Seraphim, but it must be contained.

The one who keeps tempers in check with firm rulings would be the Monarch. Male or female, it has always been someone from Xiomar's blood line. As such, it's almost an unspoken rule that the monarch must be a dragon Daeva. The monarchs answer to no one, being guaranteed absolute rule.

Unfortunately, this absolutism has spread corruption in the current Monarch. Raha is a dragon Daeva as black as night, having certain powers over shadows and darkness. That constant darkness has caused an insanity far different from feralism to take hold of his mind, though he hides it well. He's cruel, vicious, and pleasures in making examples of others.

3b. Combat

Most Daeva prefer not to use weapons, rather relying on their own strengths. As such, most use hand to hand combat (or claw to flesh combat). Armor varies from Daeva to Daeva, the lighter Daeva generally wear leather, relying on their speed to stay out of harms way. Those with great strength can wear plate and still move for the most part unhindered. Usually, if a Daeva has a weapon it's something long range to damage an enemy if too far away.

Another form of fighting is magic. Some Daeva are solely based on using their magic, such as flame Daeva, beings of living fire shaped vaguely like Humans. Others just have the power, such as a wolf being able to make the earth move beneath his feet. Many animal-based Daeva don't have powers, though it's not extraordinarily rare for them to have them.

The last form of fighting is exclusive to animal Daeva. These Daeva are born as animals, and gain a Human form later on in life through much practice. As such, they can switch from form to form. For example, a falcon Daeva in Human form, if threatened, can change forms to fly away. A lynx Daeva can change to their lynx form to attack their enemy with claws.

3c. Species

Daeva can be practically of any animal species under the sun, and many not under the sun either. Other types of Daeva are elemental Daeva who are made of their element, and can sometimes form a more solid body. A Daeva of fire would usually just be made of solid fire, but some can absorb rocks into their body to reinforce their physical strength and help protect the flames from water damage.

Animal Daeva can be birds, mammals, lizards or amphibians. There are a few species of fish they can turn into as well, though they're rare. The truly rare however are mythical Daeva. There are a few dragon Daeva, most prominently in monarchy. At one point in time there was a recorded phoenix Daeva.

4. Seraphim

4a. Council of the Righteous

Nicknamed the Adil Council, after the original Seraphim who was so fair to even the Daeva, the Council of the Righteous are the rulers of the Seraphim. There are six key members, led by a seventh who acts as the leader, but not as the ruler of the lands.

The leader of the Adil Council however has recently passed away, and there has been debate on who should take over his spot. The one most likely for the position is Ardal, a direct descendant of Adil but lacking his finesse. He constantly tries to live up to his ancestor's image, but often tries too hard and ends up making it worse than before. He's hard on himself during these times, but his heart is in the right place. Even if one of the other members of the Council become leader, Ardal is likely to become one of the sixth members in place of him.

4b. Magic and Armor

The Seraphim mostly rely on magic. Their scholars study on advancing magic for the most part, having a huge library in the capital for study. If they have weapons, they're usually enchanted with runes in order to help their magic, either acting as a channel for it to come from or just in general giving it more strength with the runes.

Their armor is generally robes, but not necessarily all the time. Both the cloth and any heavier metal is very ornate, with designs either carved or embroidered into the materials. Most don't use too much heavy metal armor however, as it impedes flying.

5. Brief Feral Description

Being feral is something that can take years to show, but at the same time can also take only minutes. It depends on the person's willpower to keep their Humanity. A basic layout would be five stages.

Stage One would just be more temperamental than usual, slightly territorial and defensive. Nothing most people would look at unusually.

Stage Two is bursting into random fights of pure, carnal, rage, that will only last minutes, at the most. They become far more powerful and incredibly faster, although their sense of logic and common sense is diminished. This is when it begins to get noticeable.

Stage Three is becoming highly destructive, territorial, and in a sense primitive. They go into carnal rages often, and begin think more on instincts rather than common logic.

Stage Four is that society will no longer accept them. They've become completely instinctual, and although they can still speak it's broken and rough. By this time they live in the wild, if they escape execution.

Stage Five is when the animal completely takes over them, and they think of nothing other then food, shelter, territory and mating. They've completely lost all traces of Humanity except their appearance, and cannot be reasoned with beyond being tamed like an animal.

There are, of course, the gray periods between each stage, which you can figure out on your own.

6. Other Notes & Rules

Animal Daeva can shift into their forms. I.E. a wolf Daeva, although having a half wolf half Human form, can also turn into a full wolf as well. Usually they're born as their animal forms so it's considered their "natural" form.
Calling a Daeva a demon is a slur to most of them. Calling a hybrid a half-breed is also, but not nearly as bad.
I'm not picky about who people want to be, so if you want to be someone of higher rank (like in the Council of the Righteous) it's perfectly fine.
Guns are allowed, provided you're either an inventor or have bought it off an inventor. Nothing over powered.

You're not superman. We all have weaknesses.
Don't take control of other characters without permission.
Proper grammar IS required (including punctuation and capitalization). I don't expect it to be perfect, but some effort is needed!
No one liners. Please have at least a few sentences.
No double posting unless you run out of room with one post. There's an edit button for a reason.
Romance is alright but you're dealing with the aftermath of the one night stands.
No overly intimate posts. There's a difference between romance and cybering.

If you have any questions, feel free to ask them in the thread or private message me. I will answer them to the best of my ability.
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