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 Post subject: Heritage [OOC]
PostPosted: Mon Jan 06, 2014 4:43 am 

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Velwin's early years were a chaotic and mysterious time.

The old Gods walked the planet, creating and destroying islands, mountains, and oceans as they saw fit. Everything was in a near constant flux. Valleys would open beneath unsuspecting feet, continents would split apart, forests would sprout in the blink of an eye.

The world's inhabitants were created from the nature of the world. From the stone, the forests, the water, and the light, life was formed. The Gods decided to let their new creation develop freely, and watched silently for millions of years.

As time went on, their creations evolved and formed societies and cultures. At that time, the Gods reintroduced themselves to the world. Worship commenced immediately, providing them with power. In return, they all gave their followers what they needed to survive.

However, as centuries passed, squabbles began to flare up, both between the Gods and their mortal followers. War broke out, and prayers slowly but surely made the change from wishes of peace and prosperity to the swift destruction of enemies.

As the warring continued, the Gods themselves became involved. The world was once again changed to a chaotic state, as the battles between the immensely powerful beings warped the landscape. Mountain ranges were raised to deflect attacks, islands were forced beneath the ocean to remove enemy territory, and the skies themselves were torn asunder to banish opposition.

One day, the world became still once more. The Gods had all killed one another in their battles. Their physical forms quickly rotted away, but their spirits coalesced into that of a single being: A new God, born from the corpses of the pantheon.

This new God took the unborn form of the seed of a tree of life. When the tree grew, it began offering aid to the survivors of the wars and repairing the world. For a time, things seemed hopeful. Recovery was nearly guaranteed to those left in the aftermath.

The peace would not last. As suddenly as the world had stopped changing, the warring began anew. The infant God, driven by the prayers of those who needed its aid, was easily swayed by the return of hateful wishes. From every side came prayers asking for death and destruction.

With little choice, the God obeyed.

It tore itself from its place of rooting, the tree twisting into a mobile abomination. It wandered the world, crushing kingdoms with little effort. It followed whoever's prayers were the strongest; after removing their enemies from the world, it went after them.

People eventually realized that the wandering God would bring an end to all life. Some put aside old differences, making peace for the sake of survival. The joined kingdoms gathered their strongest warriors, performing rituals on them to give them an ability that none could have imagined: the power to kill a God.

Banding together, the warriors baited the God to a mostly sealed off valley. Once the creature arrived, the battle began. Swathes of warriors were immediately killed. The survivors struggled to keep fighting, but even with their newfound power, they could not put an end to the corrupted spirit.

Instead, they put the God to sleep. It returned to its tree-like state, and was kept silenced from the prayers of the outside world. The warriors returned home, and the survivors were hailed as heroes.

Finally learning from their mistakes, the world's inhabitants began a new age of peace. During this time, the God matured, becoming less susceptible to malicious prayer as the original seal faded.

More spirits came to the world, forming spontaneously or traveling from other realms. A new pantheon was born while the tree slept in silence.

It has been thousands of years since this time. The age of peace ended, but the world did not degrade into endless war. Small battles began and ended, but usually did not have much lasting damage on the world. Technology advanced impressively, as have cultures and religions.

Recently, reports of murders and disappearances have made many paranoid. The victims are far and few between, but numbers have steadily increased over the past decade. Little to no connections exist between the people found. Anyone from kings to peasants have been found dead, with little evidence as to who has been behind the murders but one thing: Small brass amulets, emblazoned with a stylized tree, an important symbol in many of the world's religions.


Races
Teryn
A hardy and widespread race, known for their adaptivity and diplomacy. Natives to Ardon, the Teryn are the primary human race of the country. Their physical features vary wildly, resulting in large differences in facial structure and skintone in different parts of the country. Paler skin is more common in central Ardon, while darker skin and broader facial features are the majority in the south. Most varieties of Teryn religion tend to center around the worship of the goddess Alesia, though some non-Alesian cults do exist.

A notable achievement of the Teryn race is the creation of miracles, holy ethereal powers fueled by prayer rather than study and knowledge. The Teryn empire heavily supports the church of Alesia, but does not stand for corruption. However, despite its best efforts, kingdoms often find themselves having squabbles. Both politics and religion are important, yet notably distinct parts of their culture. As a result, they operate two separate capital cities, one for religion, and the other for governing. Teryn cities near the borders tend to take on aspects of their neighboring country's culture, whether it's as simple as aesthetics or as complicated as advanced technology. Some of these aspects become widespread throughout all of their subcultures, such as the use of vehicles and firearms, but only in the places that can afford such expensive devices on a large scale.

Alftar
The most common of the elven races, the Alftar hail from Eridis. They are somewhat long-lived, but not immortal, and have an inherent attachment to nature. Their physical features tend to be lighter and more lithe than Teryn, and while they would still be considered attractive by many, they have a variety of inhuman features. Most notable are their ears, which are very large and pointed. Most Alftar have small feathery tufts at the tips of their ears, which are styled by those who care about appearances. Their eyes have slightly ovular pupils, and their fingers and toes are tipped with curved claws. Most groom theirs down to resemble long fingernails, but if allowed to grow, they become hooked and vicious-looking. They're more useful for climbing than fighting.

Alftar culture is centered around their connection to a race of dragons called forest drakes, quadropedal dragons that have a great variation in size. At birth, an Alftar is presented with a freshly-laid egg of a forest drake. When the egg hatches, the child and dragon form a strong, life-long bond. Every Alftar born in Eridis has a dragon, and if either of the pair dies before their time, it's considered traditional for the other half to take their own life. Additionally, Alftar do not use metal in the construction of arms or armour. Instead, they use the abundantly available and very strong magic crystal that grows around their settlements. Called 'elven glass' by some, it is bright, powerful, and elegant. While anyone can use a weapon forged from the glass, they're most useful in the hands of an Alftar.

Dvergar
A short and stocky race that come from Dragon Ridge, nicknamed 'dwarves' due to their height. The Dvergar are a very advanced race, and often pioneer technological discovery. Their cities in particular are mechanical marvels, housing systems of trolleys, elevators, and mechanized forges. A recent development is that of railroads connecting their cities to various places throughout Ardon, strengthening their already well-used trade routes. Physically, they are surprisingly imposing. Despite their shorter than average heights, they are often well-muscled and have powerful skeletal structures. An average Dvergar is somewhat stronger than an average Teryn, but less agile. While not all Dvergar have beards, they're an important status symbol in some cities due to old traditions. Most Dvergar-designed helmets have a beard-like etching on the faceplate, though scarves may be worn beneath them to replicate the effect as well.

Religion nowadays has little place in Dvergar culture. The Dvergar as a whole have had infamously bad luck with worship, as the gods they used to adore all turned out to be manipulative demons. After a crusade destroyed them, most cities abandoned spirituality. Instead of worshiping gods, Dvergar festivals celebrate the achievements of ancestors and ones that will come in the future. An average Dvergar city has no temple devoted to a single god, but a general place of worship for religious guests. However, they are by no means entirely atheistic. Ardonian Dvergar commonly worship the Teryn goddess Alesia, while some cities have specific dedication to the goddess Rinada. Due to Rinada's doctrines including the active pursuit of technological advancement, her worship has become more and more popular, fitting well with the race's forward-focused mindset.

Jotun
Considered primitive by some, the Jotun are an intelligent race of giants that come from Isvarlden. They have adapted perfectly to the frozen landscape, and have an average height of eight feet. Renowned for their incredible strength, the Jotun are known to simply run through a kingdom's protective walls during wars. Their culture is not untied under any single banner, and every tribe has its own variation of it. Despite the violence of the land they live in, Jotun are a deeply honorable race. Their traditions tend to carry over when they visit other places. As names must be earned in their societies, to be called by name by a Jotun is a sign of deep respect.

Jotun religion believes in cycles, whether they are repeating lifetimes or the cycling of the world's ages. Reincarnation and rebirth are important themes in their various mythologies. Some individuals take this belief to extremes, being extremely comfortable with the idea of death, hoping their next life will be better. Fatalistic worldviews have prevented progress in many clans, and while the Jotun inhabiting Isvarlden's southernmost lands have adjusted well to the presence of outside societies, the more traditional clans that try to inhabit the north are content to remain isolated and conduct battles over the barely livable land.

Oghren
Tall, muscular humanoids that inhabit the mountains, the Oghren are known for their physical prowess and artistic skill. Oghren encampments and cities feature carved artwork on many walls, decorative religious totems, and the use of large animal bones in construction. The Oghren quite inhuman, with skin tones that range from grey to green and large, protruding jaws. Some have horns, which can vary in size from small nubs to impressively sized and curled.

Despite stereotyping, Oghren society is surprisingly peaceful. Disagreements between tribes tend to be solved through diplomacy and trade rather than war. Individual villages have castes for work, but with enough time, anyone can advance to something higher. All tribes are predominantly ruled by females. Many religions exist, and most tribal Oghren are members of multiple, worshiping dozens of different gods. Despite their wishes, most Oghren tribes are used to battle. They are often found in land disputes with Jotun and Alftar, who are less inclined to follow their diplomacy than other Oghren tribes.

Meerah
Not many Meerah leave Mizuho, but those that do are quite a strange sight. Meerah are a species of feline people, though their features vary greatly depending on where they come from. Meerah with ancestry from the desert tend to be more humanlike, but with the race's signature strange cat-like ears, vertical pupils, and retractable claws. Jungle and rainforest Meerah have a light coating of fur over their entire body, with patterns that vary between families. Certain sub-races of jungle Meerah are very short, while others retain a human-sized stature. Sometimes, they have shorter, fluffier tails and longer ears, most easily comparable to rabbits.

Meerah are incredibly light on their feet, and are not very physically imposing. They're built for speed and agility. They have a natural affinity to magic, and their main religion focuses on witchcraft and magic rituals. Meerah are responsible for many unique weapon designs, as most of their blades are curved and built for slashing rather than stabbing. Decorative versions of the weapons are used in prayer dances, to symbolically 'cut' the line that separates the spirits from the mortal world. Dancing is an important part of their society, and nightly romps around bonfires are common in all variants of their worship. Desert Meerah tend to be nomadic, traveling across the sands in great number to find hospitable places. Some clans have taken to brigandry, gaining the race a slightly negative reputation. The jungle cultures are much more content to remain where they are, and are more welcoming, if still strange in their mannerisms.

Dokkalfr
Once a clan of Alftar, now mutated enough to be considered a race of their own. The Dokkalfr resemble Alftar, for the most part, but have some very noticeable physical differences. Their claws are darker and more obvious, their eyes tend to have intense irises, and all of them have unnatural skin that ranges from dark grey to lighter, slightly blue-tinged shades. The most common hair colour of the Dokkalfr is white, but black and red hair are somewhat prevalent as well.

Many Dokkalfr still worship the spirits of Alftar religion, but none of them have their connection with the forest drakes. In the past, their ancestors started an uprising to try and take control of Eridis for themselves, but were defeated and cursed by the emperor in power at that time. They lost their connections to the forest, the drakes, and the crystals that grew throughout. Their appearance was also changed, so that any Alftar could immediately tell a cursed one from their own. They were eventually driven away, and while some Dokkalfr villages do exist above ground in Eridis, a majority live in a cave system beneath the forest. In traditional societies, Dokkalfr are separated into large clans of families, consisting of nobility and the commoners they lord over. Clan politics are a constant drama in their territories, especially concerning trade and cultural connections to outsiders. The lack of available cloth in the caves means most Dokkalfr living there wear leather clothing instead, as cloth is reserved for the cloaks and robes of the noble families.

Korris
Korris are a race of insect-like humanoids. Standing at about six feet even, they have slightly digitigrade legs, and most notably, four arms. The lower pair of arms are smaller, and can be tucked into ridges on the torso when not in use. They have a wide variety of physical features, the most common being beetle-like. While still very alien in appearance, they do have expressive faces, and can speak any language they bother to learn. They are from Mizuho, where they inhabit cities built into the hollows of enormous plants, fungus, or rocks. The largest Korris cities stand at about 200 feet.

Korris cities are multi-leveled. The lower tiers are inhabited by worker castes of various types, while the highest towers are home to the ruling classes. Platforms built between the towers are used for travel between levels and general commerce. Korris society believes heavily in justice and honor, and thus they are often in scuffles with the brigand desert Meerah. The jungle Meerah, however, are considered great allies. When a Korris passes away, it is considered an extreme honor to have their strong exoskeletons converted into a suit of armour. To make up for their lack of flight, Korris employ pterosaur-like flying reptiles as mounts.

Velkrin
A diminutive race related to the Oghren, the Velkrin are a subterranean race that were discovered by Dvergar miners. They are short and often wide-set, bearing green skin and large ears that often seem too big for their heads. Centuries ago, they were thought to be unintelligent and were often enslaved, but now are recognized as sentient people. Despite racial tensions with the Dvergar in the past, they now mostly live peacefully alongside them in their cities. Some, however, prefer a more quiet life alongside Oghren, and it's not uncommon to see members of the race in either of these places.

Velkrin are highly intelligent, preferring to employ the use of technology whenever possible, perhaps to make up for their relative lack of physical strength. Velkrin culture varies greatly from place to place, whether it's the simple adoption of either Dvergar or Oghren belief systems or an honoring of their ancestors' pantheon of gods, few of which are recognized in large religions today. Ancient Velkrin worshiped cave animals, especially frogs, due to their prevalence and use as materials in their clothing, tools, and buildings. Four distinct great clans existed, now seen as ancestral lineage more than anything, with separate focuses on arts, invention, spirituality, and philosophy. A resurgence in ancient cultural aspects has begun in the last century, leading many Velkrin to decorate their bodies and homes with symbols of Animalism, as it closest matches their older belief systems decoded from old cave runes and paintings.

Kalros
The Kalros are a race of ocean-dwelling amphibians, spread throughout the oceans between Ardon and Mizuho. They hold a typical humanoid body shape, made more unique by the presence of added extremities to aid their swimming. Fins on their feet, hips, and forearms aid them in moving through the water, and gills on their necks and torsos allow them to breathe beneath it. Their heads are also adorned with smaller fins, present roughly where external ears would be expected. Their skin is smooth, though they do bear scales on their limbs and backs. They are bioluminescent, and have rows of glowing organs on their heads and chests that allow for worldless communication. Lungs and vocal cords allow them to breathe air and speak.

Kalros society has relied heavy on magic since they first discovered it. Portions of their cities, made from stone and coral, are surrounded by orbs of waterless space kept functional by large mana crystals, created specifically for that purpose. Land-dwelling people are transported to them with the use of specially-constructed submersible ships, which have a similar magical barrier around them to keep them from being flooded. The development and dependence of such magical creations have made the Kalros a very progress-focused race, though the limitations of their habitats tend to prevent them from advancing too quickly. Despite their desires for scientific and technologic advancement, they are deeply spiritual, worshiping beings that are said to have dwelled beneath the sea long ago. Worship rituals make heavy use of water manipulating magic, and are beautiful sights to behold.

Sidhe
Like the monsters that share their home, the Sidhe are fae beings that came to Velwin from another realm. They are unique beings with an interesting physiology, heavily dependent on magic. In their normal state, the Sidhe resemble small humanoids, generally less than one foot tall. Their features are a blend of elven and insectoid, most notably, large moth-like wings, antennae, and a 'collar' of downy fluff around their neck and shoulders. Some have features more resembling plants, with wings mimicking the patterns and textures of flower petals. However, their mastery of transfiguration magic allows them to take other forms, most often a human-sized version of their normal selves. Some prefer to hide their otherworldly features when disguised.

The Sidhe do not come from the mortal realm. Their homeland, Almar, is a sort of world between worlds. It can be reached by mortals, but only through the use of magical portals. These portals do not have set locations, and can appear in any place of significant magical saturation. Sidhe society in Almar is scattered and unstable. A faction of Sidhe have started an uprising that threatens their entire social structure. Many chose to leave their home instead of fight in a civil war, and while many have adjusted well to the concepts of mortal morality and societies, young Sidhe are still infamously mischievous beings. Elders, in stark contrast, are known to be calm, helpful, and sources of vast amounts of knowledge.

Varg
One of the few races of sentient beings from Isvarlden, the Varg are a race of lupine and ursine people that dwelled in the forests and valleys of the north. They hold a very brutish appearance, nearly as tall as a Jotun when standing straight, though their body shape leads to a naturally hunchbacked stance most of the time. A smaller, completely upright subrace of Varg inhabits the warmer southern areas of Isvarlden. All Varg have mostly humanoid faces with large jaws and sharp teeth, as well as claws on the hands and feet. Their skin tones range from grey to brown, often decorated with tattoos and paints. Some Varg from further north have a coat of fine fur. Different clans of Varg tend to hold very recognizable patterns of colour, which mainly begins to appear past puberty. In the past, they lived in stable if primitive cities and villages, but they now mostly wander the frozen wastes in search of places to settle.

The Varg worship many spirits, though none of the gods that make up the Jotun pantheon. One of them, a mischievous Fae god, is responsible for the curse of lycanthropy, which has led to a heavy demonization of the Varg's pantheon by most Jotun clans. Wars with clans that united against them devastated their societies, and now they are forced into nomadic lifestyles. While they occasionally find a place to settle long enough to build villages, they often abandon them when trouble begins to come their way. Some Varg have left Isvarlden and were met with mixed reception, as they are sometimes mistaken for the werewolves that plague northern Ardon and southern Isvarlden in the deepest parts of winter. While most Varg clans seek to purge the curse of lycanthropy, some embrace it and instead try to gain mastery over the shapeshifting ability given by it.

Dragh
The Dragh are a reptilian race that dwell in the deserts, swamps, and jungles of Mizuho. They are quite social, often mingling in the territories of other peoples and welcoming all visitors to their own. Dragh have a wide variety of physical features resembling various reptiles, most readily compared to geckos, crocodiles, and snakes, though their facial structures are much more humanoid than any of the aforementioned creatures. Their spines extend into long tails, and their digits tend to end in claws meant for defense or work rather than combat. They are shorter than most, but their extreme adaptability makes them hardy. A Dragh can last in the desert heat without water or food for upwards of a month, provided they were properly hydrated before.

A natural connection to the land makes the Dragh exceptionally good mages, and their use of magic rivals advancements in technology made in the countries to the north. Magic-powered sandships, automatons, and tools give them an exceptional advantage over other Mizuhan races, but their extremely relaxed spirituality and belief that all are honored guests to the land mean they have no interest in spreading their rule. Their architecture is masterful, consisting mainly of stonemasonry rather than the use of wood, and as a quirk, they tend to encourage plant overgrowth for the sake of natural decor and beauty. Nomadic Dragh clans will recycle abandoned structures if given the opportunity, and the empty hives of fallen Korris will be repurposed into bustling townships, often with an external village built from excess stone taken from the hive.

Aveyn
A race of humanoid birds originally from Mizuho, the Aveyn are tall, thin avians known for both magical and melee prowess. Their hollow bones make them somewhat fragile, but their use of mithril for equipment makes a trained warrior a force to be reckoned with. They are born with wings on their back that allow them flight, and losing said wings was once meant losing their lives. Nowadays, given their smaller numbers, wingless Aveyn are less harshly prejudiced than they were in the past. They lack beaks, and have overall humanoid faces. The feathers that grow on their heads can become very large and impressively styled, to the point where they mimic the appearance of hair. On their forearms and shins, their feathers give way to strong, scaly skin, and they have large digits that are fewer in number than most humanoids.

The Aveyn gained infamy in the past when they invaded Ardon and forcibly established an empire. Prior to their uniting, they were a peaceful mountain-dwelling race who served the god of the sky, and occasionally offered aid to those who became lost in their territories. A clan of warlike Aveyn forcibly united many others under their banner, and upon discovery of the northern continent, they enslaved the Teryn living there. Their use of mithril, advanced magic, and most notably flying fortresses allowed them to easily take hold of the land and subjugate those below them. Their rule continued for nearly a century, before a mass uprising brought their flying cities to the ground. The surviving Aveyn, whether in Ardon or Mizuho, retreated and became reclusive, hoping to avoid further destruction. The ruins of their empire litter the lands, and those that have not already been repurposed into cities often hold valuable treasures within.

Epona
Common throughout Ardon and more rarely sighted in Isvarlden, the Epona are an equine race that nomadically travel through vast plains and forests. Physically, the race has much variance, though all follow the same basic template that makes them unique. A humanoid torso upon a horselike body, either quadrupedal or bipedal, along with long, mobile ears covered in a light coating of fur are all common features, while variances include fur and skin patterning, horns and antlers, and size. A typical quadruped Epona is six to seven feet long, and can stand at heights between eight and eleven feet at the top of the head. Bipedal Epona are usually much shorter, comparable to the average humanoid races in height. The animal features they have can range from equine to caprine, with some smaller ones more resembling cervids.

Socially, Epona are not a very advanced race. They follow strict traditions of clan loyalty and upholding honor, and very few have ever established permanent settlements. A majority of Epona clans are eternal wanderers, nomadically moving through the countryside to hunt and occasionally rest in groups of a few hundred at most. Xenophobic and mistrustful of other races, Epona rarely interact with large civilizations outside of trades. Despite how simple it would be to stereotype them as cultureless savages, they are surprisingly well-versed in storytelling and oral tradition. Their religion consists of shamanistic rituals dedicated to the gods Faolan and Darach, with some clans extending their prayers to Aktoros. While magic is rarely used outside of these times of worship, with the exact specifics of their prayers kept secret from anyone outside the clan. Despite their secretive and mistrustful culture, it's become increasingly common to spot individuals assimilating into common society in recent years, though they're still far from numerous.


Gods
There exist an immeasurable amount of spirits in the world. Minor spirits can enter and inhabit the mortal planes, but a majority are kept separate from the world by a spiritual barrier. The planes they inhabit are extremely varied, and many have individual names, but they are collectively known as the Otherworld.

Major gods
Most major religions center around the worship of one or a small number of major gods. These gods, whether of monotheistic belief systems or small pantheons of polytheistic beliefs, are considered to be of a higher "tier" of spiritual power than minor gods.

Alesia
The most widely-revered goddess throughout Ardon and parts of Isvarlden, Alesia is considered the god of light, life, and all things holy. Tales surrounding her depict her as a kindly, loving woman, and artwork often shows her as a humbly dressed Teryn-like figure seated beneath an oak tree. Worship rituals often involve small sacrifices, most commonly roses or bread rolls. As nemetons were the traditional hallowed ground of early Alesians, the churches built to revere her notably have a large, single tree planted in the center of the main room. The discovery of small potted trees from trade with foreign countries has also opened the possibility of a more intimate, personal worship within homes. Alesia's realm, a heavenly section of the Otherworld called Avalon, is said to be shared with the Alftari goddess Sehran, though her section is more commonly called Albrach. Basic Alesian beliefs are simple: to be helpful, peaceful, and kind, while at the same time defending those who cannot defend themselves and to purge that which would bring harm to innocents from the world. A majority of Alesians are kind-hearted people, but their order of holy knights, the Paladins, are staunch protectors who carry the name of their goddess on crusades against the unholy.

Sehran
The primary goddess of the Alftar pantheon. Often depicted as a motherly, middle-aged elf surrounded by a flock of birds, Sehran is considered a guide and messenger. Legends state that in times of great need, she will choose one of her followers to act as her will, though such an event has not happened in the centuries of her reverence. Generally, sacrifices are not made during worship, though cold iron has become an important material to their rituals. Religious symbols, shaped like the silhouette of a crow's flight feather, are often created from it, using small 'gems' of elven glass as decoration. Sehran's religion promotes harmony with the natural world, while at the same time defending oneself from the threats that may come from it. While there are no explicit laws against it, mass deforestation is heavily frowned upon by the faithful of her religion, and as such Eridis is well-known for its immense, thick forests housing the stone-carved cities of the Alftar.

Luxtos
One of Sehran's underlings, Luxtos is considered the patron god of the forest drakes, and thus is often depicted as a particularly large, green-scaled dragon. He is less often worshipped directly by the Alftar, but still considered an important part of their religious beliefs, most obviously the spiritual link between elf and dragon. The forest drakes themselves have a simple, but very important ritual to show their devotion, most easily described as an offering of fire. It simply consists of burning herbs in a small vessel contained in Alftar temples. While traveling, a prayer and an expulsion of fire is considered satisfactory. Luxtos' followers have a singular and simple goal in mind: to always accompany their partner elf, and to be there for them in both the living realm and the Otherworld. The death of one leading to the death of the other is an old tenet from his religious order, one which is still practiced with frightening fanaticism in certain kingdoms to this day.

Tumnos
Sehran's second companion god, Tumnos takes the form of a large crow. In stories, he acts as a messenger and observer, and is the leader of a flock of watching spirits, all of whom take the form of more normally-sized black birds. No legends have ever depicted him speaking, and thus he is often considered a more minor god than the other members of the Alftari trinity, but an important one nonetheless. Perhaps humorously, children of religious families are encouraged to bring offerings of birdseed to religious gatherings to show appreciation to Tumnos. The donations are used to feed the flocks of birds that live inside Alftari temples.

Arkom
One of the twin gods of many Mizuhan religions, Arkom is the desert dragon of flame, warmth, and the creation of land. Depicted as a red-scaled, serpentine dragon, he is revered by many as a symbol of both destruction and rebirth. The deserts are considered his domain, and a great many temples dedicated to him were constructed by older civilizations strewn throughout it. Given his association with fire, prayer is often done in front of burning incense, and holidays celebrating him usually include burning effigies. The ashes from the effigy are then collected and used as fertilizer for gardens.

Keera
The sister god of Arkom, Keera is the jungle dragon of fertility, water, and the hunt. She is a serpentine dragon with bright emerald scales, and is considered less destructive than Arkom. She lords over the jungles and swamps of Mizuho, and is considered the source of the strong mana saturation throughout these areas. Prayers to her often occur before hunts and farm work, and herbs grown to create incense for Arkom's prayer rituals are considered gifts from Keera's blessings. Her holidays tend to be lower-key and more peaceful than her brother's, and mostly consist of planting trees and making small woven trinkets.

Tyrwin
Goddess of seasons, Tyrwin is the head of the Jotun pantheon. Often called the mother of the north, her domain consists of weather, time, death, and rebirth. Her common depiction is a large woman holding an ivory horn. Music is an important part of prayer, and small statuettes carved from ivory or ice are used to honor her. She is often said to offer hope to Isvarlden's inhabitants, and gives new life to those who pass away. Cyclical rebirth is a unique and important part of her followers' beliefs, though the exact specifics vary from tribe to tribe. She is the only god that appears in all varieties of Jotun religion. All others are minor gods, most often some sort of spirit animal.

Faolan & Darach
The god of the Fae, Faolan and Darach are a single god with two personas. They are worshiped as a god of balance, and are instrumental in keeping Almar its own contained realm. If the balance they keep breaks, the small world would forcibly merge with the physical planes. They most often appear as a wood-skinned, centaur-like figure with antlers and wings made of tree branches. On either side of their head, there is a skull. Faolan is represented by a wolf skull, and demands blood sacrifice in their prayer rituals. Darach, represented by a deer skull, instead demands a sacrifice from the harvest. Failure to uphold balance in prayers causes the two to bicker, and given their much more direct influence in Almar when compared to Velwin and its gods, the results could be disastrous.


Minor gods
Many smaller religions, and some larger polytheistic ones, give reverence to one of the many weaker spirits of the world in place of or alongside a major god. There are thousands of other spirits that are worshiped, ranging in power from prayer-granting temple spirits to simple household spirits. However, some minor gods are considered such simply due to their low amount of followers in the modern day.

Aktoros
The god of the Aveyn, Aktoros is considered the lord of the sky. His depiction varies, depending on the subculture. The Ardonian empire of Aveyn depicted him as an eagle-headed humanoid. Statues decorated first age cities, and Teryn cities made from repurposed ruins keep them as decor. Mizuhan Aveyn more often depicted him as a hawk-like phoenix. His religious followers were originally peaceful, but over time, their beliefs warped from peaceful co-existence to violent conquering. Mainstream worship has fallen out of favor by most, and the old rituals have been all but forgotten. What little is remembered is the use of mithril in the crafting of artifacts, but as time went on, the metal was more often used for war.

Khaal
The goddess of the ocean and stars, Khaal is traditionally depicted as a leviathan-sized whale. Recent depictions, especially those by pirates and the island cultures in the southern Ardonian sea, instead depict her as an ambiguous humanoid woman holding a vessel of seawater. Worship of her has changed very little over the centuries, consisting mostly of water magic to create impressive displays and small sacrifices, often in the form of fish or alcohol. While her religion preaches peace and unity, a few older texts have concerning references to destructive spirits from beyond the stars that now inhabit the sea's darkest depths, waiting to give retribution to any who would defile it.

Rinada
The goddess of the Dvergar, or at least a group of cults large enough to gain official recognition from some governments. Rinada's depiction is that of a bronze-skinned, firey-haired woman (sometimes merely in colour, sometimes literally) of Dvergar proportion, usually seen holding a fire-coated hammer. She is considered by her followers to be the goddess of metal, machinery, war, and scientific pursuit. Her devotees tend to vary wildly in their worship of her, and proper rituals are unclear, though they tend to focus on forging of religious artifacts from orichalcum, the supposed gifted metal of the goddess herself. Extremely fanatical cult sects have been known to replace entire parts of their bodies with magically-powered mechanical limbs, though a vast majority are content to forge symbols and pray at fireplaces. A very devoted sect of followers discovered the destroyed husk of an enormous mechanical golem within a glacier in Isvarlden, and use it as proof of her existence, worshiping the golem as her corpse and dubbing themselves the Church of the Broken God.

Ghazak
A notable goddess of the Oghren and Velkrin, Ghazak is a goddess of hunting, motherhood, and agriculture. While by no means universally worshiped, as the orc races revere dozens of spirits, Ghazak appears in many teachings as a major figure. Her common portrayal is that of a strong orc woman with branching antlers, holding a spear in one hand and a sickle in the other. Ritual worship of Ghazak demands no sacrifice towards her, but instead encourages friendship and connectivity between families through tribe-wide banquets, followed by group prayer. She is considered a guardian and a protector of all her children, and is often called the true queen of all orcs. Followers encourage people even of non-orc races to join in their holidays, as they believe that her love should be shared by all regardless of origin.

Animalia
Unlike the Gods of many religions, Animalia is a term that denotes the collective souls of all living animals in the Oghren religion of Animalism. An ancient practice that even less religious Oghren show their roots with, Animalism is the worship of animals and the belief that they can live harmoniously with orcish societies. The basic tenets of the religion are simple: to respect natural territory of animals, and to cooperate with them. Hunting for sport is outlawed, and even livestock others might think inconsequential must be treated with respect. Likewise, it encourages working as a society rather than purely as an individual. Animalism has many important figureheads, each with various interpretations. Wolves represent personal strength and community spirit, boars represent ambition and determination, cats represent charm and fortune (as well as subterfuge to some), chickens represent fertility and utility, and snakes represent cunning and individual gain. Many other symbols are used with various meanings, but few are as popular as these. Legends in Animalism tell tales of legendary animals, though most practitioners regard them more as folk heroes than Gods. Similar beliefs are held by other races, such as the Velkrin and Varg.

Zamalphon
A figure considered evil in many varieties of Teryn religion, Zamalphon is the god of dark and demons. His depictions often take two forms. The first, favored by followers, is a beautiful androgynous man with white hair and curled horns, body shrouded by multiple pairs of black feathered wings. The more common one, used by Alesians and other religions who hold him in low regard, is a silhouetted beast of shadow, featureless save for antlers and a single pair of wings. Often referred to by his title of Archdemon, Zamalphon's followers believe him to be one of the Emhain, a now-extinct race of angels that once walked Velwin's lands. Due to a disagreement between him and his brother Dorminus, lord of the Emhain, Zamalphon murdered the other angel and was banished to the dark realm of the otherworld called the Abyss. There, his corruption spread to the dark, giving rise to demonic life. Worship of Zamalphon is outlawed in Alesian territory and heavily frowned upon in areas of other religions, forcing his worshipers to hide in shadowy cults with reputations of blood sacrifice and use of dark miracles. Given the secretive nature of the cults, many details are fuzzy, but the ultimate goal for many appears to be gaining demonic power and ultimately becoming demons themselves.


Locations
Velwin
The northern continent, separated from Mizuho by the southern sea. Velwin's climate varies greatly depending on where one goes, the north giving way to the coldest known lands in the world, while the south has a pleasantly warm climate. It is home to two empires, one based in the Ardonian kingdom of Gallia, the other in Eridis. Velwin is believed to have been the land an ancient war between gods took place in, and much of its culture is religious in nature.

The regions of Velwin are Ardon, Wei, Eridis, Valdur, Dragon Ridge, Isvarlden, and Almar.

Mizuho
Separated by the oceans, a large continent below Velwin rests. It is called Mizuho, and is a place of intense magical saturation and widely varied landscapes. The northwestern parts of the island consist mostly of expansive deserts and bluffs. Past that, fertile rainforests, swamps, and jungles stretch across the eastern regions, separated by a ridge of extremely tall, cold mountains. Coastal cities are extremely common tourism locations, and many villages dot the trees to the south.

The regions of Mizuho are Sabi, K'gassa, Taaralahn, Keerata, and Bisaido.

Details of the regions can be found here.


Magic
Spells and incantations are separated into a variety of schools, each of which have a variety of applicable uses. While many mages can use spells from all the schools, a few choose to focus entirely on a single school to become more efficient with the spells from it. Every living being has a reserve of mana, as it is a natural aspect of the body, an ethereal bond similar to the soul. Bringing their reserves to combat-applicable levels requires practice, and can be aided by taking supplements of natural mana. Particularly strong mages can draw mana directly from the planet.

Mana is a natural resource that flows through the planet, an energy that most often does not take a physical form. Mana-heavy areas are often recognized by fog-like presence of mana in a gaseous state. Wisps, small glowing lights that appear in these areas, are a common indicator that large amounts of mana are in the air. When mana is sufficiently saturated, it may begin to physically manifest itself as crystal-like growths. These mana stones, as they are called, can be used to create very powerful magical items, and a catalyst made of pure mana stone would give its wielder an immense boost in strength. Mana stones have a variety of other uses, able to supplement enchantments and even hold prepared spells.

Arcane
Arcane magic is the use and manipulation of mana in its purest form. Mana free of imbuing is highly volatile and condensed, making the school highly useful for offensive mages. Also ideal for animating constructs, arcane magic sees use as a fuel. Arcane magic holds pure mana’s blue-green glow, and in high enough amounts, crystallizes and increases offensive capability. As it lacks pre-existing imbuement, a clever arcane mage can manipulate their spells in ways to give them special effects, or even manipulate the mana of other spellcasters. Defensive arcane spells are highly effective as well, as the purity of the magic overpowers weaker offensive spells that impact its barriers. It’s also the go-to school for the preparation of restorative and augmentative items, as its purity allows it to act without bias to magical schools.

Elemental
Elemental magic involves converting mana into one of the world's natural elements. Manipulation of earth, fire, water, and wind are simple applications of the school. Clever and experienced mages may combine their elemental spells to make new effects, whether for added damage in their attacks or stronger healing. By influencing the mana in the natural world, an elementalist can utilize the landscape in their casting. Experienced or naturally gifted mages are fully capable of creating their own elemental power, and can more easily utilize advanced elements. Earth has flora, the control and creation of plant life. Fire has starfire, a more condensed and powerful blue flame similar to the stars. Water has ice, capable of freezing and spearing targets. Wind has lightning, a powerful and extremely fast harnessing of electricity.

Psionic
Psionic magic is the psychic manipulation of physics and gravity. Telekinesis is a common application of the school, as well as the use of anti-gravity spells, telepathy, illusions, and teleportation. While harder to manage, flight is also a potential effect, as well as reducing or increasing the speed and weight of objects and people. Some psionics believe that the school has potential for time manipulation, though it’s still an experimental application at the time, only produceable in bursts that last a few moments. Psionic offensive spells cannot travel especially far, and thus mostly consist of close to mid-range bursts of gravitational manipulation and blasts of telekinetic force. Objects enchanted with psionic magic can be manipulated by the owner with little effort, returning if lost or thrown, and can unleash bursts of force when activated.

Blood
Blood magic involves a deep understanding of the body and how magic affects it. Blood magic is highly physically involved, centered around the manipulation of physical aspects and harnessing the mana within the body to create various effects. The primarily allowed use of the school is healing, as instead of simply closing wounds, blood magic seeks out injuries and heals them completely, though the process is slower and can be taxing on the caster if injuries are particularly significant. While not sanctioned by its teachers, blood magic can also be used offensively, able to cause severe physical injury, paralyze, and even poison targets. Highly experienced blood mages can even control the bodies of others, making them act as living puppets, though the target must remain alive or the spell is broken.


Miracles
Etherial abilities with origin in the divine. They draw from the caster's faith, rather than their mana, and are strengthened by power of will and belief. The power of one's spirit and their ability to draw energy from the Otherworldly planes influence a person's miraculous ability the most, and religious faith is their most powerful catalyst. Similar to mana, the presence of high amounts of spiritual power in an area can create a solid piece of soul essence. This essence, often referred to as soul gems, is very useful for holding extra spiritual power in blessed objects. They can also hold a disembodied soul, an ability that has seen much abuse in the past.

Miracles, in their early state, were quite literally a divine intervention. Prayers to the gods would bestow the faithful with special abilities, and as time went on, worshipers learned how to reliably draw power from the holy planes to fuel their power. Most modern miracles are similar to spells, in that they are specific prayers that can be taught and harnessed rather than a direct answer from the gods, but their power is not to be underestimated.

Light
Light miracles are holy powers associated with light. Light miracles come in two varieties, sunlight and moonlight. Each is varied, potential applications covering both offense and defense, but a majority serve to support the caster and their allies. Sunlight type miracles are intensely bright and are blessed with the holiness of the sun, able to burn and banish the unholy. They’re associated with white and gold glows. Much more common, sunlight miracles see widespread use among the faithful, and many only ever learn them. Moonlight type miracles are less intense and colder looking, glowing silver and blue, and do no extra damage to unholy beings, originally meant almost entirely for support. Their offensive applications are slightly stronger as a whole, but lack the holy burn of the sun, and are much less commonly taught.

Nature
Nature miracles are a form of miracle centered around the souls of nature itself. Believed to be the first true miracle class, discovered through fae-worshiping pagan religions long ago. Nature miracles can be used to create plants, control and converse with animals, shapeshift, and heal more grievous wounds than light miracles can. Often employed by druids, certain nature miracles have found their way into use by the Alesian church. Strong nature miracle casters can give life to lifeless land, making even the most inhospitable places able to support life. Owing to their focus on the natural world, the class is often paired with elemental magic, but remains distinct in that it focuses on manipulating the soul energy of the environment rather than the mana.

Dark
Dark miracles harness unholy power. Utilized mostly by demonic worshipers, its power is drawn through corruption of the soul, and has many offensive capabilities. Creating hellfire, manipulating darkness and demonic energy, necromancy, and stealing soul power are common applications, and the sheer destructive capabilities have resulted in the school being banned in many territories. The use of dark miracles brings heavy risk to users, who draw the corruption of the abyssal realms into themselves with every cast. Casters of the dark can gain power through sacrifice, worship, or intense negative emotion, opening up their souls to the abyss and allowing them to draw its power into themselves.

Summoning
Summoning miracles are a diverse class, meant specifically to bring forth beings from the spiritual realms. Most who are able to perform the art focus on a single type of being, supplementing their rituals with miracles of appropriate schools (light for angels, nature for fae, and dark for demons) and appropriate offerings. While summoned beings of the lower tiers rarely require extensive offerings, more powerful summons tend to take a heavy price, whether from prepared offerings or from the summoner's well-being.


Monsters
The word 'monster' is a varied term. It's used to describe a wide variety of creatures too dangerous or strange to be considered normal animals.
Examples of discovered monsters here.

Mundane
Mundane monsters are creatures that are not inherently magical. For the most part, they are normal animals or primitive beings. Conventional means and pure force can be used to slay them, though safety preparation is recommended. Not all wildlife is counted as a mundane monster, only creatures that are particularly notable or dangerous.

Mythic
Mythic creatures are inherently magical beings, able to use spells and powers that make them far more dangerous and formidable than any animal. Their magical ability makes them more intelligent, some even sentient. The origins of mythic creatures are quite varied, and while the name is more of a catch-all for physical magical monsters, they have a common weakness in silver and other materials that can block the flow of mana when used offensively.

Undead
Resurrected corpses and restless spirits of the departed. While usually conjured by dark miracles, they can sometimes raise without outside influence, forming spontaneously due to lingering will. Ghosts may be reasoned with, but undead corpses will always be hostile, and are endlessly aggressive unless they are actively being controlled. All undead have a weakness to sunlight, to the point that some may combust when exposed directly. Silver and holy objects are effective against them as well. A few special kinds of undead transformations let the afflicted keep their sanity, but they are just as affected by typical undead weakness.

Draconic
Dragons and their relatives are a form of life higher than most. Created distinctly alongside mortal beings, Dragons have an aspect of divinity to their souls. Greater Dragons are very intelligent sentient beings, fully capable of speech, while Lesser Dragons are more animalistic. All dragons, regardless of intelligence, wield etherial abilities unique to them, and make masterful use of magic and miracles when necessary. Owing to their semi-divine nature, the bodies of dragons both lesser and greater have natural effects useful for channeling or defending against ethereal power.

Fae
Spirit creatures from the plane of Almar, Fae are immortal beings neither divine nor mortal in origin. Fae are highly magical beings, distinct from Mythic creatures owing to their Otherworldly origin. Most Fae are very intelligent, some sentient, and are capable of travel between Almar and the mortal plane. The somewhat unstable nature of their homeland often results in them being displaced into highly magical parts of the world. Along with magic, Fae have a predisposition towards nature miracles. All Fae have horrific reactions towards cold iron, as the alchemized metal disrupts their magic and damages their soul.

Demonic
Demons are unholy spirits that come from the hellish realms of the Otherworld. There are two distinct tiers of Demonic creatures. Darkspawn are monstrous beings born from the dark of their abyssal home, weak in comparison to their lords but still exceptionally destructive. Archdemons are born of fallen angels, exiled and corrupted by the dark. Demons make use of dark miracles, and have a vulnerability to holy things. Thankfully, most Demons cannot enter the mortal planes unless they are summoned, but should their master's rule over them break, they will be free to do as they please.

Angelic
Holy spirits from the Otherworldly plane of Avalon, Angels are considered by many to be the epitome of goodness. Indeed, they are naturally inclined towards the light and are protective of those who worship the gods, but an Angel who falls to dark will inevitably become a Demon. Angels use light miracles to great extent, but have a vulnerability to unholy power. Like their dark counterparts, Angels are unable to enter the mortal plane of their own volition. They must be summoned, and while they can be freed, most will return home when they are no longer needed. If an Angel gains a strong protective instinct over an individual, it may instead offer itself to be bound to their soul, becoming a personal guardian for them.


Miscellaneous
Notable crafting materials
Along with the common iron and steel, many materials can be used to create weapons, armour, and other equipment. Some have various effects, and some are simply powerful metals.

Silver
A soft metal often used for jewelry, silver is naturally conductive of magic and has an inherent strength against supernatural beings. It is sometimes treated with liquid mana or holy water to increase these strengths, but on its own against most physical beings, is rather weak for making weapons.

Cold iron
Specially prepared iron, created through an alchemic process rather than traditional forging. It is deadly to fae and other spirits, and when reinforced with silver, becomes a very potent slayer of the unnatural. Outwardly, it resembles a slightly darker steel, but is weaker against purely physical beings due to still being pure iron.

Orichalcum
A dense, gold metal considered the signature of the Dvergar. Stronger than steel, but also heavier, weapons and tools made from orichalcum are durable, weighty, and near indestructible. It is incredibly heat-resistant, and due to its abundance, used in most dwarven technology. It sees rarer use outside of Dvergar territory, due to its weight, but its decorative and technological uses still make it relatively desirable.

Mithril
An ancient metal that is rarely found in raw form, mithril is a silvery blue-tinged material that is light and extremely strong. Its lack of weight makes it nearly useless for blunt weapons, but it's nearly unmatched for smithing blades and light armours. It alloys well with silver, though few smiths are willing to melt down mithril artifacts to do so. A majority of mithril equipment is reshaped or repurposed gear found in ancient Aveyn ruins.

Obsidite
A very dark metal discovered beneath Eridis' surface, obsidite is slightly stronger than steel and of a similar weight. As well as being used for strong weapons and armour, it has several properties that make it a valuable alchemy ingredient. Some myths surrounding the metal claim it to be petrified dragon blood, and it does indeed have similar use in the making of potions, though much less potent.

Alftari crystal
Alftar cities are often surrounded by naturally-occurring crystalline structures, resembling flowers or bushes, that are harvested and forged into lightweight, razor-sharp, and extremely durable tools by their inhabitants. The end results are beautiful, gem-like metals that vary in colour depending on treatments. In the hands of an Alftar, their natural aetherial abilities are boosted greatly. For others, they're simply above average at channeling magic and miracles if properly prepared.

Moonstone
A light greenish metal that gives off pearly reflections, moonstone is a rare and highly magic-conducting material that is harvested from certain meteorites. The forging process involves the introduction of crystallized mana into the molten metal, which gives it special properties that are extremely desirable for the magically inclined. Due to its rarity and recommended use for catalysts and weapon augmentations, moonstone armour is almost unheard of.

Sunstone
The sister metal of moonstone, sunstone is forged from the same ore. Instead of adding mana, the molten metal is blessed, and the result is a beautiful, pale gold material. Pure sunstone equipment is excessively rare, and most only use it as a gilding or plating for pre-existing gear. Sunstone is naturally reactive to its wielder's faith, and channels miracles as well as any talisman. Equipment augmented with sunstone gives a passive effect of gradual health regeneration, though grievous wounds are beyond its power to fix.

Dragonstone
A strong metal forged from the petrified bones of long-dead dragons. Dragonstone, when properly made, is characterized by its fierce red hue and great reactivity to mystical augmentation. It takes enchantments very well, and while it is not as naturally magical as moonstone or Alftari crystal, it is much more available for use as a smithing material, if expensive due to its low concentration outside of the dragon ridge.

Adamantine
One of the strongest materials out there, adamantine is a tough and lightweight white metal, found rarely outside of Isvarlden's mountaintops. It augments the abilities of other things touching it, making it a prime target for trimming or plating with moonstone and sunstone. Even on its own, it is naturally much more powerful than steel. When properly treated and polished, the metal takes on a diamond-like sheen, and it sometimes sees use as the base of crowns and other high-tier jewelry, taking the place of gold or silver.

Faewood
Special wood gathered from a type of magical tree that grows in Almar, and more rarely Eridis, Faewood is known for its great strength and magical conductivity. Catalysts made from it are nearly unmatched, and due to the wood's hardness, it has surprising defensive capability when made into armour. Its light weight, strength, and pleasant scent make it an attractive draw for more defensive mages and warriors who want to stay light on their feet.

Bisaido coral
The skeletal structures of a species of alchemically-engineered coral, Bisaido coral is strong as steel and extremely useful for a variety of applications. The coral can be carved, as more traditional craftsmen prefer, but alchemic transmutation has allowed the simpler option of growing the coral into predetermined shapes, such as spears or helmets. For armour, scales of grown and carved coral sewn into leather made from local sea creature skin is a very popular, lightweight, and protective option, while sharp weapons are preferred over blunt ones. Bisaido coral comes in a variety of colours, the most common being a light pink.

Other ethereal powers
Enchanting
Enchanting is an act that gives an inanimate object innate mana, and thus magical effect. The simplest and quickest way to create an enchanted object is to soak something in a solution of mana, and while effective for creating weak, mass-produced enchanted items, specific enchanting is much more focused and effective. An enchanter must perform a special ritual, and draw upon the mana in themselves to transfer it into the item. The stations at which enchantments are performed direct the pure mana into the object, altering it into a magical item. Specific enchants can then be performed under a similar, but different ritual, utilizing written spells to bind the effect to the object. While they are not strictly necessary, mana stones and other material that has innate magic properties can be added to the object to further increase its magical power.

Blessing
Blessing bestows holy power to objects, giving them an effective edge against unholy beings and allowing them to be used as miracle catalysts. The simplest forms of blessings can be achieved simply by dipping an object into holy water. However, a religious ritual involving prayers while the object is submerged will increase its holy power tenfold, making it an even more effective catalyst for faith-powered ability. Further blessings can be performed through the use of incense burning and treatment of the object with holy ash, as well as the depiction of religious symbolism upon them. Many blessed objects are further modified in a manner similar to enchanted objects, adding blessed gems and sometimes even mana stones to further their power. Naturally conductive materials, such as wood, silver, and sunstone, make the best blessed objects. In the case of objects that cannot be fully submerged in holy water without destroying them, such as books, they are instead lightly moistened with a sanctified cloth dipped into the water in the object's stead.

Alchemy
Alchemy is a magical study that involves the transformation of mundane objects into things with special properties, most often used to create magical potions out of healing herbs. While it is not exclusively potion-making, it is without a doubt the most common application of alchemy there is. Transformation of iron into gold is another applicable use, as is the creation of chimeric animals and plants. Alchemy has little combat use to most, but is a very effective utility for healing, and even religious use. Alchemy can also be used for summoning, bringing forth pre-sealed objects and beings through the quick application of magical symbols. Advanced alchemy can create artificial soulless beings, known as homunculi, which can be used for various purposes. Alternately, alchemy can bind energy to a pre-existing construct to create golems. Most are non-sentient and created with the binding of mana, but there are records of golems created through the binding of a soul instead, creating fully intelligent and sentient beings. It's a highly risky and dangerous process, but provides a form of functional immortality for those seeking it.

Soul crafting
Soul crafting, more often referred to soul forging in the context of weapon and armour binding, refers to the manipulation of a soul's energy to add special properties to an object. Souls are separated into two halves. The first is consciousness, the essence of the being, what makes a person a person. When a being dies, this half of the soul moves on to the afterlife. The second is the soul's power, an energy that is unique to every living being. A soul's strength is just as important as the body's strength, if not more so. After death, a soul's power remains and can be harvested into a soul gem, whether for absorbing or other use. Most souls have a level of energy that can be used to strengthen one's own soul, but not properly craft with. Particularly strong souls, however, can be turned into a wide variety of things. Manipulating a soul into an object will change its properties, bestowing unique abilities based on the soul used, and more often than not changing the item's appearance. Likewise, using the soul's energy in a ritual to create a spell or miracle will often create effects relating to the being the soul belonged to. Soul crafting is a rare art, and few are willing to learn how it works. Those who are skilled in the art tend to be feared and ostracized, but will employ their services to those needing them.

More information regarding ethereal powers.


Technology
Far from stagnant, technological advancements have turned some areas of the world into mechanical wonders, while on a smaller scale improving the quality of life throughout regions that utilize it. Vehicles have created a travel infrastructure that allows fast, safe journeys between stations in certain regions. Trains are a common sight throughout northwest Ardon and the Dragon Ridge, while airships are a common sight in places with more uneven ground and taller construction. Smaller motors are still a work in progress, with single-car trolleys being the most advanced achievement in that form of engineering. Other areas utilize more magical technologies, such as submersible boats to reach underwater cities and desert-faring sandships to rapidly cover ground in the inhospitable wastelands. Firearms are a spreading commodity, muzzle-loaded weapons being quite common, while cartridge-loading ones are a more recent development. Mechanized golems are perhaps the single greatest advancement of technology, robotic constructs powered by mana engines that can be utilized for work, war, and other tasks. Miniaturized construction has also allowed the creation of advanced prosthetic body parts, but they are very expensive and only the most skilled golem-smiths can properly put one together.



Character sheet
Name:
Age:
Gender:
Race: (If you want to make a custom race, PM me and we'll work out the details)
Appearance: (Descriptions preferred)
Personality:
History: (Don't need an essay, just enough to let us know your character)
Equipment: (Includes armour, weapons, trinkets, survival equipment, all variety of stuff)
Companions: (self explanatory)
Other: (Anything else that doesn't fit in the above)

Player list
Eggs
Magnus Alondite
Tarkus Icemane

Tamani Jareth
Verigan Kruger

Annika Alondite

LuciusCypher
Sheoldred Urabrask Voinrclex
Atisha Enansal


Doodleniks
Avis Vidar
Larteis Ilutent
Vasma Drayden
Bellant


The_Silence
Anora Divinio
Ardur Sage
Lason Divinio

Cyrus Fallaner
Selen Fallaner


Shaitanist
Floriad Uldana
Silas Andalor

Jas Yaggia
Willem Sylwen

Nizrindane
Blake Ixias Alluria

Emeraldbearald
Heran
Betrah Blue Bow


Illegitimate Chimera
Kaya

Dogrules23
Scamandius Pevrel


Last edited by Eggsy on Mon Jan 30, 2017 4:20 am, edited 129 times in total.

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 Post subject: Re: Heritage [OOC][Open]
View Likes PostPosted: Mon Jan 06, 2014 5:50 am 
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Name: Sheoldred Urabrask Voinrclex
Age: 30
Gender: Female
Race: Oghren
Appearance: Sheo, like many Oghren woman, is large and muscular, his body adorned with various scars and callouses of her work. She has a comfortable layer of fat around his stomach and leg area for isolation and energy, allowing her to look shapely but not bone-thin. She has tribal tattoos going down her face and large ones going down her arm and back. She does have a somewhat less pronounced jaw than some oghren, but this only serves to make her tusks (Which protrude just a little bit out of the corner of her lips) less noticeable. She also lacks eyebrows; instead she has a small row of horns, three over each eye (Six total) which she shaves down yearly. She has coal black hair which she braided and tied into a ponytail that goes down to her shoulder.

Personality: If Sheo needed to be summarized, one could say that she was always drunk. You could never really tell what was going through her mind since it seemed like she was always determined to down it in alcohol. But mistaking her constant inebriation for foolishness would be a mistake. While she may lack the natural caution to not do dangerous things, the alcohol doesn't prevent her from thinking logically. She can follow through with complex plans while still punch drunk, and when there isn't any plans, she's still more than capable of doing whatever is best given her current momentum. There are some issues with her drunkenness however: restlessness. She can't simply stay and do nothing that excites her, and what excites her is usually anything that could be potentially dangerous. Smithing is about the safest thing that can occupy her while she's drunk, and smithing isn't something you'd want to do while drunk. Sheo would get involved in anyone's business no matter if it involved her or not, and for good or for nil, she will some how do something for someone.

On a personal level, Sheo is a rather kind-hearted person, almost to the point of stupidly. She would be the type who, during her drunken stupor, would purchase food for everyone she lays eyes on out of her own misconception of how wealthy she is. While a kind act, this often leaves her broke or in debt. And as kind as Sheo is, she won't hesitate to speak her mind either, even if it will offend. Often times she speak her mind simply to offend, to test the limits or see the reaction of people she's with. She doesn't mean ill from it (Not that other people may know that), but her curiosity often gets the better of her. Still, Sheo can be very emotional. If people are crying, she'll cry with them. If people are happy, she'll be happy too. If they're angry, rage will embroil her. She naturally emphasizes with others, but only their true feelings. She can detect when there is hidden emotions, such as sadness hidden behind a smiling face, or hatred disguised as kind words. Lying isn't in her nature: she can neither lie nor likes being lied to.
History: Sheo was born in a large village in the mountain tops of Dragon Ridge. Her village specialized in hunting beasts, from mundane to magical, and using every bit of their bodies for their crafts. Sheo was like many in her village; before they could take up a craft skill, they had to be hunters for the village. She, along with a small gang of friends, hunted the beasts around Dragon's Ridge, but often time they fought against other hunters more than the monsters. If there was one problem with her village, it was that they were too good at their crafts; highly sought after and on constant demand, the village and it's hunters killed many creatures that lived neared their village, some almost to the point of extinction. As the beasts moved away, the village was forced to expand to catch them, and eventually Sheo and her hunters had to go into other territories and poach the beasts in their lands. This brought tension between them and neighboring villages. Negotiations were established at first, but soon it became apparent that there was only two options: either Sheo's village would have to cut their production and overall net gain, or other villages would have to be wiped out to make way for them. Sheo's village chose the former.

When Sheo was around fifteen years old, she took up the trade of a metal worker. But not for trade or commence, but for war. Many of her friends became soldiers, and she made them weapons to protect their village while they were out to take over their neighbors. Even Sheo had been drafted into battle a few times, quickly discovering that formations and organization was good for big civilizations, but for the villages battles were more like deadly violent brawls. With a taste of battle, Sheo began to develop her weapons and armor differently from the uniform, commissioning each one to accommodate the fighting style of whomever ordered it. This change in process gave Sheo the advantage of versatility over the other smiths, who made cookie-cutter armor and weapons, but also made Sheo unable to fulfill all her quotas for weapons and armor. Her maverick ways, while helpful to individual fighters, was starting to damage her village's production rates. She was a good smith, a great one even, but she needed to fall in line. Instead, she chose to fall in with her friends; she quit her smithing job and joined the fighters, arming herself with her own weapons and armor and fighting along her fellow hunters.

The war lasted for seven years. Many had died, many of whom were Sheo's friends. They had been victorious, but it came with a price that may never make up for what they lost. Half the village's population had died during the war, and the battles only drove away more of the same beasts they fought to kill. In the end, Sheo's village had no choice but to make alliances with other nations simply to keep afloat. Sheo herself went back to smithing, but also picked up a new habit: drinking. She drank to forget, she drank to justify the things she's done, but more importantly she drank for her fallen friends. Not even a month had passed and she left her village to become a mercenary. You'd think that someone who'd lost her friends in war would stay away from it, but part of her liked fighting. It's why she bonded with her friends so easily; they all liked fighting. She did too.

For a while, Sheo worked as a mercenary, hired out to do things like guard homes or clear out bandits. She was pretty good at it too. But one day, she was sent to clear out a gang of Alftar bandits. A simple enough job, she went in and killed everyone. But there was one person she'd never thought she'd see with them; a child. And not a kidnapped one, but the child of one of the bandits she killed. The child was young, ten years old, and traumatized at what she saw Sheo do to her family. For once, Sheo was horrified at what she just did. They were bandits, and yet they had family? Almost unbelievable. What was more unbelievable was that Sheo tried to adopt the girl. She resisted at first, even tried to kill Sheo, but she didn't stop trying. Sheo killed her family, and to her, she had to take responsibility.

Several years passed. Sheo still works as a mercenary, along with her daughter. Sheo loves her as if she was her own, though the girl's feelings were mixed. Sheo plans to find a home for the two of them, hopefully somewhere that would allow her daughter to learn her magic as she pleases.
Equipment:
Weapons - Sheo has a total of four weapons: Her Warhammer, a magic Waraxe, a dagger, and her shield.

Her warhammer is made from refined Dragonstone, which she forged back when she still lived in Dragon's Ridge. Instead of relying on weight, it uses speed and durability to maximize it's damage; with enough momentum, she could even shatter stone towers with her warhammer. It has one flat head for crushing blows, a hooked side for grabbing and penetrating blows, and a spike on the tip if she needs to stab anything for some reason. Her waraxe is magically enchanted with Psionic magic: not only does each blow feel heavier than the weapon itself, but Sheo can control it telekineticly, allowing her to throw it and have it come back to her, or make it home into an emery within her field of vision. Her dagger is made of lighten steel has double-edges (Both sides are sharpen), one with a fine keen edge for slicing, the other side fully serrated for sawing. Her last weapon is her shield. Not many would think that a shield would be a good weapon, but than they get their faces smashed by said shield. Made of solid steel, Sheo's shield also has wicked spikes on it's face, allowing her to impale her opponents with a shield charge. The edges of the shield are also narrowed to allow an almost cutting edge, focusing all it's force into a small narrow ridge.

Attire - Sheo's choice of clothing depends on the setting. In the city or other civilized places, she'll wear thick leather boots made from bear hide, faded green chaps that go up to her thighs, a tight sash around her waist, and a black short-sleeved tunic. She also may be wearing or just have hanging around her neck, a pair of goggles which protects her eyes from smoke, water, etc. She may also be wearing her black with green trim tricorn hat, secured to her head with her hair.

Sheo also has armor, when she needs to go into a somewhat dangerous area (Like traveling). For the most part, it's mainly just her usual hunting armor with steel armored plating on some areas. She has a metal/leather skirt to protect her legs. On the right side of her body, she'd have a metal pauldron with a studded metal gauntlet covering her entire arm. Her left arm just has a leather gauntlet going up her arm, though it does have spiked talons for clawing. She has lighten steel boots with cleats to keep her grip on unstable ground and to give an extra kick to her stomps. Speaking of kicks, she also has spikes on her shinguards and on the back of her heel. She'll still be wearing her tricorn hat.

Others - Other things Sheo has includes a Bag of Holding (A magic sack that can hold up to 100 pounds of anything), and in it is some camping gear, her forge hammer and tongs, a magic flask, a lantern, whetstones, and some supplies.
Companions: Aside from her daughter, Sheo also has a magic flask she calls Grog. In it is a mythical creature called a Wine Worm, who with just a bit of water, can create any type of alcohol it so desires. Sheo is close friends with Grog, providing him safety while he provides her drink.
Other: Sheo is a skilled smith and knows her way in a fight with most weapons she makes. She's also a skilled brawler, and strong enough to toss around people like they were pebbles. She's not much of a magic user, though she has been reading up on the mechanics of magic enchanting to improve her crafts.

Name: Atisha Enansal
Age: 18
Gender: Female
Race: Alftar
Appearance: Atisha is lithe but also fairly tanned, unlike some elves. Her hair is a white-gold in a bobcut, making her appearance alone a bit of an oddity compared to some Alftarians. Her other features are fairly standard though. She has pointed ears like others, and she trims the tuffs. Her nails are trimmed to an sharp talon, but she doesn't allow them to grow past her fingers. Her skin is fairly well kept, aside from the scar she has circling her neck.
Personality: While Atisha has a personality, her attitude depends on the present company. Atisha keeps to herself well enough, almost boringly so. She likes reading and generally only bothers people who have something she needs. She is a bit quirky in that her interest are questionable, but even than they're only a problem to people who have something against her interest themselves. Overall, Atisha has a rather plain personality. Now her attitude on the other hand....

In serious situations, Atisha can seem rather haughty and arrogant. She’s aloof and when she helps, she’s very vague on the reasoning. She doesn’t show her emotions, but she doesn’t let things slide either. If she speaks, it’s because she has something important to say so she doesn’t waste her breath on idle chatter. Her words tend to be short and concise because of this.

In more friendly settings, Atisha tends to just observe. She doesn’t really know how to “party” and isn’t very great at conversations, so she just sticks around and listen in, maybe provide a quip or two. Atisha has this soothing smile on her face in these times, but it’s somewhat forced; she doesn’t always enjoy being there, but she can’t just look dour all the time either.

Around her stepmother, Atisha can flip her attitude like a coin. At some points she stoic and blunt, but when her stepmother does something, Atisha can quickly become furious and spiteful to her. Rarely does Atisha speak honestly about her feelings with her stepmother around, but at the same time Atisha is much more emotionally passionate when her stepmother is with her.
History: Atisha was never born with a forest drake. This wasn’t really her fault, but her parents. They were good people who simply ended up doing the wrong things. They were traditional Alftar born with forest drakes, but when their drakes died during an accident, Atisha’s parents didn’t want to kill themselves. However their village was staunchly upholding the tradition, and if Atisha’s parents didn’t kill themselves, the villagers would kill them. Her parents fled, and where forced into banditry to survive. Atisha was born while her parents were still bandits, and while they didn’t do a very savory job, they still loved their child.

Growing up, Atisha always had a touch of magic. At a young age she showed signs of being an Elementalist, and her parents what they could to get her books on improving her magic. Her mother, suspecting that her daughter may end up like them, also took the time to teach her how to fight with a staff and knives. It wasn’t the future they wanted Atisha to have, but it was likely the only one she’d get. At least, so long as they were alive.

It happened to suddenly. It was less of an attack and more of a natural disaster. A few days after Atisha’s parents had come back from a raid, a lone figure assaulted their camp, killing almost everyone with mechanical efficiency. Atisha was hiding in one of the tents as she watched the lone warrior slaughter her parents and their friends, without hesitation or remorse. When she saw her father struck down, Atisha ran out in the vain hope that she could somehow save her father. But by the time she got to him, he was long dead. None of her magic, no matter how much energy she put into it, would bring him back to life. When the lone warrior came to her, Atisha feared for her own life. She grabbed her father’s dagger, but she didn’t have the courage to use it. She thought she would die there, or worse, get sold into slavery. But neither happened. She was adopted.

Atisha hated the idea, and she hated the woman more. It was some ugly Oghren woman who slaughtered her family and adopted her. Atisha ran away from her often, but she would always come chasing and find her. As Atisha got older, she even fought her stepmother and at one point tried to kill her. But her mother never showed the same hatred Atisha had, and just apologized for killing her parents. Atisha never understood the woman. One day Atisha tried to run away again while her stepmother was working as a guard for some newly opened museum. Atisha was wondering through the town to find more magical components. But while she was out shopping, she was kidnapped by a gang of slavers, looking to put Atisha on the market. They bounded and gagged her, and Atisha felt helpless. For all her magic training, she was blindsided by a bunch of thugs. She prayed for a miracle, but what happened was more along the lines of a curse. The darkness in Atisha’s heart opened up the path of Necromancy; the ability to summon dark forces from beyond their realm. It was thanks to these dark forces that she managed to escape. But she only had enough power to escape her binds, and not enough to fight her way out of their compound. Atisha had to use stealth and cunning to get passed them… Had her stepmother not show up.

When Atisha was missing for more than thirty minutes, her mother tore up the entire town to find her. The guardsmen were hot on her tail to arrest her for the damages, but her stepmother only cared about finding Atisha. And when she found her in the slaver compound, she showed no mercy to them. By the end of her rampage, those who weren’t hung from the rafters by their organs were captured and tortured. Atisha and her mother had, inadvertently, uncovered an illegal slavery operation in the city. They didn’t get a reward (That went to paying for the damage Atisha’s stepmother caused), but they did manage to leave the town. After the rescue, Atisha felt a bit more respectful to her stepmother. She had abandoned her job to save her, though Atisha still didn’t like her. But she felt less inclined to run away and try to kill her stepmother, if only because Atisha thinks that her mother could somehow help her find a way to improve her magic and her latent Necromancy.
Equipment:
Weapons – Atisha has a magic staff and a set of throwing knives as her weapons. Her staff was made by her stepmother, enchanted to be capable of shapeshifting. It can grow in size and even change its weight, allowing her to carry it as a coin-shaped amulet in one moment, and make it as big as a pillar in the next moment. It’s also her magical focus. Her throwing knives are made of elven glass, also a creation from her stepmother. She has six knives in total, which she can use for melee combat or by throwing. They’re attached with a thin metal wire, allowing Atisha to retrieve them by pulling on the wire or garroting her enemies with said wire.
Attire – Atisha casual and travel attire are largely the same. Her casual attire consists of a light green long sleeved dress that goes a little bit past her thighs. It’s made of spidersilk, which is more durable than normal silk but just as light and smooth. She wears white socks that go up to her thighs with black boots that go past her knees, made from bear hide. She wears deer-hide gloves dyed black. When travelling, she dons a scale vest of Elven Glass (Another creation of her stepmother). It can deflect glancing blows well enough and can even block and arrow, though Atisha isn’t really the type to stand there and get hit by such things. Atisha also wears a ring, with an emerald band circling around the ring. It was the engagement ring her father gave to her mother, which she gave to Atisha.
Other – Atisha also has a bag of holding, though she has mostly books and tomes, as well as alchemy equipment and components. She also keeps a personal journal and has to lute, which she plays whenever she needs small change.
Companions: None aside from her stepmother.
Other: Atisha is a fairly competent elementalist, as well as a fighter with her staff and knives. She uses healing water, but she also has some control over earth, which she can combine with water to manipulate wood and some other natural flora. It’s not as great as Nature Miracles, but time will tell if she’ll ever improve. Atisha is also, secretly, a practitioner of Dark Miracles. She plans to one day gather enough power to bring her parents back to life. In the meantime, she has access to searing hellfire (Which she disguises as more mundane elementalist fire) and can take control over dead bodies, turning them into her dead thralls for a short while (Or until they are rendered useless). She can even siphon life energy from the living into herself for healing, or into her undead thralls for continued existence.

_________________
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Join me... And fulfill the oath.

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Last edited by LuciusCypher on Mon Jan 06, 2014 6:28 pm, edited 1 time in total.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 6:03 am 

eyy, senpai!

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WHOOPS HAD TO MOVE SOME CHARACTER SHEETS LMAO

Magnus Alondite | +
Name: Magnus Alondite

Age: 23

Gender: Male

Race: Teryn

Appearance: Born and raised in central Ardon, Magnus is fair-skinned, decently tall, and in good physical condition. A small collection of scars from childhood and his work have been obtained. A long one across his gut, a smaller one on the left knee, a bite scar on his bicep, and an almost invisible scar from a split lip. He stands at five feet and nine inches, and overall, his build is fairly light. While he does have firm muscle in his upper body, his waist has a smooth curve to it and his hips have a bit of heft to them. He tends to carry what body fat he has on his lower half. Magnus has a handsome face, though since he inherited most of his looks from his mother, he looks youthful and androgynous. His nose isn't very large, and his face shape is best described as lightly oblong. He has large, round eyes that are a pretty shade of bright blue, with some hints of grey throughout the iris. His hair is black, straight, and generally kept in a somewhat shaggy medium cut with bangs that end just above the eyebrows. He keeps it well-combed, and it rarely falls into his face.

His taste in clothing is refined, but not overly pricey or luxurious-looking, instead being the standard for men of his social class. He prefers long-sleeved shirts with buttoned fronts, tight sleeves, and collars, generally either white or cream, but sometimes black. He almost always wears a vest, preferring pastel blues, also buttoned up the front. His choice in pants tend to be snug breeches, almost invariably black. He wears them stuffed into a pair of knee-high black leather boots.

Personality: First and foremost, Magnus is a kindhearted person who cares deeply for those he's close to. He's very pleasant to be around and speak with, very much willing to listen to anyone and engage them as if they were familiar already. Even to people he doesn't like, he's very agreeable and nice, and he'll rarely speak ill of anyone. At least not when they're around. One of his strongest points is his natural charisma, along with a natural confidence that makes him good at talking to people and able to have a pretty darn good time with others. Very playful when appropriate (and sometimes inappropriate), Magnus is far from above goofing around with pals whenever possible. He likes making others happy, and the better he can improve someone's day by lending a hand, the better. Deeply emotional, Magnus is open with his feelings and quite the romantic, and enjoys a bit of back-and-forth flirting every now and then.

Raised religious, Magnus is a deeply spiritual young man who puts faith in his Goddess and believes in the natural goodness in people's hearts. It's instilled virtues deep into him, including the desire to make the world a better place however he can. Even when it's something small, he's a very charitable sort who's always honest with those he engages and respectful of others. While his faith is firm, he is still interested in knowing more about other cultures and religions, and is thus very open on discussion of the subject. His more personal interests involve a love of exploration, cooking, and music. He loves to get out and about, and also enjoys whipping up meals for others. While it's not his job, he's also quite the good musician, skilled at playing the ocarina flute and baroque guitar. He tends to show off flamboyantly when playing, all for the sake of putting on a good show.

History: Magnus is the son of an abandoned soldier and an Alesian cleric. His mother's side of the family had been a long line of priests for as long as their history stretches back, as the firstborn daughter of each generation held a special affinity for the light. His father, a warrior acting under the kingdom of Krendall, lost his place in the world after a war between it and the neighboring kingdom of Falone. A particularly bloody battle left few survivors on either side, and with considerable effort, he dragged himself to the city of Goldenburgh, a trade hub with connections to many other lands in the northwestern part of Ardon.

Magnus' mother, at the time a young woman acting in the service of the city church, was the one who tended to him and the few others who lived through their injuries and managed to travel to the city. Due to the severity of their injuries, and the stance of their home kingdom after such a loss on attempting to recover them, they were essentially abandoned to the mercy of this little town caught in the middle of a nobleman's war. With nowhere to turn, they remained in place, and one of the soldiers took a particular affinity with the cleric who aided him, which eventually became mutual.

After some time together, during which the soldier took work tending to church grounds, the pair formed a deep bond that led to a loving relationship, and eventually married. A year after they had done so, they conceived a child, whom they named Magnus. His early childhood was very pleasant, and his upbringing in and around a temple instilled a strong force of belief in his heart. Even more than that, his firstborn status gifted him the same powers of light that his mother had, and the church took a great interest in him.

Throughout his adolescence, he was trained in the art of light miracles, and he showed immense promise. He learned to heal others, deflect harm, and bestow blessings by the time he was 13, and aided greatly in the efforts of the temple's aid to its townsfolk. It seemed like he'd become a priest like his mother, but around the same age, he took a great interest in not only helping people in need, but protecting them from whatever might have made them needy in the first place. He wanted to travel the world as a knight, and keep safe those who could not help themselves.

Of course, as he was still a child, the most he could manage was learn how to use a sword. His mother entrusted a family relic to him to be bestowed upon him when he could rightfully use it, and in the meantime, taught him how to spar with a wooden sword. He took extremely well to the training, and was quite accomplished by his mid-teen years, able to best many of the town's other boys in one-on-one duels. He also learned how to use his miracles defensively in battle, knocking away opponents who got too close or enhancing his practice shields with light power.

Around this time, it was decided that he was not going to be any simple priest. Instead, he took up another task, learning more of the land around him through his travels. Joining up with a merchant caravan was the start of his new career, which instilled a deep love of adventure and travel in him. He was finally trusted his mother's relic, a blessed longsword that held their family name, Alondite. His endeavors were varied, and he gained many skills on the road both social and practical. A silver tongue and sharp wit proved very useful for mercantile work, and during stays in larger kingdoms with many forges, he took an apprenticeship to learn the art of metal crafting. He made himself his first armour, a sturdy but lightweight mix of steel and leather, and got the idea of starting such a business back home.

He also hoped to get the status of a paladin's squire in order to aid the church directly, with the long-term goal of achieving the title of paladin himself one day. He has yet to manage it, but his skills continue to grow, so did his ambition to be all that he knows he can. His young adulthood was spent both forging and traveling, gaining him much experience in his necessary skillsets. However, the news of mysterious deaths and disappearances drew ever-nearer his hometown, stopping him from leaving to pursue his goal. Instead, he remained at home for a long while, supporting his family while remaining ready to try and defend them if the need ever came.

It did.

Equipment: Magnus prefers medium armour, to give himself a balance of protection and mobility. His torso is covered by a blue gambeson, quilted and reinforced with chain around the neck and on the sides and forearms, and above that he wears a thigh-length leather brigandine, split in the front and back of the leg cover. The leather is dyed blue with woad, and reinforced with riveted iron plates, creating a studded look. To cover his arms, he has a pair of cold iron pauldrons and rerebraces, as well as cold iron vambraces to cover his forearms. On his hands, he wears thick leather gloves. A pair of greaves with leather calves and feet, along with a set of fully enclosed cuisses, protect his legs under the brigandine. On his head, he wears a cold iron armet with a small visor and multiple slots for easy breathing.

As he's right-handed, he carries his shield with his left arm, which has slightly more armour than the right. The shield is a heater shield, made from the same cold iron as the metal aspects of his armour. While light and easy to handle, it has great protection against magic and physical strikes. The shield has a raised, polished outer edge, and the face is painted blue.

His primary weapon is a hybrid warhammer and spear, called a Falone hammer after the kingdom it comes from. The pole has been sawn off and capped with a blunt steel cap, allowing the weapon to be used for stabbing, nonlethal thrusting, blunt force smashing, and using the hammerhead's beak, grabbing. The pole is made of polished oak wood, reinforced with steel, and the head weighs about 5 pounds. It can be wielded one-handed, but Magnus finds it easier to alternate between using both hands and just one.

His sword once belonged to his mother. It is a simple steel long sword, which was once treated with holy water. It is 38 inches long, including the handle, and has a decorative hilt. The pommel and crossguard are both made of bronze, and a blue gem is inlaid in the crossguard on either side.

His talisman is a small round amulet made of wood. It has etched religious carvings, and as long as it is on his person, Magnus can cast miracles.

When he travels, he keeps a variety of bags filled with needed supplies strapped to his back. He always makes sure to carry rope, a compass, a map, writing supplies, and a small mortar and pestle.

Finally, for those long, lonely nights on the road, Magnus keeps a wooden ocarina on him. He's quite skilled at playing it, and occasionally likes to join bards in pubs.

Companions: His horse, Agro. Agro is a young white stallion, who enjoys playtime as much as he does simple travel. While intelligent, he is not particularly clever, and is incredibly easily amused. A friendly animal, he likes greeting strangers and other horses.

Other: N/A



Tarkus Icemane | +
Name: Tarkus Icemane

Age: 97

Gender: Male

Race: Jotun (Afflicted with Werebeast curse)

Appearance: Tarkus is a taller than average and very muscular Jotun, putting him at an impressive nine feet and ten inches height. He's extremely heavy, weighing in at a little over half a ton. Most of the weight is muscle, though age has softened him up very slightly. He has broad shoulders and a wide waist, and while his abdominal muscles are quite visible, he doesn't have that 'bodybuilder' shape. He's built for strength, not for show. His skin is dark brown, littered with dozens of scars all over his body. On his back, along the spine, he has a tattoo that seems to be some sort of writing. He can't read it for obvious reasons. His facial structure is strong and chiseled, giving him a squared jaw, sloped forehead, and a large nose. His eyes are narrow and somewhat almond-shaped, and his ears are pointed, but shorter than an Alftar's ears. His irises are a pleasant shade of hazel, and due to his age, his face is wrinkled. He has thick eyebrows, a full beard that is kept short and well-groomed, and a long ponytail that rests at the bottom of his head.

Tarkus wears simple, warm clothing. A heavy, longsleeved tunic made of brown and black tartan-patterned wool worn over a sleeveless leather undershirt keeps his torso covered, while heavy leather trousers cover his legs. He wears similarly heavy leather boots, secured with buckles, and a cloak made from the skin of a werebear. The head acts as a hood, and can be rested on the shoulder when not in use.

Personality: Tarkus is stern, gruff, and very to-the-point when he speaks, especially to strangers. He's not overly friendly, but not outright hostile. Some would find him hard to talk to. He does have a much softer side, especially around animals and children. He enjoys acting as a mentor to those who are willing to learn, and in times of rest, he enjoys making wood carvings. They can range from instruments to small statues, it matters little. He just likes making them. Due to experiences with war in the past, he isn't fond of Oghren, and he despises fae creatures. Kobolds are particularly puntable, in his opinion. He speaks slowly, due to his inexperience with the Teryn language, and doesn't seem to know what contractions are.

However, he is not unintelligent, and greatly enjoys reading stories and poems written in the Jotun language. Tarkus loves learning stories and legends, as well as sharing ones he knows with people who are willing to listen. While he's never been particularly religious, he enjoys learning of the world outside his homeland. He may seem grumpy with first impressions, but he's actually just a bit shy and unsure of himself when speaking with unfamiliar people. Anyone who makes an active effort to speak with him will find that he opens up better with time and familiarity, and can be quite pleasant once he's reached that point. However, he still attempts to keep some distance, as he's constantly worried about keeping his bestial side contained.

History: Tarkus was once part of the well-known and respected Icemane clan, one of many that made their home in Isvarlden. As a young boy, his mother taught him how to hunt, and as he aged, he quickly gained a liking for battle. His teenage and young adult years were spent in the Icemane clan's military, where he defended his hometown from enemy raids, and in return, performed raids on them.

One day, when out on a hunting trip, Tarkus' best friend was attacked by a bear-like werebeast. He managed to injure it enough to scare it away, but had already been cursed by its bite. While his wounds were tended to, when night fell over the village, he changed into a monster himself.

The shamans were the first of his victims. He had been reduced to a mindless beast, fueled by rage and hunger. The village lacked any silver weapons, so any wounds he received regenerated within minutes. By the time Tarkus got to the commotion, half the village had been slaughtered.

He fought furiously with his mutated friend. The two exchanged horrible blows, wounding one another to a degree that would have killed lesser men. The fight finally ended when Tarkus disemboweled the raging werebear, and with his hands, ripped out its heart.

The beast that had been his friend fell, dead. Tarkus passed out from blood loss, and woke the next morning. One of the few remaining shamans created a potion from the werebear's heart, which would keep the curse that had been transferred to Tarkus suppressed for a time.

To honor his fallen friend, Tarkus skinned the werebear's corpse and tanned its hide, converting it into a protective cloak. It was an old tradition in Jotun society to take up something from a fallen ally, and in his monstrous form, his body was all Tarkus' friend had.

The village gathered up its dead and cremated them. While they had initially planned to stay in the village, the werebear had attracted the attention of others. They could not remain safely in their home.

All of the clan evacuated. Tarkus stayed with them for a time, as they traveled Isvarlden's cold wastes in search of a new place to call home. His potion eventually wore off, and he would succumb to his curse. He made the others continue without him, retreating into a small clearing in the forest.

As the sun set, Tarkus could feel himself beginning to change. His body was filled with excruciating pain as his entire form began to twist and snap.

He attempted to kill himself by plunging his sword into his stomach.

Tarkus was perhaps just a moment too late. His body expelled the blade, and the wound he'd given himself sealed as his body changed to that of a monstrous, bipedal bear.

While his clan had successfully managed to escape his senses' range, others living in the forests would find him. He attacked, but was trapped and subdued by a conjured tree. His captors did not kill him, and instead knocked him unconscious.

The next day, he was in a small village he had never seen before. His back was in pain, marked with a fresh tattoo, and his stomach had already scarred over.

He would spend the next fifteen years of his life in the village. They taught him meditation and treated him with potions, until he reached the point where he no longer needed them to suppress the curse. He could not control it entirely, but he could at least push away the urges to give in and change.

Promising to return one day, Tarkus thanked the villagers and left, going on a journey to find his lost clan. He discovered that his clanmates had either died off or been absorbed into other clans. He was the last Icemane.

An attempt to make contact with an old allied clan resulted in him joining them. He kept his name, but was now a part of them. He was tired of conflict by this point, and simply worked around the village instead of rejoining the military.

One day, he met a Jotun woman that was around his age. The two got along nicely, and within the year, were in a relationship. They married later, and lived happily for nearly twenty years. She liked carvings, so Tarkus got lessons to learn how to make them himself. He became quite skilled at it, and presented her with a very detailed statuette on their anniversary.

This life would not last, as Tarkus returned home from a hunting trip one day to find his wife dying. He tried to treat her, but was attacked by the assailants that had ended her life, still hiding in the house. He had no weapon or armour, and he needed none to tear them apart.

He found brass amulets on the corpses of the assassins, and on one of them, a map that led south into Ardon. Tarkus made sure his wife was given a proper funeral, and promised that they would meet again one day. The corpses of the assassins were tossed into the woods for the beasts to feed on.

After his mourning, he armed himself and began the journey south.

Equipment: Tarkus' primary weapon is an old steel greatsword. It is extremely large and heavy, completely unwieldable to any but the strongest Teryn. Eight feet long, half a foot wide, and an inch thick, it's less a blade and more a sharpened slab of metal. The handguard has a metal ring that attaches to a hook on the back of his armour for transport, and the handle is wrapped in leather made from the skin of a minotaur.

While it's more a tool than a weapon, he also carries a relatively small Jotun knife. It's ten inches long and quite heavy, good for chopping, cutting, and carving. He sometimes uses it in battle, in situations where his sword isn't able to move enough to make his hits count.

Tarkus' armour is simple, but protective. Made of blackened steel, he wears a chestplate with layered pauldrons. His gauntlets do not cover his biceps, but the pauldrons have sleeves of iron chain mail to protect them. His gauntlets, made from the same black steel, reach his elbows and lack palm and finger covering. He wears a pair of black leather gloves to make up for the exposure. His helmet is simple and one-pieced, with no moving visor. His eyes, nose, and mouth are visible, but the rest of his head is well-covered. He often wears the hood of his bearskin cloak over it. Finally, his legs are protected by short tasset on each hip and armoured boots. A heavy leather belt is worn across his chest to support his sword.

He carries a variety of pouches on his waist, attached to the belt that supports his tassets. An old wooden war horn, a sheath for his knife, and a candle lantern are all on there as well. The pouches are not enchanted, and he tends to not carry food. He instead actively hunts.

Companions: Brom, a strange feline-like creature that attacked him on the road during his isolated travels. He is large, around the size of a horse, and has a strangely long and narrow face for a cat. His fur is white with grey stripes. After three attacks, the two stopped fighting and began traveling together. Tarkus does not realize it, but Brom is actually an infant manticore.

Other: N/A

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Last edited by Eggsy on Wed Apr 22, 2015 5:58 pm, edited 8 times in total.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 6:05 am 
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Cool. Well, I'll have something up tomorrow I think. After breakfast.

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Eggs wrote:
I, Eggs, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Eggs, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Eggs, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Eggs, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Draconilian wrote:
I, Draconilian, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Draconilian, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Draconilian, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Draconilian, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Freeshooter92 wrote:
I, Freeshooter92, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Freeshooter92, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Freeshooter92, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Freeshooter92, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Doodleniks wrote:
I, Doodleniks, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Doodleniks, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Doodleniks denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Doodleniks declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Shadowed wrote:
I, Shadowed, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I,Shadowed, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Shadowed, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Shadowed, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.

Join me... And fulfill the oath.

And the blanks with your Username.

I, _______, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, _______, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, _______, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, _______, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 6:07 am 

eyy, senpai!

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Sounds good to me.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 10:24 am 
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I'll fill out the Character Sheet when I get back from school.

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Do you get what I'm saying? I don't.


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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 5:09 pm 
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I would like to reserve a spot. My character sheet will be completed shortly.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 6:28 pm 
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I added in Sheo! And her daughter!

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Those who have have pledged their life and loyalty to me.

Eggs wrote:
I, Eggs, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Eggs, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Eggs, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Eggs, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Draconilian wrote:
I, Draconilian, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Draconilian, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Draconilian, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Draconilian, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Freeshooter92 wrote:
I, Freeshooter92, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Freeshooter92, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Freeshooter92, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Freeshooter92, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Doodleniks wrote:
I, Doodleniks, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, Doodleniks, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Doodleniks denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Doodleniks declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


Shadowed wrote:
I, Shadowed, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I,Shadowed, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, Shadowed, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, Shadowed, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.

Join me... And fulfill the oath.

And the blanks with your Username.

I, _______, from here on out through my entirety of my time here on this website, hereby solemnly swear my undying loyalty to LuciusCypher. I, _______, will always be at his commands without question or resistance, and I will stand by his side and oppose his enemies. I, _______, denounce any other who would attempt to sway me, as I will only be loyal to the one and only LuciusCypher, or so help me that he may do whatever he desires with my body and soul. And so I, _______, declare that I have chosen out of my own freewill to follow LuciusCypher and no other, and that I will be both his loyal servant and dedicated friend.


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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 6:40 pm 

eyy, senpai!

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@Completlie: Looking forward to seeing what you come up with!

@LuciusCypher: Looks great, I like Sheo's new stuff, and Atisha's cool too. Love the way she's got both magic and miracles.

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 Post subject: Re: Heritage [OOC][Open]
View Likes PostPosted: Mon Jan 06, 2014 9:50 pm 
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Quietly losing my mind over Sheo and Atisha (in a good way)
Anyway, here are my old SU's. I knew I had hoarded them for some reason. I edited them a little, but it's all basically the same. I'll try to PM you a desc of Eridis later, Eggs. Sorry for dragging my feet :C.

Name: Avis Vidar

Age: 19

Gender: Female

Race: Teryn

Appearance: Avis is about five feet six inches in height, and is a lithe, muscular girl. She is not fat, but has enough muscle to be more wide-set then the average maiden. She has a small, pointed face with a sharp nose. Her skin is tanned and covered with freckles and small scars of various colors. Her hair is dark brown and is kept cropped in a short bob that barely brushes her chin. Avis generally wears a belted white tunic over a similarly colored short-sleeved shirt, with a russet cloak over it. She also wears faded browned trousers with brown gloves and boots. She dresses plainly, but prides herself on neatness.

Personality: Avis is young, opinionated, and full of herself. She feels virtually indestructible, and tends to be brash and reckless because of this. She is easily goaded into fights and will do reckless things to save her pride. However, not all of this is simple ego. Avis is a talented swordsman. She tries to use these talents on her crusades to defend others. She often speaks of justice and right and wrong, but has trouble seeing outside of black and white shades of morality. She is usually quick to wedge people into camps of right and wrong, and it she places you in one camp, it takes quite a bit of effort for you to be moved to another. As a rule, she is cheerful and friendly and easy to please, and willing to take a joke, as long as it's not at her expense. Despite her flaws, she is extremely loyal to her country, ideals, and friends, and is willing to fight to the death to defend them.

History: Avis comes from a family of swordsmen who were typically hired as guards for merchants and lords, or anyone else who had something to protect or fight for. Although normally the women in the family were not trained as extensively as men (though they would still be formidable opponents), Avis' father chose to train her as hard as he would a male child, due to the fact that his wife died during her birth and he had no other heir. Avis was constantly worried she wouldn't be considered as good a fighter as her relatives and constantly trained, eventually matching them all in skills. She was raised in one of the family's many houses out in the country, the nearest town being a few miles away. She had few friends outside her family, and very little experience with people who did not share her views. Her father instilled in her strong values about good and evil, but her lack of experience made her view everything in shades of black and white.

However, when Avis turned eighteen, she made the decision to strike out on her own, with the intent on being a champion of justice in the world. Currently she works as a mercenary, but she picks and chooses her clients, despite the fact that she can't really afford to. She currently struggles financially, but is determined to stick to her ideals.

Equipment: Avis wields two rapiers. They are fairly plain in design, the only decoration being the dark red cord wrapped around the gold hilt. She wears light armor, with iron shoulder plates, gauntlets, and greaves. Under her clothing she wears a chainmail tunic.

Companions: None, besides anyone she may be working for at the time.

Other: N/A


Name: Larteis Ilutent

Age: 20

Gender: Male

Race: Alftar

Appearance: Larteis is a young man who has just hit a growth spurt, and it shows. He is awkward with his movements, since he's not used to the length of his limbs. He measures in at around 5 feet 8 inches, and he's still growing. He is very slim, perhaps too much so. His face is long and pointed, with a straight nose and a generally pleasing appearance. His complexion is fair, with blue eyes and long blonde hair. His hair goes to his waist and is kept in a neat braid, although his bangs are rather messy. He has the typical pointed ears and clawed hands that all Alftars possess.
As for clothing, Larteis tends to dress in clothes that while not particularly flashy, are obviously well made and clearly mark him as someone with a fair amount of wealth. He usually dresses in a dark brown cloak, a forest green vest with gold buttons and accents, and a white shirt underneath. He wears dull brown pants with nice leather boots and gloves. He wears very little accessories, the only thing noticeable being a light blue earring in his left ear.

Personality: Larteis is a mild, pleasant person by nature. He is easily flustered and rather easy to walk all over, due to his dislike of conflict and lack of skill with other people. While not shy, he prefers to have his nose in a book then talk to others, unless you can get him excited about a subject, in which case he'll talk your ear off. He's a studious person, and when he gets interested into a subject he attempts to learn everything he can about it. Larteis trusts other people easily, seeing no reason not to, even if someone is rather obviously suspicious. He is bright, but lacks common sense and has a tendency to fall into rather dangerous situations. He can come across as childish, but this is mainly due to lack of experience in the real world. He does mean well and tries to help those around him, despite the fact that his help often does more harm then good. He tries his best, though.

History: Larteis was born in one of the deepest forests in which Alftars reside, Ilutent. Well secluded from the outside world, Larteis grew up as the second child of the family on the seat of the Ilutent throne. The current king was Segallart, Larteis' father. Larteis was not a direct heir, this honor falling to his older sister Lazante, and as such his parents did not have as much interest in him. They allowed him to do as he pleased, and what he pleased was to study magic. He was rarely involved in matters of state, and usually only had one servant attending him, making him not have the ego his sister and others of her station possessed.
However, Larteis' idyllic life changed on the eve of Lazante's 20th birthday. She was murdered, and the culprit was never found. His mother Melenti sunk into a deep depression, and his father funneled his grief and anger into his work, changing from a stern but just leader into a vengeful man with too much power. Meanwhile, Larteis suddenly himself heir to a throne he neither wanted nor had any idea how to rule. The pressure grew too much for him, and he resolved to flee. He left in the middle of the night, with only his lifelong companion Bellant the drake. Unbeknownst to him, it was incredibly lucky he chose to flee- the next morning, the castle found a knife embedded deep in the bed where he would have spent the night. The kingdom assumed the worst- however, some did not give up hope and still search for Larteis, who became known as the lost prince.
However, Larteis is unaware of all of this, believing that he is chased by his father's men. He keeps his true identity a secret, and travels the land in search of a place to study magic further.

Equipment: All of Larteis' armor is enchanted with light protective spells but other then that he is unarmed. He also has a long knife, but he really has no idea how to use it and would probably end up stabbing himself if he pulled it out.
As a catalyst, he uses a silver signet ring that bears the Ilutent family crest, a stag with horns draped with fauna. Anyone familiar with Alftar crests would probably notice it quickly.

Companions: Bellant

Other: Larteis is a talented magician, but he lacks training. Out of the watchful gaze of his tutors, his magic begins to do strange things that he can't control- this may be part of the reason his parents were loath to have him travel...
Larteis speaks the Teryn language, but it isn't his first language and he occasionally struggles. While he can normally communicate fine, speak strangely or use more unusual words and he will struggle to understand you.


Name: Bellant

Age: 20

Gender: Male

Race: Purple Forest Drake

Appearance: Bellant is a large forest drake, but isn't outside the norm. He is very muscular and powerful, with large wings and thick legs and tail. He takes pride in his appearance and is well groomed. He is predominately dark purple colored, with his underside colored almost black. On his head and down his back to the end of his tail, he has golden scales. Two ivory horns sprout out of his head, with a smaller set beneath it. He has black claws and the membrane of his wings is black.

Personality: Bellant is a prideful creature, and his feathers- or, rather, his scales- are easily ruffled. He is rather humorless and is easily angered over simple jokes. He cares very little about most creatures except Larteis, who he is very defensive of. He doubts Larteis' ability to take care of himself and therefore tends to go too far at times. Overall, he means well, but can be aggravating.

History: Bellant was raised alongside Larteis since hatching. He enjoyed palace life for its finery and the fact that he was treated well, but was also dissatisfied- he disliked the daily pomp and ceremony, and the rather boring pace of their life. He instead focused on becoming a powerful fighter. He also stayed very close to Larteis- neither of them had many friends in the palace, Bellant due to his hostile nature and Larteis due to the lack of children his age to interact with. Their differing natures made people occasionally question if they were really bonded, but their relationship usually ceased these questions.
However, this life changed when Lazante, Larteis' sister, died. Bellant privately blamed himself for not being strong enough to prevent this from happening, growing more guilty when Lazante's drake Mouneri committed suicide and the pressure on Larteis grew exponentially. When Larteis chose to fled, Bellant could not dissuade him but resolved to protect him to the best of his ability and wait til Larteis was ready to return.

Equipment: Although he does not wear them anymore, he had golden rings that went around his horns and tail. He has no armor but longs for some.

Companions: Larteis

Other: Shrug?


Name: Vasma Drayden

Age: 79

Gender: Female

Race:Meerah

Appearance: Vasma is an old woman, and her appearance reflects it. She stands straight backed, but age has withered her to a mere five feet. She has sharp hazel eyes, and though her hair and fur was once chestnut brown, it is now streaked with grey. She pins her hair back in a bun, with her alert grey cat ears clearly visible. Small reading glasses are perched on her nose. She is in as good physical health as she can be, and is remarkably fast for one of her age.
Generally, Vasma wears an ankle length dull red dress with long sleeves. A few shawls of varying colors are wrapped around her shoulders. She also has a few belts with various satchels and flasks attached, and a sizable leather bag slung around her shoulder. Various jewelry is strung around her neck and arms, and while it looks gaudy, almost all are charmed with helpful spells. She cuts a colorful, if slightly eccentric figure.

Personality: Vasma is a clever, sly woman who is good at hiding it. She knows how to use the stereotypes of old age to her advantage. She switches between the persona of a kooky old hag with a faulty memory and a shrewd, pragmatic woman with plenty of experience with ease- sometimes it's hard to tell which is the real one. The true Vasma, however, is a no nonsense woman who is a font of practical advice and wisdom. She is good at seeing people for what they really are and she is fully aware of people's potential for evil. While she rarely does anything immoral, Vasma isn't above a bit of trickery to get what she wants. Overall, she is a shrewd, charismatic woman who knows her way through the world.

History: Vasma was born into a family of traveling performers, and was raised with all the appropriate skills. She is well traveled because of her heritage, and if you give her a place in Velwin, odds are she has seen it. However, Vasma, while enjoying the traveling life, was unsatisfied with being a simple performer. At a young age, she struck out on her own, with the intent of becoming a druid. Vasma began study at the age of 20, and when ten years had passed, she was a full fledged druid. She then returned to travel, having many adventures throughout the world and meeting many new people and things. Vasma developed an uncanny knack for ending up in places where important events went down, and she has seen many historical events. As a result, she had become a sort of historian, recording her accounts in journals that she eventually develops into history books. She is extremely knowledgeable about history in general, as she believes you cannot proceed without knowing where you come from.
Much time has passed, and while Vasma is old, she is still sharp and a tough woman. She knows bad things are brewing on the horizon, and she intends to find out what and why.

Equipment: Vasma is never without material to brew potions, which is her magical specialty. They are kept in her many bags and flasks. She also wields a gnarled oak staff that aids in her magic and is also a handy smacking tool. Ever practical, she keeps a few knives under her shawl.

Companions: N/A

Other: Vasma, when shapeshifting, favors the form of an old grey cat. Predictable, yes, but useful and easy to perform.


Last edited by Doodleniks on Sat Feb 06, 2016 7:51 pm, edited 7 times in total.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Mon Jan 06, 2014 9:58 pm 

eyy, senpai!

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It's all good, no rush. Glad to have you back.

Once you've got it done, I'll put it up on the top post.

@Arabesque: Oh geez sorry I dunno how I didn't see this. Looking forward to it, and once you and Completlie are ready we'll start the IC.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Tue Jan 07, 2014 9:18 pm 
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Name: Calaerwen (Cal) of House Gaear
Age: 24
Gender: Female
Race: Alftar

Appearance: Calaerwen has a veritable mane of silken auburn hair that she wheres long, and usually half puled back. Her facial features are delicately shaped in the fashion of her race and she bears no notable scars due to the care and skill of the Alftari water healers where she grew up. The most striking aspect of her face are her eyes, deep green and wide. They give the Alftari warrior almost an innocent look. Cal hates it.

Cal is short for an Alftar, and petite, her lithe body built for running. She has the upper arm strength of a dedicated bowman, but is not in reality very strong for even an Alftar, much less some of the other races.

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Personality: Cal is intelligent and calm by the standards of most races, but among her own people she is considered a wild youngling. Her ear tufts are never quite well groomed and the claws on the tips of her fingers too long for tradition, though excellent for climbing. She is said to be filled with the lust of the young. Lust for battle, for adventure, and for love. Her spoiled childhood made her arrogant and stubborn, unwilling to give something up, once her mind is set on it.

In the manner of the Alftari, Cal listens first and speaks later. Her humor is subtle, but entertaining for those who understand it and she loyal to those she considers friend. She has grown up very quickly in the time she has been separated from her forest drake, Zephyr, and proven herself courageous in battle. She knows all too well just to what lengths one can go when in danger.

History:

Calaerwen was born to House Gaear in one of the most magically renowned of the Altari kingdoms. Her mother died during labor and in his grief, her father dotted on her, calling her his “miracle baby.” So she was named ‘light of the sea’ (for her fathers house crest was a choppy, moonlit sea), and like all Alftari children, a emerald green dragon egg was nestled in the cradle beside her.

Falasdir, Cal’s older brother, and she grew up comfortably spoilt in the bountiful kingdom, playing and avoiding school work religiously. When they were old enough, Father Gaear taught them to take care of themselves, to wield knife and bow. At the age of 14, Cal was given the rare chance to study with the Master, the leading Psionic mage in Eridis. The only price, seclusion. Cal and her dragon, Zephyr, left all they knew for seven years of intense magical study.

At the end of her period of study, now twenty one, Cal was inducted into the order and given a wooden eye pendant, the sign of a learned Psionic mage, though not yet a master. She was then allowed to return home, but nature had played a cruel trick on Calearwen, passing down her mothers looks and form to the young woman. When she returned home, her father could not bear to look at her face.

Reeling with abandonment, Cal left once more, to play the dutiful part of a second child and join the Alftari Army. She and Zephyr were assigned to a light regiment of scouts, patrolling the border of the empire. It was only later that Cal found her father’s bow among her things. A parting gift to the child he had loved or a piece offering? Cal would never find out.

One night, not long after joining the scouts, Cal’s regiment was ambushed in their camp by a large group of bandits and slavers. By a wild stroke of luck, Cal was knocked unconscious during the fighting, and after slaying her fellow men-at-arms, the bandits decided instead to sell her. Using Cal to force Zephyr’s cooperation, they were carted far away from their homeland.

It took months first to heal and then to form a plan, but days away from the slaver’s final destination, Cal and Zephyr escaped. On the road, leagues and leagues from home, Cal started to hear stories of uncanny deaths and bodies found together with brass amulets stamped with a tree. Even though House Gaear was not very religious, both Zephyr and Cal knew the stories of the God forced into the shape of a tree and imprisoned.

Worried, they have decided to turn away from home and towards the dark mystery surrounding these deaths.

Equipment: Calaerwen looks like any other Alftari archer. she wears the crystal light armor favored by race, made of overlapping plates that cover her chest, shoulder, and forearms. Her back and thighs are protected by a very fine chain mail, almost fabric like so that she can move through the forest without a sound. She wears soft, supple leather boots and cloth trousers, her shins protected by the same cream colored crystal plate armor. She wears only one adornment, a plain wooden pendant carved to look like an eye that labels her as a confirmed Psionic mage to others of the order.

As for weapons, Cal carries only three: a pair of long knives strapped to her legs and the enchanted bow her father wielded before her.

Companions: Zephyr

Other: Cal is a skilled archer, though definitely not the best in Eridis. Her true talent lies in Psionic magic. She was apprenticed by the foremost psionic mage in Eridis and allowed to join his order, eventually becoming a strong Psionic mage. Her skills in other areas of magic are pitiful at best.




Name: Zephyr
Age: 24
Gender: Male
Race: Green Forest Drake (I’m pretty sure this doesn’t count as a custom race.)

Appearance: Zephyr is big for a forest drake, standing nearly two feet taller at the shoulder than the next biggest dragon his age in the kingdom where Cal and Zephyr grew up. Although he derives endless satisfaction from this fact, he is not bulkier or stronger than many of them, simply longer. His belly is a dark forest green along with the underside of his throat and face. Zephyr’s wings are a lighter green and his back and legs are dappled with greens and browns and golds, like sunlight filtered through leaves falling on a forest floor.

Personality: Brash and out going, there is know one who can call Zephyr coward. He fights well and knows it, is loyal to friends and companions, and has a head for strategy. Zephyrs biggest flaw is his pride. It is wide to the point of vanity and Zephyr has an annoying habit of boasting about his own exploits, telling and retelling tales until they grow to monstrous proportions.

Despite all this, Zephyr does care about one thing more than himself: Cal. He is entirely devoted to his Alftar, though he teases her relentlessly when they're together. He’d do anything for the girl he grew up with.

History: Zephyr’s history entirely echoes Cal’s as they’ve never been parted. However, Zephyr does not share the girl’s Psionic abilities.

Equipment: An Alftari light saddle. It is unadorned but protected on the sides and chest by crystal armor.
Companions: Calaerwen
Other: Nada.

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Last edited by Arabesque on Fri Jan 10, 2014 12:41 am, edited 2 times in total.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Tue Jan 07, 2014 9:26 pm 

eyy, senpai!

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Looks great, I appreciate the fact that Zephyr got his own detailed character sheet too.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Tue Jan 07, 2014 10:00 pm 
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Well, school dragged me on for more that I expected it to.

Name: Claribel Cretwas

Age: 18

Gender: Female

Race: Teryn

Appearance: Claribel has medium length, wavy, auburn hair, fair skin, hazel eyes, and a tall and thin build. At home, she wears a plain blue dress with long sleeves and a floor length skirt. Outside, she wears a long, blonde wig, and a boy-like outfit which consist of a long sleeved white shirt, a brown vest, dark blue pants, and leather boots.

Personality: Claribel is shy, and reclusive, she hates her job at the bakery for the fact that she has to deal with lots of people every day. She's also pretty distrusting of other people after that incident with her aunt, if she wasn't so shy, she would've been sarcastic, pointing at everyone who she doesn't like with her sarcastic lines. That's not to say that Claribel is all mean however, she does do good deeds every once in a while to people who she knows wouldn't try to exploit the situation in a cruel way. Even if she hates her job, she's still very hard-working, clutching to the idea that she won't have to use a disguise and a different name anymore. She's also reliable, dependable, well-prepared, observant, adapting, and persevering, she never gives up, ever.

History: When she was six years old, Claribel's mother died of an unknown illness, which passed on to Claribel. Her father became an alcoholic, constantly leaving home to stay and drink at taverns. One day, her aunt got fed up with her father's antics that she threatened to take Claribel away from him. He decided to run away with Claribel, but he didn't have enough money to move far enough to live in peace. Instead, he locked Claribel in her room until she was eleven where she was forced into a disguise and go under the name "Gale Ialdeifla" if she were to go outside. He meant well, he even gave up his drinking antics to tend to her when her illness struck the worst. When she was sixteen, Claribel accidentally revealed her true identity in front of her aunt who then proceeds to literally drag Claribel to her house, that is, if her father haven't shown up. He got into a scuffle with Claribel's uncle who was there to slow him down with the fight ending in Claribel returning to her father, but at the cost of her uncle's life and her aunt more determined to get Claribel away from her father for what she thinks is for Claribel's good. Devastated at the sight, combined with everything else that had transpired, Claribel locks herself in her own home, refusing to leave even with reassurance. At seventeen, at the behest of her father, she opened up a bakery (and changed her pseudonym to "Delen Ashbelm") to earn extra money to finally flee once and for all.

Equipment: Other than the clothes on her back, Claribel carries a satchel that contains money, two glass bottles, another glass bottle containing lantern oil (her lantern doesn't fit in her satchel, obviously), a dagger, flint and steel, and a cloak.

Companions: None.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Tue Jan 07, 2014 10:10 pm 

eyy, senpai!

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Interesting, having multiple identities could add some neat dynamics. I like it.

I'll start the IC thread tonight, and whoever's ready can follow up on the first post.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Tue Jan 07, 2014 10:30 pm 
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Cool characters all around! I was wondering though- is Cal royalty or just nobility?

Also I added a SU for Bellant and expanded on him a bit. And I thought maybe it would be cool to set up a skypechat for the rp, if people have Skype/are yo for the idea.


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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Tue Jan 07, 2014 10:31 pm 

eyy, senpai!

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I'm up for the Skype group. Adding Bellant to the list, then officially starting the IC.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Tue Jan 07, 2014 10:56 pm 

eyy, senpai!

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IC thread is up!

viewtopic.php?f=17&t=41037

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Wed Jan 08, 2014 9:50 am 
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Cal is just nobility. I'm assuming that every Alftar kingdom has it's own royalty, nobility, and politics.

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 Post subject: Re: Heritage [OOC][Open]
PostPosted: Wed Jan 08, 2014 5:22 pm 
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Yeah, that makes sense. I just figured I should check.


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