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PostPosted: Wed Oct 08, 2014 1:08 pm 

Wandering through uncharted space...

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Nocturne Rebirth


IC Thread: http://creativefreedomrpg.com/viewtopic.php?f=17&t=43776

The year is 8567.

The Coalition has taken control of the known galaxies within the Urian Universe. The worlds live under the united Coalition Agreement that dictates all governments and must uphold the Unification Laws. During the year 8437 the Shard Wars was well underway. The destruction of planets and entire systems made easy by advanced technology and a long struggle between empires. No one know what started the Shard Wars only that it wasn't until Aridia was attacked that the war finally changed.

Aridian's had been removed from the conflict up until 8437, staying to their empire and worlds. Being a reclusive race and closed to all outsiders and offworlders Aridia didn't care that the galaxy was ripe with destruction. They were not directly affected. Until now.

A single armada of Tirmians (extinct race) with a few enslaved Magae in their midst, attacked Aridia and were met with a resistance they did not anticipate. Aridians are trained for war from the moment they can walk and have no desire to be subjugated not to mention they are not interested in having any outsider or offworlder in their airspace. After that first attack Aridian forces took the fight to the Tirmians and literally whipped out their colonies, planets and worlds leaving nothing but a wave of destruction in their wake.

Three years later Aridian officials known as Okd came to the table with the three Aridian princes and a half a dozen other officials from other governments and empires and together hashed out a series of Unification Laws. Thus was the Coalition formed. The Coalition is a military organization that enforces the Unification Laws with an iron fist.

Seeking out Magae is one of the Coalition's main goal. A lot of Coalition technology is based off the use of Magae crystal. These crystal may only be formed through the blood of a Magae (Magically gifted individual). The Magae is tortured and forced to use their power until they are consumed by the power and it can then be channeled into a crystal used to power the Coalition technology.

Two major organization have arisen over the years after the Shard Wars. The Tearsia which is an organization that seeks to protect any and all who are sought by the Coalition and who seek to undermine the organization. They are a group of rebels who welcome anyone who wishes to fight against the Coalition and the Unification Laws.

The other is the Ash Shards, a group of pirates who pry on anyone they see fit. They are a large underground and unorganized group of misfits who live by the seat of their pants and unite under one flag, but have no actual organizational structure. Anyone can use their banner and anyone can join. It's open season on anyone not wearing their colors. They have only one rule. Don't pirate another Ash Shard.

Plots


The first big plot idea I'll introduce begins with the destruction of the Tearsia base on Osmaria.

A Coalition force using a tracking beacon implanted in a spy has found their way to a Tearsia base on Osmaria. The base is heavily populated with rebel fighters and civilians. The attack is launched at 0900 hour (9am) just as the base is coming awake to the regular bustle of the day...

Character sheet


Code:
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Race:[/b]
[b]Occupation:[/b]
[b]Social Status:[/b] if you are not of a race that has a social/cast system delete this
[b]Organization:[/b] everyone has to belong to an organization of some sort. (Magae is not an organization, it is a state of being)
[b]Magae:[/b] Yes/No and give a little bit of info on what you can do and if there is any physical change to your appearance.
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Bio:[/b]

[b]Anything else:[/b]

_________________


Last edited by Fain on Mon Oct 13, 2014 8:49 am, edited 3 times in total.

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PostPosted: Wed Oct 08, 2014 1:10 pm 

Wandering through uncharted space...

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Joined: Fri Oct 03, 2014 4:11 pm
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Location: Canada... Somewhere in the North of Kere's Domain...
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Races


A few notes about the races:
    -- All information that isn't listed are things that could be easily made up, however if you have any questions about any of the races don't hesitate I don't bite... much.
    -- Any information on personality isn't a 'this is how your character has to be,' it is information on the over all culture. Just because your character is Aridian, doesn't mean it has to 'think/behave' like an Aridian. Though they might be though of as strange or outcast by other Aridians.
    -- Any race may breed with another race. There are a lot of half-bloods out there. Feel free to cross-breed races to your hearts content.
    -- There are some worlds that are technologically advanced (the sky's the limit) and some that are more basic. So it's really open to your imagination on this one. Although everyone has a basic understanding and integration of technology, such as PD (Private Devices, or small palm sized computers). Everyone knowns about space travel that sort of thing.

Technology scale:
    1 -- No technology safe the basics, PD, space port, electricity, ext. What you’d expect from a culture that was more or less a few years behind earth today.
    2 -- Earth based tech.
    3 -- Slightly futuristic. Think along the lines of space ships with heavy shielding, blasters. that sort of thing.
    4 -- Sci-fi heavy. Think along the lines of integrated machinery into the human system. nanotechnology, synthetic food. Ext.
    5 -- Way beyond. If you can imagine it, technology can do just about anything...


Aridians


General Information:
Name: Aridian

Central Planet: Aridia

Other Planets in the system:
    -- There are five main planets in the Ar'di system and twelve outlier colonies.
    -- Main planets:
      -- Aridia (Central planet that holds the government seat)
      -- Vordania
      -- Terronda
      -- Arawath
      -- Ari (Military seat and primary training grounds)
    -- Outlier Colonies:
      -- Eta Chandra
      -- Oya Chandra
      -- Horga Chandra
      -- Avan Chandra
      -- Suden Chandra
      -- Orh Chandra
      -- Neon Chandra
      -- Fran Chandra
      -- Orti Chandra
      -- Mort Chandra
      -- Sort Chandra
      -- Forti Chandra


Languages: Aridiannian and Communal are taught to all Aridians


General Overview:
Aridians are a strong warrior based culture with a strong bound of loyalty and honour that govern everything in their culture. They do not share their culture or allow offworlders or outsiders on any Aridian world. Most Aridians who leave Aridian worlds will remove the majority of their piercings so that no outsider or offworlder will know their meaning or what bloodline they are from. Aridians will very rarely marry outside of Aridians, those that do usually do so only after the mate has been sworn into a bloodline. Most offworlder or outsider know very little of Aridian culture, what is known is basic: they are warriors and have very strict behavioural traits, they show very little of what they think or feel and discipline defines everything as does honour and loyalty. For an offworlder or outsider to come onto Aridian soil is a death sentence instantly.


Personality Traits:
    -- Loyalty: Bred into the Aridian people is a strong bond of loyalty to their culture and people. Raised from birth in a warrior culture that follow a code of twenty and a very strict cultural discipline there is not a child on Aridia who doesn't know the political order or the code of a warrior. Honour and loyalty are the strongest ties in Aridian culture.
    -- Honour: Like Loyalty honour is bred into the Aridian people. They are raised that honour is the foundation of everything. Especially war.
    -- Discipline: Every child raised in Aridian culture is raised to be disciplined in all things. Their strong sense of discipline dictates everything from social interaction to their more private moments.
    -- Arrogance: Aridian's are very arrogant people. They pride themselves on their culture. Pride is a huge aspect of their culture. Every Aridian male proudly displays their clan and status of marriage and maturity in their appearance.
    -- Ruthless: Aridian's are very disciplined, but they are ruthless in battle and as they have a very closed minded culture that offers death as the most common punishment they tend to fight with everything they have and in single mindless ruthlessness.
    -- Closed-minded: Aridian's are notoriously closed minded. Their culture dominates everything and they kill all offworlders who come to their planets or colonies.
    -- Fears: dishonour, failure and weaknesses. All dishonour is considered the deepest affront and heavily punished. Failure is a form of dishonour and showing any weakness is a clear sign of failure.
    -- Goals: power and strength. Power in physical prowess and strength in battle are two things that every Aridian pride themselves on. For males the highest military/political rank is their highest goal. For females the strongest clan they can legal marry their bloodlines into is what they seek in a mate that will further the generation. There is a deep divide between males and females in the Aridian culture after maturity.
    -- Appearance: On any Aridian world their mode of dress and jewellery is very significant in displaying not only their status and prowess, but their standing in the social order. Almost everything about an Aridian can be gleamed from their appearance.


Physical Description:
    -- height: females average height is 7 feet and for males it is 8 feet.
    -- build: females are slight and curvaceous and males are muscular.
    -- eyes: glowing blue or orange and slit vertically like a snake.
    -- hair:
      -- colour: white
      -- style:
        -- long and braided in a series of small braids is the military style and worn by all males who are fully trained Assassins.
        -- short and unbraided is the style worn by all children, females or any male that is dishonoured
        -- long and unbraided is a style worn by females that are married and/or hold a high ranking political position.
        -- long and one braid down the back is a style worn by married females hold high ranking military position or unmarried females that hold high ranking military positions. This is a very rare style since most female do not enter military service. It's frowned upon for a female to become an assassin, but it is not forbidden by their culture.
    -- teeth: elongated sharpened canines (upper and lower) the canines are more like fangs.
    -- piercings/markings:
      -- male
        -- left ear
          -- Helix - clan rings
            -- loop is made of metal with beads made of metal, bone or stone
            -- smaller rings with only one bead signify a single clan station
            -- larger rings with one to four beads signify three to five clan station depending on the number of beads.
            -- there are 15 clan names that are recognized in this manner. For any of the other clans a single loop with no bead is worn to signify a lower class standing.
              -- Akarianus: one small ring with a single bead
              -- Drake: two small rings with a single bead on each
              -- Hunter: three small rings with a single bead on each
              -- Eden: two small rings with a single bead on each and one large ring with one single bead.
              -- Irwin: two small rings with a single bead on each and one large ring with two beads.
              -- Quinlan: two small rings with a single bead on each and one large ring with three beads.
              -- Raven: two small rings with a single bead on each and one large ring with four beads.
              -- Weighart: one small ring with a single bead and two large rings. The first has one single bead and the second has four beads.
              -- Krieger: one small ring with a single bead and two large rings. The first has two beads and the second has four beads.
              -- Carlton: one small ring with a single bead and two large rings. The first has three beads and the second has four beads.
              -- Sharkarah: one small ring with a single bead and two large rings. The first has four beads and the second has four beads.
              -- Scarsha: three large rings. The first has one single bead, the second has four beads and the third has four beads.
              -- Dorain: three large rings. The first has two beads, the second has four beads and the third has four beads.
              -- Innaharah: three large rings. The first has three beads, the second has four beads and the third has four beads.
              -- Mortar: three large rings. The first has four beads, the second has four beads and the third has four beads.
          -- Tragus - availability/maturity status
            -- ring made of metal, stone or bone, the bead is made of the same material.
            -- no rings: child or unavailable/unable to mary
            -- ring no bead: available and mature adult
            -- ring with bead: unavailable and mature adult
          -- Lobule - marital status
            -- large intricate earring made of metal, stone or bone
            -- no earring: unmarried
            -- earring: married
          -- nostril - rank rings (left side)
            -- plain metal ring
            -- one ring: Assassin
            -- two rings: Assassin Priest
            -- three rings: Commander Rank (first of three level of command)
            -- four rings (right nostril): Dara Ceannasaì (second level of command [Second Commander])
            -- five rings (right nostril): Prìohm Ceannasaì (third and highest level of command [Prime Commander])
            -- three rings in the right nostril: royal administrator
        -- body piercings, tattoos and markings
          -- There are a few piercings that are allowed along the body and usually done as a sign of claiming by a wife.
          -- Some members of the Aridian society choose to have military/assassin/organization tattoos or markings on their flesh. However, no ink is to touch the face of an Aridian male.
          -- there are five markings that indicate various levels or standings in Aridian society.
            -- Jade beads woven into the braids indicate shaman training
            -- Sliced helix on left ear indicates dishonour and removal from clan standing.
            -- Metal bands around wrist and/or neck indicate a slave
            -- Brand marking around left eye indicates an adopted child taken into a clan.
            - metal headpiece sealed over the forehead and skull indicates a dishonoured clan member who serves the royal house as an ambassador.
      -- female
        -- left ear piercings
          -- Helix - clan rings
            -- rings made of metal, the beads are made of metal, stone or bone
            -- females only have helix clan rings once she marries into a clan bloodline. These rings are done by the clan Orkd.
          -- Tragus - availability/maturity status
            -- ring made of metal, stone or bone, the bead is made of the same material.
            -- no rings: child or unavailable/unable to mary
            -- ring no bead: available and mature adult
            -- ring with bead: unavailable and mature adult
          -- Lobule - no meaning
            -- female have earrings, but they are worn in both ears not only one like males
        -- right ear piercings
          -- Helix - clan rings
            -- some females choose to wear rings to mark their birth bloodline
          -- Lobule - no meaning
            -- usually matches the left earring
          -- nose piercings
            -- only worn if in military service otherwise females do not wear nose piercings in their nose
          -- lip piercings
            -- some females wear piercings in their lips as a fashion and decorum.
        -- body piercings, tattoos and markings
          -- some males will pierce their wives left nipple so that they are 'marked' as married and not to be touched by any other male, spoken to in unfamiliar manners by other males or left alone with a male.
          -- Females are not allowed to have any tattoos as it is seen as crass. Facial paint or henna ink on hands and face are allowed for social/court events or holy days/rituals.
          -- markings:
            -- helix on left ear cut is a sign of dishonour and forbids a female from marrying or carrying on a bloodline.
            -- brand on left shoulder indicates a dishonoured female who must serve only as a servant and cannot rise above the sixteenth clan through marriage.
            -- metal bands about the wrist and/or neck marks a female slave.
      -- skin: Aridian's are fair skinned and have no facial or body hair what so ever.
      -- clothing:
        -- female fashion is long layered silk of white and sometimes tinged with silver, gold or light greens. The silk is connected to a thick band around the neck or wrists that can be decorated with embroidery or jewels. The bands of dark silk are white for a servant, silver, gold or green for a bloodline female. The fashion for females covers everything exposing only their hands and head, yet showing off their shape outlined in the flowing silk and the way the light fabric falls displays their nipple ring if they have any.
        -- male fashion is battle armour. Every piece of the outfit for males is designed to be functional for battle and display their physiques. Their clothing is all armoured and most of it is leather.


    Politics:
      -- Royal houses:
        -- there are three royal bloodlines and ten royal clans.
        -- the first three bloodlines are the ruling families of the Aridian worlds
        -- the first ten bloodlines are the clans that hold the Orkdkash Rahcao (Orkd Council or Elders Council)
        -- there are three males that are the princes of Aridia (Akarianus, Drake, Hunter)
        -- there are six royal administrators chosen from the first five bloodlines (Akarianus, Drake, Hunter, Eden, Irwin)
      -- Military layout:
        -- Prìohm Ceannasaì
          -- there is only one position
        -- Dara Ceannasaì
          -- there are three positions: land, air, and sea
        -- Commander
          -- there are twelve Commanders: three for land, three for air, three for sea, and three for training
        -- Priest Assassins
          -- Any assassin who chose to fight for a deity or serve as a priest in the Aridian religion system
        -- Shaman Assassins
          -- Any assassin who displays a high level of magic and survives Shaman training
        -- Assassin
          -- Any male who reaches the age of maturity and survives training.
          -- Any female who chooses to join the military
        -- Leanaí Assassin
          -- Any child (male/female) who has not reached the age of maturity
      -- Warrior code:
        -- 01: Never compromise your honour or loyalties. First to Aridia, second to bloodline and third to your own beliefs
        -- 02: Be strong enough to stand alone
        -- 03: Never leave your brother in war
        -- 04: Never be afraid to destroy any and all enemies for they will not hesitate to destroy you or Aridia
        -- 05: Stand against all enemies and never back down
        -- 06: Never lie to yourself, the truth cannot hurt you, but your lies can destroy you
        -- 07: Fight with honour and never show weakness, for all weakness can be used against you.
        -- 08: Defend those who cannot defend themselves
        -- 09: Never hurt or fight one who is not adequate to your challenge for there is no honour in fighting a weaker opponent.
        -- 10: The only mistakes you will ever regret are those you make in fear or desperation
        -- 11: Respect your elders and never show them dishonour
        -- 12: The past is done and written it cannot be altered, the future is not yet here and can always be altered, the present is what can always be controlled and shaped, do so for it will define your future.
        -- 13: Trust no outsider or offworlder for they were never taught the laws
        -- 14: Fight with honour and dignity and never allow your anger to rule your decisions
        -- 15: Do not let your loyalty waver once given
        -- 16: Do not fear death, everyone dies, make yours count
        -- 17: Protect and honour your spouse and children. Your spouse will carry on your bloodline and your children will be the treasure of that bloodline and they will shape your future.
        -- 18: Take pride in your bloodline and display that pride for all Aridians to know, but never share Aridian culture with outsiders and offworlders for they cannot understand it.
        -- 19: Never let your discipline slip. Only then will your mistakes lead to dishonour.
        -- 20: You are the eternal property of the Aridian crown. Bring only honour to Aridia.


Technology level: 5 (central worlds) | 2-4 (colonies)
The Aridian central worlds have a very high standard of technology. Their colonies however vary depending on weather or not they have reached a stable colonization level or not. And depending on the Terraforming that was done to effectively turn the world habitable. Mostly however their colonizes are training grounds or more basic settlements for mining camps.

The Aridians monitor the outer edges of their atmosphere and their sector with an iron fist. They are more like to shoot any ship unauthorized into their system then they are to hail them. Their defense net is advanced and comprises of really big guns aimed at your ship. So beware when entering their systems.

Aridians have three separate armadas (military groups divided into smaller units): land, air and sea. They air/space armada is by far their largest and most heavily fortified armada. Since they are not likely to meet opposition on land or sea most of those armadas are for protection details for the royal houses.




Triosans


General Information:
Name: Triosan

Central Planet: Trios

Other Planets in the system:
    --There are six main planets in the Try system and around a dozen smaller colonies
    -- Main planets:
      -- Trios (central world where the government seat is located)
      -- Shinozan (where the magic schools are located)
      -- Arizor
      -- Amigar
      -- Fortaz
      -- Shortzia
    -- Outlier Colonies:
      -- dozen small colonies unnamed so far


Languages: Trioshian and Communal are taught to all Triosan, but those who are educated at the Magae schools learn Shinian (the Magae tongue). There are 57 dialects of Trioshian that is spoken on the various outpost planets.


General Overview:
The Triosans are a race of humanoids who are based around magic. It is part of their blood and though they have varying levels of magical abilities their entire culture is based on magical talent and the level of magical education. Since they don’t tend to put much stock in technology their tech has never advanced to the point of other races. They tend to rely heavily on magic for the basics of their world.


Personality Traits:
    They don’t have a set cultural personality outline like the Aridians who are heavily schooled to ‘think’ a certain way. Triosans prefer to encourage their young to think creatively and freely. Thus you get a wide range of personality traits cropping up.


Physical Description:
    -- They look human in appearance with some unique quirks that crop up in some of their children, sometimes having animalistic qualities to their appearance depending on their particular magical bend.
    -- All Magae users have a physical manifestation when they use their powers. This alters their physical appearance.


Politics:
    Their political system is set up around their magical abilities and schools. Thus to advance in the Triosan world of politics one must be extremely powerful magically speaking and have achieved Magae Arcanda level (1 in a billion ever reach this level so it’s very hard and very rare and requires a very strong talent).

    -- Magea Schools
      -- Battle school
        -- Their main focus is on magic that can be used to advance war. This school is primarily divided like a military organization. Where there are Apprentice Magae, Master Magae with varying classifications and Magae Arcanda.
      -- Scholars school
        -- Their main focus is on building/societal magic. The advancement of research and development and bettering their society is the primary focus of this school. They are divided into three categories, but do not have a ranking system within the Masters class. Apprentice Magae, Master Magae and Magae Arcanda.
      -- Religious school
        -- There are some Triosans who believe that magic stems from God(s) and have decided that they wish to dedicate their lives to their God(s) whims. They do not have any ranking system within their order. Once vows are taking all are considered equal regardless of power level and experience.

      -- Council of Seventeen
        The Triosans are ruled by a council of seventeen. This council is seventeen of the strongest magical users amongst the Triosans and they are constantly bickering and arguing amongst themselves. Thus an organized decision is done using a voting system. Unanimous votes are so rare that no one in living memory remembers them. Any ruling will take weeks since it’s so hard to get them all to stop arguing long enough to make a decision it frustrates most Triosans into avoiding dealing with the Council. Who are all old man and woman...


Technology level: 1-3
The technology level of the Triosans is lower then other places since their primary focus is on magic. Thus a lot of their technology uses magic instead of conventional technological means.

Their cities are all floating and at varying elevation off the ground. They don’t monitor their airspace and though they do have a military force they don’t seek military advancement as a general rule. They mainly seek magical advancement




Rignians




Humans


General Information:
Name: Haman

Central Planet: Earth

Other Planets in the system:
    --There are so many planets on which humans reside that it would take a year to name them all. Earth is the primary one and unless others come up in the RP I’m leaving this entirely open ended.
    -- Humans like the other races have gotten into terraforming planets and grown their list of planets to such an extent that culture and planets are more numerous amongst the humans than any other race.


Languages: Communal is a language everyone know. The other languages depend on the population of the human worlds


General Overview:
Human populations vary depending on what world they are from or how technologically savy their planet is. Since it’s so varied I’m leaving it open ended on purpose. Humans are the most common species/race in the universe...


Technology level: 1-5
The technological level of human zones entirely depends on the culture or planet that the humans reside on. There are also space stations and varying levels of military dependent on the system that the humans live on. Again this is purposefully left brief and simple. I’m intentionally leaving it open ended since there are so many humans populating the worlds.



Miar'khar


Race Created By: Necride

General Information:
Name: Miar'khar (Bastardized as 'Mirkar' in the languages of most races. The actual pronunciation is similar to 'Mai-er-CHARR'. The bastardized pronunciation is simply 'MIR-car'.)

Central Planet: ??? (Evidence points to a planet referenced the most by Mirkar mercenaries, pronounced as 'Chittandra'.)

Other Planets: An unknown number. The known referenced planets that may be colonized or otherwise governed by the Mirkar are as follows;
-'Varrtul'
-'Kabrev'
-'Minuor'
-'Parvris'
-Livwaith. The only confirmed settlement of Mirkar as known by the rest of the galaxy. Also the only planet out of all rumored to have something to do with the Mirkar that has been seen by the other races, and mapped. Livwaith resides in a known system, still far from most but closest to the Ar'di system.

Languages: Referred to mostly as 'Mirkarin' by other races, the language the Mirkar actually speak they call 'Tebetakar'. Communal seems to be known by all Mirkar that enter known space.

General Overview: It is unclear as to Mirkarin history, but there is evidence to support that they were capable of inter-stellar travel when most of the current races had just broken through their own atmospheres, or had accomplished even less. In the case of Humanity, it's entirely possible that the Mirkarin were colonizing planets before the first human being was truly formed. Regardless, what can be learned of Mirkarin culture is imposing. Mirkarin, as a whole, seem to be a people of hunters and challengers. They only ever enter known space is small numbers, their colonized planets assumed to be somewhere out in dark space. When they do enter they do so in small groups, or sometimes completely alone. Even larger Mirkar ships are crewed mostly with robotic servants and 'indentured' servants of other races. They are not slavers, but the Mirkar are very much a people you do not want to owe favors to. Though this can differ between individuals. In fact, the more permanently known small bands of Mirkarin often accept individuals of other species into their groups, and even refer to them as if they were of the same race. It is, in fact, not uncommon for Mirkarin to mate outside of their species, and these xenos spouses are treated just like any other Mirkarin in their communities, as are any offspring they have. Mirkarin tend to be the warrior type, at least all that enter known space are. Mirkarin are often seen as a 'bad omen' for many of the races, as they are not too common and tend to cause trouble. Males are most commonly seen, only three females recorded ever entering known space. According to Mirkarin, this is because their females are treasured. It is theorized that Mirkarin females are in short supply. Mirkarin are bounty hunters and mercenaries by trade, and are hardly ever hired for anything outside of their skill sets. They are also extraordinarily secretive.

Personality:
--Cunning: Mirkarin almost collectively display quick wit, guile and cleverness.
--Honor: The Mirkarin seem to have a code they live by, which may or may not be connected to their hunter lifestyle. This code seems to be universally accepted within their communities. And, it seems to be pinnacle in their society.
Merciless: An enemy of the Mirkar seems to always remain an enemy of the Mirkar. In fact, transgressions against just one of their number can make the transgressor a target of the entire race if word would get back to the Mirkarin's family or friends. Personnel that are not Mirkar, but have befriended Mirkar, have even had the pleasure of receiving their enemies heads if the Mirkarin hears word of a wrongful thing done against them.
--Apathy: Most Mirkar seem to care little of the troubles of other races. Exceptions being individuals the Mirkar have befriended, of course. The entire race is quite jaded from violence and gore, and in fact seems to revel in it.
--Deceptive: The common skill sets seen in Mirkar see them pursue a very limited amount of careers. Most Mirkar use deception to their advantage, so much so that every Mirkar seems to be an unparalleled liar. At least, when they are actually lying.
--Opportunistic: The Mirkar do not sit idly by and squander opportunities.
--Just: The Mirkar do not seem to have separate groups i terms of wealth, although some Mirkar are without a doubt better off than others. But as per the attitude that has been observed, the Mirkar believe none are above justice, regardless of birthright or wealth.
--Proving: Form what can be gathered, the standing and wealth of a Mirkarin is determined by proving himself in battle, and in 'Tebetteras', which roughly translates to 'the hunt'. This means the more skilled and physically able Mirkarin are always the more heavily armed.
--Dedicated: It is said that once a Mirkarin has marked something as prey, he will not stop until his quarry has been 'obtained' or he himself has perished. This has been proven true countless times over.
--Bonded: Those that a Mirkarin becomes close to are bound to him in ways other races may not yet understand. A Mirkarin will usually risk heavy injury, or death, defending the honor of family or a friend.
--Community: It seems that 'Mirkarin; may not just refer to a single race. Those who have befriended Mirkarin are warmheartedly accepted into their communities, and with time may even be called 'Mirkarin' themselves by the natives. If the individual wishes, they may get ceremonial tattoos to solidify their place within Mirkarin society. Mirkarin are usually honor bound to aid a friend of the Mirkar. Though each Mirkarin may still have his or her own goals.

Physical Description:
--Male Mirkarin stand anywhere between seven feet to eight and a half feet tall, just over seven being the most common height range. Female Mirkarin range from roughly six foot nine to roughly eight feet tall, seven feet even being the most common.
--Mirkarin are of deep bronze or grey skin, the difference in pigmentation simply a natural mutation and not looked at illy or otherwise bothered with in their Society.
--They posses two long arms, with five fingers on each hand including a thumb.
--These fingers have claws that can be anywhere from four to six inches long when extended. When retracted, they resemble sharp fingernails.
--Mirkarin legs are long, just like their arms, and end in a foot with seven toes. these toes are clawed, like their fingers, along with a hind claw like a raptor, although these claws to not retract and are usually around 13 inches long. Most Mirkarin footwear is either long enough to avoid discomfort, or open-toed. Mirkarin also often wear metal caps on these claws, so they may be used for combat in a tight situation.
--Mirkarin are naturally muscled, and built well for extended work. Stamina comes easily tot hem, as does durability. Physically weak Mirkarin do not exist, their biology does not allow it.
--Mirkarin posses relatively handsome faces, with high cheek bones and predatory eyes. The mouth of a Mirkarin is lined with razor sharp teeth, and owns a long tongue that may or may not be forked, depending on the Mirkarin in question.
--Mirkarin posses a row of 'gills' located just under the pectorals of their chest. They allow them to breathe underwater, as well as fill out many different harmful chemicals. Many poisons employed against Mirkarin in gas form are filtered out this way, and have no effect on them. Though they are hardly immune to everything.
--Mirkarin are broad and round shouldered, with a spine heavily armored in bone. This spine is partially visible through skin, though not clearly. It appears simply as a small ridge in their back, not unlike looking at a stressed human spine.
--Mirkarin posses four lungs, two hearts, two stomachs and two large kidneys, along with a host of other less important organs. Their brains are located inside their skulls, which are thick. A Mirkarin brain is large, but size can vary similar to humans.
--Mirkarin grow hair, though no body hair. This hair is usually neck or shoulder length, but stylized in ways to keep it out of their way. Often it is strung out the back of their helmets, or simply tied up and covered by their headgear completely. In addition, scalelike spines also grow from the skulls of Mirkarin, and replace body hair in some places. This usually happens with age, and is a sign of experienced Mirkar. When these spines fade to grey, while they are usually black, it is a sign of an elderly Mirkarin. These spines are not sharp, and feel simply like thicker hair to the touch.
--There are a wide array of tattoos created by the Mirkar. They each have different meanings, and are stylized to match the life, personality, goals and character of their bearer. In this way, no two of these tattoos, which they call 'Rabari', are the same. Piercings are also not uncommon.
--The Mirkarin are almost always seen in armor, or some variation of. Women and experienced Males accent their armor with ornate cloth, usually symbolizing rank, success or other forms of status. It is extremely common for Mirkarin to wear trophies of past conquests or kills, like carrying weapons owned by previous quarry or wearing cloths or pieces of armor from past kills. They also fashion the bones of some kills to their armor, although they are slightly more careful in using the bones of sentient races now that they have had more contact with the rest of the galaxy.

Politics:

It seems that Mirkarin politics, at least to them, are extremely easy to understand. They have no empirical leaders, great churches or otherwise. Instead, Mirkarin settlements are ruled by any who the locals have put faith in. Once the individual is aware of that, he will seek out advisers, usually family or friends that he trusts, to aid him in his new task. These rulers are called 'Brasai', and his/her advistors 'Brastii'.

This system works for every form of Mirkarin community. Ships are only slightly different, as the owner of the ship is always the Brasai. Mirkarin not part of an established community often simply ropes relationships together as one, whether official or not.

If the Mirkarin must discuss a large issue, like war, many of the Brasai will travel to 'Marevar', 'the tower', which we can only assume lies on Chittandra. It is here that decisions that will affect the entire race are made. But often, one communities war is of no concern to another community. A great wrong or evil must be done or intended to warrant the attention of the entire race.

All Mirkarin are hunters and warriors. As such, they have no structured military, aside from the usual way in which their communities are governed. They are trained, extremely well, by their communities from a young age. This means that every Mirkarin, from the youngest child to the oldest elder, is capable of defending him/herself.

Torasa, the code that all Mirkarin live by:
--Mirkarin will not steal. Mirkarin may hunt, and take what he has earned form his quarry, but he may not steal.
--Mirkarin may not hunt those who cannot defend themselves. Children chiefly, but Mirkarin also may not lay hand against a female that has not wronged him.
--Mirkarin may not be subject to cowardice.
--Mirkarin may deceive prey, but never a blood brother.
--Mirkarin shall not hunt prey into extinction. Not only does this spoil the hunts of future Mirkar, but it is also cruel.
--Mirkarin must not confuse Tebetteras, the hunt, with Vashonen, war.
--Mirkarin must dedicate themselves to their Quarry, until the Quarry is obtained, or becomes otherwise null.
--Mirkarin debts must be paid. Do not let others in your debt deceive you, nor will you deceive those you owe a debt to.
--Mirkarin may not forsake his people. To bring outsiders into the secret worlds, is the highest betrayal.
--A Mirkarin may not sell his tools.
--Mirkarin may not feel bound from the heart. The hunter's heart is at times his greatest tool, and must not be restricted.

Going against some of these rules results in exile, death, or worse.


Technology level: 4 (Livwaith) to 5
Livwaith, while the only confirmed settlement of Mirkarin, seems to be rather poor compared tot he rest of the race. Successful Mirkarin with better armaments always come from off world, making a short stop in Livwaith before traveling abroad. The technology of these Mirkarin, and their capabilities, are largely unconfirmed. They range from heat-seeking lances, poisons laced with nanomachines that can track an afflicted target, plasma netting, various firearms and bladed weapons made of a strange alloy able to pierce starship hulls.

Ships that approach Livwaith are usually commanded to land before going farther into dark space. Here they are allowed to restock on supplies and turn their ships around. Failure to comply results in the anti-space batteries on the planet opening fire, along with any Mirkarin starships in the area.


---

Ships


This is by far my absolute favorite image for space ship design. Since a god chunk of ship styles are portraid by the creator of the piece it gives a wide idea of what with a touch of imagination could be created. It’s not an extensive list or anything, but it gives me a simulation of thoughts. What it does very well is give an idea of sizes. For the purpose of making things easier I’ve classed ships into three categories. You don’t need to follow that exactly, what I’m attempting to do is make ship creation as simple as possible for anyone and everyone, feel free to be as creative as you like and make things up.

http://fc06.deviantart.net/fs70/f/2014/171/0/1/size_comparison___science_fiction_spaceships_by_dirkloechel-d6lfgdf.jpg

Code:
[b]Ship Name:[/b]
[b]Appearance:[/b] Describe or link an image of the look of your ship
[b]Class:[/b]
[b]Description of Ship:[/b] Give an idea of what your ship does, like a freighter, ext. This is also a good place to list any statistics on your ship you may have or simply state what the ship is used for. Doesn’t have to be very detailed.


Star Class Ships


A Star Class Ship is the larger of the classes of ship. This is also the only class of ship equipped with the correct shielding and drive to enter a Hyperspace Window and to generate the Hyperspace windows.

The larger end of the Star Class Ships are ships that are built as transports for public from one sector to another. These are huge. They usually cannot land on planets and if they can land on planets they must do so on a roof or separate surface as they certainly will not fit inside hangar bays. If they are too large to land they will have shuttles for planet entry.

The smaller end of the Star Class Ships are usually preferred by pirates and freighters as they can be used for long hauls and quick exits. Usually they have some for of weapons system on board, but it’s not necessary. The smaller Star Class Ships can land on any hangar bay, but usually they cannot land on planets that have no active hangar ports. They can hover over the ground, but not land on the uneven surface without damaging their landing gears. This is due to the power of their engines and dampener systems.

Interplanetary Class Ships


These are the middle class of ships. They can be anywhere from a fighter size that seats only one to the same size as a small Star Class Ship. These ships travel between planets and cannot enter a Hyperspace opening without coming apart. They easily fit into any hangar bay and can land on any planet. Even those without a base.

Planetary Class Ships


These are the ships that travel through a planets airspace, but do not leave the outer atmosphere. They tend to be smaller then Star Class Ships and most often are smaller then Interplanetary Class Ships. Though they could be as big as a fighter, but tend to be very rare since that would make them harder to navigate around the planets crowded cities.

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Last edited by Fain on Sun Oct 19, 2014 1:57 pm, edited 11 times in total.

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PostPosted: Wed Oct 08, 2014 1:11 pm 

Wandering through uncharted space...

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Organizations


The Coalition


The Coalition is a typical military organization. They are currently the leaders of the universe. Literally. They rule with an iron fist and use martial law to enforce the rules. They have typical military structure and a group of specialized Tracers, Assassins and Trackers designed specifically to track down and capture anyone who is Magae.

The Tearsia


A rebel organization specializing in undermining the Coalition. This group has a lot of spies placed strategically amongst the Coalition structure who's very purpose is to safeguard the ever depleting number of Magae. They are a group of rebels who also specialize in strategic strikes against the Coalition.

Ash Shards


Pirates. That's about it. Runners, Filches, Assassins, Mercenaries, ext. They be pirates indeed.

Magae


This group of people is a little different. They are comprised of three races. Aridians, Humans and Triosans. Each of these races have a few different specialties.

A regular human Magae is considered a tainted Magae, usually since their bloodline is mixed with that of Aridians or Triosans. The Aridians are mostly your battle Magea and are weaker then Triosans. The Triosans are the most powerful Magae and have the greatest range of abilities, but they are also the rarest of the Magae since their powers are so much stronger they have been more heavily hunted by the Coalition. The Aridians are more protected because they are the strongest military race and rarely do they venture outside of their own territory for long periods of time.

All Magae are susceptible to fatigue if they overuse their powers and all Magae power has a physical affect on the body of the user. Almost any race can have Magae power, but if they are not of the pure bloodlines their magic is limited and much more dangerous since the genetic material of other races doesn't allow for such power to flow through the body easily. It tends to lead to physical illness or mental illness the more the power is used in other races that are not Aridian or Triosan. Humans have this less bad then other races since their genetic code is easily altered and they are better at adaptation, which is why they are one of the most common Magae races.

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PostPosted: Thu Oct 09, 2014 5:48 pm 

Hello everyone. Please feel free to speak to me. I am so lonely.

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Name: Mystique Merriweather
Age: 25
Gender:female 
Race: Human Magae
resides on Earth
Occupation: Herbalest and Midwife
Social Status: She is in the Medical Field and the only local midwife and potion maker.
Organization: The Tearsia
Magae: Yes. Mystique is a healer and can control the weather to certain extent meaning that she can make it rain, slow down storms but not stop them, she can make a breeze yet not able to stop any wind. Nor has she ever tried to do much more than that in the weather area. Her potions and ability of growing things are her forte.
The only clue that she is doing any kind of magic is in her eyes. Her eyes become greener and has tiny sparkles inside.
Appearance:
Image

Personality:She is a happy carefree being that is eager to help anyone who needs help. It does not matter whether it is an animal or human. She has a special way with animals and plants. She enjoys the simple pleasures of life and her crafts in the winter. It has been said that her harmonium playing soothed many a person.
Bio:
Mystique's parents were peasant farmers who had just two children, one died during childbirth when Mystique was 5. She cried and cried because she lost her baby sister. Her mother never conceived again. Her parents had very little magic in them. Her father could make it rain and slow down storms while her mother was excellent with potions.
Mystique's parents died during the war and she was very sadden for a couple years. Now she is quiet but helpful. She runs the small farm by herself. A couple horses,2 roosters, 12 chickens, 6 cows, 6 pigs and 15 sheep which she she herself shears twice a year. She sells the extra milk and eggs so that she could earn some money. She can dye the wool and weave it into cloth which in turn it is made into clothes. She prefers cotton and trades her woolen cloth for cotton from a local farmer who is very friendly to her and is next door to her farm. It keeps her busy and she is happy to have more than enough to do all year around.

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Greetings! My name is Rosewoode. I am over 21 and a female.
I enjoy a good RP and will do my best to create interesting RPs. If you have an RP that you wish to do with me, please let me know!
I can and often post several times a day. I hope to find some new RP friends.


Last edited by The Creator 7 on Sat Oct 11, 2014 2:24 pm, edited 2 times in total.

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PostPosted: Fri Oct 10, 2014 9:25 am 

Wandering through uncharted space...

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Approved. XD I love her already!! I'm going to finish up the races information today and hopefully have the IC up for us this weekend. I'm hopping to get a few more players to join us, but we can always get started!

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PostPosted: Fri Oct 10, 2014 10:47 am 

Hello everyone. Please feel free to speak to me. I am so lonely.

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Thank you! I can hardly wait. :D

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Greetings! My name is Rosewoode. I am over 21 and a female.
I enjoy a good RP and will do my best to create interesting RPs. If you have an RP that you wish to do with me, please let me know!
I can and often post several times a day. I hope to find some new RP friends.


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PostPosted: Fri Oct 10, 2014 12:49 pm 
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totally interested I have a character in mind but not sure how far I can go with him, yes even though I am female I want to play a male this time. I am thinking of an Aridian male trained of high class but defected and became a pirate. he wears non Aridian jewelry and has red eyes. I need to know how powerful and high ranking he can be and if you want to weave him into a plot or something I would love that. Any thoughts on this would be great. I have no idea on how names are for Aridians so ideas on that too. I am bad with details but once I have the character fleshed out and know how he works personally it shouldn't be too hard. I want him to be kind of deviant and eccentric but decently powerful. So I would love to know what you think.


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PostPosted: Fri Oct 10, 2014 5:00 pm 

Wandering through uncharted space...

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It's all good Gaia I'm female and tend to favour guy characters XD.

You can go as far as you'd like. I'm always open to character development in the RP and such so the sheet doesn't need to be a million pages long or anything. It can be basic or indepth. I leave that up to people.

I love the idea. Since the Aridians are very 'strict' any deviation tends to be frowned upon by their culture and they tend to have VERY large families. So defection isn't uncommon and pirates tend to be outcast anyways so that works out well.

As for name. The top three houses are Akarianous, Drake and Hunter. Those are the most powerful houses on Aridia. Well recognized and considered to be the royal houses of Aridia. That's as powerful as it gets on Aridia and your welcome to claim any of those as the last name for your character. Everyone on Aridia is trained as an assassin from childhood and 'instilled' with the military code. Depending on when your character defected depends on how high up in the ranks you'd want to go.

I'd be more then happy to plot things out. On a side note I was planning on bringing Skar Akarianous (crown prince of Aridia) and Darin Drake. I'd be open to doing something with them.

There are also a few lesser bloodlines that are also considered high ranking on Aridia if you wanted to avoid the royal houses. I can list those as well if you like.

Also the name of the house is the name of the bloodline/clan and is taken as the last name of the individual.

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PostPosted: Fri Oct 10, 2014 5:51 pm 
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Skar Akarianous (crown prince of Aridia) and Darin Drake if you are ok with either of the princes being a pirate that would be a fun part to play, if not I will be of a lesser bloodline most likely Drake since I like that but for a pirate the name Skar is so awesome. So if the princes can't be pirates I will come up with another name. BTW here is a link to a rough sketch I came up with on the fly for him.
http://th08.deviantart.net/fs70/PRE/i/2 ... 82bea0.jpg


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PostPosted: Fri Oct 10, 2014 5:59 pm 

Wandering through uncharted space...

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Skar Akarianous sadly must remain as a royal prince and therefore not a pirate. But he does have close pirate friends and family. Skar Akarianous was the name of my first char I'm bringing into the RP sorry to confuse on that point lol. However, Darin Drake for sure could be a pirate and I have no problems with you nabbing the name, or if you like to use the name Skar and Drake you can do Skar Drake ;) That's always a possibility. Darin is second in line for the throne of Aridia and Skar is a very common name on Aridia. Skar Akarianous's mother is of the Drake bloodline and sister to Darin Drake's father and that's why the Drake line is the second line of inheritance.

I love the sketch! It is so awesome! XD

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PostPosted: Fri Oct 10, 2014 8:17 pm 

Wandering through uncharted space...

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Totally forgot to add Skar Akarianous has a twin brother. If you want you can make him into a pirate that would be very fun. Since him and Skar are really close.

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PostPosted: Fri Oct 10, 2014 10:12 pm 
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Name: Darin Drake
Age:26
Gender: Male
Race: Aridian
Occupation: Pirate
Social Status: Former Crown prince
Organization: Ash Shards (pirate group)
Magae: Yes- can create a personal force field powerful enough to allow him to survive being shot by a powerful gun and even, for up to five minutes, surviving in space. He can also throw energy balls of varying size and power small with more quantity or large with more power so he doesn't carry a gun.
Appearance: Eight foot tall lean and muscular with long silver hair and red eyes with a vertical pupil (like a dragon) and fang like incisors.
Personality: Extremely eccentric and hard to pin down. One moment he is cruel the next he might be kind. It all depends on his mood at the moment. He is fairly clever but will sometimes play a fool if it will get him what he wants.
Bio: He was born as the crown prince but even as a young child he was often ostracized because of his strange moods and actions. While he did all the training and excelled at it, he grew frustrated at the restrained lifestyle and rules. He left and never went back, finding a pirate fleet he was quickly recruited. At first he hid his royal heritage, though he knew they would never give money for a ransom the pirates wouldn't know and they all might end up dead. Once he had his own ship, though he didn't care if anyone found out and started to go by his given name while before he had just been called "silver Dragon" and now that was the name of his ship.

Anything else: He likes to collect interesting knives and is very good with them as well as swords. They are his main weapon of choice before his magic. He loves a challenge and will often seek out people to fight even if he doesn't make a profit. He also might do something just because he finds it interesting and he finds the oddest things interesting.


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PostPosted: Sat Oct 11, 2014 8:32 am 

Wandering through uncharted space...

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Really nicely done Gaia. Approved. I'll get my character sheet up and get our IC started.

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PostPosted: Sat Oct 11, 2014 10:29 am 

Wandering through uncharted space...

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Name: Skar Akarianous
Age: 27
Gender: male
Race: Aridian
Occupation: Crown Prince of Aridia
Social Status: Trained as a Priest Assassin and one of the three ruling houses of Aridia.
Organization: Tearsia
Magae: Yes. Skar has a precognitive ability to ‘sometimes’ see snaps of the future. He has no control over this and everything he sees happens regardless of what he does or wills, but since it’s an unstable power the way it happens isn’t always what anyone expects. When it happens his normally glowing blue eyes turn pure black.
Appearance: Tall at 8’3”, slightly above average. With glowing azure blue eyes that are slit vertically like a snake. He has a set of upper and lower canines that are elongated like fangs. His skin is very pale, almost white in appearance. He wears all black leather, traditional Aridian jewelry (clan ring: one metal ring with a single jade bead in his Helix, a single ring of bone in his Tragus, and as he is not married he has no ring in his Lobule, all these rings are worn on his left ear). He has long bone white hair braided into a few small braids down his back. He has only one tattoo on his right shoulder that goes down his right arm and is barely visible peeking out of his sleeve. It is a snake wrapped around a skull with wings.

(Images to come)
Personality:
-- Primary Motivator: The glory of Aridia.
-- core traits:
    -- Emotional disposition: calm, collected, neutral. Skar rarely shows any emotion what so ever to anyone. He keeps all those bottled inside himself.
    -- Moodiness: Even-tempered, it takes a lot to drive Skar to anger.
    -- Outlook: Pessimistic
    -- Integrity: Conscientious
    -- Impulsiveness: Controlled
    -- Boldness: Cautious
    -- Flexibility: Flexible to an extent. When it comes to anything that might be seen as a violation of Aridian prime law he is stubborn and refuses to budge, on anything else he is open.
    -- Comportment: Agreeable
    -- Interactivity: Engaging
    -- Disclosure: Candid, unless it’s about the underlying policies or culture of Aridia in which case he’s as closed as can be.
    -- Conformity: Conventional Aridian. He’s like you’d expect any Aridian to be.
-- Secondary Traits:
    --Sense of humor: dry, sarcastic and most times slandering to other races.
    -- Sexuality: heterosexual
    -- Religion: Skar is a follower of the Aridian spiritual culture, he was fully trained as a Priest and thus can perform marriage, birth and naming ceremonies.
Bio: Skar can trace his lineage through nineteen generations of Aridian royal houses. His own father’s house is Akarianous and his mother’s is Drake. Skar was born the first son of twins. His brother was exiled from Aridia when he was a young child still undergoing training. Skar defied tradition and has kept in contact with his twin brother, even though to do so is against tradition. Something that is heavily frowned upon, but because of his royal standing no one really says anything about it.

For the first 20 years of his life Skar never left Aridia. He trained through the regular Assassin school system and then entered Priest training, upon graduation he purchased a **** ‘the Arima Star’ (Dying Star, In Aridian Arima means Dying). He assembled a crew of mostly Aridians with a few offworlders he calls friends. He runs a shipping or more accurately Running, business between planets to the Tearsia bases. This is highly illegal since the Coalition has banned all shipments to Tearsia bases or hot zones.

Skar isn’t one of the founding members of the Tearsia, but he is one of the most high ranking aristos in their group. He came to be a member of their group through his brother who runs in their circles.

Anything else: If anyone wants to take his brother on I’ll be really excited about that! Plenty of open plottage there.

---//|\\---


Name: Eduian Asherah
Age: 35
Gender: male
Race: Triosan
Occupation: Civilian Liaison
Social Status: disavowed
Organization: Tearsia
Magae: Yes. Eduian, or Du as he is better known, was schooled in the Scholar School of Magae and reached the rank of Master Magae before he was disavowed from his school and therefore cast out of Triosan society.

He can utilize energy from himself and around him and remake it to serve whatever purpose he desires. Weather it be to make a force field or to lift a structure. Or as he later learned to throw a blast of concentrated energy.

All Magae has a physical cost and for Eduian that is usually felt as fatigue and migraines. When working his magic he glows orange and small orange sparks fly from him. His eyes become completely white when casting.
Appearance: Eduian is of average height at 6’6” with a slight build. He looks very bookish, in that his clothing tend to swamp his very small frame, his nose is long and he wears glasses to read anything. He usually has an unfocused expression on his face like he’s thinking about something far away. His black hair is a tussled mess and his vivid jade green eyes are always wide and gives him a startled deer in the headlights look.
Personality:
-- Primary Motivator: knowledge
-- Core traits:
    -- Emotional disposition: fidgety nervous energy that seems to exude from his always moving form. quiet, shy and reserved.
    -- Moodiness: almost non existent
    -- Outlook: Optimistic
    -- Integrity: Conscientious
    -- Impulsiveness: Controlled (think stable unmoving block of steel)
    -- Boldness: Cautious (again think stable unmoving block of steel)
    -- Flexibility: flexible
    -- Comportment: agreeable
    -- Interactivity: reserved
    -- Disclosure: Secretive
    -- Conformity: Heterodox
-- Secondary Traits:
    -- Sense of humor: non existent
    -- Sexuality: undecided
    -- Religion: unknown
Bio: Born to a middle class family with a regular talent to Magae that their son soon surpassed. Eduian entered the school of Magae and was tested and accepted for the Scholar School. After years of study and finally attaining his Master’s status Eduian was outcast and disavowed from the school over something so stupid he won’t even mention it.

Now an outcast Eduian hired out into human zones in order to earn enough to live. His skills came in handy in various systems and he lived as a nomad for such a long time he didn’t know what having a steady home was like anymore.

He joined the Tearsia after a civilian zone was all but destroyed by the Coalition to quell a rebellion on mining hours and lack of pay. Eduian was part of the rescue effort to save as many of those trapped in the smoking ruins of the town and mine. Since then Eduian has worked as a consultant between the civilian population around the bases that make up the Tearsia.

Anything else: Eduian never reveals his last name anymore since he was disavowed. He is no longer allowed to claim his family name. Thus he is only known as Eduian.

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PostPosted: Sat Oct 11, 2014 11:27 am 

Wandering through uncharted space...

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And voila our IC thread: viewtopic.php?f=17&t=43776

if anyone wants to be a part of Skar's 'crew' let me know. Their not pirates, their Runners (I can explain more if needed/wanted on that point). Feel free to be on Osmaria or coming in to assist. If you want to do something completely different throw something at me and we can definitely do that.

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PostPosted: Sat Oct 11, 2014 1:54 pm 

Hello everyone. Please feel free to speak to me. I am so lonely.

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I will be adding the planet and a few things just to let you know ahead of time. I hope this is ok.

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Greetings! My name is Rosewoode. I am over 21 and a female.
I enjoy a good RP and will do my best to create interesting RPs. If you have an RP that you wish to do with me, please let me know!
I can and often post several times a day. I hope to find some new RP friends.


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PostPosted: Sat Oct 11, 2014 2:01 pm 
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If anyone wants to be a pirate I would love you to be part of my crew.
Also Fain, are cat people possible in this world setting? I thought it might be fun to have a female cat person as a crew mate.


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PostPosted: Sat Oct 11, 2014 2:11 pm 

Wandering through uncharted space...

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Creator that's fine. Just poke me when you do so I can read it XD

and Yah absolutely Gaia. Any Race is allowed just because I haven't made it up doesn't mean squat XD. I welcome any new Races, just give me enough to know a bit about them and such. That's all I ask.

I can certainly make a pirate to join your crew Gaia. It might not be today though. I want to get at least one more of the races done today and some of these images rendered out to clear my backlog. I can have one up for sure tomorrow :)

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PostPosted: Sat Oct 11, 2014 2:26 pm 

Hello everyone. Please feel free to speak to me. I am so lonely.

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!Poke Fain......

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Greetings! My name is Rosewoode. I am over 21 and a female.
I enjoy a good RP and will do my best to create interesting RPs. If you have an RP that you wish to do with me, please let me know!
I can and often post several times a day. I hope to find some new RP friends.


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PostPosted: Sat Oct 11, 2014 2:33 pm 

Wandering through uncharted space...

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Joined: Fri Oct 03, 2014 4:11 pm
Posts: 3191
Location: Canada... Somewhere in the North of Kere's Domain...
Medals: 6
Best Group RP (1) Longest RP (1)
1st Year (1) Most Helpful Member (1)
Blog: View Blog (3)

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Looks good Creator!

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