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View Likes PostPosted: Fri Nov 08, 2019 11:33 pm 
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This is the OOC thread for the rpg between Cottonmouth and Phoenix.

World setting: alternative fantasy world
Time period: Medieval

In this world there are 6 major factions which rule the land together. Five of those factions are bound to a specific race, while the sixth is a mismash of specific 'leftover' races. The races that are not represented by any of the major factions, are races which are deemed to be evil (or too powerful and thus deemed to be evil as they are too dangerous for those in power). All creatures that are not humanoid, are automatically seen as either lesser races, or evil races. There are often rewards handed out for those who bring proof of killing such a creature. Only a few exceptions are made when the creature is suitable as a pet or means of transport.

The 6 factions:

Humans: This faction is filled by humans, which also include gifted humans. Though this race is not as physically nor magically gifted as the others, they are treated the same as the other major 4 factions. The fact that they are less gifted, grants them a better position as the other factions do not view them as a threat. However, their abilities are commonly underestimated as well.

Vampires:
This faction is filled by vampires and half-vampires, with a clear power distinction between the vampires and half-vampires. The half-vampires are often seen as lesser compared to the full vampires and generally belong to a certain full vampire or vampire house. This faction is subdivided by a number of rich vampire families ('houses') who share the power.

Witches/warlocks: Because of the demon blood running through their veins, these humanoid creatures have magical abilities like spell casting and such. Though in theory this faction is strong enough to overthrow other factions, the witches and warlocks are generally not interested in this. In general there are two groups within this faction: those that like dealing with the other races as it's a well-paid industry to offer their services to others, and those that just want to be on their own in their own community.

The Beastblooded: See the posts below


Leftovers:
In these faction are mostly races that are not present in big numbers and that are generally equally powerful or less powerful than the other major races. Some example of this category are: humanoid shapeshifters like nekos and those alike, halfbloods of the faction races and those otherwise humanoid.

Shadow people: The shadow people are the peace keepers between the other factions. They function as the secret service in attempt to keep peace between the factions and quickly rule out those that plan to oppose the factions-system as a whole. However, they do not step in when there are problems within one faction unless they are asked to step in. They are not really interested in mixing with society; their main focus is keeping their way of life as it is without others threatening it. This is also why sometimes people refer to 5 factions instead of 6. As long as the balance is upheld between the factions, and their own way of life doesn't get affected, they do not care about what happens in society.

The prophecy:
Since the ancient days there has been a prophecy of an apocalypse coming and ending life as it is known. This prophecy speaks of two individuals whose union will unleash an unspeakable power, capable of ending all life. However, this prophecy has been translated and reinterpreted throughout so many years that the warnings the predictions give, are tough to decypher. It is only known for sure that one of the two individuals is a male, with a few specific characteristics: an oddly coloured eye, [will add something more later on.]


Last edited by Phoenix on Sun Nov 24, 2019 12:44 am, edited 1 time in total.

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PostPosted: Sun Nov 17, 2019 7:38 am 
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Race dictionary:
In here will be the descriptions of the races used within the story, so that the general gist of a race is clear. Exceptions to these stated descriptions may take place.

Humans
does this need a description?

Vampires
Vampires are humanoid beings who are hardly distinguishable from humans in their appearance, however, in order to survive, they need the life essence of other creatures.

Details
Vampires come into existence either by birth or by being turned. Nearly all humanoid creatures can be turned into vampires. This happens by the exchange of blood by the vampire and the non-vampire, while the vampire has the will to turn the non-vampire into a vampire. Due to inter-faction relations and the vampire society in general it is frowned upon to change anyone into a vampire unless they are willing to renounce their own faction. However, even when they have renounced their own faction, it is not accepted for those new-bloods to become full vampires, which brings us to the next point.

In general there are two types of vampires; full bloods and half-bloods.

Full blood vampires
These are vampires that are born from other full blood vampires, and those that were made full blood by their 'maker'.
When a full blood vampire turns another creature, it is their choice whether or not to turn them into full bloods or half-bloods, however, turning them into a full blood requires a lot more blood to be exchanged than to turn them into a mere half-blood.
In general, full bloods are more powerful, but also weaker than half-bloods at the same time. The weaknesses and strengths a full blood vampire has, a half-blood has a weaker version of, which also means that their weaknesses are not as intense as those of full blood vampires.

Half blood vampires
Half blood vampires always fall underneath a certain vampire. Their maker has a strong influence over them, which makes it very tough for them to say 'no' to them. They are physically incapable of intentionally hurting their maker, though accidentally, of course, they can. Half bloods can only be changed into full bloods by their maker, or their makers maker*. If they are turned into full bloods, the power their maker had over them, disappears completely.

* a half blood can create another half blood vampire, however, that half blood never has power over its created vampire. Instead, the maker of the half blood has power over the new half blood.

Strengths
Vampires have superior senses.
Vampires are stronger and faster than humans, though their strength and speed do differ per individual and as to when they last had blood.
Enhanced healing.
Vampires have a charm, alike a mild version of mind-control, which makes it easier for them to get other creatures to do their bidding. Unfortunately, this is not as effective on Beastblooded, nor on targets that are fully aware of the fact that they are being influenced. For half bloods this just means that they seem more likeable due to their charm, while for full bloods their charm can often get people do to things for them.
In years, vampires could theoretically live eternally. Their appearance stops ageing at a random point.
Immediately after taking blood, their powers receive a temporary big boost. This means that they heal faster, their senses are sharper, they are faster and stronger, and their weaknesses are less intense. However, this boost is temporarily and from the moment it starts, it also starts slowly decreasing in power.

As for full blood vampires, each full blood vampire has a random gift. This gift could be being able to speak all languages, being able to defy gravity, having stretchable limbs, being able to read minds and so forth. The gift is entirely random and may or may not be useful. It is like a lottery.

Weaknesses
The superior senses are as much as a strength as a weakness, as strong lights may hurt, intense smells may disorientate heavily, hard/louder sounds may hurt and/or break their focus or temporarily unable their hearing.
The blood of corpses works like poison for vampires. Though they can drink blood from bottles and such, when the blood was taken from the victim, the victim had to be alive. The blood changes its properties when it is taken from corpses. How poisonous it is, depends on how much of this blood they take, and how long the person was already dead.
Beheading is deadly. Exploding their heads also counts as beheading.
Extracting all blood from the body of a vampire is deadly.
Dried and powdered rosemary flowers are poisonous as well. A big concentration can kill a vampire, unless they immediately get treated with a large amount of blood. A smaller dose of it makes vampires very sick.

Rage
If it has been too long since a vampire has last had blood, or if some trauma causes them to lose too much blood, a vampire falls into a state of rage. It is very difficult for them to get out of it, and generally this means that the vampire will die.
Once in their rage, they revert to an animalistic nature that causes them to rage until they had enough blood. This means that they cannot feel pain any more and they do not notice their wounds any more either, like broken bones for example. In rage vampires are a lot faster and stronger, but they lack the ability to focus properly. Sounds are distorted, as is their vision. They lack the perception of depth and normal colours. The scents in their environment and the intensity of those scents forms their vision in that moment. They are able to see the lines of things in general, and the movements, but that is it. They are unable to distinguish details, or recognize faces.

Appearance
As stated before, a vampire's appearance is indistinguishable from human appearances. Some may have a lighter skin colour, but not all of them have a light skin colour. Their teeth look human, though they have the ability to make their teeth longer.
However, if the light is bright, their eyes often reflect in a blue-green to yellow colour, alike cat's eyes. Full blood vampires are also capable of using this 'reflection' without any bright light near, as a way to signal others.

Extra
When turned into a half blood, one doesn't instantly become a half blood. It is a process of about 1 to 3 days in which their body changes. Of course, one needs to learn how to master their powers and master their hunger. If turned but them left to their own devices, half bloods often die when they get into their rage.

In the vampire society the ancient full blood families reign. Though creatures from other factions are accepted as half bloods, and as blood vessels, they are not accepted as full bloods. It is very rare for a created vampire to be allowed to be a full blood. If one is made full blood without the leaders of the ancient families accepting it, that new full blood is killed, and often its maker is killed as well. The ancient families do not like outsiders joining their society. This is also why they manage to keep with the other factions. Though the vampires can be a very strong competitor if they were to try to overthrow the others, they are not interested in mingling with the others any more than they have to.

Vampires can eat and drink human food, but it does nothing for them and generally, they do not like the taste of it either.


Witches/warlocks
[where warlocks are stated, witches can be read as well. It did not write comfortably to say witches/warlocks continuously]

Warlocks are humanoid beings that have demon blood running through their veins, though they are not quite demon. Their appearance is hardly distinguishable from humans, but some do have demonic markings. This is often seen as a birth defect.

Details
Warlocks are magic users by nature. Generally, they have a high aptitude for black magic, but they are not limited in the types of magic they are able to master with enough training and persistence. Generally spells are used to apply their magic. Though some may be able to use their magic without spells, it is a way of aiding them and it costs less energy on average than going without spell.
As Warlocks are energy users, it's easy for them to learn to read energies and auras. Though many don't possess heightened senses naturally, their ability to read energies serves them as a sixth sense.
Warlocks possess the ability to 'blink', which means teleportation as fast as the blink of an eye.
Warlocks are also able to cast (destructive) energy balls/rays, without needing to use a spell for it.
By nature Warlocks are built more sturdy and have a resistance for magic, specifically black magic. They have a weakness for light magic.
Many warlocks have a personal gift, which means that they possess a certain aptitude, gift or talent that differs per warlock. This could be a talent for earth magic, the ability to breathe underwater without spell casting, or the gift of clairvoyance for example.

Familiars
Warlocks are able to bind with a familiar, which increases their strength, though it also adds a burden as they gain the ability to feel what the familiar feels.
The bond is a strong one: if the warlock dies, the familiar dies as well. Though, it is not true the other way around.
Not each bond is a strong or good bond: the familiar and warlock need to 'match', otherwise it will be a less than optimal choice, which means that the familiar will never be able to reach its full power.
The bond is often sealed by intent from both sides, followed by a kiss.

A lot of warlocks see familiars as nothing more than pets, and it is not uncommon for familiars to be bought on a familiar market (for which the familiars have been bred). Familiars can be gained by buying them, by using a summoning spell in which one offers an open invitation for any familiar, and by sheer luck of encountering them.

As stated by Zataromon: "Masters [warlocks red.] have a responsibility of taking care of the basic needs of their familiars, while in return familiars serve. It is all rather plain and practically each and every familiar who bonds, agrees to the terms."

Extra
Warlocks are able to 'flash' their eyes, meaning that they focus their magical energy for a brief moment, which causes their eyes to discolour shortly.
When warlocks use too much energy, they may faint, and demonic markings may appear over their body. Using too much energy can result in death if the warlock in question sacrificed their own life energy in it.
Some warlocks use wands or staffs, but it is not a popular thing to do. Some believe it helps beginners, others think it is useless.


Shadow people
These are the creatures you may see, once in a while, in the corner of your eyes. Most discard seeing them, since they merely look like a few rays of light, or a strange shadow, in a humanlike form. They tend to observe creatures, and sometimes tease them, but mostly stay out of their way, and just enjoy life as some sort of 3D movie. They are known in many folklores as evil beings, but are currently denied of existing at all. Their lifespan tends to be between 600 and 900 years old, with some exceptions of course.

Strengths
Ability to become invisible, only to be seen at the edge of someone's sight, like a small shadow in the dark or a strange light ray in the daylight.
Ability to defy gravity when amongst the shadows. (they can easily move over ceilings and such as if they’re 2d instead of 3d)
Ability to float and move through walls, floors and ceilings
Ability of silent movement (moves without sound)
Ability of Black Magic
Ability to see in the dark

Weaknesses
Certain types of runes make shadow people visible if they touch their skin. When those runes touch their skin, its shape burns in their skin immediately, and they won’t be able to get invisible again until it completely heals, or until someone else treats the wound with water. (they can’t remove it themselves, even if they would cut the flesh out, they would still be visible) (This also counts for going through walls (etc), using basic Black Magic and floating, they are incapable of such as long as the rune mark remains on them)
If someone suddenly puts bright light on them, where they are in the shadows, they become completely visible (and they’re most likely to fall down if they’re defying gravity) , though it really has to be very bright and strong light


Last edited by Phoenix on Sun Nov 24, 2019 12:43 am, edited 2 times in total.

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View Likes PostPosted: Tue Nov 19, 2019 10:35 am 

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FOURTH FACTION:
The Beastblooded

SUMMARY
A range of creatures in a wide spectrum, including talking animals, shape-shifters who can change between man and beast and great, mystical animal kings.

DETAILS
Something of a catch-all, the Beastblooded Faction is both very diverse and substantially disorganized. After all, they can be in some cases very hard to identify. Many a time has a hunter drawn back his bowstring only for his quarry to take human form, and only a practiced magic-user can easily tell the difference between a cat that speaks because it is beastblooded and a cat that speaks because it belongs to a warlock/witch. This has led to a paranoid kind of stalemate with the other factions of the world - after all, only the beastblooded themselves know how many of them exist, and they prefer to have potential threats see them in every animal, though realistically they are somewhat rare the further into civilization you go.

There are two threats that keep many (but not all) beastblooded safe from persecution. The first, mentioned above, is that their enemies do not know for sure how many of them are around. The second is that the beastblooded answer to beings of great and terrible power, the animal kings. Traditionally the beastblooded fall into the 'type 1' category of animals who can talk and think like men, and the 'type 2' category of beasts who can take the forms of men at will, but the animal kings turn this dynamic on its head. Always in the forms of massive beasts, the animal kings are also the only ones of their number who seem to possess powerful innate magics, making anyone foolish enough to fight them in for a struggle not unlike the traditional challenge of fighting a bear alone. At night. Bare-fisted. Except this time the bear is the size of a house and will throw lightning at you.

For all of their awe-inspiring power, the animal kings are all but legendary, only having glimpses caught of them now and then. They are the unquestioning leaders of the Beastblooded Faction - but they almost never give edicts to their people or even walk amongst them, preferring solitude and only making appearances when they are absolutely necessary to prevent war on their subjects. For this reason, the faction is powerfully defended but poorly supported otherwise, and it is unclear how much longer the beastblooded will remain in their position. Already some hateful individuals from the other factions have made small but deadly attacks, finding and murdering families of the beastblooded before they can escape to petition their kings for aid.

TYPE 1
Talking animals of all types, these beastblooded possess both the strengths and weaknesses of their native forms, save that they can understand and reason as well as any man. Their personalities often reflect the stereotypes concerning their forms, but there are exceptions to this. These creatures only unique gift seems to be that they are very able to detect (but not use) magic, and magical charms weaved upon them often fail - at least compared to human targets.

TYPE 2
These creatures live between the forms of man and beast and cannot say which is their 'true' form - their true form is both. In addition to the strengths of either form (flight or the ability to breathe underwater, for instance), these creatures are generally very hearty and heal quickly from injuries. They like their fellows are hard to magic, but as with type 1s they are not immune to anything, only more resistant. The downside to their fast-healing, energy and magical resistances is that their life spans are substantially shorter than human ones, almost four times as short in fact. The beastblooded therefore count their ages in seasons rather than years.

EXTRA
It might occur to the reader that this faction does not include any werewolves or other lycanthropic entities. This is because the animal kings hate what they perceive as 'unnatural animals', and always attack such creatures where they find them. Even so, some of the members of the Beastblooded Faction privately believe that lycanthropes should be brought into the fold, and wise werewolves might claim to be a part of the faction in order to protect themselves - at least until one of the animal kings discovers them.


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PostPosted: Sun Nov 24, 2019 12:47 am 
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PostPosted: Sun Nov 24, 2019 12:48 am 
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PostPosted: Sun Nov 24, 2019 1:17 am 
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Characters

Name: Mikos Agarnwe
Age: 28
Gender: Male
Race: Unknown mix. A lot of different races were mixed within his family, making it impossible to describe what he exactly is.
Strengths:
-Heals faster
-Magical ability: Mikos has magic flowing through his veins, however, he hasn't had anyone to teach him. The magic he knows, are just small things that happened on their own. His magic is controlled by his emotions and not by spells. It is instinctive usage. This also means that often when he instinctively uses his magic, it is dangerous. The effects are big, even if they are not intended to be so. (For example, accidentally summoning a massive storm with heavy rainfall, just to deal with a relatively small fire.)
-Limited precognition: Mikos is able to see small parts of the future. Usually he has to actively focus on it to see the future, however, when danger is imminent, it can happen on its own, warning him of what is to come
-Enhanced hearing, scent and taste
-'Sixth' sense: senses when someone is near him, even when his other senses do not tell him so. It's a part of his precognition, though it presents itself with a nagging feeling as if someone is watching him.
-His right eye allows him to see auras
-He's very fast

Weaknesses:
- Though Mikos heals faster, he isn't sturdier than an average human male
- Though Mikos can be very fast, he's also a lot more clumsy when he is using his speed.
- Due to the fact that he covers his right eye, he can't always estimate depth properly. Next to that, when he doesn't cover his right eye, he has difficulty focusing as his normal sight and his aura sight mix very weirdly. This means that basically, the right side of his vision is a mix of colours without sharp edges nor 'proper' detail. Mikos doesn't entirely know what the auras mean either, causing them to be mostly useless and a nuisance to him.
- He has no control over his magic. His magic is instinctive, and generally serves to protect himself. He has not learned how to channel it properly to do things at will, other than a few small tricks like making a small flame appear on his finger tip.

Appearance:
https://images.unsplash.com/photo-1440133197387-5a6020d5ace2?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=634&q=80
About 175cm (~5 feet 8) tall with a slender but sportive build. His left eye is dark brown, whilst his right eye is light blue. Usually he has a patch over his right eye, to hide the difference. Though his appearance is human, he has a magic aura coming from him. His eyes both light up to a silver colour when he uses magic.
Occupation: Travelling jack of all trades. Though, sometimes on the road he also preforms small magic tricks or tells someone's fortune if he needs quick money.
Personality:
History: As a child Mikos' family got erased by hunters, who acted in accordance with the wishes of the factions. It was an accident that Mikos overlooked. At the young age of 5, he was left to fend for himself. Had it not been for a kind passer-by, he would most likely have died. For a short while Mikos travelled along with the passer-by as the youngster had nowhere to go. That was until a travelling circus group spotted him and talked the passer-by into surrendering Mikos to them, as the odd aspect of Mikos' eyes intrigued them. He spent about ten years with them, with most of that ten years having to preform for crowds. The circus liked to play out old prophecies, and Mikos perfectly fit into that with his odd-coloured eyes. Most of the crow believed his eye was simply discoloured because of an accident or illness, not specifically because of the old prophecy. However, it unfortunately did attract certain interested parties, who decided to try to take Mikos away from the circus. That happened to be a very unfortunate choice for them, and for the circus, as Mikos' instinctual magic took over, defending himself, but in return quick freezing all around him. Both the hunters, and the members of the circus were turned into ice statues. From that point onwards Mikos travelled on his own, only briefly staying in places as he just tried to make a living. The last few years he has been trying to stay in one place for as long as he could, as Mikos wants to settle down and have something more permanent of a life, instead of only ever having whatever he could carry along fast enough. He's sick of always having to be on the run.
Extra: Additional strengths and weaknesses, as well as his personality, might be added at a later date, depending on how the story flows.


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