Horizon Walkers (Signup Thread - Open, Started)

Recommended Videos

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=1]Horizon Walkers[/HEADING]


[hr]

Hello everyone. Welcome to this game. This OP thread is based on the "Tower of Druaga" RP by Asclepion with modifications by me (hiei82) and is used with his permission.

The game takes place in a large multiverse connected by mystical portals known as "Horizons". There are countless worlds; each with different climates, geographies, inhabitants, civilizations, and dangers. Horizons are unstable however, connecting to the other worlds at random, though they stay connected to each world for a fairly long period of time. Some Horizons never connect to the same world twice while others reliably connect to the same worlds at set times of the day. Those who adventure forth through these portals are called "Horizon Walkers"; or just Walkers for short.

As a walker, you join a group of others like yourself to explore the different worlds. Whether seeking treasure, the rush of being inches from death, the desire to see new worlds and map them, your goal is the same: to pass through a Horizon and live long enough to pass through the next. No one knows who created the Horizons, but its said that the creators of the Horizons ascended to divinity so many Walkers seek to do the same.

The multiverse is vast and contains countless races and civilizations. The world-setting is High Fantasy. Magic exists, but to learn how to use it asks for nearly complete dedication on its studies, and mostly even then you specialize in certain aspect of it: some element, certain types of spell, and so on. Magic items are rare and difficult to create, but not unheard of. Technology remains at roughly medieval levels, though civilizations will vary

Conceptualized and named in countless different ways, all the universes in all creation are the locations of the game. Each world is different from the last; sometimes radically different and sometimes different by only a single, minor change. The worlds (and the challenges within them) can be anything imaginable; strange crystalline tunnels that are actually flaws in a gigantic diamond, a massive abyss filled with the rumbling thunder of a tidal sea far below, humid jungles brimming with life, a system of dungeons coated in a dull green carpet that comprises a sentient fungus that infests the whole zone, killing climbers with it's spores; A volcanic complex of lava and bridges, mazes, grasslands, places with no gravity, places where you can walk on the walls and ceiling, and places that take you to or beyond the very edge of reality as you understand it. And then there are worlds no one has crossed yet. Unknown worlds, and everyone who traversed them has died... or worse.

Most likely, you will die. The point becomes not to reach your goal, but to go as far as they can before succumbing to the multiverse's dangers. To meet new races along the way, to help people, fight monsters, amass wealth, and see things no other being has seen in an epic tale of survival and adventure is the essence of this game, and the true motivation for anyone attempting to walk the Horizons

[hr]

HOW THE GAME WORKS
Every player is both character and GM. Each person makes 1 Horizon Walker and 1 world. As the group passes a level, the next person GMs the floor above, and so on. I will be the first GM, to give you a feel for the game. It works because each floor is it's own "world", and the environment and what we encounter can be wildly different. No single person knows how the whole campaign will go, and it evolves with each player.

Each GM will be given plot threads to help them plan the story for their world by the previous GM. As such, each GM should also plan to leave some plot foundations for the next GM. Plot threads should be determined through collaboration between the current GM and the following GM. This serves to give structure to the game story in which every player contributes.

The GM order will be determined by the submission order (i.e. the first person to submit a world is the first GM, the second person to submit a world is the second GM, and so on.) As mentioned above, I will be the first GM and the world at the bottom of this post is my submission. You do not need to consider the world prior to yours in line when creating a level since the Horizons aren't always stable connections. You can however build off the previous world if you desire, but try to include the creator of that prior world in the process (it is after all their contribution too)

Players may Co-GM worlds if desired; though the rule of submission order still applies.

This game will use dice rolls to resolve internal party conflict (such as PvP fights) for the purpose of fairness as needed. Rolls will be 1d20 + 2 x ability + circumstance as needed. The GM at the time has final say on all circumstance bonuses to the rolls, but the dice themselves are above GM power.

For reference, the following are what each number means:

There are 6 abilities used for characters - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Strength governs feats of muscular ability
Dexterity governs feats of reflexes, speed, and fine control
Constitution governs feats of endurance
Intelligence governs feats of Knowledge and intellect
Wisdom governs feats of common sense and will
Charisma governs feats of interaction and poise

1 = Feeble
2 = Weak
3 = Average
4 = Savant
5 = Extraordinary
6 = Super Human
7 = Legendary
8 = Mythic
9 = Supreme
10 = Ultimate

GMs may use dice rolls to determine the outcome of events other than player conflict at his/her discretion.

Characters will have the ability to advance throughout the game. This will occur in two ways. 1 additional point to an ability score is given at the conclusion of each world and the maximum for each ability score is increased by 1 every two worlds.

New powers (and/or cures for flaws) will occur occasionally where the following conditions are met. 1) The change must make sense in the game story, 2) with the agreement of the majority of players, and 3) with the expectation that all players will gain a similar increase in abilities. These increases should happen infrequently for the purpose of maintaining the game balance.

[hr]

[HEADING=2]Character and World Creation[/HEADING]
Name: What your character is called.
Age & Gender: Quite clear, too?
Height & Weight: More simple questions. Optional, though at least height would be good.
Species: If playing something more exotic than the standard fantasy races (Humans, Elves, Dwarves, Halflings, etc.), please give a detailed description for your fellow players understanding. Likewise, if you are modifying a standard race, include it here as a "sub-species."
Appearance: What your character looks like.
History: What your character has done until now, wanting to walk the Horizons? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
Reason to be here/things to do: Why, against all odds, you want to test yourself against the multiverse? This could be simple, "I want to explore and become rich" or "I want to get the power to revive my dead father", or something more complicated, like "there is supposed to be this person who I want dead here in Tower. I seek to obtain his death."
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Abilities: These are the six statistics used to define your characters abilities for the purpose of conflict resolution. They are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Players have 21 points to distribute among these abilities as they see fit, with a starting maximum of 5 in any stat. See Conflict Resolution section for definitions of abilities.
Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)
Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.

Name: What is your world called?
INSERT IMAGE IF DESIRED
General Description: What is generally known about your world? What is its Geography? Climate? Inhabitants? Civilizations? etc. You do not need to include plot elements, but you may do so if you wish.

[hr]

[HEADING=2]Example Character and World[/HEADING]
Note: This Character and this Level are going to be my submissions for this game.

Name: Kes No-Name

Age & Gender: Early 20s (exact age unknown) and Female

Height & Weight: Kes is 5 and 3/4 feet tall and weighs just over 140 pounds

Sub-Species: Kalidonian: A sub-species of Human, this group is native to the land of Kalidonia. Kalidonia is a wild world populated primarily by predatory flora and fauna in a constant struggle to eat and not be eaten. The world goes through incredible temperature cycles ranging from well below freezing to inhospitably hot. Because evolution has created an incredible arms race on the world, most attempts to eke out a living on the world by outsiders have failed. The exceptions to this are the first colonists - the Kalidonians - and the most recent conquerors; the Liemian Empire. The Kalidonians first moved to the world millions of years ago, surviving first by hiding in the upper reaches of the trees where few predatory species lived. Over these many years, the species slowly adapted to the harsh world, and eventually became top predators themselves. Kalidonian's are known for their extraordinary strength, ability to crush people with their bare hands, and their ability to embrace their primal fury in battle. Kalidonians however face extinction following the invasion of the Liemian Empire from beyond the world's Horizon gate. Using their advanced military technology, magic, and strategy, they have begun taming the savage world and enslaving the Kalidonian population for physical labor and for the blood sports of their native world.

Appearance: Kes as long dark hair which has proven all but impossible to tame. Her eyes are a deep blue and her skin a patchwork of dark and light; designed for her home world. She wears mostly rags and chains and has never worn any kind of shoe. She has a fire in her eyes, though its well hidden.

History: Kes was born in the wilds of Kalidonia, though she has little memory of the land or her family. Her family was captured by Liemian slave traders when she was six, so her few memories of her family and home are foggy half-remembered images of tall, dense forests and blurry faces of those who must have been her parents and siblings.

She spent most of her youth being trained to fight in the Colosseum of Liem by both her Liemian owners and the older members of her people. She learned many things in order to survive; primarily skill with her hands. In this, she excelled; proving far more adept than even her older tribesmen, quickly becoming a powerful gladiator and one of the few Kalidonians to survive long in the blood sports. She fought long and hard against many monsters and people from many different worlds; bathing in the blood of the enemies her true enemies threw at her.

Still, she could never find a way to escape her captivity for the spears and swords of her captors were sharp and many. All she could do was subvert their control; sparing those in battle she could respect by earning the favor of the crowds, learning to hide her thoughts from her captors, and delving deep into the secrets of the few tribesmen who remained.

Now, as far as she's aware, she's among the last of her people and merely awaits the right moment to make her escape.

Reason to be here/things to do: When Kes first appears, she's been a slave most of her life and desires freedom more than anything else. Once she has her freedom, she seeks to find what few of her people have escaped the destruction brought by the Liemian Empire.

Personality: Like her home world, Kes personality exists in a cycles of extremes. Most times, she remains quiet and restrained; mostly a remnant of her need to remain that way to escape punishment in the slave pits. When not on edge, she wears her emotions proudly, speaking her mind no matter what society might say. Her anger however is astounding; see her Berserker power. Kes is slow to trust anyone other than Kalidonians, though this may change over the course of the game.

Abilities: Strength 5, Dexterity 4, Constitution 4, Intelligence 2, Wisdom 3, Charisma 3

Powers:
Major Power - Berserker: In the heat of battle, Kes can call upon her primal fury. In this state, she can perform great feats of strength and endurance (temporarily increasing her Strength and Constitution). In this state, she's knows who her allies are, but cannot back down from a challenge and acts without reason. After the fight is over, she must rest to regain her strength for several minutes.

Minor Power 1 - Survivalist: Kes can survive in extreme environments without difficulty or protection. Heat, Cold, Pressure, Gravity, and Oxygen availability are all survivable, though it is possible to push past even her limits (i.e. she can hold her breath for a long time, but she still needs air eventually). What more, Kes's body is so tough and her will so strong that she can shrug off wounds... at least for a time. Any wound that isn't immediate death can be endured and ignored for a time, though she will still need medical treatment.

Minor Power 2 - Terrible Howl: Kes can be a terrifying opponent and is a master of inducing that state in her enemies. Kes's howls can strike at moral fear; weakening the resolve of enemies; potentially making them run or cower.

Minor Power 3 - Wild Fighter: While some are masters of sword or axe, Kes is a master of hand-to-hand fighting and can fight on par with even master swordsmen with nothing but her hands and feet.

Notable skills: Aside from her powers, her only notable mundane abilities are survivalist training (following tracks, sneaking, reading weather, etc), and the ability to hide her feelings behind a mask of indifference. She has some skill at reading her opponents in battle, but this is far from mastery. She speaks the general pidgin tongue of travelers, Liemian, and Kalidonian, though she cannot read or write. Kes is proficient with many different weapons she's been forced to use in the Arena though she's hardly a master. Among them, she's best at improvising weapons.

Equipment: Aside from her ragged clothing and chains, she owns nothing.

Name: The Liemian Empire



General Description: The Leamian Empire is situated on a world with a mild climate which grows neither extraordinarily cold in the winter not hot in the summer. The land itself ranges from high mountain peaks to low, wide valleys. While the mountains are infertile pillars of stone home to only monsters and the truly desperate, the valleys are filled rich lands with plenty of room for agriculture and mighty cities. Rivers flood reliably each year, filling the land with silt and allowing for easy growth of food - both agricultural and pastoral.

The world is populated almost entirely by humans, who have built a mighty empire based in these lands. The center of this empire is the city of Liem. The empire divides its inhabitants into four classes. At the top are the Patrician class who rule the empire in the form of a senate and Imperial family. The next class down are the Plebeians - general citizens of the Empire. They are required to serve in the military, but receive many rights and privileges as a result of their service. The next lowest level are the Demiplebeians; the people of conquered lands who may join the military to become full Plebeians, becoming loyal to the empire in the process and gaining rights and privileges similar to the Plebeians above. The final class are the Outsiders and Slaves who have no rights and are often captured and put to work feeding the empire. Most Slaves are Demiplebeians who refused to join the military or climbers captured during their ascent. Merchants from outside the empire are given temporary Demiplebeians status.

Advancement in politics for the Patricians is linked to military service, which leads to a very large, powerful, and expansionist empire. They have already conquered three levels below and are in the process of capturing a fourth; the source of the Demiplebeians.

Liem has a particular taste for blood sports, especially within the capital.

[hr]

[HEADING=2]First Scene of the Game:[/HEADING]

When the game begins, your characters have been captured by Liemian slave traders and are being put into the battle in the Colosseum for the amusement of the crowds. Please feel free to include the details of your capture in your character. You may have shared back-stories/know other characters before the game begins if you desire.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=2]Character List:[/HEADING]

Name: Kes No-Name

Age & Gender: Early 20s (exact age unknown) and Female

Height & Weight: Kes is 5 and 3/4 feet tall and weighs just over 140 pounds

Sub-Species: Kalidonian: A sub-species of Human, this group is native to the land of Kalidonia. Kalidonia is a wild world populated primarily by predatory flora and fauna in a constant struggle to eat and not be eaten. The world goes through incredible temperature cycles ranging from well below freezing to inhospitably hot. Because evolution has created an incredible arms race on the world, most attempts to eke out a living on the world by outsiders have failed. The exceptions to this are the first colonists - the Kalidonians - and the most recent conquerors; the Liemian Empire. The Kalidonians first moved to the world millions of years ago, surviving first by hiding in the upper reaches of the trees where few predatory species lived. Over these many years, the species slowly adapted to the harsh world, and eventually became top predators themselves. Kalidonian's are known for their extraordinary strength, ability to crush people with their bare hands, and their ability to embrace their primal fury in battle. Kalidonians however face extinction following the invasion of the Liemian Empire from beyond the world's Horizon gate. Using their advanced military technology, magic, and strategy, they have begun taming the savage world and enslaving the Kalidonian population for physical labor and for the blood sports of their native world.

Appearance: Kes as long dark hair which has proven all but impossible to tame. Her eyes are a deep blue and her skin a patchwork of dark and light; designed for her home world. She wears mostly rags and chains and has never worn any kind of shoe. She has a fire in her eyes, though its well hidden.

History: Kes was born in the wilds of Kalidonia, though she has little memory of the land or her family. Her family was captured by Liemian slave traders when she was six, so her few memories of her family and home are foggy half-remembered images of tall, dense forests and blurry faces of those who must have been her parents and siblings.

She spent most of her youth being trained to fight in the Colosseum of Liem by both her Liemian owners and the older members of her people. She learned many things in order to survive; primarily skill with her hands. In this, she excelled; proving far more adept than even her older tribesmen, quickly becoming a powerful gladiator and one of the few Kalidonians to survive long in the blood sports. She fought long and hard against many monsters and people from many different worlds; bathing in the blood of the enemies her true enemies threw at her.

Still, she could never find a way to escape her captivity for the spears and swords of her captors were sharp and many. All she could do was subvert their control; sparing those in battle she could respect by earning the favor of the crowds, learning to hide her thoughts from her captors, and delving deep into the secrets of the few tribesmen who remained.

Now, as far as she's aware, she's among the last of her people and merely awaits the right moment to make her escape.

Reason to be here/things to do: When Kes first appears, she's been a slave most of her life and desires freedom more than anything else. Once she has her freedom, she seeks to find what few of her people have escaped the destruction brought by the Liemian Empire.

Personality: Like her home world, Kes personality exists in a cycles of extremes. Most times, she remains quiet and restrained; mostly a remnant of her need to remain that way to escape punishment in the slave pits. When not on edge, she wears her emotions proudly, speaking her mind no matter what society might say. Her anger however is astounding; see her Berserker power. Kes is slow to trust anyone other than Kalidonians, though this may change over the course of the game.

Abilities: Strength 6, Dexterity 4, Constitution 5, Intelligence 2, Wisdom 3, Charisma 3

Powers:
Major Power - Berserker: In the heat of battle, Kes can call upon her primal fury. In this state, she can perform great feats of strength and endurance (temporarily increasing her Strength and Constitution). In this state, she's knows who her allies are, but cannot back down from a challenge and acts without reason. After the fight is over, she must rest to regain her strength for several minutes.

Minor Power 1 - Survivalist: Kes can survive in extreme environments without difficulty or protection. Heat, Cold, Pressure, Gravity, and Oxygen availability are all survivable, though it is possible to push past even her limits (i.e. she can hold her breath for a long time, but she still needs air eventually). What more, Kes's body is so tough and her will so strong that she can shrug off wounds... at least for a time. Any wound that isn't immediate death can be endured and ignored for a time, though she will still need medical treatment.

Minor Power 2 - Terrible Howl: Kes can be a terrifying opponent and is a master of inducing that state in her enemies. Kes's howls can strike at moral fear; weakening the resolve of enemies; potentially making them run or cower.

Minor Power 3 - Wild Fighter: While some are masters of sword or axe, Kes is a master of hand-to-hand fighting and can fight on par with even master swordsmen with nothing but her hands and feet.

Notable skills: Aside from her powers, her only notable mundane abilities are survivalist training (following tracks, sneaking, reading weather, etc), and the ability to hide her feelings behind a mask of indifference. She has some skill at reading her opponents in battle, but this is far from mastery. She speaks the general pidgin tongue of travelers, Liemian, and Kalidonian, though she cannot read or write. Kes is proficient with many different weapons she's been forced to use in the Arena though she's hardly a master. Among them, she's best at improvising weapons.

Equipment: Aside from her ragged clothing and chains, she owns nothing.

Name: Zuria

Age & Gender: Female 22

Height & Weight: Female 5'6

Species: Human, Stharn Tribe

Appearance:
As is usual for the Stharn, Zuria is about average for human height. Under a pelt like cloak she wears light furs and leather. Her armour is comprehensive providing valuable protection apart from the lack of a helmet. Her hair is nearly all white and her eyes are a cool crystalline blue.

The gauntlet on her left arm is unusually heavy compared to the rest of her wears. It has an undulating scaly dragon design with Zuria's hand sticking out of the lizard's maw right between its literal emerald eyes.

History:
Once there was a small tribe, one of many insignificant peoples living in the Ice Isles. The Stharn tribe were not just attacked by the surrounding raiders or outcompeted by cities but like all tribes they were terrorised by Breg, Mother of the Sea.

One day a Stharn Champion challenged the beast. Brutal, Breg was near indestructible but the champion still fought to the edge of death. But Breg admired determination if nothing else, so Breg offered a deal "You have earned the Stharn my respect, I shall leave them be, return victorious."

With a final stab the Champion embedded their blade into Breg, must have hit a nerve, Breg writhed in pain, "No compromises."

When the champion returned it was with a gauntlet, permanently attached. See Breg knew that if anyone was to protect her homeland they'd need a little help.

The Champion was not long for this world, victorious but barely standing, but again the Sea Beast was prepared.
From then on, once in a generation a child was born with the gauntlet. While their fate took many forms each Champion was destined to protect and serve Stharn. Since the first Champion, each has expanded their martial prowess and redefined the role.

While the first slew a great beast, the second drove back the other tribes from what little land the Stharn still had, the third expanded Stharn territory, the forth lead the charge into the heart of enemy and the fifth helped suppress any survivors.

The sixth is Zuria, but unlike the others she didn't grow up as a hero. Those in power in the Stharn tribe weren't so fond of how brutal the Champion had been before; Zuria made diplomacy difficult by reminding foreign powers of what the Stharn use to do to opposition.

But Zuria was still popular with the public, so she was still trained as tradition dictated taught the skills and stories of her predecessors. But she was not allowed to participate in politics and offence was largely unnecessary by this point.

And then one night she was brought before the Stharn Shaman and the leaders of other tribes. By the time she understood she was for sale Zuria was already being taken away by the highest bidder and too many armed guards to count, bound for who knows where.

Personality:
Zuria is conflicted; before she knew what it meant her loyalty was to the tribe. Idolising her past selves above all else she wanted to emulate them without even fully understanding what they'd done, she knew it was her job to protect her people and that most of the time she needed to hurt bad people to do that.

In later years as the memories started coming back in more and more vivid dreams and she became aware of her surroundings. She began seeing contradictions between her past selves and couldn't help but question. At home and kept away from current affairs she was able to put these questions out of mind but now away from her people and mother land she's had more time to think.

She can't help but doubt herself with an uneasy feeling in her stomach that comes from too many questions and not having anyone to talk them through with. Wonder how it feels to be a necessary evil and then made redundant?

Powers:

Major- Mother of the Sea
The Golden Gauntlet on her arm aint just for show, nor just a gauntlet, Zuria can change its shape into various weapons of very high quality. She's had lives worth of experience with many simple weapon types limited only by complexity and her ability to wield them.

Minor 1- Martyr
Zuria is naturally resilient to harm more so when she's got someone that need protecting. However she takes responsibility for those she protects so is physically and emotionally hurt when they are.

Minor 2- Titan
Zuria's small frame can be deceptive; she carries her weapons and armour like they only weigh half of what they actually do.

Minor 3- Edge of Death
Hurting Zuria and the people she cares about is a bad idea; tends to make her mad as much as it makes her hurt. The adrenaline rush is good for fighting back but less good for rational thought, makes her act hasty.

Notable skills:
Zuria has used weapons long enough to get an appreciation for good craftsmanship, she likes taking them apart to see how they worked, though she needs more practice with reassembly.
She's got a great appreciation for lore, even when it doesn't concern her people; she's got a good memory for rhythms and a love of oral tradition, which is good because no one ever bothered to teach her to read.

Equipment: Apart from the clothes on her back and the gauntlet Zuria doesn't have anything on her. She wasn't given time to pack after all.

Name: Alexander Ginshell

Age & Gender: Male, in his late twenties

Height & Weight: 5' 9" and around 150 pounds.

Species: Human

Appearance: Clean shaven with short black hair, Alexander has light blue eyes and light skin. He has started to develop a bit of a tan during his travels through the multiverse but its not much. He has a number of scars, though his clothing covers most of them, save for a few marks on his face. He wears a the uniform of his order, which consists of black clothing made of a thick, tough fabric, with a copper amulet with an engraving of a burning flame. Over this he wears a worn cloak to keep the weather off of him. Most of his possessions are stored in various pockets or on his belt.

History: Prior to walking the multiverse Alexander served as an Inquisitor in his world, meaning that he sought to find and stop the various supernatural threats that plagued his world before they could emerge, and to learn more about them. He was raised to hold a great deal of respect for the church in his world, and was inspired to become an inquisitor after being saved by one from a threat that claimed a number of lives in his hometown, a demonic plague that infected peoples minds. He trained for several years to become an inquisitor, and has acted in the role for even longer since completing his training.

Being an inquisitor is a hard life, though he has managed to keep his faith and spirit in spite of the various horrors he has witnessed. He worked diligently and sought to stop whatever he might encounter as soon as he could, and to protect as many as he could. Even so there was one monster he encountered that eluded him, and even taunted him. It was his pursuit of this monster that led him to enter a portal and begin his journey across the horizons.

Purpose: Alexander travels the multiverse in pursuit of a being he refers to only as the Tall Man, a dangerous thing that often takes the guise of a human, though with a few details very wrong. Too tall, pointed fangs for teeth, too many or too few fingers on each hand, and often changing the moment you look away. The Tall man has many powers beyond shapeshifting though, many that infect peoples minds, and likely many that Alexander himself does not know. Alexander encountered him several times in his own world, and while he often managed to stop whatever the Tall man put into motion the Tall man himself escaped to start a new horror elsewhere. The last encounter with the Tall man Alexander had resulted into the being departing through a portal to another world, and Alexander refused to allow him to escape or to allow him to harm other worlds and so set off in pursuit of him.

Personality: Almost unceasingly cheerful in spite of the circumstances or environment, at least in appearance. Alexander does have a sense of tact though, and is quite respectful of religious matters in particular. He is a very curious individual, eager to learn and discover what he can. He pays special attention to dreams, even keeping a journal of his own, believing them to have some value in gaining information either due to them having a prophetic nature or due to them containing some facts only noticed subconsciously.

He tends to avoid the topic of his past or the actions of his order, having a number of things he feels responsible for that he does not want to discuss. Even so he has few regrets, simply actions that he believes were necessary but wishes hadn't been, and in some sense is driven by a fear of not doing what is needed. Bringing up the past is certain to reduce his cheer, and often makes him rather melancholy for a time.

Abilities:
Strength: 3

Dexterity: 5

Constitution: 3

Intelligence: 4

Wisdom: 5

Charisma: 3

Powers:

Major Power - Supreme Hunter: Alexander is well trained and experienced at facing threats both mundane and supernatural, and he's had to become both resourceful and highly skilled to survive. He's skilled with a variety of weapons, including all manner of improvised weaponry, and is quite good at using the environment, and on occasion traps, against his enemies in a fight. He can be quite ruthless and efficient in battle, though often he it seems as though his opponent is winning right up until the end.

Minor Power 1 - Observant: Alexander tends to notice things that others don't, and is quick to put such minor details together to form conclusions which often surprise others with their accuracy. This also means he is usually able to tell if someone is lying to him, and notice small or hidden details others might overlook.

Minor Power 2 - Awareness: Alexander is rarely caught off guard, and keeps a constant awareness of his surroundings. This makes him difficult to surprise, and makes him better able to avoid environmental obstacles or even use them to his advantage.

Minor Power 3 - Willpower: Alexander has a great deal of willpower, reinforced by the training of his order and his own experiences. This makes him less susceptible to mind affecting magic, and allows him to push away and ignore pain and injury for a time, though doing so does tend to catch up to him.

Minor Power 4 - Eldritch lore: Alexander's order is dedicated not only to fighting the various supernatural calamities that plague his world, but also to attempting to better understand such forces and creatures. As such he has a great deal of knowledge about such things and often attempts to use this knowledge to better fight or defend against them. While this knowledge itself may not help against what the group comes up against (after all he hasn't encountered everything on every world) it does mean he has an easier time determining details and weaknesses about such creatures and is skilled at turning such knowledge and deductions to his advantage.

Minor Flaw 1 - Weirdness magnet: Dark and strange things tend to happen to or around Alexander more than others, even for someone with his job. What exactly the things are tends to vary greatly, but supernatural occurrences, particularly maladies, tend to befall him with sometimes frightening regularity. He tends to just call it bad luck, but its likely more than that.

Notable skills: He is fairly skilled at general wilderness survival skills, including knowing how to track and set simple snares. In addition he knows the basics of first aid, though he's certainly not a doctor in any measure. He is also fairly skilled at handling animals, dogs and horses in particular. Finally he has some skill at stealth, though this ties in somewhat to his tracking and survival skills.

Equipment: Beyond his uniform and cloak, which are both made of quite tough material, he has a number of other supplies. His journal (and the materials to write in it), a couple knives, and a light crossbow and bolts for it. He also carries a short sword, a small and dwindling supply of dried meat, a canteen, eating utensils, and finally a needle and thread which he uses to sew any tears his clothing does get. Most of this is stored in various pockets in his cloak though a few items rest on his belt, either strapped to it or in pouches.

Name: Des

Age & Gender: 400 years old (appears in his early to mid-twenties), Male

Height & Weight: Around 6'1", weights around 188 lbs (slim but well-trained)

Species: Incubus, the male version of a Succubus. Unlike the often used definition that is that an Incubus is a Succubus using stolen human semen to create freaky kids, this version of Incubus is a demon created to tempt females, have sex with them, and take part of their Vitae. Vitae is the "liquid soul" of a human that is an important part of reproduction and survival, and Incubi and Succubi needs it to survive. Unlike humans, their body cannot produce it themselves, and so Incubi lives on female Vitae, while Succubi lives on male Vitae. Similarly, they are both sterile due to not being able to create Vitae, and their purpose is to survive and to seduce humans into sinning.

Appearance: His core appearance is slightly different from what people will perceive him as. At the base, he looks like a fairly handsome human, with soft brown hair, pleasing if not outstanding features, and brown eyes that has a tint of orange. He's fit. As one of his minors powers, there is a thin layer of illusion around his, and he will naturally gain traits that the person who is looking at him perceives as attractive, but the traits are only for their eyes.

History: Des was created in hell 400 years ago, give or take a couple of hundred years. He doesn't remember much about his time there, only that it was cold, and dark, and big. Very big. Even his time among humans have shown itself to be easily forgotten, he remembers pleasure and fondness, but his touch upon the world is soft and careless, if there's a war he'll just go somewhere else to avoid it, if there's an illness he'll be completely unaffected.

Because of this, his history is mostly that of the women he has spent time seducing and pleasuring, and the locations he has seen. For the most part, that's what he's been doing too. Still, he holds what he does remember close to his heart, and while he can no longer remember their names or faces, he knows they existed, and that he made them feel loved. Hearing about the different worlds, he decided to go looking for women, and he remembers seeing a beautiful woman staring at him, before he was knocked out and taken capture.

Reason to be here/things to do: Des kind of didn't think this one through at all, he simply heard about the countless worlds, and decided to see if there was other kinds of women and Vitaes, as some are more delicious than others. Thus, the answer to the second part should be rather obvious.

Personality: Des is charming and friendly, confident and eager to make people (especially women) like him. He can be rather selfish and childish, acting without thinking through consequences, and on impulses. Des is easily tempted and he pursues pleasure, his nature being a lustful and vigorous one. Even so, Incubi are rather similar to humans in many ways, and Des is one of the most human of them all, as he's among the youngest Incubi and Succubi. He cries when he's sad, and gets angry when he's angry, but mostly his mood is pleasant.

Des will also get rather discouraged if he's disliked by someone or treated badly, but he'll get sad rather than offended. He's fond of most people, but unable to care as much about males as he cares about females, whom he gets deeply attached to quickly. As a demon, there might be things that don't understand the same way a human would, and he's not easily scared.

Abilities: Strength: 4 Dexterity: 4 Constitution: 5 Intelligence: 2 Wisdom: 2 and Charisma: 6

Powers:

Major: Paralyzing Touch: Des is capable of paralyzing anyone or anything that touches him rather effortlessly. However, it won't last for more than ten minutes, and it does require him to have some Vitae to spare.

Minor 1: Demonic Resistance: Des isn't easily harmed or killed, and can take more hits than most. He is also immune to all kinds of diseases and illnesses.

Minor 2: Always Attractive: As an Incubus, Des has the natural ability to look especially attractive to anyone, male or female. The details of it lies in the Appearance section.

Minor 3: Foresight: While Des hasn't learned a lot from his 400 years among humans, he has learned to foresee certain actions and moods, and to avoid them. Similarly, this makes it easier for him to fight and dodge, as he knows how to tell what's coming next through movement and patterns.

Minor+Flaw: Des needs to have a supply of female Vitae to survive, which won't always be accessible. However, as long as he does feed on Vitae, he won't die of age, and thus, he can be immortal. He also does not need to eat or drink human food and drinks, although he certainly enjoys them. Des has the ability to gather female Vitae through either sexual intercourse, or through the female blood-veins, which he will use his tongue to gather. Des can also sense female Vitae from about one meter away, rather faintly.

Notable skills: Des is excellent with people and even certain creatures, and he's good at making the mood better. Apart from that he has good senses, but he's a bit too easily distracted (especially by beautiful women) to be very good at observing. He can be fast and somewhat strong, and he does have some experience from his life, but it's not in his nature to be very aggressive or wise. He's held a blade before, but never really fought, the result being that he's not complete amateur, but easily outmatched.

Equipment: Des still has enough Vitae to last him for a couple of months, however, use of his ability to paralyze people might quickly change this. He doesn't have his own clothes anymore, but he does carry a dagger and is dressed in a basic armor, which was handed to him by the "kind" people who brought him there.

Name: Vaerys Rhenor

Age & Gender: 44,Male

Height & Weight: 5'1, 330 lbs

Species: Dwarf

Appearance: Vaerys is 330 lbs of muscle arranged tightly in his small frame. Despite his short height, the man remains intimidating as a raging bull with a strength of one to match. His face remains is as scarred and pock-ridden as the moon itself but it details his sheer determination and tenacity. The man's emerald eyes shine against any sort of danger, tiny or tall. His face his below the word handsome but what do you expect from a man who has dedicated his life to fighting? But beyond the war torn face and bulging muscles a look of calmness can pierce through his hard exterior. Its only a recent experience so its been hard for Vaerys to conceal it but when he feels, the look is as evident as a solar eclipse. Even beneath his woven beard, he cannot hide his emotions. His hair is also a disheveled brown mess and he refuses to wash it.

History: Unlike popular belief, Vaerys and his ancestors lived their lives in the shadows of the mountain as opposed to in it. The Dwarves of his kind resided in large, stone cities constantly warring against... well... other Dwarven cities. But a time came when they simply grew tired of killing each other so they turned their eyes to the mountain trolls nearby. After killing them off they took the mountain for themselves and with it, the resources as well. Steel and better armor were made en masse to fight themselves once more but when the Orcs came, then they had a blast.

Vaerys and his nine brothers fought side-by-side against the Orc onslaught. From a young age, they were tauhgt that war and fighting were a good thing as it was not only a way to settle arguments but a guaranteed stress reliever by Dwarven standards. So Vaery fought and fought until he met a woman or at least a Dwarven woman.

The pair met when he was resting at a hospital. Much to his chagrin, he had broken his hand clobbering an Orc chieftain but for the first time in his life he was thankful for it because he wouldn't have met the woman of his dreams. Her name was Valeria and she tended him for the duration of their stay. Suffice to say, the two fell in love with each other. She fell in love with him for his straightforwardness and determination to be with her. So when Vaerys was discharged he was determined to spend more time with her. He could have simply asked to be discharged but he was Dwarven so he needed a good but temporary reason to leave. So Valeria was quite surprised that Vaerys had been admitted to the hospital again but this time by eating his supper out of an Orc's disemboweled stomach. Vaerys caught quite the stomach ache and Valeria volunteered to care for him.

A few weeks later, Valeria convinced Vaerys to just ask for a break in his completely voluntary service in order to get married. The two married in a quaint ceremony attended by their dozens of relatives and much to their surprise the war had already ended on the fact that the Dwarves had simply killed all of the Orcs invading them. The two of them lived their lives happily for 10 years and in the process they had twins. They named them Vora and Sora for they were both girls. To Vaerys, he had all he needed and everything was right in the world until Valeria had passed away suddenly in her sleep.

Vaerys broke into a rage and all of his brothers had to restrain him to calm him down. Doctor after doctor tried to understand what had killed her but it was simply a mystery. Then he asked, pleading with anyone who could answer him, if there was any way of bringing back his wife. His family looked at him with nervous looks but they knew that this would be the only way to calm him. They told him of the Horizons. The endless nature of the Horizons might yield a way to bring her back to life. His brothers stressed the dangers but that was all Vaerys needed. A chance.

So he donned his armor and his weapons once more. His brothers spoke out against but their pleas fell flat. He would bring back a way to get Valeria back or he would meet her in the afterlife. That was his decision and it compelled him into the Horizons. So world by world he fought and sought a cure for death itself. He did it all, just for a chance.

Reason to be here/things to do: To bring back his dead wife. Nothing more and nothing less.

Abilities: Strength-5 Dexterity-4 Constitution-5 Intelligence-4 Wisdom-2 Charisma-2

Personality: In certain situations, Vaerys comes off as a simple man with simple needs. If he likes something then he says so and if he doesn't he makes it known. Subtlety is not a feat of his and often times he just says what's on his mind when the time comes. Otherwise, Vaerys warms up to people over time. He practically lived on the battlefield and comrades so it takes time for him to like a person but once he does, Vaerys is fiercely loyal. Not only that but Vaerys is an extremely determined individual and will move heaven and earth for what he seeks for. He deeply misses his wife and daughters, thinking about them when he needs to get the job done. In more ways than one, the death of his wife has scarred him more than any battlefield could and the fact that she died so mysteriously only continues to hurt him. If she had died from a demon blade or an elf bow then he would have dedicated his life to vanquishing them from the face of the earth. Such determination is displayed in a fight where Vaerys continuously attacks and relents until his opponent his dead. Even against stronger foes, Vaerys picks himself back up to take another blow in an attempt to tire them out. Even if his prime is past him, Vaerys is still a force to be reckoned with in a fight especially to the death.

Powers: Major- Pain and Gain: Dwarves are known for their outstanding feats in combat and Vaerys is no different. In fact, Vaerys feels even more alive when he is hurt. So the more badly he is hurt, the higher his dexterity and strength rises. Vaerys can turn the tide when he is near the brink and thriving off the adrenaline that comes from being so close to death. But often times, he cannot feel his wounds or the wound he sustains until after the fight. As a result, he heals slower and becomes exhausted after the fight. He has to heal and rest to recover energy lost.

Minor- Weapon master: Vaerys is accustomed to all sorts of melee weaponry allowing him to pick up any melee weapon and use it with ease except for magical-based weapons.

Quick patch-up: Practically living on the battlefield has taught Vaerys to make due with what he has and as a result he can improvise patch ups in a jiffy. He can either stop the bleeding of a wound to him or any party member quickly than most with relatively less.

Battle Meditation: If allowed time before a battle, Vaerys meditates before entering battle giving him a clearer mind. He can teach other party members as well, giving them slight combat buffs if they participate with him.

Notable skills: Vaerys can make the most from very little and it helps that Vaerys is a bit of busy-body. On his free time he builds whatever he can. If the camp lacks defenses then he chops down a tree and builds a wall. If the camp needs a roof, he tears down another tree and makes a roof in less time than most. He had to do such things on battlefield with noticeably more danger.

Equipment: Besides his battle axe [http://fc05.deviantart.net/images3/i/2004/138/6/7/Dwarven_Battle_Axe.jpg], Vaerys carries a pack with survival gear like a bed roll, fire starters, rope, strips of clean cloth, a suture kit, and a canteen for carrying water. His armor is scale-like with flexible steel scales overlapping one another to allow for as much protection along with maneuverability in combat. The Dwarves were inspired by such armor after slaying a dragon and studying its skin. They developed such armor to protect their soldiers in battle and Vaerys took a liking to the armor. It didn't look large and intimidating as their usual plate armor but it protected them just as much. Underneath his armor, Vaerys wears a chainmail shirt for added protection.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Name: Kyras Red-Raven
Age and Gender: 39 years of age (appears to be in his early twenties) and Male.
Height and Weight: About 6'1" tall and of average weight.
Species: Fire Genasi - For the most part he is a mix of human and elf, however at some point one of his ancestors (most likely one of his grandparents, possibly further back) must have decided to breed with a fire elemental. His adoptive father referred to him as a Genasi, the result of the blood of mortals and the essence of spirits mixing.

Appearance: Tall and Fit with tapered ears that betray an elven heritage. He has unkempt dark red hair and a short beard. His skin is pale with an odd ashen quality. His orange eyes glow like burning coals when angered or in the darkness. His skin feels warm to the touch at all times. Smells like smoke when angered. Considered handsome. See Armour and Clothing for how he dresses.

History: Born to a tribe of nomads known as the Red Ravens who spent their lives wandering through the Horizons, usually spending about a decade in all but the most hostile environs before moving on. The tribe was composed of a race of human elf mixes akin to half-elves, the creation of which has been the result of generations upon generations of the mingling of human and elf blood. He was treated as a bit of an oddity amongst the tribals, even before they found fires spontaneously forming around him. He was taken in by the leading shaman of the tribe, as it became even more obvious that he was different. The shaman taught young Kyras how to control his powers slowly and eventually the man began passing his sum knowledge to the child, intending him to be a successor.

Years passed and the man who Kyras had come to call father died. After a period of mourning It became time for Kyras to take his place among the shamans, but the other tribals false show of respect for him fell and they refused to trust and therefore listen to anything he had to say. A man in his seventies became chieftain of the tribe after a century of being led by a council of shamans and had denied any power over his people that Kyras would have gained in time. He left realizing he wasn't needed, unwanted as well after a year of the mans rule. He took with him his adoptive fathers possessions and the few that were his own.

Kyras began wandering the Horizons in search of a better life a little over a decade ago. Three years ago he was captured by slavers during his wandering when he entered an empire controlled Horizon he was unaware he required citizenship to pass through. He was passed through various lands as part of a gladiatorial attraction at circuses and carnivals at first, then a week ago being transported to the Colosseum after he killed one of the slavemasters during a failed escape attempt.

Reason to be Here: Knowledge is Power, Knowledge can be gained through exploration, Horizon Walkers live to explore, being a Horizon Walker is a route to power. Nomadic life is the best option for him considering no land he has encountered feels completely right to him.

To do list: Survive, Start Riot/Free Slaves, Kill Slavemasters, Escape Colosseum, Outrun Empire, Escape Current Horizon, Escape Empire controlled Horizons, Explore and find suitable home amongst the horizons/possibly rejoin old tribe.

Alternate to do list: Survive, Start Riot/Free Slaves, Kill Slavemasters, Escape Colosseum, Kill Senate, Kill Emperor, Become Emperor, Run state as benevolent dictatorship, Invade all other Horizons, Achieve Measure of Divinity. He still hasn't settled on whether or not he's going to go through with this version of the plan.

Personality: His attitude has changed over the years. He used to be Calm and Calculating when he approached a situation, friendly to strangers until having a reason to be otherwise.

Captivity, forced labour, forced killing, wounds... they've damaged his ability to stay calm, his anger at his situation has meant that some of his mental traits he has fought to suppress are coming back out. His mind is becoming more chaotic and his thoughts more fiery, prideful, spiteful. He has become wary of others motivations, slightly paranoid in general.

He holds a deep fascination for mechanical devices as someone had once made a mistake of telling him it wasn't magic, he didn't believe them and will spend time staring at their mechanisms to find evidence of their lies.

Abilities: His Strength is above average (3.5/10 Strength), his Dexterity is above average (4/10 Dexterity), his Constitution is above average (4/10 Constitution), Intellectually he could be considered a savant (4/10 Intelligence), In terms of Wisdom he could be considered a savant (4/10 Wisdom), and his Charisma is below average (3.5/10 Charisma).

Major Power: Spellcasting - Over time he has formed a bond with nature, he draws energy from it and releases it to influence reality in the form of spells. Due to the nature of his heritage he is strongest in the field of pyromancy.

Kyras can manage two kinds of natural magic: pyromancy and biomancy.

The first is the ability to create fires out the energies permeating reality. This can be as simple as an evocation to start a fire or make a light (the fire in this case is weak enough to not burn the source) or as complicated as creating blasts or pillars of flame, targeted or otherwise.

The second is power over natural animal and plants. This would include spells related to healing minor scrapes and bruises, purifying objects of toxins, detecting natural beings, and influencing natural plants and animals.

The spells can be taxing however, and the more magic he uses, the more it drains him. Sufficient rest (around a few minutes) between spells (usually longer for multiple spells) is enough to recover from all but the most taxing of uses of magic.

Minor Power: Natural Bond - Kyras feels a kinship with nature that is hard to relate to others. He has felt the earth watch over him since he was child and living in it much easier for him. He is easily successful in the natural world. Easily finding food and shelter, natural medicines. He has also noticed that animals tend to calm in his presence.

Minor Power: Darkvision- Due to his heritage he has the ability to see in the dark for about sixty feet infront of him with clarity, if not colour.

Minor "Power:" Kyras is a moderately skilled combatant with a focus on swordsmanship, his tactics are considered dirty, but he himself never understood the concept of honour in battle. His style is defensive is nature and his attacks are directed more with weakening and crippling opponents until they stop fighting back than killing them outright.

Trait (Combined Minor Power and Minor Flaw): He has a high tolerance for heat and with the deeper control of the elements he has gained he has made himself tolerant of natural fires and the ones produced through his magicks. However the downside to this is his low tolerance to the cold. An example of this would be how conditions such as hypothermia and frostbite set in much faster. The only solution he has come up with to survive in what he considers hostile conditions is to keep a flame going nearby himself and to pull its energies into himself to stay warm, this however cause the fire to cease to exude actual heat, rendering it useless to others.

Notable Skills: He memorized the history of his tribe, which has been passed down orally through the generations. His adoptive father passed on the knowledge, the lessons, the wisdom of the tribe that has been passed down through the generations. He is skilled at treating wounds and illnesses through various herbal remedies and so forth that were taught to him, combined with what he has learned on his own. He is skilled at living off of the land and due to the connection with nature he has formed it is difficult for him to become lost in a natural or green environment, combined with things he has learned this has made him a skilled tracker and pathfinder as well.

Known Languages: He is able to speak and read Common, a bastardized form of Elven (usually mixed into his common while he speaks), and an Elemental tongue (sounding akin to the crackling of a fire) that he inherently knows. However his writing overall is barely legible to those outside his tribe.

Armour and Clothing: He wears a suit of armour curiously combing elements of the Lorica Segmentata, Kikko, and a suit of Leather Lamellar, it previously belonged to his mentor and adoptive father. As for clothes he wears a fine cloth undershirt (Light Brown, closer to tan than brown), a fine cloth longshirt (Light Brown, closer to tan than brown), a cestus on the left hand (Metal backing, no spikes), a locking gauntlet on the right hand, a leather belt (Dark Brown, with various pouches), fine cloth trousers (Light Brown, closer to tan than brown), hardened leather jackboots (Dark Brown and waterproofed), and a fine cloth hooded cloak (Light Brown, closer to tan than brown). He uses a steel buckler (with spiked elements styled after those of a madu) for a shield, he straps it to his left arm.

Weapons: Maiar (A mahogany-like ironwood khopesh with a short length of silver chainmail attached to the hilt, it is an elven blade from an older more elegant time for his tribe. Originally held by his adoptive father, and his father, and his fathers father, and his father fathers father, so on and so forth), a Kerambit Blade (hidden under his armour, sheathed and strapped to his back), Two Rondel Daggers (he uses these two as tools), a Stiletto style Rondel Dagger (4 edged cruciform blade), a Sling, and a Hand Axe ("for chopping wood").

Other Equipment: This is gear he has managed to acquire during his time as a slave of the empire as he was stripped of most of his equipment when he was captured. A sackcloth backpack, a bedroll lined with winter blanketing, a crowbar, a gear maintenance kit (mostly composed of a whetstone and a sewing kit currently), flint and steel, an iron pot, three waterskins, a hammer, four pitons, a hacksaw, and a healers kit (tribal and herbalist in style, currently depleted of herbs). In terms of currency he carries some assorted metal coins he collected and stored in a small sack for when he manages to become free again.

Name: "Comte" Romaine Roux III
Age & Gender: Male, 22
Height & Weight: 6', 164
Species: Standard Human, though Etanby has strange hair and eye colors.


The man is rarely if ever seen outside his armor, which is made of special light materials to make sure not to hamper his movements. Underneath it is a scar-less body of almost entirely muscle, and has a skin color several shades lighter than his face and neck, with a large rune painted on his back, which he calls a "Failsafe". He walks with the confidence of a noble, but speaks like a plain warrior.

History: Romaine is an Etanby native, and has grown up surrounded by the wealth and privilege his father afforded his family. He was a remarkable man, next in line to be King, though some would say he was far too paranoid to make a decent one. The boy saw little of the man, so he never formed an opinion. He was trained in several schools of magic, though found he was incapable of casting any grand spells of any school. Instead, his skill was in Rune Writing, a common skill among the wealthier peasants of the land. It sufficed, though he knew he was never meant to take a place at the head of the family. Instead, he focused on martial skills, perhaps more as a hobby than anything else. He never saw a life for himself, but he found it fun.

His Sister was supposedly the next one, and Romaine found her a damn fine mage in her own right. Cyrille was her name, and she was never one to throw a fireball or bolt of lightning. Her skills were in controlling the weather, the rarest form of magic Etanby had. While perhaps she was not a prodigy, she was heir, and paid attention to. Romaine spent much time with her, and found Secret Police followed her moves closer than her suitors. One day, with a bit too much wine she complained too loudly at a party, calling the King all sorts of nasty things. She didn't last long after this, and their father soon followed after fighting for her case to far.

With no one magic capable in their family, he was forced into peasant life, though he held onto his armor and sword. With no marketable skill except fighting, he was quickly judged to either be a Gladiator or a Green Hills patient. He quickly hid underground, with help from old family friends sympathetic to the young boy. Romaine found a crew, friends who aspired to be Walkers, seeing it as the best way out of the life of vagrancy and thievery. After awhile, Romaine saw himself agreeing with their feelings and left on a portal as soon as he could.

Reason to be here/things to do: Die, or gain the power needed to regain his title. In truth, he is only prepared for one of those outcomes.

Personality: Romaine is a fierce warrior, with the schooling of a nobleman and the paranoia of a madman. He will gladly take up arms and lay down his life for anyone he considers an ally, or any cause he deems just; though warming up to him is a lengthy process. He refuses to leave tasks to those he feels he cannot trust, often finding himself over extending his abilities to pick up any imaginary slack. He believes death stalks him personally, and often finds himself openly taunting the reaper in combat, laughing and grinning the whole way. He used to flirt often, but now finds it all rather childish.

Abilities:
Strength- 4
Dexterity- 4
Constitution- 2
Intelligence- 4
Wisdom- 3
Charisma- 4

Powers:
Major- Rune Artist: The one thing close to magic Romaine is able to use, he can draw magical symbols on people or things with special properties, some passive some able to be activated. All the ones he knows are buffs to himself or others, though he could likely learn a few more through rigorous study.

Runes are very simple to learn if one has mana, though they are difficult to truly pull off. Steady hands are definitely needed, though shaky hands have brought out some truly... unique abilities. Can be written directly on to an object, or on special paper that can be slapped on to a person or thing. Can even carve it into something, if the opportunity presents itself. Though people rarely let that happen...

Mend- Object: A rather simple thing, this rune will make an object appear and function as though it's as good as new! It cleans well, but expect to have to re-break items in with over usage. Wiping away the rune will not undo the effect. Typical writing time: 2 minutes.

Deteriorate- Object: Deteriorate will worsen the condition of an item, making it brittle and dull if it's a blade. Simple stuff. Effects stack Effects undone if the rune is wiped off. Typical writing time: 10 minutes.

Enhance- Object: Hones an object, really bringing out their true capabilities. It won't make a bronze sword Excalibur, but it will give you an edge against most people. Doesn't stack. Effects undone if rune is wiped off. Typical writing time: 5 minutes.

Self-Destruction- Self: A suicide spell, usually used if the rune maker is carrying something valuable or wants to escape torture. Will destroy everything the target owns, down to it's very last atom. Can't be wiped off. Typical writing time: 1 hour.

Harm- Organic: Causes a searing pain in the target, spreading out almost instantaneously. Not fatal, but certainly will weaken opponents. Can be wiped off, effects undone if it happens. Stacks. Typical writing time: 5 minutes.

Minor- Dirty Fighter: Romaine is good at looking for cracks in his enemies defenses and exploiting them mercilessly, and he knows almost every trick in the book. This only works against humanoids, however, he has not yet learned how to cheat a boar.

Minor- Master Fencer: He was often said to be peerless in his city, though that might've been due to brown nosing. Still, he has learned to hone his already impressive skill from a young age, learning from the best of the best and beating them. He can switch styles on the fly with ease.

Minor- Noble Education: He was born in a capital of wealth and education, and received the benefit of both whether he liked it or not. He is trained in various battlefield strategies, first aid, knows much of magic, and has knowledge of some other worlds including languages of. He is quick with learning new ones as well.

Notable skills: Beyond combat, he has very little to offer a party. His main draw is ability to cook, and he can run long distances. His ambidextrous skill is also a great asset, if only just to him.

Equipment: His armor and sword, both runed and enchanted to levels beyond healthy. It is said his blade, a 3 and a half foot longsword named after his eldest sister Cyrille, is entirely unbreakable. His armor is near weightless, and seems to never rust. He also carries a fine silver dagger, good for throwing but otherwise only used as a surprise. Otherwise, he carries a finely made satchel full of his essentials, each constantly and obsessively looked over. If anything were to happen to a single object, it would be thrown out regardless of use to him.

Name: Orika No Viela [http://static.zerochan.net/Nidaime.Muramasa.full.324359.jpg]

Age & Gender: 73, Female

Height & Weight: 5'4", 138lbs

Species: Limian (Tropical Elf)
The Limians are a race that originated from the tropical band of their world and have developed evolutionary adaptations such as tanned skin, dark brown eyes and dark hair to suit their environment. Their empire stretches across a thousand islands, each with a Limian community, each with a different focus. There are islands devoted only to the pursuit of art, others focusing on scholarly pursuits, and more than a few dedicated to martial strength. They don't have a navy of any description but rather traverse between the different islands by large domesticated predatory birds, and they trade commodities in exchange for services between the different islands. Military clans act as mercenaries for Artisans in exchange for exotic goods, scholars design fortresses. This isn't calculated by qunata however, these symbiotic relationships go back so far that any request is normally simply granted. However, as border patrol is normally the duty of the martial clans, and doctrine is written by enclaved (borderline insane) monks, they tend to be quite nationalistic to the point of being Xenophobic. Intruders into Limian territory are either killed or enslaved.

The Limian martial doctrine takes a leave from most elvish races; they didn't have particularly good wood for crafting light elegant bows and minerals were previously difficult to come by, so practicality took precedence over style. When they did develop iron smelting the weapons they crafted were more akin to the stone bludgeons they made, and thus their signature weapons are short war axes, and the strong but cumbersome wood of their forests forced the development of crossbows faster.

Appearance: The first thing you notice about Orika is her white hair and the way it contrasts with her dark skin, even among her own people she has a tendency to stand out. But aside from that she's fairly attractive representation of her race; tanned skin, dark eyes, athletic muscular body from being part of the military for the majority of her life.

History: Standing out due to a physical feature when you're a member of a xenophobic race isn't exactly a good idea. I mean most of the time you can't help it, I'm talking about if you had the choice. Orika's white hair made her the victim of bullying when she was a child; she was constantly made fun of, attacked, stoned and more than a few times she was held down and her hair was cut off. She tried everything to get her hair to change that she could think of; she even put mud in her hair and let it dry before going out. The administrators were ambivalent, as far as they were concerned her peers were right.

Eventually she grew a thick skin along with a cynical attitude towards her people, identifying with the slaves her people took rather than her own people but was able to keep it hidden for the most part. She took great joy in conforming, taking the insults and the abuse, only to lure her assailants into traps, often getting them into trouble with the administrators (Leading to their execution in some situations). She was more than happy to take her trials herself and became a fairly competent fighter. This did little to help her though, after being inducted into the Limian Guard was rarely considered for advancement, nor was she ever sent to the border. She would flee in an instant had she the chance.

When her people discovered their "Horizon" after the "Great Shattering" the religious clans declared invaders from these other worlds had brought the Shattering to their world. One of them, taking note of Orika's sightly alien appearance declared that the gods had created her to embark on the quest to defeat the evil within the portal and return their world to a state before it shattered, much to her commander's dismay.

Reason to be here/things to do: She was told that she was to vanquish the evil inside the other realms and close the portal, to return their world to a state before it shattered, in reality she is simply glad to be free. She does lament leaving her world however, despite her people, it was beautiful. Though she would never admit it to herself she would return if she had a way to make her people less xenophobic, preferably with a swift kick in the ass. Freeing the slaves is up there too.

Personality: Orika is a bit two faced; on the surface she seems like the calm mystic warrior type with wise words at the ready. Underneath that facade however, she's a trickster; cunning and intelligent. People often expect her to act with honour and sensibility, and they frequently end up with an axe in their head when their back is turned. She has the skills of her people but she'd much rather use guile to get the results she wants rather than bludgeon her way through an army, though she's not above the latter (Infact she probably likes killing more, but she doesn't like the fact that she likes killing). She is instinctively wary of authority figures.

Abilities:
Strength 3
Dexterity 4
Constitution 3
Intelligence 4
Wisdom 3
Charisma 4

Powers:
Major Power - Indomitable Focus
With her history of abuse at the hands of her own people she has learnt to ignore pain to her body. Pain that would normally debilitate a person can be ignored, and rather she concentrates on the task at hand. With this activated her Dexterity and Intelligence increase, but her Charisma decreases and she can't speak. This trance gives her resistance to torture, interrogation, psychic magic and the effects of poisons and drugs.

Minor Power - Field Craft
Having to rely on herself for most of her career has lead her to appreciate the value of stealth. She is very good at finding shadows to hide in and walking silently so as to go unnoticed

Minor Power - Limian Soldier
Despite preferring to out manoeuvre people rather than face them in open combat, if there is no other option she won't shy away from it. Her training in the Limian military was brutal, and she was often at the butt of demonstrations and humiliated when she lost against her instructors. But she learnt, and she learnt well the skills of her peoples armed forces. She can wield a pair of axes with the elegance of a high elf, a crossbow like a dwarf, and fight hand to hand like a monk. All just so the day ended in embarrassment for her peers.

Minor Power - Rider
The choice mount of all Limians is a giant bird like creature. She felt more at home with these creatures than she did with her own people, and so became quite adept at riding and communicating with them. Even though in these strange worlds she doesn't have one with her, the skills apply to most other mounts

Notable skills: Orika's outward appearance and calm, deliberate actions make her seem trustworthy, making her a skilled negotiator, trader and able to approach domesticated animals easier. She's also got some skill in survival and hunting, it being part of her training, though most of it centers around hot climates, she might be a little lost in colder conditions. She's a quick learner too, able to learn from imitation quickly.

Equipment: She's dressed in a red martial kimono with matching fingerless gloves, a set of black pants and a set of geta, all are quite lose and not really suited for cold weather. Attached to her obi are clasps for her axes [http://www.zombiesplayground.com/images/Product/large/MC-MT-AXE4.png], small purses filled with food, a canteen filled with water and a small pouch for her crossbow bolts. The crossbow [http://replicacrossbowworld.com/cms/resources/lightcrossbow1-w640h480.jpg] itself is slung over her shoulder with a leather strap. Her people have no concept of money, though she's not above stealing.

Name: Id
Age & Gender: 3, ???
Height & Weight: 6?2?, 60 lbs

Species: Archinet - in short Id?s kind could be called puppet golems but that would be just be insulting. Complex magecraft birthed these beings and somtimes,they are the ones doing the puppetry. The process, though a long one, can summed up as binding arcane energy to a vessel. It can be as small as a locket or as large as a... well anything really. All that matters is that the vessel withstands the binding process.

Many lesser variants of Archina are used for menial tasks that require no thought or care and are mostly what comes to mind when the allusion to puppet golems are made. The greater variants are a perfect blend of the corporeal and incorporeal - though only a skilled Great Magus may bring them into the world as Magi of that caste would have both the skill and the materials to perform such a feat.

Appearance: Starting from the top, Id?s facial features - or lack thereof - are indeed behind a plain white mask. In terms of function, it is its mask and but one of many things it wears to enforce the disguise of simply being a very eccentric humanoid. Along with the mask is the hood. a vast variety of scarves and a concealing robe. All items of clothing apart from the mask are very colour or have some sort of pattern imprinted on them. However, there is nothing of substance inside the robe. Well, at least in mundane terms anyway. Inside the robe is Id?s true form: a terrifying being of arcane energy. Last but not least is Id?s core, so to speak, a see-through stone about the size of a fist.

History: Id has always been present in the Multiverse, at least in one form or another - a sliver of aether encircling round and round as part of background arcane energies or even as part of a spell. Id has no memory of those times - why should it? Within the binding ritual it was given a mind, a will, a purpose. Before that, there was no mind, no spirit, no sentience, nothing to record any shred of memory. Not even any hint of whether what Id was before the ritual could be called Id or not. Regardless, the being?s history is a short one: there was a Magus who lived in the magocracy of Yetzirah who wished to be a Great Magus, however that required hard work that would result in a Great Work.

No Elixir of Life or Philosopher?s Stone would come from him, though. Potionmaking was not his forte. Instead, he tried what was thought to be a very bad idea. He tried to create a Greater Archinet without the materials and some might have said that the poor fellow didn?t make the skills to even create a Lesser Archinet. But, he did have a good teacher and was a more than diligent student. He slaved away for hours, making blueprints, notes, and not to mention gathering materials from any source that would do business with him. A mountain of a debt, empty promises and time later, he succeeded. According to him, it all because of that deal which secured the previously mentioned see-through stone.

Or rather he didn?t.

The endeavour took his life. His teacher arrived at the abandoned warehouse and found that her student had disappeared, the success of his little experiment was the only silver lining there was. She immediately approached the Great Council and had her student posthumously honoured as a Great Magus. As for the Archinet, well it was examined and adopted by the teacher. After finding out what it was proficient at, the sorceress set it to work. Y?see, Yetzirah is a dangerous place for magic-users - there is fierce competition them, even between different guilds. The sorceress saw that the Archinet was one particularly good at puppetry and arcane manipulation, which was something she could have used.

Because of its proficiencies, it was tasked with infiltrating rival guilds or getting close to rival individuals, assassinating them and using its skill to make it look like its targets were still alive. Of course, the Archinet would make sure that its puppets died of ?natural causes? before too long. Nevertheless, as it did its job, it learned about the world, about people, how to think, and abstract concepts like freedom. It also learned of the Horizons and of the Walkers. After that, a number of things happened in Yetzirah: the aforementioned sorceress was found dead inside her seemingly ransacked quarters along with a wizard of a rival guild and something callings itself ?Id? had been sighted in other Horizons.

Reason to be here/things to do: To explore, to learn, to make sense of world. The Horizons offer unlimited knowledge and lessons - what else is there for an empty soul to fill itself up with?

Personality: Id is, above all else, curious about the world - it craves knowledge. Nevertheless, it still struggles with its rather recent awakening and more often than not falls back to old instincts. Id is also somewhat naive, but is not ignorant of the harsher aspects of the world. In fact, it is rather amoral and sees killing, raiding, assaults and such as the norm. However, it does understand peace. It?s more than Id does not see actions as right or wrong but just only as actions. Though, the being hides its more naive side under a blanket of snark and takes no effort to hide its lack of morality. Also, for some reason it is drawn to things that are brightly coloured or, for lack of a better term, shiny.

Perhaps just because it?s pleasing to the eye?

Abilities:

Strength - 3
Dexterity - 4
Constitution - 3
Intelligence - 4
Wisdom - 5
Charisma - 4

Powers:

Major Power - Arcane Puppetry: Id can use its arcane power to take control of others. When it does this, it has to abandon the shell of robes and scarves and plants what only can be described as tendrils onto the target. These reach down further than ordinary puppet strings and latch onto the soul. Then a battle of wills ensue, usually it lasts a short time and ends with Id as the victor. Though, there are some beings that simply cannot be controlled (Read: PCs as well as certain NPCs depending on the GM?s verdict). Another thing to note: only one being may be controlled at time. Id tried to see what would happen if it controlled multiple beings once, the result was somewhat... messy for Id.

Minor Power - Arcane Blasts: Being a... being of the arcane, Id can use that particular source of power with ease. However, it cannot use it with finesse, i.e. all that Id has managed to do so far, at least offensively, with that is blast people with magic missiles. Though, Id can only manage to fire off five in a single session lest it resorts to using its own ?body? as fuel for those spells.

Minor Power - Fleshshaper: Id can form a corporal body of its own from the aether, but it is highly taxing and the body itself takes time to grow. For these reasons, Id usually just stimulates the feeling of having one by lightly pushing back with magic whether it is touched.

Minor Power - Violent Instincts: Id may not be the strongest, but it clearly knows, deep down, how to fight. It fights not with thought, but with instincts and intuition and is able to ?feel? what is the right step to take. In general terms, Id uses its dexterity and speed rather than strength to kill its foes.

Notable skills: Apart from its powers, Id does not many skills of none. However, Id is a highly flexible being as it does not have a body, at least in the tradition sense. It also knows a little about the more theoretical side of magic, having speed-read some of its ex-mistresses?s books before it left the world of Yetzirah to become a Horizon Walker. However, it does not know enough to answer the questions in its mind. Another skill it has picked up is, strangely enough, sewing. Well, one must look after all of the pretty cloth things it has collected. Most notably - or perhaps not - is its masterly of speech. Id has a silver tongue, even if it sounds utterly inhuman.

Equipment: The aforementioned clothes, some currency, a scrolls and many, many little trinkets stashed in various pockets. The see-through stone mentioned previously is part of Id itself and is often floating where its chest would be, as it is the core - or heart - of the Archinet.

Name:
Riviera (nameless at the start, she just hears the name and decides she likes it, thus wants to be called it)

Age & Gender:
Her exact age is unknown, as she can't count, she's clearly an adult though.
Female


Height & Weight:
12ft6in on two legs
5FT tall at the shoulder and 18FT long on four
500LB

Species:
'Great Beast'
Her species is unknown to the world she lives on, and has been confirmed to be nether of demonic origin or a creature born of some wizards lab.

Appearance:
She has a humanoid appearance when standing on two legs, and a very large 'cat-like' appearance when on all fours; large muscular frame and thick tail. Her hands and feet have clawed digits, her 'hind legs' are digigrade, allowing her to both stand on two legs as well as four with ease, her feet are like paws but her hands are a kin to a humans, though her fingers are slight short proportionately.

Her is neck short, like a humans, while her head is like that of a beast's - resembling a feline with a slight longer snout. She also has what one would call hair or a mane. When standing upright it is shoulder length. Her ears, which are usually hidden by her mane, resemble those found on a tiger. The crown of her skull have two rough horns that go straight off the back while - starting at her shoulders and going all the down her back to the tip of her tail - she has two rows of sharp bone plates; with the ones on her shoulders being the largest and getting progressively smaller. The one on the tip of tail is a segmented spike to allow her tail to still flex normally.

Her body is covered in a thin layer of dark purple fur, while her 'belly' fur, which stars at just below her lower jaw, covers her whole chest, breasts, belly, groin, inner thighs and the under side of her tail, and mane is a very dark shade of red. Her eyes are a very pale shade of blue with round pupils. Lastly, while having the large canine teeth befitting a predator her size, she also has flatter teeth, as she in an Omnivore.

History:

Riviera is a member of a race that lives on a heavily forested world, where they are the dominate life form. How she came to Liem is unknown, but she gained reputation once she got there. She laid claim to a fairly large section of a forest in the western part of the Liem Empire's home world. She expressed some interest in the strange creatures that ventured into 'her' area of the forest but this interest faded fairly quickly and, soon, she ignored them all together and just ate, slept, and hunted. However, word spread quickly about the strange, massive beast in the forests to the west.

At first, a few renowned hunters tried their hand against her only to be out maneuvered and killed with little difficulty. This was the normal for a while; then she made a mistake: she spoke. You see Riviera had been listening to the creatures - these humans - from time to time and had begun to pick up on the language they used, so, when she stopped and asked one hunter why the humans sought to harm her when she'd basically been ignoring them, it changed everything. A rare, unknown type of monster was a valuable trophy for sure but one smart enough to talk... well, that was worth far more alive then dead.

Much like with the hunters, she killed the first team sent to find her. She noted they did not act like the others and felt threatened enough she resorted to using her breath weapon them. She did not fair so well against the next one. A single, strange human stood before her in a clearing, making no effort to hide and surprise her. Unlike with the others, every vibe she was getting from him screamed 'danger' to her, so as she readied her breath weapon, He spoke in a way she'd never heard before she fell to the ground with a heavy thud, unconcious. She awoke some time later, bound to the floor of a cage and with some strange thing on her face that kept her mouth closed.

She passed hands for a while - most of her 'owners', simply used her for fighting. A few spoke of trying to breed her, but none of those attempts produced any offspring for them to sell; her biology being incompatible with all but her own kind. She was relegated to fighting - with the 'muzzle' on.

Much to the confusion of her 'owners', she demonstrated a desire to paint. The stone walls of her cages where covered in murals of hunts, the forests she came from, or of other things that happened in her life before coming to this world. She rarely (if ever) painted of the battles she was forced into since those held little meaning to her. More over, she saw no point to them since they never removed her muzzle; preventing her from eating her kill. It was all so pointless and wasteful to her.

So that had been her life for a little over two years now. However, ever the hunter, she watches and waits for those who think they own her to make a critical mistake; one she can exploit. When they do, she'll be ready.

Reason to be here/things to do:
She seeks a return 'home', she simply desires to be among her own kind once more.

Personality:
Its very easy to write her off as 'just a beast', what with her preference for walking on all fours and generally not talking. She does possess a keen mind and, while lacking any kind of education, she's smarter then one would think. She does tend to think from an animal's perspective though; with things like 'clothing', not eating your kills, and so on as very odd to her. Her true temperament is actually quiet calm, but due to her treatment she's come to dislike 'humans' on the whole, and generally regards them with disdain. That said, she can be civil if it suits her, but even then she comes off as rather abrasive.

Abilities:
STR;5
DEX;5
CON;5
INT;2
WIS;3
CHA;2

Powers:
Major:
Breath Weapon; She can fire a powerful beam of magical energy from her mouth. The attack takes a few moments to charge and can be fired on two or four legs.

side note: her horns and plates glow brighter when charging and grow dim while firing her breath weapon.

Major 2 with flaw:
Giga Breath Weapon; A 'hyper' version of her normal breath weapon. The power of the attack is 10x the strength of a normal breath attack, but cripples her after use. Due to the power of the attack, it can only be fired on all fours and takes a while to fully charge; signified by the plates on her back and her horns glowing. However, the plates and horns painfully melt away when the attack is released due to the massive build up and release of energy. Without her plates and horns, she is unable to use this attack at all and her normal breath attack is weakened to half its normal strength until her horns and plates grow back. This process which takes about 30 days.

Minor:
Physical Size; at 12FT 6IN on two legs (5FT tall at the shoulder and 18FT long on four) and 500 LB of pure muscle, she is rather strong, deceptively fast for her size and imposing when standing upright.

Minor:
Natural Weapons Master; She is most lethal and comfortable using her claws, tail, and fangs to bring her down foes and food alike.

Minor:
Natural Hunter: Her bestial nature and senses make her an excellent hunter, on par with most large cat species. This also means she can track over large distances be it following the targets natural scent or blood. She can also be very stealthy while on a hunt, making almost no sound at all and blending in to her surroundings despite not looking like she should be able to.

Notable skills:
Speech: She can speak the common human language.

Art: Riviera has a natural desire the paint, usually about her hunts or something else important to her, using her 'fingers'.

Perception: Thanks to her hearing and sense of smell, she is more observant that the average human.

Swimming: She can swim quite well, and can use ether her hands and feet or swim with her tail like and alligator or snake,

Climbing: Her strength and claws allow her to climb rock faces with greater ease.

Equipment:
Custom made leather outfit made from the animal hides of some of her kills, though it really only covers the bits she's been told are 'not appropriate to leave bare in the 'civilized world'. The outfit does fit her snugly, as leaving anything dangling would only get caught on something as she wanders the forest where she lives.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
and

Name: Dalrel Alress of Ilyara

Age & Gender: 27, Male

Height & Weight: 6 foot 2, considered very tall, with a lean figure. ~11 stone?

Species: Human, Shi'garan variant

Appearance: Clean shaven with Slightly tanned skin, light brown eyes so light they appear nearly orange, along with neck length black hair.
Wears a navy shirt and black trousers underneath a long flowing brown cloak. Along his belt he holds a bag with a small assortment of valuables (numerous coins, gems, rings) and a steel sword.
Surprisingly scarless, largely due to luck and his aversion to fighting.
He carries a bag over his shoulder, that includes additional currency, clothes, food, water, supplies, powders, whatever he deemed necessary for the journey.

History: Dalrel was born and raised in city of Ilyara.
Dalrel was lucky enough to be born into a large middle class family with ambition. With this he was able to get an education and training in self defence of a dozen arts (though only LEARNING a few).
However, he was in a way unlucky not to be born as the eldest, and so would need to seek out his own glory if he could hope to claim right to a cadet branch of the house.

He was trained specifically in the art of Flame sifting, with a bit of Water sifting for good measure. His world refers to the ability to bend an element to your will as Sifting. The other worlds know it as magic, or witchery, but he knows better, and with the flick of a wrist he can make a flare of fire appear, or suck droplets of water onto his palm from the moisture in the air.

Dalrel made friends with the right people, and proved capable in the ways of coin, sword, and magic, and with the backing of half the merchants in the city, he set forth with some dozen retainers for the nearest Horizon.
Months later it was only him left. The others, while not dead, were certainly gone. Most of the time they entered a Horizon an instant later than the rest of the group, or declined to journey on with me.
Dalrel fulfilled his duties to his investors. He's written enough scrolls to fill many a cartographer's journal, gathered enough trinkets and novelties to live like a king at home, and suffered enough diseases that he's really regretting not studying with the alchemists.

A few nights ago, Dalrel made the mistake of sleeping near the entrance to a Horizon.
When he woke up, he was in a cage. His main objective now is to survive for now, but when these people take their eyes off him, he'll burn his way through the bars and try to find his way back to the Horizon.

Personality: In a word, optimistic. He has to be if he has a hope of getting home. He has a sharp wit, but knows that most travellers prefer a stranger that is pleasant, so he attempts to at least create a rapport with everyone he meets.
He is quite protective of his bag. It is his life's achievement after all.
If he ever returns home without it how will he prove his stories? Thankfully, he hasn't had it stolen before, elsewise he would have to bloody his hands.

Abilities:
Strength: 3
Dexterity: 4
Constitution: 3
Intelligence: 5
Wisdom: 4
Charisma: 3

Powers:
Major: Master Sifter: Is capable of pulling of feats in flame manipulation that would be too complicated or dangerous for a novice to pull off. This is a very useful skill and is the only of the elements he can directly conjure.
Dalrel can conjure fire out of thin air, light fires with it, throw fireballs, create a 'ring of fire' (dangerous though, too small and he'll choke the ring of oxygen) and hold fire in the palm of his hands.

He can also use water sifting for survival, which means pulling water from wells or humid areas for drinking, to extracting water from unfiltered areas, suspending the water mid-air and changing the water's temperature, making in freeze or turn to steam.

Minor #1: Swordsman: Is capable with a sword and if need be can hold his own with one, although 9/10 times he will use fire in a fight.

Minor #2: Diplomat: Can be a shrewd negotiator and with the help of The Almighty's necklace he can speak in other languages (mileage varies)

Minor #3: Linguist: A group of priests in Ilyara gave Dalrel a necklace before he left, they told him to wear it, ''and the very gods would speak through him''. It only works in certain areas, but the prospect of easy communications with others not of his tongue is useful nonetheless.

Equipment: An assortment of crap listed in other areas (sorry, tired) such as trinkets and rings for bartering, the Almighty's necklace he wears and clothing.

[HEADING=2]World List[/HEADING]

Name: The Liemian Empire



General Description: The Leamian Empire is situated on a world with a mild climate which grows neither extraordinarily cold in the winter not hot in the summer. The land itself ranges from high mountain peaks to low, wide valleys. While the mountains are infertile pillars of stone home to only monsters and the truly desperate, the valleys are filled rich lands with plenty of room for agriculture and mighty cities. Rivers flood reliably each year, filling the land with silt and allowing for easy growth of food - both agricultural and pastoral.

The world is populated almost entirely by humans, who have built a mighty empire based in these lands. The center of this empire is the city of Liem. The empire divides its inhabitants into four classes. At the top are the Patrician class who rule the empire in the form of a senate and Imperial family. The next class down are the Plebeians - general citizens of the Empire. They are required to serve in the military, but receive many rights and privileges as a result of their service. The next lowest level are the Demiplebeians; the people of conquered lands who may join the military to become full Plebeians, becoming loyal to the empire in the process and gaining rights and privileges similar to the Plebeians above. The final class are the Outsiders and Slaves who have no rights and are often captured and put to work feeding the empire. Most Slaves are Demiplebeians who refused to join the military or climbers captured during their ascent. Merchants from outside the empire are given temporary Demiplebeians status.

Advancement in politics for the Patricians is linked to military service, which leads to a very large, powerful, and expansionist empire. They have already conquered three levels below and are in the process of capturing a fourth; the source of the Demiplebeians.

Liem has a particular taste for blood sports, especially within the capital.

Name: The Gouged Grounds

General Description:

In the ruins of an a city that once lead an empire spanning realms now there is only inhospitable desert, notable only for the thin but deep radial trenches that cut across it. Only savage?s, tribes of lower races, are dumb and stubborn enough to eke out a living in such horrible places.

Geography
The gouged grounds get their name from a rather unique geography. A series of crisscrossing canyons so deep sunlight barely reaches the bottom of most. But the common view isn?t all right, sure on the surface it?s ruins of long forgotten races and the odd primitive settlement.

But bellow; deep down in the dark at the bottom of the trenches lie vibrant forests, only slightly cooler due to the lack of sunlight. Thick jungles, lit by bioluminescence.

Here old bits of the stone and clockwork city survive. For example the elevators that provide one of the few ways in and out that doesn?t involve falling to your death or being thrown out of a thermal vent.

Climate
The gouged grounds offering a staggering choice, you can be way to and dry or way to hot and humid depending weather you want to dehydrate on the surface or almost drown in wet trench air. Rain fall is pretty much non-existent one the surface but you can actually see clouds forming around the lips of the trenches.

The surface goes for years with barely an inch of rain fall while monsoons completely ravage the rainforest down there.

Inhabitants/ Civilisations
Most people think the gouged grounds are just home to tribal races, little do they know that down in the depths of the trenches these seemingly desperate races are united and even civilised. Creatures that would be considered feral beasts down here are elevated and citizens could be anything from jungle cats and dogs to formerly nomadic trolls and ogres.
These people, joining together in picking through the wreckage of the older civilisation, have led to a rapid rush of technology. The stone city with a clockwork heart and pumping molten earth through its veins.

Little is known about the ?Ol-duns? only that for whatever reason they?re gone and their city has been overrun by beast races. As far as we know none survived. But in their time they were technological masters, people say the only way they could have ended was by their own design.
Plot elements

There is much still to learn in the ruins, new discoveries are made every day. Then there?s what happened to the ?Ol-duns? and for that matter there?s the question of what sort of creature could lead the beast races to unify and hold power over them.

Name: The Ormid Empire

Inhabitants: The Ormid empire is exclusively human, if other sentient races exist they are far enough outside of the empire to be unknown.

Civilization: The Ormid empire is centered in a mountainous region, though the majority of its expanse is in the forested valleys surrounding the mountain range. The empire's government is tied closely to the church, to the extent of the church holding as much power as the emperor. Having long ago absorbed most of its immediate neighbors the empire is somewhat isolationist, having turned most of its attention inwards. Its capital, the imperial city of Ormi, sits in the mountains and is known of the city of black stone, a name based on the black stones that make up its walls.

The empire's military acts as a police force, and laws tend to be enforced strictly at least in cities. The numerous small farming communities in the valleys are rarely toured by the military police and tend to be fairly self sufficient. The church has more reach in this area, its police force, the Inquisition, being smaller but tends to have more reach.

Geography: The empire is based in mountains, the surrounding valleys are forested and even marshy in places, with hills throughout.

Religion: The church worships a trinity of deities known as 'The Healers' as well as the goddess of the Earth. There are other minor deities that are revered, but the healers are the focus of the religion. The church holds a great degree of power, and has a well established hierarchy. Its tenets have been worked into the laws, and it strictly controls magic, believing it to give rise to illness, and to draw demons and calamity.

Emdah- god of fire, knowledge, and medicine. The sun is said to be one of his eyes, and he is said to search during the day for a cure for the Earth goddesses.

Urez- god of blood, water, and purity. He is often depicted holding blood in his hands, with water seeping out through his fingers, and is said to be able to heal illness with a touch.

Isep- goddess of justice, judgement, and souls. While not a goddess of death Isep is said to judge the dead before they pass on.

Miall- goddess of the earth, sickness, and magic. Known as the ill goddess Miall is said to have been injured during a fight between Emdah and Urez, and fell ill. This illness is said to be the source of magic in the world, and manifests as the demons and supernatural calamities that occur in the realm.

Plot elements: the Earth itself is believed to be sick according to the church, and this sickness gives rise to dark and eldritch events and beings. These threats are not always physical in nature, plagues that affect the mind, possessive spirits, pestilences that wither crops and turn them to poison sludge, and so on, but always have a physical source, a patch of land where the calamity arose which grows as the calamity spreads. Fire is the easiest way to destroy the source though this does not necessarily stop the calamity itself. Demonic creatures in particular can persist without their source, and even have been known to create sources of new calamities and are considered among the most dangerous threats.

The inquisition specifically seeks to stop these calamities before they can fully emerge, though their methods for doing so have made their reputation a fearsome one to many. Many fear that the inquisition will claim some sign of illness in their village and burn it to the ground, though such fears are not necessarily without reason.

Name: Hell/The Underworld/Dariona

General Description: Hell is the place where demons are created and live, and where some mortals go when they die. However, there are more than a couple of common misunderstandings. Firstly, Hell is not a place where souls burns eternally, they don't even burn, actually. For most humans it's a temporary stop, and some never see much of it at all. Still, for a human, 100 years in this frozen cave, among creatures they never thought could be true, is more than enough. No one dies in Hell. They just risk becoming tied to a demon, and have no chance at ever getting out. A human can't leave Hell before their time is due because it is a contract of sorts, they are physically incapable of leaving.

Geography: Hell is like a large cave, its darkness is wast and seemingly endless. There are stalactites and stalagmites, some are in a dark red, dripping with that appears to be blood, while others are completely frozen. There is no grass or even a sky, only stone, ice, and the occasional running source of water. There are also buildings made from stone, forming what appears to be cities and towns. There are two areas, the frozen depth, and the upper area, which is slightly milder. The two areas are connected by long and slippery stairs. People carry candles to get from one place to another, and owning more than a couple of candles makes you a lucky, lucky person. Possibly a thief too.

Climate: Hell is Frozen, quite literally. There is ice and chilly winds that no one quite knows where come from. The temperature rarely changes, but then again, coldness is not what they have to fear. At times, the wind becomes bad enough to break off bits of stone and ice. When it runs through certain parts of Hell, it creates an infernal howling that keeps people awake, and their minds weak.

Inhabitants: The inhabitants of Hell depends on what area you are in. Some, humans who have not yet managed to get in touch with the human society, might live in the colder area, but most live in an especially dark, but relatively safe area of the upper level. Demons live mostly anywhere, and while some live a lot better than the humans, most have it worse. The demons and humans often are involved in disagreements, and there are several factions of demons as well.

The different kinds of demons depends largely on what they make themselves out to be, although there are everything from shapeshifters to giant spider demons, and those akin to other creatures. Some demons have no shape and appears just as a shadow or fog, some suspect that the wind that blows in Hell might just be another demon who takes joy in torturing those who are there. The strongest demons are often those who takes a shape unlike any creature normally seen, or are mixtures of those, a large fire-breathing demon with the eyes of a snake, the body of a rat, and the legs of a human is known as being both strong and ruthless. Another one, Fiero, is only mentioned in name, but carries many bonds, and is feared by most.

Civilizations: If there was someone governing Hell once, they no longer do. Because of that, there is a certain chaos, whoever is on the top of the hierarchy might not be there for long. The civilization does have similar things to the human world in some cases, food, drink, sex, money, and so on. Pleasure is easier to pursue among both demons and humans, but it gets dull for a demon to stay in the same place for centuries. Not to mention, while pleasure is more pleasurable, pain is more painful, and sorrow is deeper. Therefore, for most demons, getting out of hell and into the real world would be preferable, although they cannot survive for long without flesh, blood and Vitae keeping them there, latching into humans and taking over their bodies. The only known exception to this rule is the Incubi and Succubi, who roam the world of the humans rather than Hell.

And so, it often becomes easier for a demon to make deals and bonds with humans in Hell, gaining them benefits and strength, and moving them up the hierarchy. While the human often will have better living conditions from doing this, they also lose the ability to move on, at least until the demon agrees upon letting them go.



Name: Eihler's grave, The Grave

General description: What the world's name was before Eihler still remains a mystery but what is known now is the terrible ferocity that was brought about by the largest dragon in recorded history otherwise known as Eihler. The story goes that Eihler was awoken by the inhabitants of the old world and with his awakening came great and terrible destruction. The legendary dragon brought fire and brimstone to the earth, incinerating everything on the surface. Soon the word spread that Eihler had begun hoarding all the gold that wasn't scorched for itself so brave adventurers stepped forward to try and slay the dragon for the wealth along with the status. Legions of warriors stepped into Eihler's realm in an effort to kill the dragon but it would have to take an army to kill Eihler.

And an army it did take. An Elven king and his warriors rushed into the realm with the sole purpose of slaying the dragon. The fight took an entire week and many lives were lost. The realm became a constant battlefield and the king hired passing adventurers as mercenaries to help refill his ranks. He lost so many men that eventually half his army consisted of mercenaries and brigands in a desperate attempt to kill the dragon. In a last pitched battle in the open, Eihler attacked the king's camp with everything it could but the elven king responded in kind with a powerful spell cast dozens of mages. The final attack spelled doom for Eihler and the large dragon fell, sending an earthquake where it fell.

Hundreds of years later and the aptly-named Eihler's Grave is a new battlefield for the gold that Eihler left behind.

Geography: The Grave's terrain is rough due to the Eihler wrecking havoc on everything before its death. There are steep mountains, large craters, and a abundance or destroyed buildings. But despite the Grave's jagged terrain, life has found its way back into Grave. The valleys are lush with fields and the areas around the body of Eihler are especially fruitful. Ironically, the dragon's remains brought back much needed fertility to the soil so where the dragon's body used to lay are rich with plant life.

Climate: The weather has also partially returned with frequent rainfall to cleanse the ash from the land. Eihler's grave is relatively warm that some suspect is because of the dragon's fiery breath still lingering in the air. The weather is stable and rarely deviates from its warm state. The air is hot in some places but otherwise a cool wind blows through occasionally and its howl is amplified due to the jagged geography of the world. Its also warm enough to sustain the growth of an ecosystem largely thought to be extinct.

Inhabitants: Because of the king's mercenary forces, the region is relatively varied with all sorts of people from all walks of life. After the battle the king was mysteriously murdered and with him went the organization of the army so different factions splintered from the grand army the king took into battle agaisnt Eihler. The more populous are the elves who reside in their own "pure" city. The other races that live in Eihler's grave range from human to dwarf, to satyr to Minotaur. Even some orcs have staked a claim in the grave, living in mountain hideouts and preying on adventurers.

Its wildlife also vary. When the king came to Eihler's realm he brought various farm animals in order to feed his soldiers. Eventually some wandered off from their pens to breed with the local wildlife resulting in interesting varieties of domesticated animals. But perhaps one of the more notorious of the wildlife are the Stone-eaters. The Stone-eaters are large worms with fearsome teeth and scales that have burrows all around Eihler's Grave. Some adventurers even theorize that the Stone-eaters are older than Eihler was considering their long life spans and the fact that they burrowed themselves deep down when Eihler took over the realm. The Stone-eaters have only recently been a problem for the neighboring kingdoms as more and more of them have been coming up to feed because of their prolonged hibernation.

Civilizations: After the king was murdered, his army fought each for the gold that came with slaying Eihler. The war was among the elves and the mercenaries. After each side as much as they could they formed their own cities in different parts of the Grave. The elves settled near what remained of Eihler's head, their city being named "Dragon's Crown" while the mercenary armies created their own city in the mountains. They named their city "Midnight" due to the fact that they used the scales from dragon in the formation of their walls. The black color of the scales made the city look as dark as midnight from a far.

The two cities have been in constant war over gold and fertile farmland resulting in clashes all over Eihler's grave. Skirmishes are near constant but a true, pitched battle has never been seen due to the fact both sides could be potentially wiped out in either scenario. Still, both sides fight it out in skirmishes using either their own troops or even more mercenaries.

Eihler's grave has gained particular notability to be a proving ground for any warrior seeking to make a name for themselves and the use of mercenaries is so common that it isn't unheard of for a successful mercenary to switch sides for a higher profit. War profiteering is rampant in the Grave with merchants making a large profit selling weapons and armor (specifically "Dragon armor" which is armor infused with scales from Eihler but the success of such armor is dubious at best). The selling of Eihler's scales has even become a business venture for not only the large factions but also the merchants who make counterfeits of such, often misleading their sellers of its powers.

Name: The Sprawl of Agerra

Geography/ Climate: The known part of the world is seemingly composed of an infinite series of mile high buildings that have been fused into eachother over centuries of decay and settling attempts. It is believed that it was at some point the capital of an advanced civilization that had made the world its home before an unwitnessed disaster struck.

The charted portions of the sprawl seem to imply that it is atleast the size of a continent, but no-one is currently known of that has made it beyond the sprawl.

The first few floor of the skyscrapers are flooded, as are the streets. Above the water is swamplands, and above the swamplands is quite similar to a jungle growing in the buildings.

The climate is different depending on which part of the sprawl is being examined. Some places are constantly producing temperatures capable of boiling the blood, whereas some areas are known to cause unprotected flesh to flash freeze. The majority of areas that are inhabited are warm but not unbearably so.

Civilization/ Culture: The majority of civilized inhabitants of the known world are humans and lizardmen, which have been comfortably working together for the past century, due to the emergence of what is known as spore sickness. Before this point they warred like you would expect from two different people forced to live in the same territory.

The culture that has emerged is similar to that of the ore-renaissance Venice.

The largest known settlement is named Royale, and is a shantytown. A wall was erected around it, the water was drained from the area that was built in, and several of the skyscrapers that had surrounded it were knocked down to prevent creatures simply leaping from the buildings over the walls into the settlement. The cablecar that went from it to fort Goliath was recently destroyed to prevent the spore from crossing over.

Life: Sentient Clouds of Toxic Gas, Venomous Insects, Packs of Amphibious Reptilian Predators, Disease, and Walking Fungal Structures (Mushroom men, the end product of spore sickness) are the most common threats that the settlers face.

History: There ain't much in the way of history in Agerra. At some point a disaster struck, the civilization that had recently been there had disappeared, the land flooded, and their buildings had been left in disrepair. Nature took its course and overran everything it could. Fresh faced settlers eventually came and over time gave up on trying to map it. They built homes and lived for awhile. Territory and Resource wars occasionally broke out, but nothing big. About a century ago the spore began spreading. It was a simple thing at first, and then you inhaled it. You became sick in the lungs and died a week later, then it began to grow, consuming your organs and building around your bones. Then it would get up as a creature called a mushroom man by the people who saw it. It would attack everything in sight spewing spores as it went. This led to the settlements that survived the first outbreaks to form a coalition with the simple goal of survival.

Recent News: Recently reports of undead creatures rising from the water have been made. Strange crystalline structures have been reported growing underneath the water across the sprawl. And Fortress Goliath has confirmed to have been overtaken by the army of the spore.

Name: Etanby

General Description:

Geography- Etanby is a city. It is a world utterly and completely covered in a bustling metropolis, perfectly maintained, with it's natural resources looked after constantly. From mountains, to forests, to lakes, rivers, volcanoes, plateaus and rolling plains, all has been swallowed whole by glorious civilization. This is not to say they no longer exist, they exist in nice, safe, family friendly parks and nature reserves.

Climate- Trained magicians have managed to make the seasons across the world converge into one easy to follow weather pattern, based on days in the year and necessity of rain water, and sometimes simply to give joy to the young 'uns with some light snow. Hurricanes and tornadoes exist, certainly, but are usually snuffed out before too much damage can be caused.

Inhabitants- Humans are the only true race around the lands, though some variation comes from Walkers, naturally. Etanby has only just recently come into trouble, so many Walkers usually end their journey there due to its safety. Predators and other wildlife is kept on a very tight leash, though lately the hand that holds it has grown lax.

Civilizations- There is only one civilization, with a uniform language and other such luxuries city life provides. It is run by nobility, with the most powerful sorceror in the realm placed as king. The rest are kept as nobility, in order to keep the lands running as smoothly as possible.

The peasants are often screened for magic potential, or otherwise given a job they dedicate their existence to. If, for some reason, they cannot work and are seen without talent in the arts, they are screened and sent to "Green Hills", where they are given "special training" and sent to the police force, known as "Green Brigade." The Green Hills escapees are often found and executed in secret, so as to minimize chances for a Martyr. There have been rumors of more and more people gathering support, but these are quickly squashed out by the Kings Secret Police.

If a Noble Family cannot produce a magic capable heir, or are seen mocking or disrespecting the Mage King, they disappear quietly, unless the King is kind. Etanby has not seen a kind King in over 200 years.

Name: Shattered Adia

General Description: Adia, or at least the area the Limians occupy is a tropical paradise, the lands beyond their empire were occupied by humans, other Elven subspecies and a few semi sentient monsters. Now the world is a lose assortment of floating islands, but once it was whole. Then 153 years ago the islands that were once bound by the oceans rose up into the sky. As most of the islands remained intact during the process the only effect on the Limian empire was fear, but the continents not far away broke apart, destroying the other species kingdoms. The Limian military capitalised on the opportunity and have been expanding ever since, though the religious clans see this shattering as the end of the world and still seek a way to fix it.

The main effect on the Limian empire was that the previously unobtainable minerals from deep within the planets ground became accessible, and using the knowledge of their recently enslaved subjects they became able to forge new weapons and structures to maximise the use of space on their collection of small floating islands.

The deeper you go into the planet, the hotter it gets. This heat causes fallen water to evaporate and head back to the atmosphere, continuing the regular weather patterns. It is still unknown why the world fell to pieces, and their fate is uncertain

Name: Unrhyw'le
[http://eilidh.deviantart.com/art/Missing-Land-10539167]
General Description: A victim of the "Horizon" phenomenon. Unrhyw'le was once a verdant world full of life, and then somebody, or perhaps a group of people, unleash rifts upon the world - breaking the walls between worlds. Unrhyw'le simply couldn't survive that. Its inhabitants jumped ship through the many rifts that appeared long ago, just to get somewhere else; the alternative being staying on a dying world. What remains can't even be called a world anymore, y'see, what has happened is that Unrhyw'le has turned into sort of... nexus. Look around and there is nothing that is of Unrhyw'le; like a magpie, the world has taken away parts of others to have for itself. Well, there is no will, no will, no purpose to it. Simply a result of a broken world absorbing others to mend itself. Walkers usually encounter snippets from other Horizons and, of course, this makes telling what is a Horizon - a gateway to another world - and what is just a fragment of another world hard. Though, that isn't even the end of it.

There are the voices, the whispers and the cries.

Shadows of sound. Many have been tricked by the them and many have been trapped in false realities. Unrhyw'le cannot be called a world or a Horizon but it is a strange mixture of both. Some say that it even examines the minds of those who Walk into it, forming realities to please and entice them, to persuade them to stay. A world needs inhabitants after all, and it is oh-so-lonely having none. Nevertheless, there is a wealth of things to find here - loot beckons to be taken, tinkling in whatever ruins Unrhyw'le has stolen from another world. Or even new blood might encounter its prisoners? Who knows? Some might be intrigued by what the once-prosperous world has become, or even manage to unravel the secret behind they see. One thing is for certain: each individual's trip in Unrhyw'le is truly individual, even with successive visits.



This world is covered mostly in lush green forests and jungles, wide open plains of tall grass, imposing snow capped mountains, as well as ruins of some long forgotten civilization, all of which are lorded over by Riviera's race, The Ranglie as this is her home world.

The Forests;
These great, and ancient forests are mostly evergreen trees, with some deciduous trees along the borders, though there are some purely deciduous forests, both are dotted or simply split by lakes or streams and rivers. The animal life here is varied, birds and snakes and all manner of insect thrive here, and the climate tends to be very pleasant, With the evergreen forests being on on the cold side of that, and the deciduous forests being on the warmer side.

The danger here comes comes from some of running afoul the Ranglie, as well as other note worthy predators,(bears, and wolves mostly) and some of the spiders.

Jungles;
The Jungles are as vibrant and full of life as the Forests, but with two key differences, they tend to be hot and muggy. and the are.not.safe. even the Ranglie tend to avoid the jungles. The snakes here tend to ether grow to the kind of size that can crush a Ranglie, or they tend to be small, venomous and aggressive. The Rivers to to have schools of hostile fish, and the trees have countless types of spider and insect that are lethal to humans. Assuming none of those get you, one of the many carnivorous plants, plants that grow big enough to eat humans, (some of which grow underground at act like pit traps) might.

The Plains;
These open expanses are miles upon miles wide, to the degree that even the tallest mountains fade from view. While there is the occasional tree or oasis from and under ground stream, it's mostly tall brown/gold grass that only looks dead, but is actually quite healthy. Animal life here is mostly herbivores with the Ranglie being the only real predatory prescience.

running out of water or running afoul of a Ranglie pack are the major dangers here

The Mountains;
The mountains, tend to be 'a Forest on a hill' for the most part, but there are more rocky mountains that present their own challenges, like a lack of animals due to a lack of food or it just being to cold.

Running out of food, falling off a ledge or freezing to death and the ever present Ranglie are the concerns when traveling the taller and rocky mountains, other wise see the Forests.


The Ranglie:

These 'beasts' inhabit all most all corners of this world and are the dominant life form. They tend to travel in packs, with the different types reefer to as tribes, though running across the occasional solitaire is not uncommon. They like to use the ruins that dot the lands as their dens, or if none of those are around, caves. The walls of these dens are usually adorn with murals of ether the packs history, or that family's history, depending on the size of the ruin that's been claimed and the number of Ranglie. Verbal communication tends to sound like growls and purrs to the untrained ear. They also tend to mate for life and rarely produce more then two cubs at a time, though the average is one per term.

Tribes do go to war with each other, usually over food or some one being or saying something or being some where they shouldn't or just not liking the other tribe, but these are rare and they tend to get along with each other as long as they are of the same 'tribe'.

Solitaires are Ranglie who have no pack, this can happen by choice, or they can be forced out for a verity of reasons. One that have been force out of one pack can join another, or the one they where cast out from, though this can be difficult, especially if they are trying to return. Ones that leave by choice do not have this issue.


The tribes are broke into the three major ares of the world they live.

Forest Ranglie, tend to be built like Riviera and are the most communal of the tribes, and the ones most 'settled', meaning they don't follow prey around and tend to stay in one area. This more settled way of life leads to a more likely hood of fights over territory, however, these Ranglie are also the most 'civilized' and tend to view open war between packs as a last resort as the damage to the forest from battle can be crippling to both party's. These Ranglie also have the largest 'packs' most being well over one hundred in number.

With so many Ranglie came a need for origination, and these 'packs' have formed councils that governs over them, the size varies from pack to pack but the function is always the same. They make sure the pack is stocked for the winters, send members to other packs to settle disputes or form alliances via arranged pairings (marriage) and so on.


Plains Ranglie are much smaller and built for speed over strength and travel in groups no bigger the twenty, with the head acting more like a wolf packs Alpha then a chief, and only settle in an area so long as their main prey are there, because of this more migrate way of life, territorial disputes are almost unheard of, but fights over 'prey rights' (IE; who has claimed a herd to hunt) are common. Solitaires are more common in this tribe, as the young will break away to find a mate and start a pack of their own.


Mountain Ranglie almost never travel in a pack, these are almost all Solitaires and usual not by choice. These are Forest Ranglie that have been cast out for one reason or another, and driven a way and ether can not join another pack, or do not want to. These Ranglie also tend to be the most violent of the species are are extremely territorial. They don't like other Ranglie in their area, period.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
1,483
0
0
Aw man. I really want this to still happen. So much. I'm very much so interested so I'll have a completely new character an world up as soon as I can.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
@Everyone: I edited a "Character Advancement" section into the OP due to smart people PMing me.
 

IFS

New member
Mar 5, 2012
1,776
0
0
Name: Alexander Ginshell

Age & Gender: Male, in his late twenties

Height & Weight: 5' 9" and around 150 pounds.

Species: Human

Appearance: Clean shaven with short black hair, Alexander has light blue eyes and light skin. He has started to develop a bit of a tan during his travels through the multiverse but its not much. He has a number of scars, though his clothing covers most of them, save for a few marks on his face. He wears a the uniform of his order, which consists of black clothing made of a thick, tough fabric, with a copper amulet with an engraving of a burning flame. Over this he wears a worn cloak to keep the weather off of him. Most of his possessions are stored in various pockets or on his belt.

History: Prior to walking the multiverse Alexander served as an Inquisitor in his world, meaning that he sought to find and stop the various supernatural threats that plagued his world before they could emerge, and to learn more about them. He was raised to hold a great deal of respect for the church in his world, and was inspired to become an inquisitor after being saved by one from a threat that claimed a number of lives in his hometown, a demonic plague that infected peoples minds. He trained for several years to become an inquisitor, and has acted in the role for even longer since completing his training.

Being an inquisitor is a hard life, though he has managed to keep his faith and spirit in spite of the various horrors he has witnessed. He worked diligently and sought to stop whatever he might encounter as soon as he could, and to protect as many as he could. Even so there was one monster he encountered that eluded him, and even taunted him. It was his pursuit of this monster that led him to enter a portal and begin his journey across the horizons.

Purpose: Alexander travels the multiverse in pursuit of a being he refers to only as the Tall Man, a dangerous thing that often takes the guise of a human, though with a few details very wrong. Too tall, pointed fangs for teeth, too many or too few fingers on each hand, and often changing the moment you look away. The Tall man has many powers beyond shapeshifting though, many that infect peoples minds, and likely many that Alexander himself does not know. Alexander encountered him several times in his own world, and while he often managed to stop whatever the Tall man put into motion the Tall man himself escaped to start a new horror elsewhere. The last encounter with the Tall man Alexander had resulted into the being departing through a portal to another world, and Alexander refused to allow him to escape or to allow him to harm other worlds and so set off in pursuit of him.

Personality: Almost unceasingly cheerful in spite of the circumstances or environment, at least in appearance. Alexander does have a sense of tact though, and is quite respectful of religious matters in particular. He is a very curious individual, eager to learn and discover what he can. He pays special attention to dreams, even keeping a journal of his own, believing them to have some value in gaining information either due to them having a prophetic nature or due to them containing some facts only noticed subconsciously.

He tends to avoid the topic of his past or the actions of his order, having a number of things he feels responsible for that he does not want to discuss. Even so he has few regrets, simply actions that he believes were necessary but wishes hadn't been, and in some sense is driven by a fear of not doing what is needed. Bringing up the past is certain to reduce his cheer, and often makes him rather melancholy for a time.

Abilities:
Strength: 3

Dexterity: 4

Constitution: 3

Intelligence: 4

Wisdom: 4

Charisma: 3

Powers:

Major Power - Supreme Hunter: Alexander is well trained and experienced at facing threats both mundane and supernatural, and he's had to become both resourceful and highly skilled to survive. He's skilled with a variety of weapons, including all manner of improvised weaponry, and is quite good at using the environment, and on occasion traps, against his enemies in a fight. He can be quite ruthless and efficient in battle, though often he it seems as though his opponent is winning right up until the end.

Minor Power 1 - Observant: Alexander tends to notice things that others don't, and is quick to put such minor details together to form conclusions which often surprise others with their accuracy. This also means he is usually able to tell if someone is lying to him, and notice small or hidden details others might overlook.

Minor Power 2 - Awareness: Alexander is rarely caught off guard, and keeps a constant awareness of his surroundings. This makes him difficult to surprise, and makes him better able to avoid environmental obstacles or even use them to his advantage.

Minor Power 3 - Willpower: Alexander has a great deal of willpower, reinforced by the training of his order and his own experiences. This makes him less susceptible to mind affecting magic, and allows him to push away and ignore pain and injury for a time, though doing so does tend to catch up to him.

Minor Power 4 - Eldritch lore: Alexander's order is dedicated not only to fighting the various supernatural calamities that plague his world, but also to attempting to better understand such forces and creatures. As such he has a great deal of knowledge about such things and often attempts to use this knowledge to better fight or defend against them. While this knowledge itself may not help against what the group comes up against (after all he hasn't encountered everything on every world) it does mean he has an easier time determining details and weaknesses about such creatures and is skilled at turning such knowledge and deductions to his advantage.

Minor Flaw 1 - Weirdness magnet: Dark and strange things tend to happen to or around Alexander more than others, even for someone with his job. What exactly the things are tends to vary greatly, but supernatural occurrences, particularly maladies, tend to befall him with sometimes frightening regularity. He tends to just call it bad luck, but its likely more than that.

Notable skills: He is fairly skilled at general wilderness survival skills, including knowing how to track and set simple snares. In addition he knows the basics of first aid, though he's certainly not a doctor in any measure. He is also fairly skilled at handling animals, dogs and horses in particular. Finally he has some skill at stealth, though this ties in somewhat to his tracking and survival skills.

Equipment: Beyond his uniform and cloak, which are both made of quite tough material, he has a number of other supplies. His journal (and the materials to write in it), a couple knives, and a light crossbow and bolts for it. He also carries a short sword, a small and dwindling supply of dried meat, a canteen, eating utensils, and finally a needle and thread which he uses to sew any tears his clothing does get. Most of this is stored in various pockets in his cloak though a few items rest on his belt, either strapped to it or in pouches.

There is my character sheet, let me know if I need to change anything. I'll finish the world sheet tomorrow, but I figured I'd put up what I have now.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
avouleance2nd said:
I have no trouble with the world or the character, though you might want to consider getting some more minor powers, other wise you might not be as powerful as some of the other characters.

Character Accepted with optional improvements possible

IFS said:
Character looks fine. Please tell me more about the world he's from so I have something I can use in the character introduction. If you have anything specific about how you want me to capture your character, let me know.

Your character is acceptable, but the character won't be accepted until you submit a world.
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: Kyras Red-Raven
Age and Gender: 39 years of age (appears to be in his early twenties) and Male.
Height and Weight: About 6'1" tall and of average weight.
Species: Fire Genasi - For the most part he is a mix of human and elf, however at some point one of his ancestors (most likely one of his grandparents, possibly further back) must have decided to breed with a fire elemental. His adoptive father referred to him as a Genasi, the result of the blood of mortals and the essence of spirits mixing.

Appearance: Tall and Fit with tapered ears that betray an elven heritage. He has unkempt dark red hair and a short beard. His skin is pale with an odd ashen quality. His orange eyes glow like burning coals when angered or in the darkness. His skin feels warm to the touch at all times. Smells like smoke when angered. Considered handsome. See Armour and Clothing for how he dresses.

History: Born to a tribe of nomads known as the Red Ravens who spent their lives wandering through the Horizons, usually spending about a decade in all but the most hostile environs before moving on. The tribe was composed of a race of human elf mixes akin to half-elves, the creation of which has been the result of generations upon generations of the mingling of human and elf blood. He was treated as a bit of an oddity amongst the tribals, even before they found fires spontaneously forming around him. He was taken in by the leading shaman of the tribe, as it became even more obvious that he was different. The shaman taught young Kyras how to control his powers slowly and eventually the man began passing his sum knowledge to the child, intending him to be a successor.

Years passed and the man who Kyras had come to call father died. After a period of mourning it became time for Kyras to take his place among the shamans, but the other tribals false show of respect for him fell and they refused to trust and therefore listen to anything he had to say. A man in his seventies became chieftain of the tribe after a century of being led by a council of shamans and had denied any power over his people that Kyras would have gained in time. He left realizing he wasn't needed, unwanted as well after a year of the mans rule. He took with him his adoptive father's possessions and the few that were his own.

Kyras began wandering the Horizons in search of a better life a little over a decade ago. Three years ago he was captured by slavers during his wandering when he entered an empire controlled Horizon he was unaware he required citizenship to pass through. He was passed through various lands as part of a gladiatorial attraction at circuses and carnivals at first, then a week ago being transported to the Colosseum after he killed one of the slavemasters during a failed escape attempt.

Reason to be Here: Knowledge is Power, Knowledge can be gained through exploration, Horizon Walkers live to explore, being a Horizon Walker is a route to power. Nomadic life is the best option for him considering no land he has encountered feels completely right to him.

To do list: Survive, Start Riot/Free Slaves, Kill Slavemasters, Escape Colosseum, Outrun Empire, Escape Current Horizon, Escape Empire controlled Horizons, Explore and find suitable home amongst the horizons/possibly rejoin old tribe.

Alternate to do list: Survive, Start Riot/Free Slaves, Kill Slavemasters, Escape Colosseum, Kill Senate, Kill Emperor, Become Emperor, Run state as benevolent dictatorship, Invade all other Horizons, Achieve Measure of Divinity. He still hasn't settled on whether or not he's going to go through with this version of the plan.

Personality: His attitude has changed over the years. He used to be Calm and Calculating when he approached a situation, friendly to strangers until having a reason to be otherwise.

Captivity, forced labour, forced killing, wounds... they've damaged his ability to stay calm, his anger at his situation has meant that some of his mental traits he has fought to suppress are coming back out. His mind is becoming more chaotic and his thoughts more fiery, prideful, spiteful. He has become wary of others motivations, slightly paranoid in general.

He holds a deep fascination for mechanical devices as someone had once made a mistake of telling him it wasn't magic, he didn't believe them and will spend time staring at their mechanisms to find evidence of their lies.

Abilities: His Strength is above average (3.5/10 Strength), his Dexterity is above average (3.5/10 Dexterity), his Constitution is above average (3.5/10 Constitution), Intellectually he could be considered a savant (4/10 Intelligence), In terms of Wisdom he could be considered a savant (4/10 Wisdom), and his Charisma is below average (2.5/10 Charisma).

Major Power: Spellcasting - Over time he has formed a bond with nature, he draws energy from it and releases it to influence reality in the form of spells. Due to the nature of his heritage he is strongest in the field of pyromancy.

Kyras can manage two kinds of natural magic: pyromancy and biomancy.

The first is the ability to create fires out the energies permeating reality. This can be as simple as an evocation to start a fire or make a light (the fire in this case is weak enough to not burn the source) or as complicated as creating blasts or pillars of flame, targeted or otherwise.

The second is power over natural animal and plants. This would include spells related to healing minor scrapes and bruises, purifying objects of toxins, detecting natural beings, and influencing natural plants and animals.

The spells can be taxing however, and the more magic he uses, the more it drains him. Sufficient rest (around a few minutes) between spells (usually longer for multiple spells) is enough to recover from all but the most taxing of uses of magic.

Minor Power: Natural Bond - Kyras feels a kinship with nature that is hard to relate to others. He has felt the earth watch over him since he was child and living in it much easier for him. He is easily successful in the natural world. Easily finding food and shelter, natural medicines. He has also noticed that animals tend to calm in his presence.

Minor Power: Darkvision- Due to his heritage he has the ability to see in the dark for about sixty feet infront of him with clarity, if not colour.

Minor "Power:" Kyras is a moderately skilled combatant with a focus on swordsmanship, his tactics are considered dirty, but he himself never understood the concept of honour in battle. His style is defensive is nature and his attacks are directed more with weakening and crippling opponents until they stop fighting back than killing them outright.

Trait (Combined Minor Power and Minor Flaw): He has a high tolerance for heat and with the deeper control of the elements he has gained he has made himself tolerant of natural fires and the ones produced through his magicks. However the downside to this is his low tolerance to the cold. An example of this would be how conditions such as hypothermia and frostbite set in much faster. The only solution he has come up with to survive in what he considers hostile conditions is to keep a flame going nearby himself and to pull its energies into himself to stay warm, this however cause the fire to cease to exude actual heat, rendering it useless to others.

Notable Skills: He memorized the history of his tribe, which has been passed down orally through the generations. His adoptive father passed on the knowledge, the lessons, the wisdom of the tribe that has been passed down through the generations. He is skilled at treating wounds and illnesses through various herbal remedies and so forth that were taught to him, combined with what he has learned on his own. He is skilled at living off of the land and due to the connection with nature he has formed it is difficult for him to become lost in a natural or green environment, combined with things he has learned this has made him a skilled tracker and pathfinder as well.

Known Languages: He is able to speak and read Common, a bastardized form of Elven (usually mixed into his common while he speaks), and an Elemental tongue (sounding akin to the crackling of a fire) that he inherently knows. However his writing overall is barely legible to those outside his tribe.

Armour and Clothing: He wears a suit of armour curiously combing elements of the Lorica Segmentata, Kikko, and a suit of Leather Lamellar, it previously belonged to his mentor and adoptive father. As for clothes he wears a fine cloth undershirt (Light Brown, closer to tan than brown), a fine cloth longshirt (Light Brown, closer to tan than brown), a cestus on the left hand (Metal backing, no spikes), a locking gauntlet on the right hand, a leather belt (Dark Brown, with various pouches), fine cloth trousers (Light Brown, closer to tan than brown), hardened leather jackboots (Dark Brown and waterproofed), and a fine cloth hooded cloak (Light Brown, closer to tan than brown). He uses a steel buckler (with spiked elements styled after those of a madu) for a shield, he straps it to his left arm.

Weapons: Maiar (A mahogany-like ironwood khopesh with a short length of silver chainmail attached to the hilt, it is an elven blade from an older more elegant time for his tribe. Originally held by his adoptive father, and his father, and his fathers father, and his father fathers father, so on and so forth), a Kerambit Blade (hidden under his armour, sheathed and strapped to his back), Two Rondel Daggers (he uses these two as tools), a Stiletto style Rondel Dagger (4 edged cruciform blade), a Sling, and a Hand Axe ("for chopping wood").

Other Equipment: This is gear he has managed to acquire during his time as a slave of the empire as he was stripped of most of his equipment when he was captured. A sackcloth backpack, a bedroll lined with winter blanketing, a crowbar, a gear maintenance kit (mostly composed of a whetstone and a sewing kit currently), flint and steel, an iron pot, three waterskins, a hammer, four pitons, a hacksaw, and a healers kit (tribal and herbalist in style, currently depleted of herbs). In terms of currency he carries some assorted metal coins he collected and stored in a small sack for when he manages to become free again.

I figured I'd submit my sheet now that it's finished.
I'm working on producing a world but it may take some time.

Edit: See the post of mine below for the world sheet.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Anti-American Eagle said:
As I said to IFS, the character looks great though I can't accept it until the world is complete. Thanks for all the hard work!
 

Ruedyn

New member
Jun 29, 2011
2,982
0
0
Just gonna reuse the one I made for the first one. Right down to the stolen picture, cause I'm an asshole.... it has a watermark on it I'm probably fine.
Name: "Comte" Romaine Roux III
Age & Gender: Male, 22
Height & Weight: 6', 164
Species: Standard Human, though Etanby has strange hair and eye colors.


The man is rarely if ever seen outside his armor, which is made of special light materials to make sure not to hamper his movements. Underneath it is a scar-less body of almost entirely muscle, and has a skin color several shades lighter than his face and neck, with a large rune painted on his back, which he calls a "Failsafe". He walks with the confidence of a noble, but speaks like a plain warrior.

History: Romaine is an Etanby native, and has grown up surrounded by the wealth and privilege his father afforded his family. He was a remarkable man, next in line to be King, though some would say he was far too paranoid to make a decent one. The boy saw little of the man, so he never formed an opinion. He was trained in several schools of magic, though found he was incapable of casting any grand spells of any school. Instead, his skill was in Rune Writing, a common skill among the wealthier peasants of the land. It sufficed, though he knew he was never meant to take a place at the head of the family. Instead, he focused on martial skills, perhaps more as a hobby than anything else. He never saw a life for himself, but he found it fun.

His Sister was supposedly the next one, and Romaine found her a damn fine mage in her own right. Cyrille was her name, and she was never one to throw a fireball or bolt of lightning. Her skills were in controlling the weather, the rarest form of magic Etanby had. While perhaps she was not a prodigy, she was heir, and paid attention to. Romaine spent much time with her, and found Secret Police followed her moves closer than her suitors. One day, with a bit too much wine she complained too loudly at a party, calling the King all sorts of nasty things. She didn't last long after this, and their father soon followed after fighting for her case to far.

With no one magic capable in their family, he was forced into peasant life, though he held onto his armor and sword. With no marketable skill except fighting, he was quickly judged to either be a Gladiator or a Green Hills patient. He quickly hid underground, with help from old family friends sympathetic to the young boy. Romaine found a crew, friends who aspired to be Walkers, seeing it as the best way out of the life of vagrancy and thievery. After awhile, Romaine saw himself agreeing with their feelings and left on a portal as soon as he could.

Reason to be here/things to do: Die, or gain the power needed to regain his title. In truth, he is only prepared for one of those outcomes.

Personality: Romaine is a fierce warrior, with the schooling of a nobleman and the paranoia of a madman. He will gladly take up arms and lay down his life for anyone he considers an ally, or any cause he deems just; though warming up to him is a lengthy process. He refuses to leave tasks to those he feels he cannot trust, often finding himself over extending his abilities to pick up any imaginary slack. He believes death stalks him personally, and often finds himself openly taunting the reaper in combat, laughing and grinning the whole way. He used to flirt often, but now finds it all rather childish.

Abilities:
Strength- 4
Dexterity- 4
Constitution- 2
Intelligence- 4
Wisdom- 3
Charisma- 4

Powers:
Major- Rune Artist: The one thing close to magic Romaine is able to use, he can draw magical symbols on people or things with special properties, some passive some able to be activated. All the ones he knows are buffs to himself or others, though he could likely learn a few more through rigorous study.

Runes are very simple to learn if one has mana, though they are difficult to truly pull off. Steady hands are definitely needed, though shaky hands have brought out some truly... unique abilities. Can be written directly on to an object, or on special paper that can be slapped on to a person or thing. Can even carve it into something, if the opportunity presents itself. Though people rarely let that happen...

Mend- Object: A rather simple thing, this rune will make an object appear and function as though it's as good as new! It cleans well, but expect to have to re-break items in with over usage. Wiping away the rune will not undo the effect. Typical writing time: 2 minutes.

Deteriorate- Object: Deteriorate will worsen the condition of an item, making it brittle and dull if it's a blade. Simple stuff. Effects stack Effects undone if the rune is wiped off. Typical writing time: 10 minutes.

Enhance- Object: Hones an object, really bringing out their true capabilities. It won't make a bronze sword Excalibur, but it will give you an edge against most people. Doesn't stack. Effects undone if rune is wiped off. Typical writing time: 5 minutes.

Self-Destruction- Self: A suicide spell, usually used if the rune maker is carrying something valuable or wants to escape torture. Will destroy everything the target owns, down to it's very last atom. Can't be wiped off. Typical writing time: 1 hour.

Harm- Organic: Causes a searing pain in the target, spreading out almost instantaneously. Not fatal, but certainly will weaken opponents. Can be wiped off, effects undone if it happens. Stacks. Typical writing time: 5 minutes.

Minor- Dirty Fighter: Romaine is good at looking for cracks in his enemies defenses and exploiting them mercilessly, and he knows almost every trick in the book. This only works against humanoids, however, he has not yet learned how to cheat a boar.

Minor- Master Fencer: He was often said to be peerless in his city, though that might've been due to brown nosing. Still, he has learned to hone his already impressive skill from a young age, learning from the best of the best and beating them. He can switch styles on the fly with ease.

Minor- Noble Education: He was born in a capital of wealth and education, and received the benefit of both whether he liked it or not. He is trained in various battlefield strategies, first aid, knows much of magic, and has knowledge of some other worlds including languages of. He is quick with learning new ones as well.

Notable skills: Beyond combat, he has very little to offer a party. His main draw is ability to cook, and he can run long distances. His ambidextrous skill is also a great asset, if only just to him.

Equipment: His armor and sword, both runed and enchanted to levels beyond healthy. It is said his blade, a 3 and a half foot longsword named after his eldest sister Cyrille, is entirely unbreakable. His armor is near weightless, and seems to never rust. He also carries a fine silver dagger, good for throwing but otherwise only used as a surprise. Otherwise, he carries a finely made satchel full of his essentials, each constantly and obsessively looked over. If anything were to happen to a single object, it would be thrown out regardless of use to him.

Name: Etanby

General Description:

Geography- Etanby is a city. It is a world utterly and completely covered in a bustling metropolis, perfectly maintained, with it's natural resources looked after constantly. From mountains, to forests, to lakes, rivers, volcanoes, plateaus and rolling plains, all has been swallowed whole by glorious civilization. This is not to say they no longer exist, they exist in nice, safe, family friendly parks and nature reserves.

Climate- Trained magicians have managed to make the seasons across the world converge into one easy to follow weather pattern, based on days in the year and necessity of rain water, and sometimes simply to give joy to the young 'uns with some light snow. Hurricanes and tornadoes exist, certainly, but are usually snuffed out before too much damage can be caused.

Inhabitants- Humans are the only true race around the lands, though some variation comes from Walkers, naturally. Etanby has only just recently come into trouble, so many Walkers usually end their journey there due to its safety. Predators and other wildlife is kept on a very tight leash, though lately the hand that holds it has grown lax.

Civilizations- There is only one civilization, with a uniform language and other such luxuries city life provides. It is run by nobility, with the most powerful sorceror in the realm placed as king. The rest are kept as nobility, in order to keep the lands running as smoothly as possible.

The peasants are often screened for magic potential, or otherwise given a job they dedicate their existence to. If, for some reason, they cannot work and are seen without talent in the arts, they are screened and sent to "Green Hills", where they are given "special training" and sent to the police force, known as "Green Brigade." The Green Hills escapees are often found and executed in secret, so as to minimize chances for a Martyr. There have been rumors of more and more people gathering support, but these are quickly squashed out by the Kings Secret Police.

If a Noble Family cannot produce a magic capable heir, or are seen mocking or disrespecting the Mage King, they disappear quietly, unless the King is kind. Etanby has not seen a kind King in over 200 years.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Ruedyn said:
Looks good for the most part. I have two minor changes though

1) Please lower one of your ability scores by 1 - they add up to 22 rather then 21 as was the standard. You may use half points (Example: Strength 3.5)

2) Please detail what you can do with your runes (what effects you can cause). For an example, see how Anti-American Eagle did his spell list.

Otherwise, good character and world. I look forward to seeing how they play out.
 

IFS

New member
Mar 5, 2012
1,776
0
0
Name: The Ormid Empire

Inhabitants: The Ormid empire is exclusively human, if other sentient races exist they are far enough outside of the empire to be unknown.

Civilization: The Ormid empire is centered in a mountainous region, though the majority of its expanse is in the forested valleys surrounding the mountain range. The empire's government is tied closely to the church, to the extent of the church holding as much power as the emperor. Having long ago absorbed most of its immediate neighbors the empire is somewhat isolationist, having turned most of its attention inwards. Its capital, the imperial city of Ormi, sits in the mountains and is known of the city of black stone, a name based on the black stones that make up its walls.

The empire's military acts as a police force, and laws tend to be enforced strictly at least in cities. The numerous small farming communities in the valleys are rarely toured by the military police and tend to be fairly self sufficient. The church has more reach in this area, its police force, the Inquisition, being smaller but tends to have more reach.

Geography: The empire is based in mountains, the surrounding valleys are forested and even marshy in places, with hills throughout.

Religion: The church worships a trinity of deities known as 'The Healers' as well as the goddess of the Earth. There are other minor deities that are revered, but the healers are the focus of the religion. The church holds a great degree of power, and has a well established hierarchy. Its tenets have been worked into the laws, and it strictly controls magic, believing it to give rise to illness, and to draw demons and calamity.

Emdah- god of fire, knowledge, and medicine. The sun is said to be one of his eyes, and he is said to search during the day for a cure for the Earth goddesses.

Urez- god of blood, water, and purity. He is often depicted holding blood in his hands, with water seeping out through his fingers, and is said to be able to heal illness with a touch.

Isep- goddess of justice, judgement, and souls. While not a goddess of death Isep is said to judge the dead before they pass on.

Miall- goddess of the earth, sickness, and magic. Known as the ill goddess Miall is said to have been injured during a fight between Emdah and Urez, and fell ill. This illness is said to be the source of magic in the world, and manifests as the demons and supernatural calamities that occur in the realm.

Plot elements: the Earth itself is believed to be sick according to the church, and this sickness gives rise to dark and eldritch events and beings. These threats are not always physical in nature, plagues that affect the mind, possessive spirits, pestilences that wither crops and turn them to poison sludge, and so on, but always have a physical source, a patch of land where the calamity arose which grows as the calamity spreads. Fire is the easiest way to destroy the source though this does not necessarily stop the calamity itself. Demonic creatures in particular can persist without their source, and even have been known to create sources of new calamities and are considered among the most dangerous threats.

The inquisition specifically seeks to stop these calamities before they can fully emerge, though their methods for doing so have made their reputation a fearsome one to many. Many fear that the inquisition will claim some sign of illness in their village and burn it to the ground, though such fears are not necessarily without reason.

Sorry it took so long to finish this, let me know if there are any problems with it. Hope this gives enough info for you to accept my character. As for how he gets captured that's up to you, a trap could work pretty well imo.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
0
0
Name: Des

Age & Gender: 400 years old (appears in his early to mid-twenties), Male

Height & Weight: Around 6'1", weights around 188 lbs (slim but well-trained)

Species: Incubus, the male version of a Succubus. Unlike the often used definition that is that an Incubus is a Succubus using stolen human semen to create freaky kids, this version of Incubus is a demon created to tempt females, have sex with them, and take part of their Vitae. Vitae is the "liquid soul" of a human that is an important part of reproduction and survival, and Incubi and Succubi needs it to survive. Unlike humans, their body cannot produce it themselves, and so Incubi lives on female Vitae, while Succubi lives on male Vitae. Similarly, they are both sterile due to not being able to create Vitae, and their purpose is to survive and to seduce humans into sinning.

Appearance: His core appearance is slightly different from what people will perceive him as. At the base, he looks like a fairly handsome human, with soft brown hair, pleasing if not outstanding features, and brown eyes that has a tint of orange. He's fit. As one of his minors powers, there is a thin layer of illusion around his, and he will naturally gain traits that the person who is looking at him perceives as attractive, but the traits are only for their eyes.

History: Des was created in hell 400 years ago, give or take a couple of hundred years. He doesn't remember much about his time there, only that it was cold, and dark, and big. Very big. Even his time among humans have shown itself to be easily forgotten, he remembers pleasure and fondness, but his touch upon the world is soft and careless, if there's a war he'll just go somewhere else to avoid it, if there's an illness he'll be completely unaffected.

Because of this, his history is mostly that of the women he has spent time seducing and pleasuring, and the locations he has seen. For the most part, that's what he's been doing too. Still, he holds what he does remember close to his heart, and while he can no longer remember their names or faces, he knows they existed, and that he made them feel loved. Hearing about the different worlds, he decided to go looking for women, and he remembers seeing a beautiful woman staring at him, before he was knocked out and taken capture.

Reason to be here/things to do: Des kind of didn't think this one through at all, he simply heard about the countless worlds, and decided to see if there was other kinds of women and Vitaes, as some are more delicious than others. Thus, the answer to the second part should be rather obvious.

Personality: Des is charming and friendly, confident and eager to make people (especially women) like him. He can be rather selfish and childish, acting without thinking through consequences, and on impulses. Des is easily tempted and he pursues pleasure, his nature being a lustful and vigorous one. Even so, Incubi are rather similar to humans in many ways, and Des is one of the most human of them all, as he's among the youngest Incubi and Succubi. He cries when he's sad, and gets angry when he's angry, but mostly his mood is pleasant.

Des will also get rather discouraged if he's disliked by someone or treated badly, but he'll get sad rather than offended. He's fond of most people, but unable to care as much about males as he cares about females, whom he gets deeply attached to quickly. As a demon, there might be things that don't understand the same way a human would, and he's not easily scared.

Abilities: Strength: 3.5 Dexterity: 4 Constitution: 4.5 Intelligence: 2 Wisdom: 2 and Charisma: 5

Powers:

Major: Paralyzing Touch: Des is capable of paralyzing anyone or anything that touches him rather effortlessly. However, it won't last for more than ten minutes, and it does require him to have some Vitae to spare.

Minor 1: Demonic Resistance: Des isn't easily harmed or killed, and can take more hits than most. He is also immune to all kinds of diseases and illnesses.

Minor 2: Always Attractive: As an Incubus, Des has the natural ability to look especially attractive to anyone, male or female. The details of it lies in the Appearance section.

Minor 3: Foresight: While Des hasn't learned a lot from his 400 years among humans, he has learned to foresee certain actions and moods, and to avoid them. Similarly, this makes it easier for him to fight and dodge, as he knows how to tell what's coming next through movement and patterns.

Minor+Flaw: Des needs to have a supply of female Vitae to survive, which won't always be accessible. However, as long as he does feed on Vitae, he won't die of age, and thus, he can be immortal. He also does not need to eat or drink human food and drinks, although he certainly enjoys them. Des has the ability to gather female Vitae through either sexual intercourse, or through the female blood-veins, which he will use his tongue to gather. Des can also sense female Vitae from about one meter away, rather faintly.

Notable skills: Des is excellent with people and even certain creatures, and he's good at making the mood better. Apart from that he has good senses, but he's a bit too easily distracted (especially by beautiful women) to be very good at observing. He can be fast and somewhat strong, and he does have some experience from his life, but it's not in his nature to be very aggressive or wise. He's held a blade before, but never really fought, the result being that he's not complete amateur, but easily outmatched.

Equipment: Des still has enough Vitae to last him for a couple of months, however, use of his ability to paralyze people might quickly change this. He doesn't have his own clothes anymore, but he does carry a dagger and is dressed in a basic armor, which was handed to him by the "kind" people who brought him there.

Here's a demon. I'll come up with a world when I come up with a world >_>

Edit:

And here's that world:

Name: Hell/The Underworld/Dariona

General Description: Hell is the place where demons are created and live, and where some mortals go when they die. However, there are more than a couple of common misunderstandings. Firstly, Hell is not a place where souls burns eternally, they don't even burn, actually. For most humans it's a temporary stop, and some never see much of it at all. Still, for a human, 100 years in this frozen cave, among creatures they never thought could be true, is more than enough. No one dies in Hell. They just risk becoming tied to a demon, and have no chance at ever getting out. A human can't leave Hell before their time is due because it is a contract of sorts, they are physically incapable of leaving.

Geography: Hell is like a large cave, its darkness is wast and seemingly endless. There are stalactites and stalagmites, some are in a dark red, dripping with that appears to be blood, while others are completely frozen. There is no grass or even a sky, only stone, ice, and the occasional running source of water. There are also buildings made from stone, forming what appears to be cities and towns. There are two areas, the frozen depth, and the upper area, which is slightly milder. The two areas are connected by long and slippery stairs. People carry candles to get from one place to another, and owning more than a couple of candles makes you a lucky, lucky person. Possibly a thief too.

Climate: Hell is Frozen, quite literally. There is ice and chilly winds that no one quite knows where come from. The temperature rarely changes, but then again, coldness is not what they have to fear. At times, the wind becomes bad enough to break off bits of stone and ice. When it runs through certain parts of Hell, it creates an infernal howling that keeps people awake, and their minds weak.

Inhabitants: The inhabitants of Hell depends on what area you are in. Some, humans who have not yet managed to get in touch with the human society, might live in the colder area, but most live in an especially dark, but relatively safe area of the upper level. Demons live mostly anywhere, and while some live a lot better than the humans, most have it worse. The demons and humans often are involved in disagreements, and there are several factions of demons as well.

The different kinds of demons depends largely on what they make themselves out to be, although there are everything from shapeshifters to giant spider demons, and those akin to other creatures. Some demons have no shape and appears just as a shadow or fog, some suspect that the wind that blows in Hell might just be another demon who takes joy in torturing those who are there. The strongest demons are often those who takes a shape unlike any creature normally seen, or are mixtures of those, a large fire-breathing demon with the eyes of a snake, the body of a rat, and the legs of a human is known as being both strong and ruthless. Another one, Fiero, is only mentioned in name, but carries many bonds, and is feared by most.

Civilizations: If there was someone governing Hell once, they no longer do. Because of that, there is a certain chaos, whoever is on the top of the hierarchy might not be there for long. The civilization does have similar things to the human world in some cases, food, drink, sex, money, and so on. Pleasure is easier to pursue among both demons and humans, but it gets dull for a demon to stay in the same place for centuries. Not to mention, while pleasure is more pleasurable, pain is more painful, and sorrow is deeper. Therefore, for most demons, getting out of hell and into the real world would be preferable, although they cannot survive for long without flesh, blood and Vitae keeping them there, latching into humans and taking over their bodies. The only known exception to this rule is the Incubi and Succubi, who roam the world of the humans rather than Hell.

And so, it often becomes easier for a demon to make deals and bonds with humans in Hell, gaining them benefits and strength, and moving them up the hierarchy. While the human often will have better living conditions from doing this, they also lose the ability to move on, at least until the demon agrees upon letting them go.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
1,483
0
0
Hey sorry for the long wait, here they are:

Name: Vaerys Rhenor

Age & Gender: 44,Male

Height & Weight: 5'1, 330 lbs

Species: Dwarf

Appearance: Vaerys is 330 lbs of muscle arranged tightly in his small frame. Despite his short height, the man remains intimidating as a raging bull with a strength of one to match. His face remains is as scarred and pock-ridden as the moon itself but it details his sheer determination and tenacity. The man's emerald eyes shine against any sort of danger, tiny or tall. His face his below the word handsome but what do you expect from a man who has dedicated his life to fighting? But beyond the war torn face and bulging muscles a look of calmness can pierce through his hard exterior. Its only a recent experience so its been hard for Vaerys to conceal it but when he feels, the look is as evident as a solar eclipse. Even beneath his woven beard, he cannot hide his emotions. His hair is also a disheveled brown mess and he refuses to wash it.

History: Unlike popular belief, Vaerys and his ancestors lived their lives in the shadows of the mountain as opposed to in it. The Dwarves of his kind resided in large, stone cities constantly warring against... well... other Dwarven cities. But a time came when they simply grew tired of killing each other so they turned their eyes to the mountain trolls nearby. After killing them off they took the mountain for themselves and with it, the resources as well. Steel and better armor were made en masse to fight themselves once more but when the Orcs came, then they had a blast.

Vaerys and his nine brothers fought side-by-side against the Orc onslaught. From a young age, they were tauhgt that war and fighting were a good thing as it was not only a way to settle arguments but a guaranteed stress reliever by Dwarven standards. So Vaery fought and fought until he met a woman or at least a Dwarven woman.

The pair met when he was resting at a hospital. Much to his chagrin, he had broken his hand clobbering an Orc chieftain but for the first time in his life he was thankful for it because he wouldn't have met the woman of his dreams. Her name was Valeria and she tended him for the duration of their stay. Suffice to say, the two fell in love with each other. She fell in love with him for his straightforwardness and determination to be with her. So when Vaerys was discharged he was determined to spend more time with her. He could have simply asked to be discharged but he was Dwarven so he needed a good but temporary reason to leave. So Valeria was quite surprised that Vaerys had been admitted to the hospital again but this time by eating his supper out of an Orc's disemboweled stomach. Vaerys caught quite the stomach ache and Valeria volunteered to care for him.

A few weeks later, Valeria convinced Vaerys to just ask for a break in his completely voluntary service in order to get married. The two married in a quaint ceremony attended by their dozens of relatives and much to their surprise the war had already ended on the fact that the Dwarves had simply killed all of the Orcs invading them. The two of them lived their lives happily for 10 years and in the process they had twins. They named them Vora and Sora for they were both girls. To Vaerys, he had all he needed and everything was right in the world until Valeria had passed away suddenly in her sleep.

Vaerys broke into a rage and all of his brothers had to restrain him to calm him down. Doctor after doctor tried to understand what had killed her but it was simply a mystery. Then he asked, pleading with anyone who could answer him, if there was any way of bringing back his wife. His family looked at him with nervous looks but they knew that this would be the only way to calm him. They told him of the Horizons. The endless nature of the Horizons might yield a way to bring her back to life. His brothers stressed the dangers but that was all Vaerys needed. A chance.

So he donned his armor and his weapons once more. His brothers spoke out against but their pleas fell flat. He would bring back a way to get Valeria back or he would meet her in the afterlife. That was his decision and it compelled him into the Horizons. So world by world he fought and sought a cure for death itself. He did it all, just for a chance.

Reason to be here/things to do: To bring back his dead wife. Nothing more and nothing less.

Abilities: Strength-5 Dexterity-4 Constitution-5 Intelligence-3 Wisdom-2 Charisma-2

Personality: In certain situations, Vaerys comes off as a simple man with simple needs. If he likes something then he says so and if he doesn't he makes it known. Subtlety is not a feat of his and often times he just says what's on his mind when the time comes. Otherwise, Vaerys warms up to people over time. He practically lived on the battlefield and comrades so it takes time for him to like a person but once he does, Vaerys is fiercely loyal. Not only that but Vaerys is an extremely determined individual and will move heaven and earth for what he seeks for. He deeply misses his wife and daughters, thinking about them when he needs to get the job done. In more ways than one, the death of his wife has scarred him more than any battlefield could and the fact that she died so mysteriously only continues to hurt him. If she had died from a demon blade or an elf bow then he would have dedicated his life to vanquishing them from the face of the earth. Such determination is displayed in a fight where Vaerys continuously attacks and relents until his opponent his dead. Even against stronger foes, Vaerys picks himself back up to take another blow in an attempt to tire them out. Even if his prime is past him, Vaerys is still a force to be reckoned with in a fight especially to the death.

Powers: Major- Pain and Gain: Dwarves are known for their outstanding feats in combat and Vaerys is no different. In fact, Vaerys feels even more alive when he is hurt. So the more badly he is hurt, the higher his dexterity and strength rises. Vaerys can turn the tide when he is near the brink and thriving off the adrenaline that comes from being so close to death. But often times, he cannot feel his wounds or the wound he sustains until after the fight. As a result, he heals slower and becomes exhausted after the fight. He has to heal and rest to recover energy lost.

Minor- Weapon master: Vaerys is accustomed to all sorts of melee weaponry allowing him to pick up any melee weapon and use it with ease except for magical-based weapons.

Quick patch-up: Practically living on the battlefield has taught Vaerys to make due with what he has and as a result he can improvise patch ups in a jiffy. He can either stop the bleeding of a wound to him or any party member quickly than most with relatively less.

Battle Meditation: If allowed time before a battle, Vaerys meditates before entering battle giving him a clearer mind. He can teach other party members as well, giving them slight combat buffs if they participate with him.

Notable skills: Vaerys can make the most from very little and it helps that Vaerys is a bit of busy-body. On his free time he builds whatever he can. If the camp lacks defenses then he chops down a tree and builds a wall. If the camp needs a roof, he tears down another tree and makes a roof in less time than most. He had to do such things on battlefield with noticeably more danger.

Equipment: Besides his battle axe [http://fc05.deviantart.net/images3/i/2004/138/6/7/Dwarven_Battle_Axe.jpg], Vaerys carries a pack with survival gear like a bed roll, fire starters, rope, strips of clean cloth, a suture kit, and a canteen for carrying water. His armor is scale-like with flexible steel scales overlapping one another to allow for as much protection along with maneuverability in combat. The Dwarves were inspired by such armor after slaying a dragon and studying its skin. They developed such armor to protect their soldiers in battle and Vaerys took a liking to the armor. It didn't look large and intimidating as their usual plate armor but it protected them just as much. Underneath his armor, Vaerys wears a chainmail shirt for added protection.



Name: Eihler's grave, The Grave

General description: What the world's name was before Eihler still remains a mystery but what is known now is the terrible ferocity that was brought about by the largest dragon in recorded history otherwise known as Eihler. The story goes that Eihler was awoken by the inhabitants of the old world and with his awakening came great and terrible destruction. The legendary dragon brought fire and brimstone to the earth, incinerating everything on the surface. Soon the word spread that Eihler had begun hoarding all the gold that wasn't scorched for itself so brave adventurers stepped forward to try and slay the dragon for the wealth along with the status. Legions of warriors stepped into Eihler's realm in an effort to kill the dragon but it would have to take an army to kill Eihler.

And an army it did take. An Elven king and his warriors rushed into the realm with the sole purpose of slaying the dragon. The fight took an entire week and many lives were lost. The realm became a constant battlefield and the king hired passing adventurers as mercenaries to help refill his ranks. He lost so many men that eventually half his army consisted of mercenaries and brigands in a desperate attempt to kill the dragon. In a last pitched battle in the open, Eihler attacked the king's camp with everything it could but the elven king responded in kind with a powerful spell cast dozens of mages. The final attack spelled doom for Eihler and the large dragon fell, sending an earthquake where it fell.

Hundreds of years later and the aptly-named Eihler's Grave is a new battlefield for the gold that Eihler left behind.

Geography: The Grave's terrain is rough due to the Eihler wrecking havoc on everything before its death. There are steep mountains, large craters, and a abundance or destroyed buildings. But despite the Grave's jagged terrain, life has found its way back into Grave. The valleys are lush with fields and the areas around the body of Eihler are especially fruitful. Ironically, the dragon's remains brought back much needed fertility to the soil so where the dragon's body used to lay are rich with plant life.

Climate: The weather has also partially returned with frequent rainfall to cleanse the ash from the land. Eihler's grave is relatively warm that some suspect is because of the dragon's fiery breath still lingering in the air. The weather is stable and rarely deviates from its warm state. The air is hot in some places but otherwise a cool wind blows through occasionally and its howl is amplified due to the jagged geography of the world. Its also warm enough to sustain the growth of an ecosystem largely thought to be extinct.

Inhabitants: Because of the king's mercenary forces, the region is relatively varied with all sorts of people from all walks of life. After the battle the king was mysteriously murdered and with him went the organization of the army so different factions splintered from the grand army the king took into battle agaisnt Eihler. The more populous are the elves who reside in their own "pure" city. The other races that live in Eihler's grave range from human to dwarf, to satyr to Minotaur. Even some orcs have staked a claim in the grave, living in mountain hideouts and preying on adventurers.

Its wildlife also vary. When the king came to Eihler's realm he brought various farm animals in order to feed his soldiers. Eventually some wandered off from their pens to breed with the local wildlife resulting in interesting varieties of domesticated animals. But perhaps one of the more notorious of the wildlife are the Stone-eaters. The Stone-eaters are large worms with fearsome teeth and scales that have burrows all around Eihler's Grave. Some adventurers even theorize that the Stone-eaters are older than Eihler was considering their long life spans and the fact that they burrowed themselves deep down when Eihler took over the realm. The Stone-eaters have only recently been a problem for the neighboring kingdoms as more and more of them have been coming up to feed because of their prolonged hibernation.

Civilizations: After the king was murdered, his army fought each for the gold that came with slaying Eihler. The war was among the elves and the mercenaries. After each side as much as they could they formed their own cities in different parts of the Grave. The elves settled near what remained of Eihler's head, their city being named "Dragon's Crown" while the mercenary armies created their own city in the mountains. They named their city "Midnight" due to the fact that they used the scales from dragon in the formation of their walls. The black color of the scales made the city look as dark as midnight from a far.

The two cities have been in constant war over gold and fertile farmland resulting in clashes all over Eihler's grave. Skirmishes are near constant but a true, pitched battle has never been seen due to the fact both sides could be potentially wiped out in either scenario. Still, both sides fight it out in skirmishes using either their own troops or even more mercenaries.

Eihler's grave has gained particular notability to be a proving ground for any warrior seeking to make a name for themselves and the use of mercenaries is so common that it isn't unheard of for a successful mercenary to switch sides for a higher profit. War profiteering is rampant in the Grave with merchants making a large profit selling weapons and armor (specifically "Dragon armor" which is armor infused with scales from Eihler but the success of such armor is dubious at best). The selling of Eihler's scales has even become a business venture for not only the large factions but also the merchants who make counterfeits of such, often misleading their sellers of its powers.

As always suggestions and criticisms are welcome.

EDIT: Whoops forgot to add his personality!
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Mr.Ivebeenframed said:
Hey sorry for the long wait, here they are:

Name: Vaerys Rhenor

Age & Gender: 44,Male

Height & Weight: 5'1, 330 lbs

Species: Dwarf

Appearance: Vaerys is 330 lbs of muscle arranged tightly in his small frame. Despite his short height, the man remains intimidating as a raging bull with a strength of one to match. His face remains is as scarred and pock-ridden as the moon itself but it details his sheer determination and tenacity. The man's emerald eyes shine against any sort of danger, tiny or tall. His face his below the word handsome but what do you expect from a man who has dedicated his life to fighting? But beyond the war torn face and bulging muscles a look of calmness can pierce through his hard exterior. Its only a recent experience so its been hard for Vaerys to conceal it but when he feels, the look is as evident as a solar eclipse. Even beneath his woven beard, he cannot hide his emotions. His hair is also a disheveled brown mess and he refuses to wash it.

History: Unlike popular belief, Vaerys and his ancestors lived their lives in the shadows of the mountain as opposed to in it. The Dwarves of his kind resided in large, stone cities constantly warring against... well... other Dwarven cities. But a time came when they simply grew tired of killing each other so they turned their eyes to the mountain trolls nearby. After killing them off they took the mountain for themselves and with it, the resources as well. Steel and better armor were made en masse to fight themselves once more but when the Orcs came, then they had a blast.

Vaerys and his nine brothers fought side-by-side against the Orc onslaught. From a young age, they were tauhgt that war and fighting were a good thing as it was not only a way to settle arguments but a guaranteed stress reliever by Dwarven standards. So Vaery fought and fought until he met a woman or at least a Dwarven woman.

The pair met when he was resting at a hospital. Much to his chagrin, he had broken his hand clobbering an Orc chieftain but for the first time in his life he was thankful for it because he wouldn't have met the woman of his dreams. Her name was Valeria and she tended him for the duration of their stay. Suffice to say, the two fell in love with each other. She fell in love with him for his straightforwardness and determination to be with her. So when Vaerys was discharged he was determined to spend more time with her. He could have simply asked to be discharged but he was Dwarven so he needed a good but temporary reason to leave. So Valeria was quite surprised that Vaerys had been admitted to the hospital again but this time by eating his supper out of an Orc's disemboweled stomach. Vaerys caught quite the stomach ache and Valeria volunteered to care for him.

A few weeks later, Valeria convinced Vaerys to just ask for a break in his completely voluntary service in order to get married. The two married in a quaint ceremony attended by their dozens of relatives and much to their surprise the war had already ended on the fact that the Dwarves had simply killed all of the Orcs invading them. The two of them lived their lives happily for 10 years and in the process they had twins. They named them Vora and Sora for they were both girls. To Vaerys, he had all he needed and everything was right in the world until Valeria had passed away suddenly in her sleep.

Vaerys broke into a rage and all of his brothers had to restrain him to calm him down. Doctor after doctor tried to understand what had killed her but it was simply a mystery. Then he asked, pleading with anyone who could answer him, if there was any way of bringing back his wife. His family looked at him with nervous looks but they knew that this would be the only way to calm him. They told him of the Horizons. The endless nature of the Horizons might yield a way to bring her back to life. His brothers stressed the dangers but that was all Vaerys needed. A chance.

So he donned his armor and his weapons once more. His brothers spoke out against but their pleas fell flat. He would bring back a way to get Valeria back or he would meet her in the afterlife. That was his decision and it compelled him into the Horizons. So world by world he fought and sought a cure for death itself. He did it all, just for a chance.

Reason to be here/things to do: To bring back his dead wife. Nothing more and nothing less.

Abilities: Strength-5 Dexterity-4 Constitution-5 Intelligence-3 Wisdom-2 Charisma-2

Personality: In certain situations, Vaerys comes off as a simple man with simple needs. If he likes something then he says so and if he doesn't he makes it known. Subtlety is not a feat of his and often times he just says what's on his mind when the time comes. Otherwise, Vaerys warms up to people over time. He practically lived on the battlefield and comrades so it takes time for him to like a person but once he does, Vaerys is fiercely loyal. Not only that but Vaerys is an extremely determined individual and will move heaven and earth for what he seeks for. He deeply misses his wife and daughters, thinking about them when he needs to get the job done. In more ways than one, the death of his wife has scarred him more than any battlefield could and the fact that she died so mysteriously only continues to hurt him. If she had died from a demon blade or an elf bow then he would have dedicated his life to vanquishing them from the face of the earth. Such determination is displayed in a fight where Vaerys continuously attacks and relents until his opponent his dead. Even against stronger foes, Vaerys picks himself back up to take another blow in an attempt to tire them out. Even if his prime is past him, Vaerys is still a force to be reckoned with in a fight especially to the death.

Powers: Major- Pain and Gain: Dwarves are known for their outstanding feats in combat and Vaerys is no different. In fact, Vaerys feels even more alive when he is hurt. So the more badly he is hurt, the higher his dexterity and strength rises. Vaerys can turn the tide when he is near the brink and thriving off the adrenaline that comes from being so close to death. But often times, he cannot feel his wounds or the wound he sustains until after the fight. As a result, he heals slower and becomes exhausted after the fight. He has to heal and rest to recover energy lost.

Minor- Weapon master: Vaerys is accustomed to all sorts of melee weaponry allowing him to pick up any melee weapon and use it with ease except for magical-based weapons.

Quick patch-up: Practically living on the battlefield has taught Vaerys to make due with what he has and as a result he can improvise patch ups in a jiffy. He can either stop the bleeding of a wound to him or any party member quickly than most with relatively less.

Battle Meditation: If allowed time before a battle, Vaerys meditates before entering battle giving him a clearer mind. He can teach other party members as well, giving them slight combat buffs if they participate with him.

Notable skills: Vaerys can make the most from very little and it helps that Vaerys is a bit of busy-body. On his free time he builds whatever he can. If the camp lacks defenses then he chops down a tree and builds a wall. If the camp needs a roof, he tears down another tree and makes a roof in less time than most. He had to do such things on battlefield with noticeably more danger.

Equipment: Besides his battle axe [http://fc05.deviantart.net/images3/i/2004/138/6/7/Dwarven_Battle_Axe.jpg], Vaerys carries a pack with survival gear like a bed roll, fire starters, rope, strips of clean cloth, a suture kit, and a canteen for carrying water. His armor is scale-like with flexible steel scales overlapping one another to allow for as much protection along with maneuverability in combat. The Dwarves were inspired by such armor after slaying a dragon and studying its skin. They developed such armor to protect their soldiers in battle and Vaerys took a liking to the armor. It didn't look large and intimidating as their usual plate armor but it protected them just as much. Underneath his armor, Vaerys wears a chainmail shirt for added protection.



Name: Eihler's grave, The Grave

General description: What the world's name was before Eihler still remains a mystery but what is known now is the terrible ferocity that was brought about by the largest dragon in recorded history otherwise known as Eihler. The story goes that Eihler was awoken by the inhabitants of the old world and with his awakening came great and terrible destruction. The legendary dragon brought fire and brimstone to the earth, incinerating everything on the surface. Soon the word spread that Eihler had begun hoarding all the gold that wasn't scorched for itself so brave adventurers stepped forward to try and slay the dragon for the wealth along with the status. Legions of warriors stepped into Eihler's realm in an effort to kill the dragon but it would have to take an army to kill Eihler.

And an army it did take. An Elven king and his warriors rushed into the realm with the sole purpose of slaying the dragon. The fight took an entire week and many lives were lost. The realm became a constant battlefield and the king hired passing adventurers as mercenaries to help refill his ranks. He lost so many men that eventually half his army consisted of mercenaries and brigands in a desperate attempt to kill the dragon. In a last pitched battle in the open, Eihler attacked the king's camp with everything it could but the elven king responded in kind with a powerful spell cast dozens of mages. The final attack spelled doom for Eihler and the large dragon fell, sending an earthquake where it fell.

Hundreds of years later and the aptly-named Eihler's Grave is a new battlefield for the gold that Eihler left behind.

Geography: The Grave's terrain is rough due to the Eihler wrecking havoc on everything before its death. There are steep mountains, large craters, and a abundance or destroyed buildings. But despite the Grave's jagged terrain, life has found its way back into Grave. The valleys are lush with fields and the areas around the body of Eihler are especially fruitful. Ironically, the dragon's remains brought back much needed fertility to the soil so where the dragon's body used to lay are rich with plant life.

Climate: The weather has also partially returned with frequent rainfall to cleanse the ash from the land. Eihler's grave is relatively warm that some suspect is because of the dragon's fiery breath still lingering in the air. The weather is stable and rarely deviates from its warm state. The air is hot in some places but otherwise a cool wind blows through occasionally and its howl is amplified due to the jagged geography of the world. Its also warm enough to sustain the growth of an ecosystem largely thought to be extinct.

Inhabitants: Because of the king's mercenary forces, the region is relatively varied with all sorts of people from all walks of life. After the battle the king was mysteriously murdered and with him went the organization of the army so different factions splintered from the grand army the king took into battle agaisnt Eihler. The more populous are the elves who reside in their own "pure" city. The other races that live in Eihler's grave range from human to dwarf, to satyr to Minotaur. Even some orcs have staked a claim in the grave, living in mountain hideouts and preying on adventurers.

Its wildlife also vary. When the king came to Eihler's realm he brought various farm animals in order to feed his soldiers. Eventually some wandered off from their pens to breed with the local wildlife resulting in interesting varieties of domesticated animals. But perhaps one of the more notorious of the wildlife are the Stone-eaters. The Stone-eaters are large worms with fearsome teeth and scales that have burrows all around Eihler's Grave. Some adventurers even theorize that the Stone-eaters are older than Eihler was considering their long life spans and the fact that they burrowed themselves deep down when Eihler took over the realm. The Stone-eaters have only recently been a problem for the neighboring kingdoms as more and more of them have been coming up to feed because of their prolonged hibernation.

Civilizations: After the king was murdered, his army fought each for the gold that came with slaying Eihler. The war was among the elves and the mercenaries. After each side as much as they could they formed their own cities in different parts of the Grave. The elves settled near what remained of Eihler's head, their city being named "Dragon's Crown" while the mercenary armies created their own city in the mountains. They named their city "Midnight" due to the fact that they used the scales from dragon in the formation of their walls. The black color of the scales made the city look as dark as midnight from a far.

The two cities have been in constant war over gold and fertile farmland resulting in clashes all over Eihler's grave. Skirmishes are near constant but a true, pitched battle has never been seen due to the fact both sides could be potentially wiped out in either scenario. Still, both sides fight it out in skirmishes using either their own troops or even more mercenaries.

Eihler's grave has gained particular notability to be a proving ground for any warrior seeking to make a name for themselves and the use of mercenaries is so common that it isn't unheard of for a successful mercenary to switch sides for a higher profit. War profiteering is rampant in the Grave with merchants making a large profit selling weapons and armor (specifically "Dragon armor" which is armor infused with scales from Eihler but the success of such armor is dubious at best). The selling of Eihler's scales has even become a business venture for not only the large factions but also the merchants who make counterfeits of such, often misleading their sellers of its powers.

As always suggestions and criticisms are welcome.

EDIT: Whoops forgot to add his personality!
Character and world look great; Welcome aboard!

Do you want to control how your character became a gladiator for the opening post? If not, I'm gonna assume he was taken by slavers at some point.

@Anyone lurking about: This game will be starting very soon. If you want to be in for the opening volley, please get your characters and worlds submitted.

I'm going to leave the signup thread open for charaters who don't mind joining later.
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: The Sprawl of Agerra

Geography/ Climate: The known part of the world is seemingly composed of an infinite series of mile high buildings that have been fused into eachother over centuries of decay and settling attempts. It is believed that it was at some point the capital of an advanced civilization that had made the world its home before an unwitnessed disaster struck.

The charted portions of the sprawl seem to imply that it is atleast the size of a continent, but no-one is currently known of that has made it beyond the sprawl.

The first few floors of the skyscrapers are flooded, as are the streets. Above the water is swamplands, and above the swamplands is quite similar to a jungle.

The climate is different depending on which part of the sprawl is being examined. Some places are constantly producing temperatures capable of literally boiling the blood, whereas some areas are known to cause unprotected flesh to flash freeze. The majority of areas that are inhabited are warm but not unbearably so.

Civilization/ Culture: The majority of civilized inhabitants of the known world are humans and the lizard folk, which have been comfortably working together for the past century, due to the emergence of what is known as spore sickness. Before this point they warred like you would expect from two different people forced to live in the same territory.

The culture that has emerged is similar to that of the pre-renaissance Venice.

The largest known settlement is named Royale, and is a shantytown built in and around populated skyscrapers. A wall was erected around it, the water was drained from the area that was built in, and several of the skyscrapers that had surrounded it were knocked down to prevent creatures simply leaping from the buildings over the walls. The cablecar that went from it to fort Goliath was recently destroyed to prevent the spore from crossing over.

Life: Sentient Clouds of Toxic Gas, Venomous Insects, Packs of Amphibious Reptilian Predators, Disease, and Walking Fungal Structures (the end product of spore sickness) are the most common threats that the settlers face.

History: There isn't much in the way of history in Agerra. At some point a disaster struck, the civilization that had recently been there had disappeared, the land flooded, and their buildings had been left in disrepair. Nature took its course and overran everything it could. Fresh faced settlers eventually came and over time gave up on trying to map it. They built homes and lived for awhile. Territory and Resource wars occasionally broke out, but nothing big. About a century ago the spore began spreading. It was a simple thing at first, and then you inhaled it. You became sick in the lungs and died a week later, then it began to grow, consuming your organs and building around your bones. Then it would get up as a creature referred to as a mushroom man by the people who saw it. It would attack everything in sight spewing spores as it went. This led to the settlements that survived the first outbreaks to form a coalition with the simple goal of survival.

Recent News: Recently reports of undead creatures rising from the water have been made. Strange crystalline structures have been reported growing underneath the water across the sprawl. And Fortress Goliath has confirmed to have been overtaken by the army of the spore.

Finally done.