Horizon Walkers (Signup Thread - Open, Started)

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hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
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Anti-American Eagle said:
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.

Finally done.
World and character accepted. Both have been added to the appropriate lists. Kick off of the game is tomorrow.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
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hiei82 said:
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.
Yeah, I got too lazy to add that in :p

Just assume he was taken captive or drugged by slavers during his journey. Although he wouldn't be happy waking up in the morning...
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
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Mr.Ivebeenframed said:
hiei82 said:
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.
Yeah, I got too lazy to add that in :p

Just assume he was taken captive or drugged by slavers during his journey. Although he wouldn't be happy waking up in the morning...
Ok
 

Lunar Templar

New member
Sep 20, 2009
8,225
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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' 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, 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 and 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 with the one on the tip of tail being a segmented spike to allow her tail to still flex normally.

Her body is covered in a thin layer of dark purple fur, whit 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 being 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 the world she is on now is unknown, but her reputation grew quickly 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 ignored them all together and just ate slept and hunted. However word spread quickly about the massive and strange beast in the forests to the west.

At first a few renowned hunters tried their hand against her and where 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 be ignoring them, it changed everything. A rare, unknown type of monster was a valuable prize for a trophy for sure, one smart enough to talk, was worth far more alive then dead.

Much like with the hunters, the first team was killed, though she noted they where not acting 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 strange human, only one, stood before her in a clearing, make no effort to hide and surprise her, but unlike 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 and fell silent to the ground with a heavy thud. She awoke some time later, bound to the floor of a cage and with some strang thing on her face that kept her mouth closed.

Passed hands for a while, most of her 'owners', simply used her for fighting, though 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, so she was relegated to fighting, with the 'muzzle' on, and much to the confusion of her 'owners' painting. The stone walls of her cages where covered in murals of hunts, and the forests she came from, or other things that happened in her life before coming to this world, very rarely, if every did she paint of the battles she was forced into, those held no meaning to her, more over she saw no point to them, since they never removed her muzzle she couldn't eat her kill so it was all so pointless and wasteful to her.

So her life has been for a little over two years now, but ever the hunter, she watches, and waits for those whom think the own her to make a critical mistake, one she can exploit, and when they do, she will 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:
It's very easy to write her off as 'just a beast', what with her preference of walking on all fours and generally not talking. She does possess a keen mind and while lacking any kind of education is smarter then one would think. She does tend to think from an animals perspective though, with things like 'clothing' and not eating your kills, among other things, 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, though she can be civil if it suits her to be, but even then she comes off as rather abrasive.

Abilities:
STR;5
DEX;5
CON;4
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 fire 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:
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, how ever, the plates and horns painfully melt away when the attack is released, due to the massive build up of energy and release of energy. With out 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, 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 foes, or food, down.

Minor:
Natural Hunter: Her bestial nature and sense make her an excellent hunter, on par with most large cat species. This also means she can track over large distances be it the targets natural scent or blood she's following. 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: Her hearing and scenes of smell are about a humans, giving her a the ability to hear and smell things around her other can not.

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 that other ether can not or would find difficult.

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.(to be made later)

will work on a world in the morning.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
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Lunar Templar said:
Erg. That awkward moment when I really shouldn't ask, but I have to, for the purpose of my character.

...would she have female Vitae? Just to... you know. Since she's humanoid and a female.

Edit: I feel like there's a need to make it clear that it's because my character can sense the female Vitae, and that it will change whether or not he sees her as a female (that he'd certainly be confused about, but not anything, you know wrong/weird stuff) or a creature/non-human, which will be somewhat important in deciding how he'll treat her, especially in the start.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
DarkRawen said:
Lunar Templar said:
Erg. That awkward moment when I really shouldn't ask, but I have to, for the purpose of my character.

...would she have female Vitae? Just to... you know. Since she's humanoid and a female.

Edit: I feel like there's a need to make it clear that it's because my character can sense the female Vitae, and that it will change whether or not he sees her as a female (that he'd certainly be confused about, but not anything, you know wrong/weird stuff) or a creature/non-human, which will be somewhat important in deciding how he'll treat her, especially in the start.
My reasoning would be that since it's and intelligent female creature, it must have a soul and therefore Vitae. You could sense it. That said, it'd probably "feel" different than normal given the creature's unique biology. Sticking with the food metaphor from yesterday, I'd say it's something like the Coyote Melon; you can see it for what it is, but that doesn't make it any less poisonous/dangerous.
 

DarkRawen

Awe-Inspiringly Awesome
Apr 20, 2010
1,816
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hiei82 said:
DarkRawen said:
Lunar Templar said:
Erg. That awkward moment when I really shouldn't ask, but I have to, for the purpose of my character.

...would she have female Vitae? Just to... you know. Since she's humanoid and a female.

Edit: I feel like there's a need to make it clear that it's because my character can sense the female Vitae, and that it will change whether or not he sees her as a female (that he'd certainly be confused about, but not anything, you know wrong/weird stuff) or a creature/non-human, which will be somewhat important in deciding how he'll treat her, especially in the start.
My reasoning would be that since it's and intelligent female creature, it must have a soul and therefore Vitae. You could sense it. That said, it'd probably "feel" different than normal given the creature's unique biology. Sticking with the food metaphor from yesterday, I'd say it's something like the Coyote Melon; you can see it for what it is, but that doesn't make it any less poisonous/dangerous.
Sounds logical, yeah. Would avoid a lot of awkward too, which is great.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Lunar Templar said:
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;4
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.

will work on a world in the morning.
Looks pretty good.

I reworded a few things for clarity. I look forward to seeing your world sheet.
 

The Ubermensch

New member
Mar 6, 2012
345
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0
>Wander different worlds, changing the GM
>You will probably die

I've never had a character die in an RPG, Oh do I want to play.

I still need to do a bit of cleaning up, but this is my submission. I hope I'm not too late.

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: 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
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
0
0
The Ubermensch said:
-snip-
Whelp, there goes my chance of bringing Vastitas [http://www.escapistmagazine.com/forums/jump/540.409338.19731389] back. There can only be one shattered world! :p

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 between 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 calling 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 - 2
Dexterity - 4
Constitution - 2
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.

Here's my character, anyway.

EDIT: And my world.
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.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
The Ubermensch said:
>Wander different worlds, changing the GM
>You will probably die

I've never had a character die in an RPG, Oh do I want to play.

I still need to do a bit of cleaning up, but this is my submission. I hope I'm not too late.

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 enclave (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 (In fact 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 learned 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 maneuver 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 learned, and she learned 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: 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 capitalized 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 maximize 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
I see no problems with the character or world. Character accepted.

Terratina. said:
The Ubermensch said:
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
Whelp, there goes my chance of bringing Vastitas [http://www.escapistmagazine.com/forums/jump/540.409338.19731389] back. There can only be one shattered world! :p

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 - 2
Dexterity - 4
Constitution - 2
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.

Here's my character, anyway.
Character seems good, but I need a world before I can accept it
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Terratina. said:
The Ubermensch said:
-snip-
Whelp, there goes my chance of bringing Vastitas [http://www.escapistmagazine.com/forums/jump/540.409338.19731389] back. There can only be one shattered world! :p

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 - 2
Dexterity - 4
Constitution - 2
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.

Here's my character, anyway.

EDIT: And my world.
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.
World looks... well confusing, but fine

Character Accepted
 

Lunar Templar

New member
Sep 20, 2009
8,225
0
0


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 they 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.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Lunar Templar said:
Terratina. said:
The Ubermensch said:
DarkRawen said:
Mr.Ivebeenframed said:
Anti-American Eagle said:
IFS said:
Ruedyn said:
avouleance2nd said:
Opening post is up. Post at your discretion.

http://www.escapistmagazine.com/forums/read/540.839180-Horizon-Walkers-Game-Thread
 

Josh123914

They'll fix it by "Monday"
Nov 17, 2009
2,048
0
0
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: 4
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.
fixed issues.

History of Ilyara: The city of Ilyara was once the capital of an independent kingdom, however over time its riches dwindled and it was swallowed up by what is now referred to as the Pentarium, which acts as a rival kingdom to the Bay Alliance. The Horizons create opportunity, and now everyone, regardless of political affiliation wants a piece of the exploits.

The year now is 8th Era, 427. The Known world stretches from the Sandy Sea in the south, to the freezing Northpoint in the north. Across the Sapphire Ocean lies the tropical Grand Frontier, while to the west, is a mysterious place commonly known as the Beastlands. With the Horizons, mysterious travelers and riches are streaming into this world, and the powers at play are rushing to profit off of this. It includes to attempting colonies in new lands, to hiring cartographers.
Before, the rush was to chart Shi'gara, and prove that she was round. Now, all of that is dropped in favour of exploring the multiverse.

Races of the world: Humans, Elves (Snow, Cave-dwellers, Dark, Marshland, regular(high)), Centaurs, Dwarfs(~4ft), Sentient birds (~4 ft), others in minority (if you have a good one, submit. No dragons, they're somewhere else)

Landscape: Ilyara is a large city lying at the mouth of a large river that feeds The Great Bay. The province the city presides over is still much of their old kingdom's territory, and include countless hamlets, lush fields and rolling green hills. Just south of the city is a vast forest full of wildlife, and also lumber- one of their prime exports. To the north the hills get steeper and the ground more firm, while to the southeast the grass is drier and less green.

Culture/People : Very similar to the Bay Alliance's culture. In fact if not for being incorporated into the Pentarium, the kingdom may well have joined the Alliance for all their similarities.
The culture is quite inclusive and accepting, with virtues from many different cultures joining into it. So imagine medieval europe, with a sprinkling of greco-romanism and a bit of modernism here and there.
In terms of religion, many are based around ancient relics, functioning or not. They are considered gifts of the gods. Many great houses have one or two of these relics, but all are considered sacred.

Weapons - It includes much of your standard fantasy fare of maces, swords, daggers and bows. However a few new weapons have come on the scene due to immigration. Among them include circular gauntlets with sharpen edges, used from sharp blows and cutting at an enemy.

Magic - This is tricky though, you have your magic that heals people from (non-fatal) wounds, and magic used for illusion and whatnot. But the main offensive ones can be divided into 6 forms:

Flame: holding your hands close to your body, one can shoot bolts or just spray a target with fire. Its quite common and as such the first thing many other magic users learn is to combat it.

Plant: Using vines and branches to bend at an opponent, this is usually done with a sword so you can trap something in one spot before landing a killing blow on someone.

Ice: Easily the most versatile of the 6, as water can be found anywhere, Ice is commonly used by taking moisture from the air or ground, freezing it, and then hurling the frozen shards at a target.

Lightning: Dangerous and fast, whoever's using this needs a steady hand. More advanced users can fly around using Lightning, but this can be very tiring.

Ground: Must have a foot on the ground to do it (so you must stop when attacking), but you are controlling the thing at your feet so its a good trade-off. Typically used to raise the user up to a higher point than an opponent, or just used to wreak havoc and prevent an enemy from getting near you

Air Shooting little gusts of wind at enemies may sound useless, but Masters are capable of forming vacuum pockets, and can be used to suffocate a foe.

More are being discovered as time goes on, but these are currently the 6 most popular forms of offensive magic.

History:
Greater Holem is an island state in what is commonly considered the centre of the Known World, resting itself upon several large islands in the Great Bay, sandwiched between the City States of Suul, The Strip Kingdoms to the west (or the Pentarium), the Elven states in the north above it, the Titan River streaming to the east, towards floodlands known as The Grange.
Great Holem is situated slap bang in the middle of all of these states, and as such it is a centre of commerce and immigration the world over.

400 years ago, many leaders of the Great Bay formed the Greater Bay Conglomerate of Kingdoms, Dominions, Municipalities, Principalities, City States and Sovereign States. (Most merely refer to it as The Bay Alliance), and since then it has only grown in size and power.

The reason for this alliance was mainly trade and security based, as most smaller states were tired of being invaded, while many larger kingdoms joined believing that they could usurp power there from sheer presence alone.

Regardless, Greater Holem was made the Seat of power for the Conglomerate. A group of representatives from all corners of The Bay who vote and argue on laws passed in the area.

In general, politics is a hodgepodge of loopholes and compromises. For instance, prostitution is legal, but only in 9 of the city's 25 zones because democracy.
Also duels aren't legal, but fine print only included Flame manipulation, swords, daggers and Lightning.
Leading to an explosion in new forms of weaponry and magic.

Well, that was a draining info dump. BUT WAIT, there's MORE!

Landscape -Greater Holem is BIG. Roughly 10 KM in diameter latitudinally and 20-25 KM longitudinally, the city ranges from 6 story tall capital buildings to one room shanty towns. Greenery is a commodity and what little there is is in government sanctioned 'Plant zones' or on the lands of wealthy who have room to spare.
There are 3 large bridges connecting the city to land, and each are about 30 miles long. A marvel of science and technology made only possible through the combined efforts of all member states.
Large 2 story bridges are present across the city because of how crowded the ground level can be, but again, these would be reserved for more wealthy citizens, and would usually connect to government buildings.
Weather would be around 20 degrees on average and nighttime would rarely dip below freezing.

Culture/ People - Humans are arguably the most diverse of the races living here. of the 25 states that make up the Bay Alliance, Humans are at least 1/3 of those present. The culture would range from late- medieval north European, to almost antiquity-era values from certain groups (ancient Greco-Roman) with some more modern tendencies thrown in for certain states.

Economy - Much of it is naval trading based. Any food or goods the city receives are from the mainland (thus the bridges). Luckily though the island plays host to about 1/2 of the Bay's nobility, so employment's practically a non-issue. There are also a large percentage of hired muscle and mercenaries in the City because, well, Greater Holem is where the money's at.


The Landscape: Northpoint, as in the peninsula, is about 40-50 kilometres wide at its longest, however the continent it is attached to is WAAAY bigger, and the southern part of it is unexplored by the known civilizations because of a huge desert.
Northpoint, and the Kingdom of Arcturius, are seperated from other lands firstly by a huge mountain range, and if that doesn't stop you, a desert of ice. So most of their knowledge of the Southerlands comes from explorer ships from the south.
In general, the Peninsula isn't a very hospitable area. Anyone living north of Icebane Bay will be relying primarily on fishing and hunting the wildlife (yeah, many of the races put down their own forms of life in these areas, as did humans, so for Northpoint Mammoths, sheep and dogs are among the native population. As are some types of trees and vegetation).
The climate will be very similar to that of Iceland/ Norway.

The Settlements: In general the settlements are usually few and far between. Each town has some form of leader, usually an elder or a member of the most powerful family. There aren't any proper cities. The 3 biggest settlements are home to a respective faction.
Northpoint (the town) is basically Skyrim's Windhelm if it was bigger and was on the edge of a cliff.
Tiberia is, well, imagine Rome, if Rome as built in the middle of the Siberian wilderness.
And finally Whitehall is a trading hub so I believe Bree from the Hobbit would be a suitable comparison

Infrastructure:
As for infrastructure, Arcturius has a small network of roads for its holdings and they are tightly patrolled. Whitehall's lands are easier traversed via boat since most settlements are along the coastline. Northpoint, bar a few from the capital to other major towns, doesn't have roads. It's not that they couldn't afford them but there's no point in building one that far north if a blizzard can just bury it in 2 weeks anyway.

Economy: By and large a barter system. Some of the Arcturian towns use a coin currency known as 'Darions' but that's it.
Shops and the like exist but only what's needed. You'll only find a jeweller in one of the major cities, and even then it'd be part inn or something.
A significant portion of all the factions rely on hunting for a living. Because no matter who you are, a mammoth hide is useful, and the meat could keep you fed for weeks.
Don't worry, I do not expect you to read the 'Other lands' parts.
 

SamtheDeathclaw

New member
Aug 8, 2009
1,091
0
0
Name: Quilin

Age & Gender: 6 years old, male.

Height & Weight: Roughly 3 feet at shoulder, though his horns protrude around half a foot higher.

Species: Quilin! (Not precisely the quilin from Chinese legend, but similar.) Quilin has taken on his species' name as his own name, yes. Quilin are small, half-deer, half-dragon creatures, with the morphology of deer but the scales of dragons. Their head can carry anywhere between two and eight horns, though only the first two pairs grow to a respectable size. Their coloring runs the gambit from white to black to golden to crimson, with their scales matching the color of their small amount of hair. They have a long tails with longer hair on the tips, similar to a lion's, though a single jagged horn protrudes from the tip. Quilin are capable of speech and sentient thought, but live to only fifteen or so years. They are omnivores.
Quilin are capable of sight-based teleportation out to a distance of around a mile, though they can train to increase this range. They can also, once in their life, shift planes entirely in a moment of great danger.


Appearance:
Quilin is a fairly standard example of his species, though perhaps with rather more hair than his peers. He has a white/gray coloration, with white on his flanks fading down into gray on his legs. He has six horns, two large ones pointing directly up, along with a smaller pair pointing up and back towards his body. His second large pair of horns grew out near horizontally, then curved down and forwards sharply, resulting in a strange but effective weapon. His eyes are dark black, and often seem quite sad.
His voice is light and silvery, like a clear bell.

History: Quilin had another name, once, but it was stolen from him.

He was born a noble in the Dragon Empire, the son of a warrior who'd been awarded an estate for valor in battle. His early years were peaceful, as he learned how to fight from his father, and politics from his mother. He joined the Dragon Empire's military as a scout at the young age of two, as trouble had arisen again. He served honorably for a few years before things went badly, when he was four.

He was ambushed by a troupe of elves, Horizon Walkers and wizards. They needed a quilin's name to complete some fell spell, and decided Quilin's would do. They took it, erasing it from history altogether. With the name went memory of Quilin altogether. His parents remembered having a child, but never could quite remember what had happened to it, and eventually decided that it had died in infancy. His superiors remembered having another scout, but decided he must have died in combat. So on and so forth, with peoples' memories adjusting themselves to Quilin's sudden nonexistence.

So obviously he was left with nothing. No one knew he existed, no one cared. He bummed around the land for a bit, nameless and adrift. Eventually, he was accosted by some petty thugs, who managed to outfight him. His quilin ability to shift planes altogether kicked in, and he was left in a strange desert world. He shrugged- well, so much as a quadreped can shrug- and became a Horizon Walker, only halfway trying to find his home again.

He supposes the wandering life suits him. He met a group of Walkers at some point, and joined them, taking his species name as his own name. He honed his fighting skills with them, though the entire group save Quilin was eventually slain. Quilin was only spared because he teleported away from the monsters.

He resumed his wanderings, from plane to plane, trying to avoid prolonged contact after the deaths of his former group. He eventually gave up on lonely wanderings, and joined yet another group of Walkers, but they split up after a dispute over a particular treasure. That was only a month or so ago, and he has yet to join another group of Walkers.

Reason to be here/things to do: Find his name if possible, and return to his own world. Preferably in that order.

Personality: Friendly if not cheerful, Quilin is polite to a fault, and actually fairly shy. Dealing with strangers is no problem, but attempting to actually make lasting friendships is off-putting for him. Which is part of quilin society, actually. In species where traveling hundreds of miles in one day is reasonably simple, two particular quilins growing close is quite odd. Though now that he's been around non-quilins for a while now, he finds it far more bearable than he did.
Quilin is something of a coward, though he's been trying to get better about it since his first group were all slain. He knows he couldn't have done anything, but still regrets having fled as soon as it was clear that they were losing.

Abilities:
Strength: 3. His thin frame is deceptive, and he's capable of surprising feats of strength for such a small creature. Still barely up to average for a human, however.
Dexterity: 5. Between his small size and his natural teleportation, Quilin is incredibly agile. Besides that, his training as a scout has increased his already impressive natural agility, and he's unusual even by quilin standards.
Constitution: 1. Just go take a look at those legs. You think those things can take much damage? Psshaw.
Intelligence: 5. Far smarter than an average human, though not exceptional among quilin. Isn't perspective great?
Wisdom: 3. Flighty and rash, tendency to do whatever takes his fancy as opposed to planning. From a quilin's perspective, anyways. Around average for humans, though.
Charisma: 4. Quilin's pretty personable, and likes people. Again, not unusual for quilin. They often take positions as the Dragon Courts ambassadors and mayors and the like.

Powers:
Major power: Teleportation. Quilin is not an exception among quilin in that he can teleport anywhere he can see within a mile. He can use this power to travel up to a mile in any given minute, and can only move himself. For example: he moves thirty feet in the first second of a minute, and so can only teleport 5250ft. (1 mile minus 30 feet) for the rest of that minute. If he uses up to his capacity, he must spend a minute without teleporting.

Minor Power: Natural weapons. Quilin's horns and hooves can be used as devastatingly effective weapons, especially in combination with his teleportation.

Minor Power: Bestial Senses. Quilin can see in low light conditions, hear better than most others, and smell more keenly than even some other beast races.

Minor Power: Scout. Wilderness survival, pathfinding, and search and rescue are all expected abilities of quilin scouts, and Quilin is not an exception. He has been specially trained to have an outstanding sense of direction, and so long as he has some point of reference when he checks a compass, he can keep track of direction indefinitely. (For example: He checks a compass, and uses a mountain to mark South. Even when the mountain is no longer directly South, he can remember the direction it originally was. So in a thick forest, a desert, or on the sea, this ability would be useless.)

Notable skills: Quilin's backing in politics gives him in edge in dipolmacy. His month or so of living as a vagrant also taught him a lot about the more rough and tumble part of society, giving him an edge in navigating shadier neighborhoods.

Equipment: Quilin has a fairly silly looking pack strapped to his back, which he is incapable of removing or opening himself. In it, he has a few dozen dragon-minted coins, solid gold with a scale imprinted on one side, remainders of his scout pay. It also contains a compass, two canteens, and flint and tinder. The pack is specially enchanted to transport with him, by a wizard who took pity on a lost little quilin.
World will be edited in later tonight/tomorrow morning.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
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Mr.Ivebeenframed said:
Quick question, who's world are doing first once Hiel's is done?
The person who submitted a world after Hiei, which with a quick check, is Avo.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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Mr.Ivebeenframed said:
Quick question, who's world are doing first once Hiel's is done?
The world order is the same order on the World List in post #4 of this thread.