NEW(ish)!! Swords of the Fallen (Fantasy RP Interest/Sign-Up Thread)

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Tortilla the Hun

Decidedly on the Fence
May 7, 2011
2,244
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Welcome to the RP, I am [user]Mortis Nuncius[/user] and I will be your GM. My friend [user]Stekepanne5[/user] will be my Co-GM, and we will do our best to answer your questions and judge your character sheets, should you decide to put one forward, for acceptance. This RP was originally created by the collaborative effort of [user]staika[/user] and [user]Erik the Orange[/user], former GM and Co-GM respectively. However, due to less-than-fortunate circumstances, they were unable to participate/manage and handed the responsibilty to yours truly.

So, without further adieu, read on if you'll please and equip yourself with the knowledge of the land, the folk, and lore of this RP...

The year is 1206 and it is ten years after the war between the kingdoms of Sophisma and Malum ended. The war between the two nations was caused by a border dispute and escalated from isolated skirmishes to a full on war.

The war was in a deadlock for nearly two years until many of Malum's soldiers proved to be unkillable through an unseen and unknown force. The battle swayed in the Malumian kingdom's favor and they started to push the Sophisman army back to their keep of Regnatores. The Sophisman armies' morale began to falter as the elite soldiers tore through their ranks.

Over the next six months, the Sophisman army was pushed all the way back to the main city of Regnatores where they held with their fortified walls. King Antonius was out of options as the Malumian army surrounded Regnatores and prepared to destroy the city, delivering the killing blow to the Kingdom of Sophisma. Before the soldiers of Malum had gathered the siege weaponry necessary for such an assault, a mysterious sage appeared before King Antonius and informed him that he knew a way to defeat the soldiers of Malum. He would not, however, give away the information without payment. The sage requested Antonius relinquish his golden scepter unto him as payment for the deed. Even though the scepter was a symbol of power handed down to rulers of Sophisma through ages, he agreed to the sage's deal.

The sage then cast a powerful spell on the Malumian army, and soon it was apparant that they were mortal men once more. The Sophisman army was able to win the battle and it was the turning point in the war, from which they began pushing the soldiers of Malum away from Regnatores, out of Sophisma, and ultimately to their own keep.

Once the Malumian's keep had been breached and overrun, their king was taken captive and King Antonius sentenced King Lator of Malum to death. Before his execution Lator left a message with his death.

"Beware those who cannot be killed," was the last thing that Lator said before he was executed. Those who listened saw Lator's words as folly, a useless attempt to instill fear upon those who conquered him in a final act of defiance. Soon it was forgotten as the land tried to rebuild after the bloody war.

A warrior race who live on Lake Windfall and the River Straylight. They were never a magic focused race so magic was never widely used. Currently there is only one Aquean who can use magic but he lives in seclusion and is known as the "Hermit".

The Aqueans usually stand at about 6'5" to 6'8" and can generally weigh from 220-300 lbs. Their skin is a light blue color with darker blue scales around the torso area which serves as their armor - the darker the scales, the stronger they are. Their heads are smooth and they have large white eyes, a small hole on each side that acts as their ears and a small opening for the nose. In water, their nose closes up and gills open up on their neck; On land the nose opening opens and the gills retract back into their neck. They also have a razor sharp fin on each of their forearms but they are rarely used in combat. In the event that one of the fins is broken the owner is not seen as a true Aquean, but one to be shunned and exiled.

The culture of the Aqueans is deeply entrenched in combat, each newborn is taken at birth and trained to be a deadly warrior. The aqueans also have a very strong sense of loyalty and will die for their comrades without a second thought. The Aqueans have a queen and she is the sole reproducer of the group. The Queen is hidden in a chamber and only two Aqueans known as the "Caretakers" can make contact with The Queen to act as her ears and voice. If there is ever any immediate danger to The Queen, all Aqueans within the palace will swiftly gather at The Queen's chambers regardless of what they were doing to aid in her defence. In the event that The Queen is killed every Aquean will go into a blind fury and will not stop until they are dead.

A race of magic users who specialize in the advanced use of magic. The Vulcans live on the active volcano Mt. Vulkan and have adapted to the dangerous environment in which they live in.

Vulcans typically stand at around 5'10" to 6'3" and generally weigh around 160-200 lbs. They have dark red skin and big black eyes and are the distant cousins to the Aqueans, a fact shown through similar appearances. They do not have the physical size and strength of the Aqueans and lack any scales for protection, leaving them without natural armor. The Vulcans rely on magic to protect them and they have special robes that they wear that can keep them protected from fire and high temperatures. They are normally never seen without their robes and are very protective of them because they are very hard to make and they are needed for them to be able to survive in their home city.

Vulcans are a calm and collected race that rarely become tempermental. They're typically natural debaters and are most prevalent in politics. They're also a relatively peaceful race and will usually try a verbal means of quelling aggression before resorting to violence. The Vulcans' culture revolves around magic and is a very dominant principle on Mt. Vulkan.

The main form of government for the Vulcans are the strongest mages known as "The Circle". The Circle's main task is to keep the active volcano in which they live from erupting and destroying the immediate area. Only the strongest and wisest Vulcans can become a member of The Circle and, as such, are treated as the main source of power in all affairs. Most every Vulcan has a dream of becoming a member of the circle and in some cases will spend long amounts of time trying to create new spells as a way of showing their aptitude. The Vulcans also are the strongest at using fire based magic and have a high resistance to most other forms of magic.

The mountain people are a human race, usually standing from 5'5" to 6' and are built well enough to withstand the cold winds and snowfall. Not a race of fighters, most Northerners are fishermen or miners, as the mountain contains several rich veins of diamond which are dangerous to excavate, but vastly rewarding. The people are typically pale, have lightly colored hair, and rarely wear armor other than lightly-shaded leather, usually blue.

The key fears of the Northerners are the wild animals of the mountain and the fear of "The Thaw" (a prophesied event that one day all of the snow would melt and cause a catastrophic flood). They are a superstitious race and put a lot of faith into the movement of the stars and nature.

The people of The North are a calm, wise race, relying on the counsel of The Oracle at the peak of their mountain to help make decisions. When young Northerners reach sixteen years old, they must endure a sacred rite of passage by venturing to the mountain's peak and converse with The Oracle to determine their life's purpose.

They use magic, but only for self-defense and for the betterment of their community. Magic use is strictly regulated and only those who have shown themselves capable and responsible are allowed to cast spells openly. Northerners draw magic from The Eastern Lights, a series of auroras that appear in the early mountain mornings. When trouble is imminent, they either dim or disappear altogether.

The Fae of the world are much like fairies or sprites of fantasy. All are born with an affinity to an element, usually depending on ancestry but oddballs can be born, such as a Water Fae being born into a Fire Fae family. Appearance between the elements don't differ too much, if at all, so it's hard to tell which Fae has what affinity until they cast their spell at you or something else. One thing that is unique about each element though, is their preferred areas. Wind Fae love flying in the sky, Water Fae love swimming and Nature/Earth Fae prefer to be on the ground.

Much like humans, Fae personalities differ from person to person and you will usually find as many cheerful and happy Fae as you would angry or sad Fae. They are smaller than humans with most reaching adulthood with the size of a young human adolescent. Fae grow one year for every seven human years, and usually live well into the hundreds in Fae years. Most Fae are omnivorous, and will hunt game and grow vegetables, though some choose to retain more strict diets.

The Fae are governed by the most experienced among them, many being wise elders who have vast knowledge and experience. However, every once in a while, a young Fae will show up to prove that they are more capable of leading the group. This position is highly respected and powerful, but requires one to always think of the group as a whole in order to acquire the position. Money is a foreign concept to them, as most everything is shared, though more valued belongings tend to be offered through trade of one sort or another. While there is no religion among the Fae, they do treat the forest as one would treat a higher power, and give thanks for any bounty or harvest before eating it.

During the war, the Fae did their best to remain neutral in the conflict and only got involved in battle if their home of Dark Tree Forest was threatened. Though they remained neutral, battle came time and again, and thus many Fae were lost. After the war, the Fae secluded themselves in the forest, and only those striving for something wholly different would stray from the forest.

The Elves are herbivorous reptilian humanoids. Their skin is scaly and thick, forming light and flexible but fairly strong armor. They are cold-blooded and require warmth in order to function effectively. They are about the average size of humans but are slightly more varied. They have flaps of skin beneath their arms which allow them to glide through the air. Their feet are bird-like with three fore-talons and one at the back allowing them to cling to craggley surfaces and climb very well. Their hands are similar with four fingers and the thumb coming out of their wrist. Their skin colors vary a lot with most being brightly colored shades of green and brown which sheds in the same fashion as most other reptiles. At a first glance, it may be a little difficult to tell males from females as they aren't mammals so they lack breasts. They only difference is that the females have small, red splotches on the sides of their throat.

Their culture is old, isolated, and for the most part they live underground in the burrows a vast network of tunnels, caves and trenches. Living underground has given them the heightened ability of sight in the dark. The land above the burrows is used for agriculture with traditional irrigation networks. They believe themselves to be descended from dragons and see the other civilized races as too rash and violent; as such they have made pacts with the other races, stating that the Elven tribe will send champions out to act as emissaries in exchange for isolation from the other races.

The Dwarf is technically just a parasite; starting life as a sort of mold, the Dwarf infects its host and mutates them. The mutation isn?t entirely detrimental to the host, for it improves physical performance and grants regenerative abilities through symbiosis. The mold itself originates in the western swamps and can survive underwater, being able to absorb oxygen from the water source.

However the condition isn't without its down sides. The mold is known to cause personality change including increased aggression and paranoia. Dwarves are known for producing a very strong residue not unlike alcohol from their skin which can be used to disorient prey.
Dwarf hosts are often treated like lepers, ostracised to prevent the infection spreading. The mold itself is physically unique and easy to spot, a dull green fuzz with luminescent blue veins. The infection doesn't seem to affect elves because their biology is not suitable for the mold to survive.

Name: (Please, have some creativity with this.)

Species:

Gender:

Age:

Appearance: (Written descriptions are a necessity, images are also welcome as an addition.)

Weapons/Magic Spells: (For magic, be prepared to face scrutiny, the likes of which many have seen before. In other words, be reasonable.)

Weaknesses: (Your character will not be invincible. At all. Ever.)

Personality: (Fairly straightforward. Keep in mind that your character will not have to stick strictly to what is written here. A personality that changes over time is a part of good character development.)

Bio: (This may be the most important part of your character sheet, for it will allow me to judge your skills as a writer. Proper spelling and grammar are greatly encouraged, though few and minor errors won't prevent you from gaining acceptance.)

1) The GM's word is law.

2) No god mod characters or any of the other undesirable characters. You will be informed if there is something of the sort about your character.

3) If you get accepted I will expect you to post consistently. If you will be gone for a long period of time be sure to inform either the GM or Co-GM.

4) If you make the RP less fun for the other players, there will be consequences. The severity of which is entirely dependent on how "less fun" you make this.

5) Please keep in mind that this is in a completely different 'verse, so I want no blatant pop culture references of any sort.


Legend:
Regnatores: the main city in Sophisma. It is highly populated by humans and the main government is located here.

Mount Silverback: The largest mountain in Sophisma, it is home to many small villages of the northerners and is constantly snowing.

Lympha: The main city of the Aquean. Lympha is where every Aquean is born and raised. The city is on Lake Windfall and is floating on the water suspended by an air system.

Mt. Vulkan: An active volcano, Mt. Vulkan is home to the Vulcans who use their magic to keep the volcano from erupting. The city of Ardor which the vulcans live in is mostly built with stone houses.

Dark Tree Forest: Dark Tree Forest is home to the Elves and Fae. The forest is filled with tall trees each of which have a dark husk. The forest houses many small Elven and Fae villages.

Stone Haven Cave: Stone Haven Cave is a large cave on Mount Silverback. It is home to the Dwarves and a large mine.

Windfall Lake: The largest fresh water lake in Sophisma. It is the main home of the Aquean and has a lot of fish.

Straylight River: The largest river in Sophisma. It goes from Windfall lake to the top of Sophisma and baiscally cuts sophisma in half.

Razorback Mountain: A small mountain located right next to Mount Silverback. It is where many bandits have have taken a foothold.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
2,244
0
0
[HEADING=3]Current Cast[/HEADING]
Name: Soreal Alouhr

Gender: Male

Age: 26

Species: Aquean

Appearance: Soreal stands at about 6?7? and weighs around 270lbs. Soreal has light blue skin and very dark blue scales. Soreal is physically intimidating given his size and he has a fearsome look to him. Soreal also has a scar on his face that is near his left eye.

Weapons: Soreal has a 12? black spear. It looks a little like this [http://www.kingofswords.com/images/BlackDragonSpear.jpg].

Weaknesses: Soreal is very strong but is also slow outside of the water. He also is not very resistant to the heat and cold and can be easily immobilized by using elemental spells on him.

Personality: Soreal is very serious and will not back down from a challenge. He also has an inherent distrust of magic users, he sees them as weak and not willing to fight with their hands. Soreal is also fiercely loyal and will willingly give his life for any member of his squad even the magic users who he so distrusts. Soreal also has problems following orders he disagrees with, and will sometimes flat out refuse to do something because he believes it to be wrong.

Bio: Soreal was born in the aquean city of Lympha which is located in the middle of Lake Windfall. Soreal was taken at birth and trained to fight just like the rest of his kind. Growing up, Soreal knew only of combat and the only contact he had with others was with the trainers and the other trainees. Soreal grew up with the other trainees and developed a brotherly bond with them and showed that he grew attached to his squad mates quickly.

Soreal showed early on that he was physically strong and showed great skill with a spear. They gave soreal advanced training with spear use when he was 14 and he became very deadly with a spear and showed a lot of potential to be a great soldier. He sadly could not prove his skill in combat because the war ended before he completed training.

Soreal went on to guard some of the settlements that were being rebuilt after the war. Soreal did not fight much during this time but one day bandits raided the settlement he was protecting. Soreal led the defense of the settlement and was able to force the bandits to retreat.

After the bandit incident, General Corphaeus recommended that Soreal be put in charge of a squad that would go hunt down the remaining bandits. King Antonius saw Soreal's skills and agreed to give the command of the squad to him. When Soreal was given the news he went to work on finding the perfect squad.
Names: Terrus & Arborus

Genders: Male

Ages: 10 Fae years (more precisely, about 74 human years)

Species: Fae

Appearances: Both are about 4'1" and weight just a little over 60 pounds; they both have small, thin frames and could easily be mistaken for children. They have light brown hair, hazel eyes, pale skin, and a small horn protruding from the middle of their foreheads. They both have wings of light, though Terrus' are dim and dull while Arborus' shine bright with a light green hue. Arborus wears wooden armor [ http://media.giantbomb.com/uploads/0/3257/600476-wooden_mail_large.jpg] and helmet mask [http://www.acaciawoodcarvings.com/catalog/Ebay%20244.jpg], hand-crafted from the trees in Dark Tree Forest, as well as a tattered, green-brown hooded cloth jerkin underneath with cloth leggings. Terrus wears stone armor [http://3.bp.blogspot.com/_fiOqQcVJP_g/SwTYp5q9EUI/AAAAAAAADDk/9pZ2b7ee-8M/s1600/DSC07269.JPG] and helmet [http://ferrebeekeeper.files.wordpress.com/2011/07/qin-helmet.jpg], hand-crafted from quartzite recovered deep underground Dark Tree Forest, as well as the same clothing underneath.

Weapons/Magic Spells: Terrus wields a stone hatchet [http://www.dragonhoshidefense.com/images/102_2473.jpg] as his main weapon, he keeps sheathed on his left hip, along with a sling [http://www.hawaiialive.org/resources/image/710.jpg] and a pouch of stones. Terrus is an earth elemental and controls that which lies beneath, stone and soil alike. Arborus wields twin short blades [http://i11.photobucket.com/albums/a170/ChrisKaos/Twin20Short20Swordsa.jpg], sheathed on his hips, along with a spear-tipped blowgun [http://www.swordsantiqueweapons.com/images/s618.jpg] that's nearly as tall as he is and various darts to go with it. Arborus' magic abilities are more oriented around nature, meaning he can control the flora around him.

Weaknesses: Terrus, though not entirely lacking, is not as agile as most Fae and must rely on his strength. Terrus also can't fly with his lesser wings, though he can glide and gain considerable lift for jumping considerable distances (Arborus, having more developed wings, can aid Terrus in flight should the need arise). Arborus is lacking in strength but makes up for it with agility and swiftness.

Personality: Their personalities rarely vary, though when they do the differences can be vast (one could say they share a divided mind). Usually any quarrels between them are quickly settled in order to maintain their closeness. Like many twins, these two are inseperable and feel that without the other, one couldn't survive. Both are equally mischievous and have nearly unmatched wit, making them a force to be reckoned with. Their differences, when they do show, are fairly obvious; Terrus prefers reason and security while Arborus prefers taking daring and bold action. Regardless of their differences and their flip-flopping with opinions, they always come to an agreement and are even in regards to the distribution of wins in their arguments. Another thing to note would be their interests and their differences. Arborus is naturally a woodworker and carpenter, always finding something to build, carve, whittle, and fashion from deadwood; lately he's been getting into gardening, both vegetables and flowers. Terrus prefers metalworking and carving stone, making sculptures and blacksmithing; lately he's begun dabbling in the art of glass-blowing.

Bio: Born and raised in a secluded area of Dark Trees Forest, seperated from the villages and away from civilization. Terrus and Arborus lost their parents at a very young age when their home was raided by a group of bandits looking to poach for Fae horn and wing. The twins were away while their mother and father were taken, but when they returned to a ransacked and burning home, it was clear that they were now on their own. They fled to a denser area of the forest, far from their home and hopefully far from any poachers. They made their new home in a large, 20ft-thick, live oak tree; Arborus preferring to live within the trunk and Terrus preferring to live within the soil and rocks underneath.

The live oak contains two circular levels within the trunk; the living room, and a bedroom. The living room the at the very base of the tree, in the middle lies a woven, wool rug and most of the wall is made up of shelves containing books, scrolls, parchment and ink, as well as a couple oil lanterns. Carved into a large portion of the oak wall was a highly detailed map of the surrounding woods (mapped by Arborous himself) and tunnels/caves (mapped by Terrus) with the oak tree in the center of it all. A section of the wall is a fireplace, carved from the trunk and coated with hardened clay to prevent the oak from burning, and near the fireplace is a cand-crafted rocking chair and small table. The pipe in which the smoke travels through (which is also lined with clay) runs along the tree trunk and through one of the hollowed top-most branches of the tree to be released above the canopy. The bedroom (which is reached by a ladder on the wall) is simple in terms of contents, containing only a bed, a trunk at the foot of the bed, and an armoire against the wall. The trunk and the armoire are covered in ornate markings, all carvings made by Arborus.

Beneath the oak is a cavernous, multi-purpose room that Terrus uses as his workshop. Along the wall of the main chamber are racks for smithing tools and weaponry, as well as a few shelves for his sculptures and oil lanters. A section of the wall (right beneath the oak fireplace) was a smithing furnace, the pipe of which connected with that of the fireplace. In the middle of the room was a workbench, a pedal wheel, and an anvil next to a stone water basin. Carved into what appeared to be a large stone slab embedded in the wall was a highly detailed map of the surrounding woods and tunnels with the oak at the center. There was a room that served as the living quarters for Terrus and was connected to the main chamber. The room was blocked by a circular stone slab marked with a distinct carving as there were many circular stone slabs along the walls with markings, all caves and tunnels of varying lengths and depths running beneath Dark Trees Forest.

Much of their time after the bandit attack was spent exploring and mapping much of the forest, occasionally coming across villages, a couple Fae settlements and a rare bunch of surface-dwelling elves. From time to time, the brothers would trade with the people in the villages, giving furs, food, and various items for books, tools, and materials. The brothers taught themselves to read and write in all manner of speech and languages (with the help of village scribes of course). For the most part, they've been living peacefully, though there have been many instances where they've had to ward off bandits and various malcontents from the woods. In the recent years, Terrus and Arborus have been eager to expand their knowledge of the world outside the forest, Arborus considerably more so than Terrus.
Name: Drogon LeArel

Gender: Male

Age: 26

Species: Vulcan

Appearance: 6'3'' and 170 lbs, Drogon

Weapons/Magic Spells: An ornate dagger made from Vulcan steel. Frost-based elemental magic, capable of drawing humidity from the air around him and forming into ice. Weak fire-based elemental magic, mostly useful as torches and instead of flint and steel.

Weaknesses: While Drogon feels comfortable when fighting at long ranges, his near phobic fear of being hurt often disrupts his concentration when things get close. And with only a ornate dagger to defend himself in close quarters, he likes to away from the foe whenever possible.

Personality: While he at first might seem like a silent, contained and perhaps unfriendly person, this rarely the case. He might be hard to those around him, but has a strong feeling of loyalty and always values honour.
His friendship might be hard to endure at first, but always pays out in the long run.

Bio: Born and raised as the last of a old but poor house of nobles, his childhood was spent doing what he loved. Magic.
Spending most of his time in his parents library, he put social relations after pleasing his curiosity, and he never really bonded with anyone of the same age.
When he finally came of age, he enrolled at the most prestigious magical academy in Mt. Vulkan, and with that using the last of his parents money.

Where he expected to find a world of free learning, he found a academy that did not test his powers. Quickly bored with the classes teaching magic magic as it had done for ages, he dropped many classes, instead living in the library and the training grounds. It was here that he first took a liking to frost magic, a magic uncommon in the Vulcan society. With raw power and great understanding of frost spells, he became a known (and disliked) figure at the academy. In time, his mind wandered away from frost, and he had to take a choice. Work as hard as he could to graduate and become a certified mage, or risk it all in search of knowledge?
In the end, he risked it all, and lost. Trying to break into the sealed of parts of the library, he was caught and thrown out of the academy.  

Although never graduating and becoming a certified mage, magic stayed his great passion as he wandered the city, going from one job to another.
And while he lacks the finesse and general knowledge of real mages, he lets his power speak for itself whenever it is needed.
Drogon can only describe what magic is to him in one way:
Casting a spell is for Drogon what writing a poem is to a poet. It tells of life and death, truth and lie, kindness and evil.
Name:Rena Avaril

Gender: Female

Age: 7 Fae years (49 human years)

Species: Fae

Appearance: Small, agile body with pure blue eyes and long, waist length 'light light red' hair. Her height is roughly 3'4" and she weighs a little under 50lbs. Attached to her back are wings made out of pure light, shaped as angel wings. On her forehead is a small horn, roughly three inches in length, much resembling a unicorn horn. She wears an animal skin dress, much like the one worn in the picture.

Weapons/Magic Spells: Bow/wooden arrows, Wind magic

Weaknesses: Physical strength: She's small and has the strength of a small child so in a contest of strength, she will be outmatched even by a human child of her own age.

Personality: Rena is a happy and cheerful child, though she also has a mischievous streak to her. If she knows that she can get away with a trick or two, she won't hesitate to pull it. She's naive about many things about the world of battle due to being born after the war but her older peers have seen and experienced it, and thus taught her to be cautious of her surroundings. She hardly listens to them though. Very much a tomboy, she's not afraid of getting her hands dirty at a hunt, and loves playing tricks on people when they least suspect it.

Bio: Rena was born and raised in the Dark Tree Forest, in which the Fae call home in harmony with the Elves. Being born after the events of the war, she was very naive about battle but as a requirement to living in the village, she was taught archery with a bow. Like all Fae, Rena also possessed an affinity of magic, in her case controlling the wind. Combining her wind magic with archery, she has become a fine hunter despite her age. Like most young Fae, she has learned to be cautious around those outside of her race, as they were prone to seeing their kind and thinking that their wings of light, or even their horns, could be valuable and harvested for a profit or some superstitious effect, like a unicorn horn ground up giving magical effects or their blood giving immortality.

Using the power of wind, she fires her arrows and uses the magic to guide the arrow to her target while also reducing the air resistance, making her arrows move faster and deadlier than if it were pushing against the air. She likes making her arrows herself, rather than getting them from the villages fletcher since she felt better knowing the arrows were her own, rather than given to her. One of her favorite spells involves concentrating a blast of wind energy into a magic rune, which is then placed on the ground. Those who step on the rune will get sent into the air by a large gust of wind.

When she's not practicing her magic or archery, Rena would often be found flying through the trees without a care in the world, or playing a trick on some of the elves or the humans that appear now and then. Her favorite trick is to manipulate the wind so that it sounds like her voice is coming from another direction, leading people not from the woods astray. She eventually leads them back, but not before she gets a good laugh.

Her life changed, for better or worse, when she heard a rumor of great fame and fortune to be made fighting the bandits of the world and claiming their stolen goods for one's own. Rena always loved a good adventure and wasn't about to pass this one up no matter what. With a quiver full of arrows, a pack full of food and a pure heart set on adventuring, she set off from her forest home and headed towards the mountains, where she had heard the bandits were based. She has no idea she's in over her head alone.
Name: Malyc Fortbrun

Gender: Male

Age: 34

Species: Aquean

Appearance: 6'6", 225 lbs, fairly lean, but muscular build. Scales around his chest are a deep sapphire blue, with the colors shifting depending on lighting.

Weapons/Magic Spells: Wields a pair of matched sabres, but is equally effective with the bow and his fists.

Weaknesses: Slightly mistrustful of magic and magic users, and is not the strongest Aquean out there.

Personality: Will always fight for good, especially when there is profit to be had. Prefers hit and run attacks to a long fight against superior forces. Believes in finesse over brute force attacks.

Bio: Born in Lympha in 1172, showed great promise as a swordsman from an early age. As he is not particularly strong, he has learned to fight using cleverness and dexterity to outmanouver many stronger opponents. If he has a choice, he will open up combat from as long a range as possible, and then switch to his swords when the enemy closes.

He left Lympha when he was 20, and joined a group of mercenaries, of which he eventually became the leader. They had a few small jobs, until they were eventually hired to fight for Malum in the war.

He and his men had a fairly long string of victories early on in the war, but his men were killed off due to the spell that the sage cast on the Sophisman army. On that day, he determined that he would never join another mercenary group. He spent most of the 3 years after the end of the war in and around the dark tree forest, avoiding Sophisman patrols. He stopped hiding when he determined that there wasn't any interest in capturing or killing him, and now he acts as a scout for the Aqueans on the shores of the River Straylight.

Name: Abe Solomon

Species: Northerner

Gender: Male

Age: 23

Appearance: Abe is 5'3, small and light, skinny and pale. He's bald with a long grey goatee and has green eyes.

Weapons/Magic Spells: Carries a spear approximately his height, a long-bow and a quiver with more than thirty arrows. His abilities with magic are limited, but he does know a few spells to illuminate areas, disguise himself and any noise he makes, and bless his arrows to steer towards the target's heart as much as possible.

Weaknesses: Abe's every decision is followed by a deeply entrenched feeling of doubt, one he had been trying to shake off for the better part of a year. He is susceptible to all forms of attack, though the man is rather perceptive.

Personality: Still somewhat unconfident of himself, Abe has trouble conversing with others and doubts most of his actions. He is still trying to grow into the idea that fate is not absolute, though the terrifying freedom the notion gives terrifies him. He accepts others but is wary of some more animalistic people, considering those too different from humans to be completely alien and dangerous. He finds himself skilled in many skills yet a master in none.

Bio: Born in a small village in the north, Abe's mother had been having trouble with him. His father a miner and his mother a displaced artist, she retired to the countryside and took after her house. She had no living relatives in the village for they had been killed in a raiding incident, one she escaped from. Abe's birth had been due for three weeks, yet his mother hadn't been able to give birth to him. A travelling doctor stopped at his village to peddle in creams and other medicine when he was rushed in to help with the birth of Abraham. With his help, he managed to carve the mother and retrieve the child out of her womb, though without the necessary blood donor from his mother's family, the doctor couldn't save her. He was human, but he wielded strong magical powers. Abe's mother died at childbirth and his father raised him as his only son, taking great care to bring him to be a strong and healthy fellow that will inherit his name and follow the teachings of the oracle.

When he turned sixteen, Abraham took a pilgrimage to the oracle where he awaited to receive his destiny. To his dismay, the oracle had no answer ? to her he was a specter, a ghost of a once dead man. She couldn't recognize him as a living soul and told him that he had been saved from the clutches of death by magic which was beyond her understanding. She let the poor sod go without a destiny, for his sole fate was to return to the land of the dead from which he fled as a young baby.

Returning to his father a failure, he found himself with no faith in himself. As he grew older and stayed under his father's roof, he didn't do much of anything. He dwelled in the forests and acquainted himself with the wildlife and the flora, he used a bow and arrow and retrieved food for himself and his father, all the while being afraid to truly shine as his true destiny mustn't be disregarded. Even though Abraham was brilliant, he doubted himself and his abilities. He dabbled with magic and grew to become literate, learning more of the land he calls home.

Abraham's behavior remained the same for the majority of his life, till he reached the age of 22 and was struck with the news of his father's demise in the mines. Devastated by his father's death and directionless, Abe decided to take his own life soon after his father's funeral and rest by his side. Meeting his father's friends in the funeral, Abe was surprised to discover that his father's fate was actually becoming a scholar and recording the history of his people, yet he abandoned that role in favor of remaining by the side of his beautiful wife and then his son. Shocked by this new discovery, Abe came to the realization that fate is not all which lies in one's future, and decided he would find the man that had saved him from the clutches of death, to thank him, or, perhaps, to ask him for a new destiny to follow.

Name: Gale Grimsever

Species: Fae

Gender: Male

Age: 17 Fae years old (119 human years old)

Appearance: Gale is well muscled with jet-black wings that seem to glow with an eerie aura.
Gale has bright silver hair and amber colored eyes. Gale is normally seen wearing a dark black cloak over a set of hardened leather armor. Each arm is cased in a dark-black clawed gauntlet.

Weapons/Magic Spells: Gale carries a sinister looking broadsword with a midnight black blade. The pommel of his sword has a bright red stone. Gale is skilled in many forms of Fire Magic, but all of them are a dark black color tinged with green.

Weaknesses: Gale has a large x-shaped scar that stretches across his chest from shoulder to hip on either side. Due to this injury, Gale suffers from constant pain and sometimes finds himself incapacitated because of it.

Personality: Gale is a loner, someone who likes to go his own way and deal with his own problems. If Gale is able to avoid civilization he will, but once he finds someone he can actually get along with he is a valuable ally, and an incredible friend. Gale is often a bitter Fae, angry at the world for the injustice of losing his brother and the rest of his family.

Bio: Gale was born 7 years before the Sophisma and Malum war. During those seven years, Gale was brought up in a relatively big family with ten other siblings. Gale and his siblings were raised to respect the forest and to treat all the animals and plants as sacred. Gale was taught how to cook food, and how to make different poultices which would prove an invaluable skill in the years to come. As a child, Gale truly only got along with another one of his siblings, a child that was Gale's true twin. Both children had bright yellow eyes and silver hair, but there personalities couldn't have been more different. While Gale was independent and liked to work on things alone, his twin, Grim loved to be around other people. The bond Gale and his twin shared was an unbreakable thing, which made the war a much more terrible thing for Gale.

When the Sophisma and Malum war began, the Dark Tree Forest wasn't in immediate danger, so the Fae living there decided to let the rest of the world sort out it's own problems. It didn't stay that way. When Gale was only seven, a small contingent of Malum troops cut there way into the Dark Tree Forest, slaughtering any Fae that they encountered. It was by some fluke chance that Gale had been away on a hunt, and it was by this chance that Gale had managed to avoid the column of Malum troops that slaughtered his entire family before the Fae decided fighting was there only option. After the battle was done, Gale returned to his entire family dead. Grimm lay shattered and broken in a small clearing, his right hand clutched around a jet-black blade. Gale fell to his knees and wept for his brother. Gale eventually found the conviction to stand, and with the black blade in his hands Gale went forth with his blade and swore to hunt down every last Malum.

Gale was gone for nearly 10 more Fae years before finally returning to the village, bearing a large x-shaped scar across his chest from a battle with a Malum captain. Something had changed in Gale, a piece of his soul that had been torn away with the loss of his twin. Something, that many other Fae feared had been replaced by an evil. Gale was forced to leave the Dark Tree Forest and venture out into the world, only returning time-to-time to visit the grave of his brother. No Fae knows where Gale ventures off to inbetween visits, and no Fae dares approach him to ask, so that remains a mystery, known only Gale himself.

Name: Reganth Kaill

Species:Aquean

Gender: Male

Age: 47

Appearance: Standing at 6' 5" Reganth was never the tallest of his brothers, but what he lacked in height he made up for in girth. Weighing 330 pounds and muscled like an ox, Reganth never needed to be tall. His light blue skin has faded with some age, growing slightly darker, but his torso appears to be black, or very close to it. He has a large scar on his right elbow and an even larger scar on his right side, reaching from under his ribs to the right of his back.

Weapons/Magic Spells: Carries a large double bladed axe, the usually long wooden handle broken off and slightly splintered near the middle.

Weaknesses: Reganths right arm is cut off near the elbow, and the large scar on his right side is not covered by his usual near black scales, but by a lighter, near teal shade.

Personality: Hard of heart and prickly, Reganth was never known for his compassion toward others, and generally tries to keep to himself. Values his own honor and pride above much else, and will always answer to a challenge, whatever the risk. Is very mistrustful of most races, but more so of his own. Strives to better himself in combat, always trying to be better than the previous day.

Bio: Reganth was born much like every Aquean was, a screaming child new to the world, and he was raised as every Aquean was, for the glory of battle and to strive for greatness. He was always short but strong, always giving his opponents more then they bargained for in training and sparring. He was always one of the best brawlers in his class, and lived for the thrill of combat, the very thought of it excited him. He trained as hard as he could, learning different weapons of his people and different training styles, but he always came back to what felt right in his hand, the axe. Why bother with the grace of a sword, or the finesse of the spear, when the axe had such great power behind it? He strived for perfection with his axes, large, thrown, double bladed, small, and every kind you could think of. He was very happy with himself and his training, and this made his trainers happy as well. He was growing to be a great wielder of the axe.

Reganth grew with his other brothers, but never really felt content. He always tried to keep to himself, and he did not express much fondness toward others. Sparring was usually short, and his opponent usually beaten and bloody. It continued like this for a long time, He trained very hard for the chance of battle and eventually it was given to him, when a war broke out between two kingdoms.He struck out on his own from his city of Lympha, seeking battle where ever it popped up. He eventually made it, and he pledged his axe to the first camp of men he met, not caring which side he ended up on, just caring about the fight. He was soon given his fight, and fight he did, slaughtering a great many in battle. His great eagerness was one of his strengths, but it also lead him to his eventual downfall. While hacking his way through the enemy, he found he was surrounded by foes on all sides, and it took him a second to realise it. The second was all the enemy needed to begin their attack. The toll was heavy, Reganth was fighting for his life and many men were falling beneath his axe, until he was surrounded. Reganth tried to forstall them as long as he could, but it was inevitable. He soon took a mighty sword swing to his right side, his arm down to keep himself the blow itself from severing him, and he watched as his arm fell to the ground, still tensed from battle. A great rage grew from within him as the sword continued its bite into its side, but he could barely feel it at this point. In a flurry, he grabbed the man with his good arm, and tossed him out of the way as if he were no heavier then a child, and began to fight his way out, injured and filled with blood lust.

Reganth woke up in much pain at his allies camp, strapped down as a medic tended to his wounds to his side and arm, and he looked at his stump in horror, He knew he would never be able to return to his people, and knowing that they would never allow him back. All of his training, all of his time spent training.. It had been for nought, knowing he could never use that arm again. As soon as his wounds healed and he was strong enough to leave them, he did, and he never looked back. He continued on his own, an outcast from his people, and he slowly grew inward as the years dragged on. He found food where he could, but he never stayed anywhere very long, always moving. He continued to train with his left arm, but it never stopped paining him to have to look on his right, and know that he was so strong once, and a great warrior. He grew older, and with that age he grew more bitter and mistrustful, left to his own devices and thoughts, but he continued to strive for his training, how he was raised, because that was all he knew.
 

TheIronRuler

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Mar 18, 2011
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@Mortis Nuncius Where and when is the story taking place?
I didn't understand what is a dwarf and how it acts.
What is the level of technology there? Are there any major religions present?
Can some races inter-breed?
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
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@TheIronRuler: The where and when are both described, this is not in any place of this earth. The level of technology is the same as most fantasy settings, think mid-15th Century, so tech level keeps around there. As for Dwarves, think like a growing fungus that can attatch itself to mammals to live in symbiosis. I know exactly where you're coming from, when I first saw the idear I thought it was pretty far out. Races cannot inter-breed, though a rare case may be if an Aquean and a Vulcan (having like anatomies) inter-bred just may be possible, but that idea is only up for consideration at the moment so don't be so quick to jump on it. As for religion, well, it's likely something of the sort will be added at a later time.

EDIT: Scratch that, no inter-breeding at all.
 

TheIronRuler

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Mar 18, 2011
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@Mortis Nuncius When I asked where and when the story is taking place I meant to ask where is the RP going to begin and how many years after the events detailed there. I read the whole thing, I just didn't see where we will begin. I need to know so I will have to find a reason why my character is at the starting area.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
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@TheIronRuler:
The year is 1206 and it is ten years after the war
That's the timeframe. As for exactly where your character will begin (the characters listed so far are already part of the plot that's been stewing for a while (the happenings of which will be added in a "Story So Far" spoiler)), that will be determined after sheets are accepted.
 

TheIronRuler

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@Mortis Nuncius What say you about a Northerner that after encountering the Oracle discovers he has no destiny - as fate goes, he was destined to die at birth, but an experienced travelling doctor had saved him using magic. Now without destiny, he feels lost in the world, and he ventures out to find the travelling doctor and thank him, hoping that in turn he will answer with a destiny he could follow.
 

Malyc

Bullets... they don't affect me.
Feb 17, 2010
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MORTIS!!! Great to see ya got this up! I'll just resume lurking over here in the corner til it gets truly fired up.
 

TheIronRuler

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Mar 18, 2011
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Name: Abe Solomon

Species: Northerner

Gender: Male

Age: 23

Appearance: Abe is 5'3, small and light, skinny and pale. He's bald with a long grey goatee and has green eyes.

Weapons/Magic Spells: Carries a spear approximately his height, a long-bow and a quiver with more than thirty arrows. His abilities with magic are limited, but he does know a few spells to illuminate areas, disguise himself and any noise he makes, and bless his arrows to steer towards the target's heart as much as possible.

Weaknesses: Abe's every decision is followed by a deeply entrenched feeling of doubt, one he had been trying to shake off for the better part of a year. He is susceptible to all forms of attack, though the man is rather perceptive.

Personality: Still somewhat unconfident of himself, Abe has trouble conversing with others and doubts most of his actions. He is still trying to grow into the idea that fate is not absolute, though the terrifying freedom the notion gives terrifies him. He accepts others but is wary of some more animalistic people, considering those too different from humans to be completely alien and dangerous. He finds himself skilled in many skills yet a master in none.

Bio: Born in a small village in the north, Abe's mother had been having trouble with him. His father a miner and his mother a displaced artist, she retired to the countryside and took after her house. She had no living relatives in the village for they had been killed in a raiding incident, one she escaped from. Abe's birth had been due for three weeks, yet his mother hadn't been able to give birth to him. A travelling doctor stopped at his village to peddle in creams and other medicine when he was rushed in to help with the birth of Abraham. With his help, he managed to carve the mother and retrieve the child out of her womb, though without the necessary blood donor from his mother's family, the doctor couldn't save her. He was human, but he wielded strong magical powers. Abe's mother died at childbirth and his father raised him as his only son, taking great care to bring him to be a strong and healthy fellow that will inherit his name and follow the teachings of the oracle.

When he turned sixteen, Abraham took a pilgrimage to the oracle where he awaited to receive his destiny. To his dismay, the oracle had no answer ? to her he was a specter, a ghost of a once dead man. She couldn't recognize him as a living soul and told him that he had been saved from the clutches of death by magic which was beyond her understanding. She let the poor sod go without a destiny, for his sole fate was to return to the land of the dead from which he fled as a young baby.

Returning to his father a failure, he found himself with no faith in himself. As he grew older and stayed under his father's roof, he didn't do much of anything. He dwelled in the forests and acquainted himself with the wildlife and the flora, he used a bow and arrow and retrieved food for himself and his father, all the while being afraid to truly shine as his true destiny mustn't be disregarded. Even though Abraham was brilliant, he doubted himself and his abilities. He dabbled with magic and grew to become literate, learning more of the land he calls home.

Abraham's behavior remained the same for the majority of his life, till he reached the age of 22 and was struck with the news of his father's demise in the mines. Devastated by his father's death and directionless, Abe decided to take his own life soon after his father's funeral and rest by his side. Meeting his father's friends in the funeral, Abe was surprised to discover that his father's fate was actually becoming a scholar and recording the history of his people, yet he abandoned that role in favor of remaining by the side of his beautiful wife and then his son. Shocked by this new discovery, Abe came to the realization that fate is not all which lies in one's future, and decided he would find the man that had saved him from the clutches of death, to thank him, or, perhaps, to ask him for a new destiny to follow.
 

Malyc

Bullets... they don't affect me.
Feb 17, 2010
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Hmmm... I think this is being ignored.. MORE PUBLICITY IS NEEDED!!!
 

Derek_the_Dodo

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Sep 28, 2010
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My northerner blacksmith

Name: Jurgen Stronghammer

Species: Northerner

Gender: Male

Age: 37

Appearance: An older face than his age should show, a brow that looks like it has done more than its fair share of furrowing in its life. Usually covered in smoke residue from the forge and sweat from the hours spent there. Tall (6.5ft) and muscular you'll often find him wearing simple extremely worn day to day clothes with his customary patchy blacksmiths apron. Light brown hair and green eyes. Occasionally, such as when on a hunt, he puts on a hybrid of a thick leather vest with medium sized steel plates at various crucial points.

Weapons/Magic Spells: A blacksmiths hammer given to him by his master which has been tempered and enchanted to never break. In battle or when taking down a large animal as a group he is also known to carry a shield with his family crest on it, though he does continue to use his hammer as opposed to picking up a sword as it is like an extension of himself. As for magic, he was fortunate enough during his training to learn several useful spells that can affect the quality of a blade. From simple enchantments to make a sword feel lighter to the user, to more complex ones such as augmenting a sword to be constantly aflame when unsheathed, though he's only done this on a few occasions with the help of the forge. Also knows a few basic to mid range healing spells.

Weaknesses: He's a blacksmith as opposed to a warrior. He has seen combat before but usually on his home soil with fellow warriors and only really against animals and occasionally a rival tribe. Also he know no offensive spells.

Personality: Very quiet. Usually silent when concentrating at the forge. Optimistic despite the harshness of life on the mountain. When meeting new people he keeps whatever feelings about them he has to himself, choosing to be civil instead. He loses all of this when he's had enough mead, though it usually takes a lot, and very loudly tells everyone exactly what he thinks of them. One for following the traditions, he makes a monthly visit to a higher spot on the mountain to check for any signs of "The Thaw"

Bio: Lives in a small village on the side of Mount Silverback and has done his entire life. Born to a long line of miners on both sides of the family it was always expected that he'd follow in their footsteps. He was more interested in what happened to the ore when it came out of the mine. He took a shine to smithing, it was his calling, despite smashing quite a fair few swords clean in two with an overzealous hammer strike which unofficially changed his last name from stone to Stronghammer overnight.

When he saw the oracle at 16 s/he (It didn't mention gender and I don't want to railroad anything that may be needed in the plot, not that I'm saying it will) said that his life's purpose was to create both a weapon that is destined to destroy a great evil and one that would kill him. Upon reflection he wasn't entirely sure if what the Oracle meant was one weapon which would do both, or two separate weapons one would kill him and the other kill an evil.

For a while, he tried where possible to not forge weapons and festered thinking about his fate rarely leaving the forge for two years at which point he completed his apprenticeship and was given his master's hammer. He decided that destiny would play out and there is nothing he could do to stop it and was comforted in the knowledge that whilst he would die by his own handiwork, so would a great evil. He renamed the hammer Harbinger, for it would surely be the tool which would herald his doom.

His master retired, and Jurgen became the go to guy for making anything metallic in his and later other nearby villages, weaponry, armour, farming equipment, machines and contraptions, bear traps, cutlery, mining equipment you name it, he'll do it.

Being of the right age he soon started to take an active part in hunts and defending of the village. Before long he had a working knowledge and to some extent ability in battle. Whilst he was better than average with his shield and hammer combo given his occupation his real prowess came in devising ingenious new defences for the village.

His personal life is a simple one. He has a wife, Helga, and a 15 year old son ,Thame, they all live at the forge. He loved showing the world to his son, getting up at 4am to check that the eastern lights were shining bright and tell him tales of how the gods raised the mountain from sea level to prevent the snow melting, and how being nearer to the heavens at the heights of the mountain offered them protection from the gods.

He tried to teach Thame to understand the intricacies of the forge but he didn't care to smith, he was always going to be a soldier and Jurgen knew it. whenever he came back from hunts or battles Thame would ask and ask about every specific of the fight, even if they were just controlling the local wild boar population. It seemed to be more common in the past couple of years to go away for weeks at a time to Regnatores to sell some finely crafted weapon to an aristocrat who would never unsheathe it and leave it propped in his umbrella stand. He would bring Thame back some small trinket or such when he did so.

The point at which this RP encounters Jurgen is just after he's finished making a pure silver shortsword for Thame to be a gift for his 16th birthday in a short while when he comes back from the Oracle. Unfortunately Jurgen is due for a visit to Regnatores again because some noble is threatening to not pay for an enchanted dagger unless it is brought to him immediately and so begrudgingly Jurgen heads out away from the comfort of his mountain village.
 

DragonofDecay86

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Sep 26, 2009
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Name: Gale Grimsever

Species: Fae

Gender: Male

Age: 17 Fae years old (119 human years old)

Appearance: Gale is well muscled with jet-black wings that seem to glow with an eerie aura.
Gale has bright silver hair and amber colored eyes. Gale is normally seen wearing a dark black cloak over a set of hardened leather armor. Each arm is cased in a dark-black clawed gauntlet.

Weapons/Magic Spells: Gale carries a sinister looking broadsword with a midnight black blade. The pommel of his sword has a bright red stone. Gale is skilled in many forms of Fire Magic, but all of them are a dark black color tinged with green.

Weaknesses: Gale has a large x-shaped scar that stretches across his chest from shoulder to hip on either side. Due to this injury, Gale suffers from constant pain and sometimes finds himself incapacitated because of it.

Personality: Gale is a loner, someone who likes to go his own way and deal with his own problems. If Gale is able to avoid civilization he will, but once he finds someone he can actually get along with he is a valuable ally, and an incredible friend. Gale is often a bitter Fae, angry at the world for the injustice of losing his brother and the rest of his family.

Bio: Gale was born 7 years before the Sophisma and Malum war. During those seven years, Gale was brought up in a relatively big family with ten other siblings. Gale and his siblings were raised to respect the forest and to treat all the animals and plants as sacred. Gale was taught how to cook food, and how to make different poultices which would prove an invaluable skill in the years to come. As a child, Gale truly only got along with another one of his siblings, a child that was Gale's true twin. Both children had bright yellow eyes and silver hair, but there personalities couldn't have been more different. While Gale was independent and liked to work on things alone, his twin, Grim loved to be around other people. The bond Gale and his twin shared was an unbreakable thing, which made the war a much more terrible thing for Gale.

When the Sophisma and Malum war began, the Dark Tree Forest wasn't in immediate danger, so the Fae living there decided to let the rest of the world sort out it's own problems. It didn't stay that way. When Gale was only seven, a small contingent of Malum troops cut there way into the Dark Tree Forest, slaughtering any Fae that they encountered. It was by some fluke chance that Gale had been away on a hunt, and it was by this chance that Gale had managed to avoid the column of Malum troops that slaughtered his entire family before the Fae decided fighting was there only option. After the battle was done, Gale returned to his entire family dead. Grimm lay shattered and broken in a small clearing, his right hand clutched around a jet-black blade. Gale fell to his knees and wept for his brother. Gale eventually found the conviction to stand, and with the black blade in his hands Gale went forth with his blade and swore to hunt down every last Malum.

Gale was gone for nearly 10 more Fae years before finally returning to the village, bearing a large x-shaped scar across his chest from a battle with a Malum captain. Something had changed in Gale, a piece of his soul that had been torn away with the loss of his twin. Something, that many other Fae feared had been replaced by an evil. Gale was forced to leave the Dark Tree Forest and venture out into the world, only returning time-to-time to visit the grave of his brother. No Fae knows where Gale ventures off to inbetween visits, and no Fae dares approach him to ask, so that remains a mystery, known only Gale himself.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
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Well, I'm certainly glad to see this gaining as much interest as it had so far. For those with sheets (which is to say nearly all who have posted), not to worry for any delay. The reviewing process is underway and I may as well clear some things up with a couple sheets.

@Redrhyno: Firstly, I would prefer that we all stick to conventional materials for weaponry. Secondly, I think your magic is rather overpowered. It just seems like one could eliminate armies at a time, granted it's at the expense of time and energy, but dare I say it just seems like too much of a good thing. Thirdly, I must point out that Vulcans, having similar appearances to Aqueans, do not have hair. Also, their skin shouldn't be more resistant to heat than their robes, it just seems silly to me that they would be a necessity when there are those who don't quite need them. Next issue to address, I'm afraid that the whole Mt. Vulkan awakening which, while making for an interesting tale, I just don't think, in this day and age, that one should be able to awaken the volcano, let alone be in possession of such power as a result of it.

In fact, I may as well let it be known that, due to prior experience with overpowered mages, I think any skilled and well-learned magic-wielder should specialize in one form of magic and can have up to two that they know, though are not very skilled in.

Now, back to critiquing...

@Redrhyno: I'm perfectly fine with her studying the old tomes of their ancestors, but I would much rather have it so that she not succeed in the experiment of hers. Her attempting it and putting her peers at risk could be the reason she has been exiled and would also explain why she uses a blade rather than strictly magic, having been exiled before she could complete her training. These are just ideas, you can choose to go with them or not, but I must ask that you take into consideration the points I have made above.

@Derek_the_Dodo: I apologize for not making this clear about weapons/armor, but I'm going to keep the possibility of enchanted items as a strict "No", at least for the time being. It has actually been brought up in the past, though never been officially addressed, but I'll go ahead and clear the air right now.

Enchanting is a lost art believe by many to be a form of dark magic. The methods have been lost through the ages and all tomes detailing them were burned in a period known as "The Cleansing" - a time when dark magic was treated like a plague and its destruction was sought by many. Users, their studies, and their works were to be destroyed to ensure the process never be repeated. It was a dangerous task due to the fact that it required the energy, or life force, of one to imbue it with. In the ritual, one was required to walk a fine line between the realm of the living and the realm of the dead, as they were to breathe life into whatever it was they were enchanting. One could bring themselves to the very edge of the abyss, yet the item would still only be affected temporarily. The process could be performed again and again, but at the risk of one's death and the inevitable insanity that came with venturing to the brink of nonexistence time after time.

It was by the studies of one mage in particular that discovered one would have to sacrifice one's own life in order to have an item eternally imbued with magic. It would be like placing one's heart and soul into something, though that isn't to say it would have any semblence of sentience, merely just containing their energy 'til the end of days, or at least until it broke. The mage's further studies were what made enchanting a dark art because he found a method where one wouldn't need to use their own life to eternally enchant something, but one could use the life of another for the ritual instead. Needless to say, this means grew popular amongst those who were willing to kill another for their own gain and was frowned upon by most society.

Well, now that that's out of the way...

@Derek_the_Dodo: This may just be my need to pick nits, but the Northerners are a non-warring people, only fighting in self-defense. Battles between villages are nonexistent, though that isn't to say there aren't a few ill-tempered exceptions. However, most of these "oddballs" would likely be reclusive and keep to their own. Note that I only say likely.

@pyroguy86: Keep in mind Fae wings are made of light, refer to the image provided in Rena's description, though colors are variable. All in all, good work.

@TheIronRuler: No complaints to be had about this one.

@InkBlotRoyalist: Sorry, I cannot take reservations, but don't let that stop you from putting something forward. I'd rather take a look at all the sheets together rather than play it by a first-come, first-served basis.
 

Redryhno

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Jul 25, 2011
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@Mortis: I was really going to downplay the magic part, but I understand what you mean with OP magic, but that just seemed like a fun idea to play around with. Only the Elves are immune to the Dwarf mold right? That's what I understood from the description at least.
 

Derek_the_Dodo

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Sep 28, 2010
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Mortis Nuncius said:
@Derek_the_Dodo: I apologize for not making this clear about weapons/armor, but I'm going to keep the possibility of enchanted items as a strict "No", at least for the time being. It has actually been brought up in the past, though never been officially addressed, but I'll go ahead and clear the air right now.

Enchanting is a lost art believe by many to be a form of dark magic. The methods have been lost through the ages and all tomes detailing them were burned in a period known as "The Cleansing" - a time when dark magic was treated like a plague and its destruction was sought by many. Users, their studies, and their works were to be destroyed to ensure the process never be repeated. It was a dangerous task due to the fact that it required the energy, or life force, of one to imbue it with. In the ritual, one was required to walk a fine line between the realm of the living and the realm of the dead, as they were to breathe life into whatever it was they were enchanting. One could bring themselves to the very edge of the abyss, yet the item would still only be affected temporarily. The process could be performed again and again, but at the risk of one's death and the inevitable insanity that came with venturing to the brink of nonexistence time after time.

It was by the studies of one mage in particular that discovered one would have to sacrifice one's own life in order to have an item eternally imbued with magic. It would be like placing one's heart and soul into something, though that isn't to say it would have any semblence of sentience, merely just containing their energy 'til the end of days, or at least until it broke. The mage's further studies were what made enchanting a dark art because he found a method where one wouldn't need to use their own life to eternally enchant something, but one could use the life of another for the ritual instead. Needless to say, this means grew popular amongst those who were willing to kill another for their own gain and was frowned upon by most society.

@Derek_the_Dodo: This may just be my need to pick nits, but the Northerners are a non-warring people, only fighting in self-defense. Battles between villages are nonexistent, though that isn't to say there aren't a few ill-tempered exceptions. However, most of these "oddballs" would likely be reclusive and keep to their own. Note that I only say likely.
Ah, ok. And there I was about to hand out free fire swords to the whole party. Um, ok...
(Bold =edited bits)

Name: Jurgen Stronghammer

Species: Northerner

Gender: Male

Age: 37

Appearance: An older face than his age should show, a brow that looks like it has done more than its fair share of furrowing in its life. Usually covered in smoke residue from the forge and sweat from the hours spent there. Tall (6.5ft) and muscular you'll often find him wearing simple extremely worn day to day clothes with his customary patchy blacksmiths apron. Light brown hair and green eyes. Occasionally, such as when hunting dangerous wild animals of the mountains , he puts on a hybrid of a thick leather vest with medium sized steel plates at various crucial points.

Weapons/Magic Spells: A blacksmiths hammer given to him by his master which has been made with an alloy only known to his master and tempered to be near indestructable. In battle with a group against bandits or particularly dangerous creatures he is also known to carry a shield with his family crest on it, though he does continue to use his hammer as opposed to picking up a sword as it is like an extension of himself. As for magic, he was fortunate enough during his training to learn several useful spells that can affect his accuracy and might when swinging the hammer as well as a few basic to mid range healing spells, though he seldom uses them to heal superficial damage any more, preferring to wear the scars as a reminder of his slip ups as his master did.

Weaknesses: He's a blacksmith as opposed to a warrior. He has seen combat before but usually on his home soil with fellow warriors and only really against animals and only on a couple of occasions against bandits on the road and a customer who wouldn't pay and tried to attack him with his own weapon. Also he had no kind of long range attack or particular magical prowess.

Personality: Very quiet. Usually silent when concentrating at the forge. Optimistic despite the harshness of life on the mountain. When meeting new people he keeps whatever feelings about them he has to himself, choosing to be civil instead. He loses all of this when he's had enough mead, though it usually takes a lot, and very loudly tells everyone exactly what he thinks of them. One for following the traditions, he makes a monthly visit to a higher spot on the mountain to check for any signs of "The Thaw"

Bio: Lives in a small village on the side of Mount Silverback and has done his entire life. Born to a long line of miners on both sides of the family it was always expected that he'd follow in their footsteps. But he was more interested in what happened to the ore when it came out of the mine. He took a shine to smithing, it was his calling, despite smashing quite a fair few swords clean in two with an overzealous hammer strike which unofficially changed his last name from Stone to Stronghammer overnight.

When he saw the oracle at 16 s/he (It didn't mention gender and I don't want to railroad anything that may be needed in the plot, not that I'm saying it will) said that his life's purpose was to create both a weapon that is destined to destroy a great evil and one that would kill him. Upon reflection he wasn't entirely sure if what the Oracle meant was one weapon which would do both, or two separate weapons one would kill him and the other kill an evil.

For a while, he tried where possible to not forge weapons and festered thinking about his fate rarely leaving the forge for two years at which point he completed his apprenticeship and was given his master's hammer. He decided that destiny would play out and there is nothing he could do to stop it and was comforted in the knowledge that whilst he would die by his own handiwork, so would a great evil. He renamed the hammer Harbinger, for it would surely be the tool which would herald his doom.

His master retired, and Jurgen became the go to smith for making anything metallic in his and later other nearby villages, weaponry, armour, farming equipment, machines and contraptions, bear traps, cutlery, mining equipment you name it, he'll do it.

Being of the right age he soon started to take an active part in hunts and setting up defences for the village. He became crucial to it's defence more than usual as the village had heard tell of immortal soldiers sweeping across the land to the south towards Regnatores with a large number of warriors from the village itching for a fight leaving to defend the city. Jurgen was left as someone too important to the village to lose and his production of weaponry to be sent afar increased fourfold. Bandits grew more desperate and the enclave at razorback mountain turned their attentions to Mt. Silverback as the roads elsewhere were crawling with soldiers and the unprotected mountain villages made for easier targets. Before long Jurgen had a working knowledge of and to some extent ability in battle against the bandits but whilst he was better than average with his shield and hammer combo given his occupation his real prowess came in devising ingenious new defences for the village. With a reduced number of able bodied men the defences were necessary in order to fend the bandits off efficiently as well as persuade them that the village wasn't worth the risk of attacking. After the war village life returned to a more normal pace and Jurgen was championed somewhat as a local hero.

His personal life is a simple one. He has a wife, Helga, and a 15 year old son ,Thame, they all live at the forge. He loved showing the world to his son, getting up at 4am to check that the eastern lights were shining bright and tell him tales of how the gods raised the mountain from sea level to prevent the snow melting, and how being nearer to the heavens at the heights of the mountain offered them protection from the gods.

He tried to teach Thame to understand the intricacies of the forge but he didn't care to smith, he was always going to be a soldier and Jurgen knew it. Whenever he came back from hunts or told him of his battles against the bandits during the war Thame would ask and ask about every specific of the fight. It seemed to be more common in the past couple of years to go away for weeks at a time to Regnatores to sell some finely crafted weapon to an aristocrat who would never unsheathe it and leave it propped in his umbrella stand. He would bring Thame back some small trinket or such when he did so.

The point at which this RP encounters Jurgen is just after he's finished making a pure silver shortsword for Thame to be a gift for his 16th birthday in a short while when he comes back from the Oracle. Unfortunately Jurgen is due for a visit to Regnatores again because some noble is threatening to not pay for a custom made dagger unless it is brought to him immediately and so begrudgingly Jurgen heads out away from the comfort of his mountain village.

Anyone feel free to suggest any other improvements.