The Outpost. Fantasy Medieval Setting. Always Open.

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Iron

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Crews of competing thugs-for-hire make the pilgrimage to the Outpost every spring when the high-pass snows melt and try to strike at gold - or whatever monstrous body-part they can hack away to trade for a few pennies. The Outpost is the cesspit of the entire continent and then some, pitting together paladins and warlocks, clerics and barbarians, rangers and myths - all against the same enemy, and more often than not - against each other.

The Adventurer's Guild provides the contracts for the destruction of soul-sucking creatures lurking at the edges of the Outpost and is the only thing common to all of the kingdoms, empires, republics, tribal councils and any self-proclaimed territories in the continent. Everybody pays the Adventurer's Guild to keep the nasty things away locked at the edges of The Outpost, or else they would crawl up the high-pass once the snow melts. In return the Guild pays every lunatic holding a sword or chanting a verse so they will kill said monstrosities.

The first snow came down one day, and all of the Outpost's residents and visitors knew what it meant. The closure of the high-pass, and the beginning of a season there was no escape from. You've come together in a crew to kill something and earn gold doing it. In the process you'll undoubtedly get hammered in the local tavern, take a spin with one of the working girls - or boys, and buy yourself an over-priced helmet to replace the one that damn cockatrice dented.

*End Introduction*

I was inspired to run this by a comic series "Rat Queens". I'll aim for a similar mood and tone.

The game is simple in nature, with several layers of story underneath. The setting is vague on purpose, to give you a blank check for the character creation. The continent and surrounding territories are so vast you could be just about anyone from anywhere, with any history, motivation and favorite flavor of gum.

The story progresses with contracts set by the Adventurer's Guild. Different crews may try to take the same contract and be at odds with each other, but it's recommended to play nice or the monsters will be the least of your worries out in the waste outside of the Outpost.

Please leave any questions in the comments below and I will answer them. You can also leave character concepts for consideration. You can create multiple characters and control more than one character at a time.
 

Iron

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I looked at the other games running right now and noticed there was a similar theme of character sheets going around. I can write another one for you if you want, but I am personally not a fan of it. You can summarize your character with three paragraphs, without the need of going to her inner, darkest dreams and secrets.

I would personally come up with a concept for a character, flesh it out and then maybe put it on a spread-sheet to help with dice-rolls.

Name:
Race:
Gender:
Age:
Appearance:
Skills: Does your adventurer have good reflexes? Can she spit lightning out of her fingertips? Does he cut a salad with the same grace he does a goblin?
Equipment:
History:
Notes:
 

Lunar Templar

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I like it, so far, but still feels like there needs to be more info.

like what races?, what spells are and aren't allowed? any classes that are a nono?
 

Iron

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@avouleance2nd Imagine today a crew of former black-ops Russian servicemen that hires out their expert "counseling" for shipping lines and cruisers that go through pirate-infested waters. They are all well-trained, fit and experienced. They can handle a bunch of punk wannabe pirates. They've done this shit before. It doesn't mean that they can become bullet sponges, though - they're still people, after all.

Characters are, for the most part, experienced fighters. They can have skills that go with their play-style, like proficiency with a two-handed weapon. Spell-casters have a Grimoire with a set of known spells, which they can cast a limited amount of times per-rest/per-day. Priests, Druids, Bards and Monks (and similar support classes) have a variety of buffing and de-buffing abilities.

Mechanics for stats are derived from the character's class and race. They can be used for skill-checks for certain actions like running away, hiding, identifying traps and objects, etc.
If you're not some sort of rogue, diviner or ranger, you won't see the trap coming.

@Lunar Templar Whatever you like. It's best to borrow from the best, to save time. If you're uncertain, post the core idea and I will see if I take issue with it. Otherwise I trust you to choose wisely and not game the system. The core classes are allowed, with no mixing of classes.

All spells are in, but they are tied to your magical prowess and limited by what can be crammed into a grimoire. Some spells can only be used out of battle (like teleportation), while others only during battle (like a bolt of lightning frying an angry troll to a crisp). You can only use a certain number of spells per-day/per-rest.
 

JoJo

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I'll bite, I could do these as a sheet if you want but as you said, might be more interesting to introduce in a few paragraphs and more can be revealed in the RP itself:



The young barmaid was used to seeing all kinds of strange creatures as she worked in her father's tavern, serving drinks long into the night, but this one gave even her the chills. It's compound eyes seemed to stare in every direction at once, it's six legs clicking noisily as they tapped up and down impatiently on the wooden table in front of it. It didn't sit on a chair, indeed it probably couldn't, rather it stood with it's front two pincers perched on the table, the candlelight reflecting off it's shining black exoskeleton. It wore no clothing, except for a belt around it's waist where two short knives hung ominously, along with a small leather bag.

"Are you a valma?" the small girl asked cautiously as she poured out a drink, avoiding eye contact with the creature.

"Yes, they call me Mehadi," the giant insect hissed, clicking it's mandibles together, "How did you know that, man grub?"

"My father, he teaches me about all the different races that might come here," the barmaid replied proudly, glancing at the valma's wings folded at her sides, "He said that only the royalty have wings, is that true?"

"Yes..." Mehadi replied after a pause, fixing her compound eyes on the child, her antennae almost touching her face, "What is that to you?"

"Nothing!" the girl squeaked, darting back to the safety of behind the counter. The valma chuckled to itself and then dug noisely into the raw meat and roots that had been served before it, ripping apart chunks of flesh with it's mandibles and swallowing them whole.

The Kingdom of Samara is a confederation of valma colonies found to the far south of the great continent, overseen by an elite human minority. The presence of the valma in the region goes back as far as records are kept, although before the arrival of humans they themselves had no written word and so their own history is shrouded in mist. Around four centuries ago, a small group of humans known as the Manushya arrived in the area and ended up in conflict with the valma, what transpired is not clear but eventually it ended with a treaty between the surviving queens of the valma and the humans. The Manushya became a ruling elite over the various colonies and bound them together in a single new state: the Kingdom of Samara.

The valma are giant six-legged insects who resemble ants, like their smaller kin they primarily live in colonies underground. Their front two legs however are adapted as small pincers which can used to clutch tools or weapons. Valma society is arranged in strict castes, all of whom are hatched from the eggs of a single queen of the colony:

Underling caste - The lowest caste, these valma originate from worker grubs who failed to achieve a sufficient size or strength to carry out strenuous tasks. They gather small pieces of food and carry out menial labour for the colony, they tend to have very short lives.

Worker caste - The majority of the colony are made up of these five foot long insects. Sterile and dogmatically loyal to their queen, they spend their lives building new burrows, collecting food and tending to the upper castes. They are intelligent enough to carry a conversation but the written word is beyond them, as are most abstract ideas. They generally live ten to fifteen years at most.

Soldier caste - Twice the size of the workers, approximately ten percent of a colony's population are given over to soldiers. These valma will give anything to protect the queen and colony from attack. They have better tactical minds than the average worker but aren't capable of truly independent thought. If not slain in battle, they can survive up to twenty years.

Priest caste - A small number of grubs are birthed separately from the workers and soldiers each year, these become the priest caste. The priests are the administrators of the valma, with an intelligence equalling that of a human in most respects, they organise the workers and lead the soldiers into battle. They are intermediate in size between workers and soldiers. The most accomplished males among the priests are chosen to mate with the colony's queen and so father to the next generation of valma. They live much longer than the lower castes, typically reaching forty or fifty.

Queen caste - A very tiny number of promising female priest grubs are selected to be fed royal jelly, this leads to them instead developing into juvenile queens, or princesses. Unlike all other valma, those in the queen caste possess wings in their younger years. Once their exhaustive education is complete, a young queen will either take over an existing colony or after mating with several high quality males, fly off to found a new colony nearby. Once they have settled in one spot, they will lose their wings and swell up to an immense size, never again to see daylight while they are waited on hand and foot by their offspring. Queens can live over a hundred years if successful and are seen in valma society as a great repository of knowledge.

Manushya caste - A small number of humans live among the valma, ruling over their society and are generally treated with the same respect as is afforded to queens. The Manushya are a single ethnic group, typically dark-skinned with almond eyes, to Earth eyes they would most closely resemble the people of northern India. Unlike the valma they are capable of performing magic and building technology far beyond the capacity of their subjects, which has secured their position at the top of Samaran society despite comprising less than one percent of the total population. A single human monarch rules over the many valma queens, although each colony queen has a great deal of leeway in how they run their own domain.

Let me know what you think.
 

Iron

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Create your character, mention her class, abilities and spells. The rest will be determined after a character is accepted. There isn't a specific depository I limit you to. You can use D&D if you want. It's easier for me to formulate later.

@JoJo it's great you created an entire realm for your character. A few key details remain missing. Class, skills, spells and equipmemt - how you are going to play your character. I like it, and will accept it if you make some adjustments.
 

JoJo

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@Herosin: Okay, I've done a short sheet including what you've asked for, how is this?

Name: Mehadi, of the colony Bhurat

Class: Warrior Princess

Skills: Primarily hand-to-hand combat. Mehadi is relatively inexperienced compared to many fighters but eight feet of angry ant is difficult for even a skilled warrior to take down single-handedly. Aside from her twin swords which will be detailed further in equipment, her mandibles are ferocious blades that can cut through flesh and even bone like a knife through hot butter. As with all vamla, as a last resort she can shoot acidic liquid at an enemy, this will not cause any lasting harm but will temporarily cause great pain on all exposed flesh where the acid lands. Her other major skill is her flight ability, which allows her to travel quickly in open spaces and potentially escape from sticky situations on her insect wings. These are fragile and vulnerable to damage however.


Spells: None, the valma are simple creatures of the earth and so entirely unable to cast spells as a species.

Equipment: Mehadi carries little, her tough exoskeleton means she has no need for armour or clothes. She wears a leather belt between her abdomen and thorax however in which she carries any gold coins she has earned recently in a small bag, along with two Manushya-designed short swords she brought with her from Samara. Their handles are mahogany, laced with gold and with sharpened steel blades which come in handy where her mandibles are not enough for the job.
 

Iron

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@JoJo Accepted.
Three questions. How often can the acid be used?
Is she slower than most bipedals?
How will the wings function in and out of combat?
I assume her stats will by Above average Str, Above average End, with the rest at Avg.
Skills are swordsmanship and hand-to-hand (Race specific).
Tell me if I've missed anything.
 

JoJo

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Herosin said:
@JoJo: Accepted.
Three questions. How often can the acid be used?
It's mainly a last resort defence mechanism, so let's say once a day.

Is she slower than most bipedals?
No, I wouldn't say so, at-least some preliminary [http://www.theincredibleant.com/ant-how/how-fast-are-ants] googling [http://lingolex.com/ants.htm] indicates that a human-sized ant would be a great deal faster than your average man, if anything. For balance and taking into account inefficiencies in the arthropod breathing system when scaled up to large sizes, probably fair to say just slightly faster than a fit adult human.

How will the wings function in and out of combat?
When not in use they'd be tucked away on top of her thorax and abdomen, they're far too fragile to be actively used for anything besides flight. Out of combat they could be used for fast travel between distant areas, scouting etc. In combat they could be used for escape or flying above one's enemies, though in the latter she would have to be careful they don't get damaged.

I assume her stats will by Above average Str, Above average End, with the rest at Avg.
Skills are swordsmanship and hand-to-hand (Race specific).
Tell me if I've missed anything.
Yeah, that's fine by me.
 

booksv3

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Name: Desaya

Race: Common Catfolk

Gender: Female

Age: 23

Appearance: Standing 5 foot almost 6 inches her curved cat legs keep her from standing to her full height. She has cat ears on the top of her head with short brown hair on her head not even falling to her shoulders, while her body is covered in patched tawny fur. Her hands and feet are claws but her hands have 4 fingers and a thumb each and are as dexterous if not more than a humans. Her tail is not prehensile but it can be moves a little to her will, it is almost 3 feet long. She wears a dark almost black robe that covers almost all of her body and the sleeves reach down to just short of her hands. She doesn't wear shoes but has wrappings on her hands and feet. The robe is held by a belt with a small enchanting knife on the left side and three pouches on the right side.

Skills: Magic [Necromancy specialty], enchanting apprentice, Scenting ability, basic cat style martial arts.

Equipment: A small enchanting knife used in etching enchantments into other things, blank enchanting plates in belt pouches, lightly enchanted robe[defense].

History: Growing up on the plains of sherali Desaya showed great promise with magic of many kinds even at a young age. Starting from her third year she was an apprentice to a mage who beat into her magic theory and control in many different styles. After 5 years she had the basics for almost half a dozen different magic elements when she found her calling, in her eyes. She ahd been enjoying a rare day off in the woods behind where she was learning and came on a small rabbit that had died from what looked like a bird attack but hadn't taken the body with them. Looking down at the rabbit she had felt a mix of feelings, and she had formed the magic needed to fill the body back with a semblance of life.

After the rabbit ran off and Desaya went back to her teacher she found her real ability was in necromancy and the magic of death. After a few more years of study she was sent to another teacher for a year long training to give her the body and mental fortitude to use magic. This was with a local martial arts teacher who taught her how to use the basic forms and made sure she could keep her mind calm even in harsh environments. After the year of training she went back to her teacher to relearn what might have been forgotten and start specializing in a style of magic so she could push herself in that for the rest of her life.

As the next dozen years went by and she did a dual study of air magic in public and necromancy in secret she found that to study more than one style kept her from learning what she really wanted to. But necromancy had always been a forbidden style to learn and the books on it were there for people to know how to fight against it. When she was 21 Desaya decided she wanted to focus only on necromancy, wanting to delve deeper into its secrets. Unfortunately for her she was found practicing necromancy when she thought her teacher was gone, but he walked in on her raising a skeleton she had found in the forest. After the initial shock her master started screaming and yelling gathering his magic to strike her down but even at his advanced age and experience she was half a second faster and the same time the skeleton slammed into him she cast a spell on him to melt his flesh off his bones. After killing her teacher she had to run, leaving her home of almost 20 years and leaving past the far mountains to far away places to learn and live.

Level one spells:
Teeth; Three ghost fangs fly out and stab the target. 6 uses per day. Medium range[100 Yards]
Raise least; Raise the dead, it follows the person who raised it. Only something as big as a medium size dog. 4 uses per day. close range[10 yards]
soul sight; Allow the user to feel and see souls, distance and power of them also. 4 uses per day. self

Level two:
Raise lesser; Raise the dead, it follows the person who raised it. raise the skeleton of a humanoid or a zombie of a lesser creature.3 uses per day. close range[10 yards]
Harm person; Damages the target if living, heals the target if undead. 4 uses per day. Touch range

Level three:
Raise dead; Raise the dead, it follows the person who raised it. Raise an animal wight or humanoid zombie or large skeleton. 2 uses a day. close range[10 yards]
Harm person Greater; Harms the target if living, heals the target is dead. does twice as much damage. 2 uses per day. touch range
Soul chains; Chains made out of spirit form and chain up up to three targets. Only those very strong or good at magic can undo them. 2 uses per day. Medium range[100 yards]

Level four:
Raise dead greater; Raise the dead, it follows the person who raised it. Raises a large zombie or greater skeleton or 5 human zombies. 1 use per day. close range[10 yards]
Harm person mass; Harms the target if living, heals the target is dead. targets up to 3. 1 use per day. touch range
Acid; hits the target with acid, melting their skin or bones depending on target. 1 use per day. meduim range [100 yards]

This is my sheet, hope it works. Magic user, race from dnd.

EDIT 1: Add in spell book, minor change to age.

EDIT 2: range for spells.
 

Pandalisk

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I'm interest but unfortunately I'm in the middle of the exam week so I won't have anything till Friday, or will you have picked the characters by then?
 

Iron

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Pandalisk said:
I'm interest but unfortunately I'm in the middle of the exam week so I won't have anything till Friday, or will you have picked the characters by then?
I can quote people!
Send me your premise. You don't have to make a detailed sheet yet. I'll start soon in the weekend.
booksv3 said:
Name: Desaya

Race: Common Catfolk

Gender: Female

Age: 43

Appearance: Standing 5 foot almost 6 inches her curved cat legs keep her from standing to her full height. She has cat ears on the top of her head with short brown hair on her head not even falling to her shoulders, while her body is covered in patched tawny fur. Her hands and feet are claws but her hands have 4 fingers and a thumb each and are as dexterous if not more than a humans. Her tail is not prehensile but it can be moves a little to her will, it is almost 3 feet long. She wears a dark almost black robe that covers almost all of her body and the sleeves reach down to just short of her hands. She doesn't wear shoes but has wrappings on her hands and feet. The robe is held by a belt with a small enchanting knife on the left side and three pouches on the right side.

Skills: Magic [Necromancy specialty], enchanting apprentice, Scenting ability, basic cat style martial arts.

Equipment: A small enchanting knife used in etching enchantments into other things, blank enchanting plates in belt pouches, lightly enchanted robe[defense].

History: Growing up on the plains of sherali Desaya showed great promise with magic of many kinds even at a young age. Starting from her third year she was an apprentice to a mage who beat into her magic theory and control in many different styles. After 5 years she had the basics for almost half a dozen different magic elements when she found her calling, in her eyes. She ahd been enjoying a rare day off in the woods behind where she was learning and came on a small rabbit that had died from what looked like a bird attack but hadn't taken the body with them. Looking down at the rabbit she had felt a mix of feelings, and she had formed the magic needed to fill the body back with a semblance of life.

After the rabbit ran off and Desaya went back to her teacher she found her real ability was in necromancy and the magic of death. After a few more years of study she was sent to another teacher for a year long training to give her the body and mental fortitude to use magic. This was with a local martial arts teacher who taught her how to use the basic forms and made sure she could keep her mind calm even in harsh environments. After the year of training she went back to her teacher to relearn what might have been forgotten and start specializing in a style of magic so she could push herself in that for the rest of her life.

As the next dozen years went by and she did a dual study of air magic in public and necromancy in secret she found that to study more than one style kept her from learning what she really wanted to. But necromancy had always been a forbidden style to learn and the books on it were there for people to know how to fight against it. When she was 21 Desaya decided she wanted to focus only on necromancy, wanting to delve deeper into its secrets. Unfortunately for her she was found practicing necromancy when she thought her teacher was gone, but he walked in on her raising a skeleton she had found in the forest. After the initial shock her master started screaming and yelling gathering his magic to strike her down but even at his advanced age and experience she was half a second faster and the same time the skeleton slammed into him she cast a spell on him to melt his flesh off his bones. After killing her teacher she had to run, leaving her home of almost 20 years and leaving past the far mountains to far away places to learn and live.

This is my sheet, hope it works. Magic user, race from dnd.
She's over forty, but she went on the run when she was twenty. There's a twenty year hole. I think it's best if she was twenty one in the game.
Stats are Above avg Agility, Above avg Int, rest is avg.
Sklls are Necromancy, Hand-to-hand, Scouting (Scent).
You should make a list of spells. Most will require a magick book, require some item or sacrifice and limited by number of uses.
 

Mr.Ivebeenframed

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This looks interesting. Tell me if I need to change anything.

Name: Zenobia

Race: Elf

Gender: Female

Age: 130

Appearance: Lean and lithe, Zenobia stands at 5'6 while weighing at around 100 pounds. She wears a maroon cloak made of cloth but underneath, she wears light leather armor dyed black which has seen plenty of use. A belt around her waist carries a few pouches but also a few curious vials with mysterious liquids sloshing around inside. What is most striking about her are the scars on her arms and the intricate runes seemingly branded on her pale skin. Her hair wavy, black hair is cut quite short for a girl and as a result, from a far she can be confused for a teenage boy. The result is some of her brands on her neck being visible. Her almond-shaped eyes are green and a tattoo of the symbol for her God is underneath her left eye. Her face is quite angular with sharp features typical for an elf but instead of a stoic look that most elves are known for, Zenobia sports a perpetual smirk. Despite being 130 years old, Zenobia looks quite young and might be even considered childlike especially with her constant smiling but she is far from a child with the things she has seen let alone done.

Class: Blood Mage

Skills: Zenobia is a "branded" one, focusing more on physical sacrifices to strengthen herself in combat. But, in order to perform certain spells, Zenobia has to offer her own or someone else's blood to make the most of her abilities so its use is limited. Because of her training as a blood mage, she can regulate pain better thus increasing her endurance and her training in the order has made her comfortable with most simple weapons along with being able to perceive situations clearer. Zenobia's upbringing in the Red Dunes has also increased her constitution so despite her frail looks, she looks tougher than she actually does.

Equipment: A belt lined with pouches which stores basic survival necessities along with gold for when she needs to buy something. She carries a war sickle at her hip along with an athame in a pouch close to her hand. The sickle is incredibly sharp so spilling blood would be easier for Zenobia at the cost of the weapon's endurance. She can partially conceal the sickle using her heavy cloak which also helps her against some blows. She stores blood in vials, concealed in a secret pouch to help her in a pinch.

History: Bound to The Order of Eno at a young age, her childhood is a bloody blur of her training to be a "Branded". The Branded ones are the primary warriors of the order despite not actually being complete soldiers. The Order of Eno takes in orphans and other unwanted members of the society, giving them a purpose in their long lives. Ayadine is one such orphan and after being taken into the Order, she saw purpose in her life. She fell in with the Order of Eno and worked hard to be a Branded one. The Branded also seek sacrifices for the Eno and thus are sent out by the city to find blood to offer. The more rare and exotic the blood, the more favor Eno brings the one who offers it up.

After leaving Ayadine at 125, Zenobia has been on an endless hunt for the rarest blood available. So far, she's met little success in the last five years that is until she heard of the Outpost. She heard stories of the monstrosities that would rear its ugly head so with much enthusiasm, she made her way there in hopes of satisfying Eno.

Spells: A passive ability she has is the ability to detect something bleeding heavily although tracking it is another matter entirely.
(Level one-3 uses per day) Blood weapon-forms simple weapon out of blood, Ichor Spike-forms poisoned spike out of blood, Blood enchantment-imbues blood with magic
(Level two-one use per day)Blood whip-produces whip from the blood of one's hand that can be used to combat or other utilities, Blood rage-strength and speed are enhanced by the use of enchanted blood
Some background on the place she's from:
The Red dunes, otherwise known as the Blood Sands, stretches far with rolling dunes carrying a red tint to its color. Locals tell the tale of ancient deities fighting and spilling their blood upon the sands. In a way, they are not wrong because rocky spires resembling splintered ribs scrape the sky and the remains of entire armies can be uncovered by any adventurer or scholar brave enough to wander the desert while the Ayadinites roam it daily. The Red Dunes hold many broken temples and failed settlements but they are preserved by its elven guardians who dwell in the city of Ayadine. Built on the only water source of the Red Dunes, Ayadine is an exotic place to most travelers and a market for very rare minerals only found in the desert. Jewels and glass forged from the red sands or pointy spires are a specialty so the city has become quite wealthy even in the face of its bloody practices.

The city-state of Ayadine is notoriously known by outsiders for its ziggurats, wet with the blood of grisly sacrifices. Any criminals caught by their roving zealots or sold to them as slaves are subject to the fate of being flayed for their Eno, their god of life and death. The people are strange and enigmatic, staring at outsiders from behind veils and masks while talking in a strange tongue. Blood magic is known to be practiced regularly and without a second thought, much to the dismay for any outsiders. The religious order of Ayadine is also Ayadine's sole source of protection as they aim to appease Eno through their own or someone else's blood by any means necessary.

Ayadine is a sprawling metropolis despite the scorching heat mostly due to the sell of its rare materials. Enormous ziggurats dot the landscape, each sacrificing men and animal alike to appease and ask Eno for favors. There is a separate district outside the city for merchants and outsiders so trading would be expedited while making sure no one else would see what the natives would do beyond the walls. The theocratic rule of the seven prophets dictate what the city does and how if functions. Ayadine is primarily occupied by elves but recent trading has brought members from other races.
 

Iron

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Mr.Ivebeenframed said:
This looks interesting. Tell me if I need to change anything.

Name: Zenobia

Race: Elf

Gender: Female

Age: 130

Appearance: Lean and lithe, Zenobia stands at 5'6 while weighing at around 100 pounds. She wears a maroon cloak made of cloth but underneath, she wears light leather armor dyed black which has seen plenty of use. A belt around her waist carries a few pouches but also a few curious vials with mysterious liquids sloshing around inside. What is most striking about her are the scars on her arms and the intricate runes seemingly branded on her pale skin. Her hair wavy, black hair is cut quite short for a girl and as a result, from a far she can be confused for a teenage boy. The result is some of her brands on her neck being visible. Her almond-shaped eyes are green and a tattoo of the symbol for her God is underneath her left eye. Her face is quite angular with sharp features typical for an elf but instead of a stoic look that most elves are known for, Zenobia sports a perpetual smirk. Despite being 130 years old, Zenobia looks quite young and might be even considered childlike especially with her constant smiling but she is far from a child with the things she has seen let alone done.

Class: Blood Mage

Skills: Zenobia is a "branded" one, focusing more on physical sacrifices to strengthen herself in combat. But, in order to perform certain spells, Zenobia has to offer her own or someone else's blood to make the most of her abilities so its use is limited. Because of her training as a blood mage, she can regulate pain better thus increasing her endurance and her training in the order has made her comfortable with most simple weapons along with being able to perceive situations clearer. Zenobia's upbringing in the Red Dunes has also increased her constitution so despite her frail looks, she looks tougher than she actually does.

Equipment: A belt lined with pouches which stores basic survival necessities along with gold for when she needs to buy something. She carries a war sickle at her hip along with an athame in a pouch close to her hand. The sickle is incredibly sharp so spilling blood would be easier for Zenobia at the cost of the weapon's endurance. She can partially conceal the sickle using her heavy cloak which also helps her against some blows. She stores blood in vials, concealed in a secret pouch to help her in a pinch.

History: Bound to The Order of Eno at a young age, her childhood is a bloody blur of her training to be a "Branded". The Branded ones are the primary warriors of the order despite not actually being complete soldiers. The Order of Eno takes in orphans and other unwanted members of the society, giving them a purpose in their long lives. Ayadine is one such orphan and after being taken into the Order, she saw purpose in her life. She fell in with the Order of Eno and worked hard to be a Branded one. The Branded also seek sacrifices for the Eno and thus are sent out by the city to find blood to offer. The more rare and exotic the blood, the more favor Eno brings the one who offers it up.

After leaving Ayadine at 125, Zenobia has been on an endless hunt for the rarest blood available. So far, she's met little success in the last five years that is until she heard of the Outpost. She heard stories of the monstrosities that would rear its ugly head so with much enthusiasm, she made her way there in hopes of satisfying Eno.

Spells: A passive ability she has is the ability to detect something bleeding heavily although tracking it is another matter entirely.
(Level one-3 uses per day) Blood weapon-forms simple weapon out of blood, Ichor Spike-forms poisoned spike out of blood, Blood enchantment-imbues blood with magic
(Level two-one use per day)Blood whip-produces whip from the blood of one's hand that can be used to combat or other utilities, Blood rage-strength and speed are enhanced by the use of enchanted blood
Some background on the place she's from:
The Red dunes, otherwise known as the Blood Sands, stretches far with rolling dunes carrying a red tint to its color. Locals tell the tale of ancient deities fighting and spilling their blood upon the sands. In a way, they are not wrong because rocky spires resembling splintered ribs scrape the sky and the remains of entire armies can be uncovered by any adventurer or scholar brave enough to wander the desert while the Ayadinites roam it daily. The Red Dunes hold many broken temples and failed settlements but they are preserved by its elven guardians who dwell in the city of Ayadine. Built on the only water source of the Red Dunes, Ayadine is an exotic place to most travelers and a market for very rare minerals only found in the desert. Jewels and glass forged from the red sands or pointy spires are a specialty so the city has become quite wealthy even in the face of its bloody practices.

The city-state of Ayadine is notoriously known by outsiders for its ziggurats, wet with the blood of grisly sacrifices. Any criminals caught by their roving zealots or sold to them as slaves are subject to the fate of being flayed for their Eno, their god of life and death. The people are strange and enigmatic, staring at outsiders from behind veils and masks while talking in a strange tongue. Blood magic is known to be practiced regularly and without a second thought, much to the dismay for any outsiders. The religious order of Ayadine is also Ayadine's sole source of protection as they aim to appease Eno through their own or someone else's blood by any means necessary.

Ayadine is a sprawling metropolis despite the scorching heat mostly due to the sell of its rare materials. Enormous ziggurats dot the landscape, each sacrificing men and animal alike to appease and ask Eno for favors. There is a separate district outside the city for merchants and outsiders so trading would be expedited while making sure no one else would see what the natives would do beyond the walls. The theocratic rule of the seven prophets dictate what the city does and how if functions. Ayadine is primarily occupied by elves but recent trading has brought members from other races.
Very very cool back-story and solid character. I will accept her.

I'm starting the game, but it will remain open. New players can jump in as soon as their characters get a thumbs up from me. It's a very open-world sort of game, hooked together through the extraordinary life in the outpost.
 

Iron

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Sep 6, 2013
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booksv3 said:
who is in?
I didn't see the tweaks you made to your character. Can Harm person can be used to heal your own minions?
Whenever you use your spells, you should mention it in the post, and highlight the spell name with bold or colored text.
Teeth, Soul Chains Acid and Raise dead greater will go through a skill-check - they might fail to hit the target or fire, depending on its agility, buffs and arcane abilities.
I see there's a group option in the game and I can use dice there. I'll make a group and put more information there.
You're accepted. Welcome to the outpost, and enjoy the first day of the count, and the beggar's banquet.\

Jojo and Mr.Ivebeenframed are in as well.