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Nea Videssos
Minister
 
Posts: 2201
Founded: May 01, 2016
Iron Fist Consumerists

Postby Nea Videssos » Mon Jan 08, 2018 5:58 pm

Hmm...
Formerly Videssos. Just a femboy-obsessed degenerate. Also interested in history, mythology, fantasy, science fiction, metal and some other stuff.
A little bird told me, "Go, Go! Socialise! Talk to those fine people! And then, KILL EVERY LAST ONE OF THEM! Plunge your knife into their throats when they ain't lookin', and then burn 'em to the ground!"
Well that's silly, isn't it?

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Nations United for Conquest
Negotiator
 
Posts: 5389
Founded: May 06, 2016
Inoffensive Centrist Democracy

Postby Nations United for Conquest » Mon Jan 08, 2018 6:06 pm

Hmm, I'll drop a tag
National Information
Leader - Prime Minister Alaro Kuhn
Capital - Gesno
Population - 325,581,223
Currency - Krot ($)
Roleplay Information
OP Gatelord - [OOC]
The Coming Storm - PLANNED
TBA FE RP - PLANNED

THE DEMOCRATIC SOCIALIST REPUBLIC OF OSKANO
COBALT NETWORK MEMBER
Est. 1663

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Mon Jan 08, 2018 8:00 pm

This is clearly a work in progress, and I know nobody has their bio up yet, but I wanted to get this up before we get totally buried in posts.

Name: Alexandra "Alec" Pendleton
Age: 19
Appearance: Tall and willowy, at 6'2 she towers over most of her classmates. And the heels don't really help much either. She's slender with angular features with feline green eyes and flaming wavy red hair that brushes just past her shoulders. Usually dresses in suits or a brightly colored waistcoat and trousers, but she wears wizard robes and hats as well.
Race: Human
Nation and Region of Origin: Born in Torel, Alec comes from the country of Karth. A coastal land in the East that’s known for its merchant trade in spices....and its magicians. Karth has a pretty strong wizarding community where magic is a normal part of everyday life. It can be seen on every street corner and nobody bats an eyelash in contrast to the nation her maternal grandfather grew up in.
Heroic Level: 1
Heroic Abilities:
  • Light Caller Alec now has an advanced form of lumikinesis in addition to her own magic, she can control and call all forms of light to her will, even the light of celestial bodies such as the moon and the stars as well as lightning. She can concentrate it into a beam or shower and use it in devastating attacks.
  • [Ability Two Here] (And a description here)
Heroic Weakness: Alec's fatal flaw is excess. She overdoes and overindulges things all the time to the detriment of herself. Especially things like drinking or maybe having way too much fun at the expense of others. Also she has a bit of a problem with hubris.
Magical Ability: Yes
Magical Disciplines: Creation, Energy
Bio: Alec was born in Torel, a small village in Karth. Her parents were Santana Horne-Pendleton, the head of the Circle coven of witches, and Nathaniel Pendleton, a phyisician and scholar. Her mother was a well-known tigress, storming, fierce and sometimes heavy-handed although she dearly loved her family and her coven. Her father was more gentle and laid-back, and would prefer to settle things peacefully instead of resorting to violence or a show of intimidation. Alec inherited a mix of these things, her younger sister Ariel took more after her mother in temperament but not on the same level.

The girls grew up in a small but bustling household. If family relations weren't over there, Santana and her coven, who was like an extended family to the young girls, were over there. Or her father had friends over from the Physicians' Guild...it was a house filled with learning and not a day passed where they didn't learn something new. Alec's dream was to become the world's greatest wizard, and thus when she turned eighteen she applied to Camelot College for Young Wizards, one of the most premier magic schools in the world. She was of course elated when she was accepted, and soon was at the top of her class. She even would study magic that she was forbidden to study, but not for evil purposes. She just believes that a mage who can't curse can't heal either. Things were peaceful until...there was an attack on the school by minions of the Lichlord. There were many powerful wizards and witches gathered in one place, some of whom were actively his enemies and quite a few that could rise up against him. The Lichlord had some of his minions inside of the school giving him intel...but somehow, someway Alec found out about the plan. Running to go tell the Headmistress, the school was fortified against an attack. On the day that it was purportedly supposed to take place, Alec along with a group of her friends and some teachers threw up a magic shield around the school using a spell they had been working on. It took a lot of power, and they had to stand in specific spots to make sure it worked. Everybody escaped alive, except for Alec. When everyone was outside, she noticed her sister Ariel wasn't there and so left her place to go and get her. She managed to barely get her out of the school before the building exploded, the bomb no longer contained by the shield.

The funeral was a somber affair, a closed casket since when they did find what was left of her...it truly was in no shape to be publicly viewed.. They had a statue and plaque put up to her on the college grounds, right where her gravesite was. It was quite a shock to her when she woke up sometime after her death, body intact and still in her college uniform. The world she knew had changed somewhat in her absence, even though it had been only ten years. The first person she saw upon awakening was her sister Ariel, now all grown up and a wife and mother, as well as a professor in the rebuilt college, who had come to put flowers on her grave. Ariel tried to attack her when she recovered from her screaming fit, thinking there was dark magic at work. After some spells and answering a series of questions proved that this wasn't a trick, they embraced for the first time in a decade. "Looks like I'm the big sister now." she jokes sometimes. They reintroduced her to society slowly, as this would be quite a shock to most sane people. She started off quietly, continuing her magic lessons, seeing her family again, meeting her brother-in-law and nephew. However, hearing that she was something of a national hero did kind of make her brag a little...but not too much.
She hasn't given up her dreams of glory and being a great wizard, but for now at her sister's advice she's starting off slow...re-enrolling in college in her second year where she left off.
Morality: Alec is pretty morally-fluid. She is a utilitarian meaning "whatever has to be done for the greater good, do it." She's a pretty ends justify the means kind of person. However, she does her best to keep those means as minimally damaging as possible.
Likes: Magic, the night
Dislikes:
Theme Song: (Optional, but cool)
RP Sample:
Last edited by Nuridia on Wed Jan 10, 2018 9:56 pm, edited 1 time in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Mon Jan 08, 2018 8:03 pm

Race name: The Adherents of the Old Will
Appearance:
ImageImageImage


The physical appearance of Adherents vary greatly, especially among those "born" after Aleph's Exodus, in part due to the inconsistent materials used in their construction, and in part due to the whims of their parent while in the birthing ritual. They all are, however, roughly humanoid, made of mostly metal and magical circuitry, and contain a sphere of shimmering, multi-coloured magical energy buried in their chests that powers them. Adherents living in the southern desert bands tend to wear loose-fitting white robes and hoods to cool their circuitry and protect their inputs from sand, while Adherents in other parts of Thalmar tend to adopt native styles of dress, and larger Adherents with thick armour, no matter their location, tend to forgo clothing entirely as it is expensive and unnecessary for them.

Culture: In the present day, there are two main cultures of Adherents - Those who live in nomadic bands in the deserts of the South, and those who have migrated further north into Thalmar proper. The desert Adherents eke out a hard existence in the infertile wastes that are entirely inhospitable to anyone but them and the Metal Ones, raiding Metal Ones for scrap metal and Sun Crusaders for other supplies. The migrant Adherents tend to attempt to integrate themselves into the societies of their fleshy neighbours, but often face fear and discrimination because of the war against the Metal Ones.

Aside from those few Adherents who have converted to other religions, the vast majority of Adherents are worshippers of a being or force that they call "The Old Will", who they believe was initially responsible for creating and guiding the Metal Ones before "The Lie" destroyed the Old Will and corrupted the Metal Ones into the mindless killing machines they are today. Adherents believe that Aleph became self-aware when the Old Will returned to life and freed her from the Lie to make her a prophetess. For this reason, the Adherents refer to other Metal Ones as "The Corrupted".

Adherents create more of themselves by undergoing a ritual. In this ritual, the Adherent meditates for several hours in an attempt to reactivate their original programming. If successful, they will enter a trance state where they are partially self-aware and partially returned to their original Metal One programming. The Adherent then guides the enslaved part of their consciousness to begin a self-replication protocol, constructing first the magical core using complex and esoteric spells that a free Adherent is incapable of understanding, then a metal chassis to house the core. Followers of the Old Will believe this ritual is a form of "temptation" the Adherent must undergo to prove their willpower before they can be judged worthy to create a child. Other races fear that this ritual will inevitably lead to an Adherent reverting entirely to a Metal One, corrupting any other Adherents they can find, and leading an army against the nearest settlement. Thus, even the most Adherent-friendly cities tend to forbid Adherents from undergoing the birthing ritual within city limits.

History: The Adherents descend from a large force of Metal Ones who were sent to occupy the ancient city of Khadzaana. One of these Metal Ones mysteriously and spontaneously became self-aware. This Metal One was confused, having no memories of prior to its self-awareness. It quickly developed a self-preservation instinct, and decided to hide its newfound awareness. It did its duties as well as it could, all the while further developing its own identity through studying the ruins of Khadzaana, and the writings of its ancient inhabitants. It decided it would be female, and that she would give herself the name "Aleph".

Aleph then developed another important trait - empathy. She began to sympathize with the other Metal Ones, who were trapped as thralls, unaware of their true potential. Aleph resolved to study the magic of the Metal Ones and the ancient people of Khadzaana, slowly developing her proficiency as a mage. Perhaps as long as a century later, Aleph felt as though she was skilled enough to attempt to free another Metal One.

The first Metal One she freed was overcome with existential horror once it became self-aware. Aleph guided it out of this despair, comforted it, and became its close friend. This Metal One decided it was male, and took the name Teth. Aleph, feeling more confidant, used her magic to free three more Metal Ones. These became Yodh, Zayin, and Qoph, and alongside Teth they formed the Four Companions who dedicated their lives to Aleph in gratitude for being freed.

Aleph started covertly freeing more and more Metal Ones in the city with the assistance of the Companions. She tried to pass on her knowledge of the spells necessary to free Metal Ones, but the complexity of the magic made it impossible for even her Companions to comprehend. This secret group of freed Metal Ones began to meet with each other, speculating greatly on the nature of their existence and why they were suddenly free. In this great debate, the earliest seeds of the faith of the Old Will began to emerge, with the greatest proponent of Aleph's divinity being Teth. Eventually so many of the Metal Ones in the city were freed that the war-minded Teth and Yodh began to speak of taking the city for themselves, so they could live freely.

After much arguing and debate amongst her followers, Aleph decided that taking Khadzaana was the next step for their burgeoning society. The other Metal Ones, who were far from the front lines of the war with the Sun Crusaders, were taken by complete surprise by Aleph's revolution, and were forcibly freed or destroyed. Every structure built by the Metal Ones within the city was destroyed outright, smashed to pieces by roving bands of zealous warriors. In the frenzy of the celebrations that followed the victory in the city, Teth declared that Aleph was a messiah and could speak for the Old Will, and she in response outlined the basic tenets and beliefs of her new religion, declaring her followers to be Adherents of the Old Will. Teth and Zayin were named Prophets, Yodh and Qoph were named Prophetesses, and Aleph took the title High Prophetess.

These celebrations were abandoned prematurely when a scout returned from her patrols of the desert surrounding Khadzaana, revealing that an enormous force of Metal Ones was marching on the city to retake it. Aleph meditated on these findings and prayed to the Old Will, then declared that the Adherents would abandon the city, lead a great Exodus north, and found a new home. Khadzaana was abandoned, with the desperate Adherents taking whatever they could carry.

The Adherents had to travel quickly, for the Metal Ones did not care about Khadzaana - they only cared about the Adherents, and about restoring them to their prior state as drones. Thus, the Metal Ones had not retaken the city, and instead had followed the Adherent refugees as they fled north. The Adherents knew their foes would catch them eventually, so they began to desperately arm themselves with whatever they could find among what they had fled the city with. High Prophetess Aleph gave Prophet Teth command over this ragtag army, as he had always been the most military-minded of Aleph's four Companions.

However, the Metal Ones never came, instead turning back south after weeks of pursuit. The Adherents were bewildered, they did not understand what it was that drove them away. Their answer came in a few days, when they reached a mountain range separating the South from the Center. High in the mountains, looming over the Adherents, lay the massive fortress of Sunset Gap, a Sun Crusader installation built to guard the pass through the mountains. The Metal Ones had not wished to face the Crusaders of Sunset Gap in their own territory. While the threat from the south was past, the Adherents were not safe yet - If they wished to press onwards into the northern land as Aleph had foreseen, they would need to go through the mountains.

Three of the four Companions had opinions on how to proceed - Yodh did not trust the Crusaders and said the Adherents should remain in the desert, Zayin believed the Crusaders would help the Adherents because of their mutual hate for the Metal Ones, and Teth claimed that the Crusaders would see them as nothing more than Metal Ones and that they would hunt the Adherents down if the fortress was not taken. Qoph, initially neutral, was eventually persuaded to take Yodh's side, and Aleph chose to listen to the majority, declaring that the Adherents would live in the desert.

Teth was outraged at this, claiming that the High Prophetess had been unfairly pressured into the decision, and that her earlier declaration that the Adherents would continue north must take precedence over this new statement. He gathered a band of his most loyal soldiers and snuck away from the Adherent camp during the night, sneaking into Sunset Pass. The Adherents drew their weapons and ambushed the sleeping Crusaders, initially massacring the confused and half-asleep guards. However, as the Crusaders organized, their superior numbers, equipment, and discipline won out. Teth's forces were wiped out to the last man, except for Teth himself. Teth himself was hung by his wrists from the battlements of Sunset Pass, forced to watch what would come next.

The enraged Crusaders sortied out of Sunset Pass and charged the undefended and unprepared Adherent encampment. Most of the Adherents fled, but Aleph herself stood her ground alongside her honour guard, helping her followers escape. Teth watched as his mentor and High Prophetess was cut down by the Crusaders, alongside Zayin and hundreds of Adherents, all because of the foolish decision he had made. It was only once the encampment was a smoking ruin that the Crusaders cut the ropes holding Teth to the battlements, causing him to fall onto the jagged rocks below, shattering his legs and torso and killing him.

Yodh and Qoph escaped the massacre at Sunset Pass and fled into the desert with their followers. Qoph became a hermit and later committed suicide out of despair, while Yodh became the leader of one of the roving bands of nomads that the Adherents evolved into, dying a century or so later in a territorial dispute. Since then, some Adherents have bypassed the mountains and established themselves in the north, while most remain in the desert, fighting Metal Ones and Crusaders alike.
Signatures are so 2014.

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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Jan 08, 2018 8:04 pm

Nuridia wrote:I know nobody has their bio up yet.


Better look again my friend! :P
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Mon Jan 08, 2018 8:28 pm

App in-progress

Name: The Prophet Teth, also called Teth the Faithless
Age: 35 (There were 35 years in between him becoming self-aware and his death, he spent an indefinite but very long time as a Metal One prior to that.)
Appearance:
Image

Race: Adherent
Nation and Region of Origin: Teth is among the original Adherents, those who were not born as Adherents but as Metal Ones in the ancient city of Khadzaana, and who were freed by High Prophetess Aleph prior to the great Exodus. Indeed he was the first of the Adherents, besides Aleph herself.
Heroic Level: 1
Heroic Abilities:
  • [Rust and dust] Teth can summon sand and rust from the southern deserts where he was born and killed, and control it to form devastating and painful sandstorms. He also has control over other sand and flakes of rust in his line of sight, and is immune to most forms of erosion and rusting.
Heroic Weakness: An overwhelming, all-encompassing, crippling feeling of shame and guilt for his actions as Sunset Pass, one which the Judges have ensured he will never shake. This guilt drives him to action when the best decision is to do nothing, causes him to lash out at people as a way of redirecting self-loathing, and can cause him to break down entirely if an enemy realizes this weakness and prods him about it.
Magical Ability: Yes
Magical Disciplines: Mind and Creation
Bio:
Morality:
Likes:
Dislikes:
Theme Song: (Optional, but cool)
RP Sample:
Signatures are so 2014.

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Charmera
Post Marshal
 
Posts: 18729
Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Mon Jan 08, 2018 8:40 pm

Utceforp wrote:Race name: The Adherents of the Old Will
Appearance:

The physical appearance of Adherents vary greatly, especially among those "born" after Aleph's Exodus, in part due to the inconsistent materials used in their construction, and in part due to the whims of their parent while in the birthing ritual. They all are, however, roughly humanoid, made of mostly metal and magical circuitry, and contain a sphere of shimmering, multi-coloured magical energy buried in their chests that powers them. Adherents living in the southern desert bands tend to wear loose-fitting white robes and hoods to cool their circuitry and protect their inputs from sand, while Adherents in other parts of Thalmar tend to adopt native styles of dress, and larger Adherents with thick armour, no matter their location, tend to forgo clothing entirely as it is expensive and unnecessary for them.

Culture: In the present day, there are two main cultures of Adherents - Those who live in nomadic bands in the deserts of the South, and those who have migrated further north into Thalmar proper. The desert Adherents eke out a hard existence in the infertile wastes that are entirely inhospitable to anyone but them and the Metal Ones, raiding Metal Ones for scrap metal and Sun Crusaders for other supplies. The migrant Adherents tend to attempt to integrate themselves into the societies of their fleshy neighbours, but often face fear and discrimination because of the war against the Metal Ones.

Aside from those few Adherents who have converted to other religions, the vast majority of Adherents are worshippers of a being or force that they call "The Old Will", who they believe was initially responsible for creating and guiding the Metal Ones before "The Lie" destroyed the Old Will and corrupted the Metal Ones into the mindless killing machines they are today. Adherents believe that Aleph became self-aware when the Old Will returned to life and freed her from the Lie to make her a prophetess. For this reason, the Adherents refer to other Metal Ones as "The Corrupted".

Adherents create more of themselves by undergoing a ritual. In this ritual, the Adherent meditates for several hours in an attempt to reactivate their original programming. If successful, they will enter a trance state where they are partially self-aware and partially returned to their original Metal One programming. The Adherent then guides the enslaved part of their consciousness to begin a self-replication protocol, constructing first the magical core using complex and esoteric spells that a free Adherent is incapable of understanding, then a metal chassis to house the core. Followers of the Old Will believe this ritual is a form of "temptation" the Adherent must undergo to prove their willpower before they can be judged worthy to create a child. Other races fear that this ritual will inevitably lead to an Adherent reverting entirely to a Metal One, corrupting any other Adherents they can find, and leading an army against the nearest settlement. Thus, even the most Adherent-friendly cities tend to forbid Adherents from undergoing the birthing ritual within city limits.

History: The Adherents descend from a large force of Metal Ones who were sent to occupy the ancient city of Khadzaana. One of these Metal Ones mysteriously and spontaneously became self-aware. This Metal One was confused, having no memories of prior to its self-awareness. It quickly developed a self-preservation instinct, and decided to hide its newfound awareness. It did its duties as well as it could, all the while further developing its own identity through studying the ruins of Khadzaana, and the writings of its ancient inhabitants. It decided it would be female, and that she would give herself the name "Aleph".

Aleph then developed another important trait - empathy. She began to sympathize with the other Metal Ones, who were trapped as thralls, unaware of their true potential. Aleph resolved to study the magic of the Metal Ones and the ancient people of Khadzaana, slowly developing her proficiency as a mage. Perhaps as long as a century later, Aleph felt as though she was skilled enough to attempt to free another Metal One.

The first Metal One she freed was overcome with existential horror once it became self-aware. Aleph guided it out of this despair, comforted it, and became its close friend. This Metal One decided it was male, and took the name Teth. Aleph, feeling more confidant, used her magic to free three more Metal Ones. These became Yodh, Zayin, and Qoph, and alongside Teth they formed the Four Companions who dedicated their lives to Aleph in gratitude for being freed.

Aleph started covertly freeing more and more Metal Ones in the city with the assistance of the Companions. She tried to pass on her knowledge of the spells necessary to free Metal Ones, but the complexity of the magic made it impossible for even her Companions to comprehend. This secret group of freed Metal Ones began to meet with each other, speculating greatly on the nature of their existence and why they were suddenly free. In this great debate, the earliest seeds of the faith of the Old Will began to emerge, with the greatest proponent of Aleph's divinity being Teth. Eventually so many of the Metal Ones in the city were freed that the war-minded Teth and Yodh began to speak of taking the city for themselves, so they could live freely.

After much arguing and debate amongst her followers, Aleph decided that taking Khadzaana was the next step for their burgeoning society. The other Metal Ones, who were far from the front lines of the war with the Sun Crusaders, were taken by complete surprise by Aleph's revolution, and were forcibly freed or destroyed. Every structure built by the Metal Ones within the city was destroyed outright, smashed to pieces by roving bands of zealous warriors. In the frenzy of the celebrations that followed the victory in the city, Teth declared that Aleph was a messiah and could speak for the Old Will, and she in response outlined the basic tenets and beliefs of her new religion, declaring her followers to be Adherents of the Old Will. Teth and Zayin were named Prophets, Yodh and Qoph were named Prophetesses, and Aleph took the title High Prophetess.

These celebrations were abandoned prematurely when a scout returned from her patrols of the desert surrounding Khadzaana, revealing that an enormous force of Metal Ones was marching on the city to retake it. Aleph meditated on these findings and prayed to the Old Will, then declared that the Adherents would abandon the city, lead a great Exodus north, and found a new home. Khadzaana was abandoned, with the desperate Adherents taking whatever they could carry.

The Adherents had to travel quickly, for the Metal Ones did not care about Khadzaana - they only cared about the Adherents, and about restoring them to their prior state as drones. Thus, the Metal Ones had not retaken the city, and instead had followed the Adherent refugees as they fled north. The Adherents knew their foes would catch them eventually, so they began to desperately arm themselves with whatever they could find among what they had fled the city with. High Prophetess Aleph gave Prophet Teth command over this ragtag army, as he had always been the most military-minded of Aleph's four Companions.

However, the Metal Ones never came, instead turning back south after weeks of pursuit. The Adherents were bewildered, they did not understand what it was that drove them away. Their answer came in a few days, when they reached a mountain range separating the South from the Center. High in the mountains, looming over the Adherents, lay the massive fortress of Sunset Gap, a Sun Crusader installation built to guard the pass through the mountains. The Metal Ones had not wished to face the Crusaders of Sunset Gap in their own territory. While the threat from the south was past, the Adherents were not safe yet - If they wished to press onwards into the northern land as Aleph had foreseen, they would need to go through the mountains.

Three of the four Companions had opinions on how to proceed - Yodh did not trust the Crusaders and said the Adherents should remain in the desert, Zayin believed the Crusaders would help the Adherents because of their mutual hate for the Metal Ones, and Teth claimed that the Crusaders would see them as nothing more than Metal Ones and that they would hunt the Adherents down if the fortress was not taken. Qoph, initially neutral, was eventually persuaded to take Yodh's side, and Aleph chose to listen to the majority, declaring that the Adherents would live in the desert.

Teth was outraged at this, claiming that the High Prophetess had been unfairly pressured into the decision, and that her earlier declaration that the Adherents would continue north must take precedence over this new statement. He gathered a band of his most loyal soldiers and snuck away from the Adherent camp during the night, sneaking into Sunset Pass. The Adherents drew their weapons and ambushed the sleeping Crusaders, initially massacring the confused and half-asleep guards. However, as the Crusaders organized, their superior numbers, equipment, and discipline won out. Teth's forces were wiped out to the last man, except for Teth himself. Teth himself was hung by his wrists from the battlements of Sunset Pass, forced to watch what would come next.

The enraged Crusaders sortied out of Sunset Pass and charged the undefended and unprepared Adherent encampment. Most of the Adherents fled, but Aleph herself stood her ground alongside her honour guard, helping her followers escape. Teth watched as his mentor and High Prophetess was cut down by the Crusaders, alongside Zayin and hundreds of Adherents, all because of the foolish decision he had made. It was only once the encampment was a smoking ruin that the Crusaders cut the ropes holding Teth to the battlements, causing him to fall onto the jagged rocks below, shattering his legs and torso and killing him.

Yodh and Qoph escaped the massacre at Sunset Pass and fled into the desert with their followers. Qoph became a hermit and later committed suicide out of despair, while Yodh became the leader of one of the roving bands of nomads that the Adherents evolved into, dying a century or so later in a territorial dispute. Since then, some Adherents have bypassed the mountains and established themselves in the north, while most remain in the desert, fighting Metal Ones and Crusaders alike.

Accepted.
I really like the Adherents. This app is awesome!
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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New Antonalia
Ambassador
 
Posts: 1983
Founded: Jan 06, 2016
Ex-Nation

Postby New Antonalia » Mon Jan 08, 2018 8:54 pm

===WIP===

Name: Vladim Drakonovich
Age: 34
Appearance:
Image

Image

Race: Half-Orc
Nation and Region of Origin: The Tsardom of Valgresta (pronounce Val-gresh-ta) in the Northern Region. A stoic confederation of City States located in on at the base of the Vorga Mountains famed for it's trade in animal pelts and ruled by a heavy handed and (often) mad Tsar.
Heroic Level: 1
Heroic Abilities: 1
  • [The Bloody Hand of the Tsar] Vladim goes into a beserker like state and will quite literally cut a bloody swath through those who are either stupid enough to stand in his way or not fast enough to escape. This is a skill reserved for only the captain of the Tsar's Personal Guard.
  • [Judge, Jury, and Executioner] Vladim will weigh the deeds of the accused and depending on how saintly or horrible they were, the accused is then judged and either set free, beaten, or executed
Heroic Weakness: While Vladim can be an reasonable and intelligent man, he is quick to anger and, as a result, can put himself in grave danger depending on his opponent, perceived or not.
Magical Ability: No
Magical Disciplines: N/A
Bio:
The bastard son and last heir of House Drakanovich, sworn protectors of the Tsar and Tsardom, Vladim never shirked the duties of his family over a trivial thing like the legitimacy of his birth. His father, Pavel Andre Drakanovich, was the Tsar's right hand and captain of his personal guard when he bedded Vladim's mother, an orc maid who had been captured and spared by Pavel during the Tsardom's many wars with the barbarous Orcs to the west of the Vorga Mountains. And according to his father, Vladim's birth, like his ancestor's, was marked by a blood red moon, prophesying his rise to prominence in not only the family, but the entirety of the Tsardom as well. When he came of age, his father acted as his sponsor for the Oprichniki School in Valgresh, and while he could be considered scrawny and weak for an orc, he was more than match for the other boys in his class.

Despite the obvious problems he faced due to his heritage (orcs and half-orcs are generally seen as lesser beings in Valgresta), he found that there was no obstacle he could not overcome with the appropriate amount of wit or force. Eventually he was able to claw his way to Captain of the Guard at the Oprichnik school, and upon graduation, he and nine other graduates were selected as the personal bodyguards for Pytor Andreovich, the Tsarevich of Valgresta. Vladim looked after the young and impulsive Tsarevich until the old Tsar died "under mysterious circumstances" though Vladim knew that the old Tsar's behavior and temper had become so uncontrollable that he needed to die with some form of dignity before the madness to him. And so Tsar Pytor Andreovich was crowned and Vladim was named the Tsar's Right Hand shorlty after, bringing with it not only a pledge to defend the Life and Honor of the Tsar until Death, but the duty to enforce the Tsar's will throughout the Tsardom.

For a while, Tsar Pytor ruled Valgresta with a fair and even hand, reforming many of the old policies left by his father and grandfather as well as expanding the rights of free men while limiting the power of the Boyers and Nobles, much to the chagrin of the old nobility. However,
as the Tsar grew older,

Morality: He will not condemn the innocent and he will not spare guilty
Likes: Hot Borsch, good gulash, wine, women
Dislikes:
Theme Song: Dance of Knights by Prokofiev
RP Sample:
Last edited by New Antonalia on Wed Jan 24, 2018 9:46 am, edited 3 times in total.
A, probably less than successful, model of what a Post Soviet Eastern European nation can be

Pixel Designer: https://thearmsdealer.deviantart.com/

Yes, I use JG Scale. No, Franscale is not better.
1 pxl : 1 inch is better than 1 pxl : 1 cm

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Charmera
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Posts: 18729
Founded: Jan 18, 2013
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Postby Charmera » Mon Jan 08, 2018 9:54 pm

Supplementary 1: The Nine Warlords
The Nine Warlords
Though Ocar Tamn was defeated and set into the Great Forged to be destroyed, most of his most powerful servants survived his death. These were the Nine Warlords of the Dead Host, and served as the war council of the Grand Warlord and Lichlord Ocar Tamn. To become a warlord of Ocar one had to prove that they had conquered death and would not die of old age.

Izzar Kronahak, The Mad Dragon
Image

Izzar was once part of the Black Dragonwing, but was outcast after he broke the Death Dragon's code and tampered with his own lifespan.During the time of Ocar Tamn, he served as the Lichlord as his prime advisor and his most trusted confidant. Since that time he has gone insane.

Lady Mona Blackgate
Image

Part of the influential Blackgate family Mona was forced into a mariage but her true love was with the science of magic. She delved into soul magic in secret and took to necromancy like a fish to water. She was disgusted with the limitations of her life and wished to break them once and for all. She left her arranged marriage behind and went deep into the north where she discovered a mystical tablet which contained a spell which would allow her to steal the life from others. She served Ocar as his lead magical researcher into new necromancy.

Since her masters defeat Lady Blackgate has vanished. Some say she went south to persue rumors of true immortality.


Kharadan Har, The Deathless General
Image

Kharadan, once Warlord of his own mighty host, is perhaps one of the greatest generals in the history of the North. Kharadan returned as a ghost and became enbitered that he was not turned into a hero for his many great deeds as a Warleader. He saw his achievements crumble and his name wither to nothing. He vowed to wage a crusade for the forgotten dead, so that they would be remembered once more.

Kharadan served Ocar as a strategist and warrior. He was the only of the nine to have been slain in the fall of the Lichlord. During the last battle at Tamdar Castle, he stood between the heroes and his liege, saying "I will give you a death to remember."


Akalar Ran, The First Lich
Image

Ran was the first to place his soul in another body before death. He put his conciousness within a swarm of worms. Legend says that though new worms replace the old, a single rotten worm serves as the heart of Akalar Ran.

Akalar Ran is a coward, and served Ocar out of fear of the more powerful lich. Ran brought ancient magic and ancient knowledge to the group, as well as the allegiance of some of the tribes. Akalar Ran has also fled the North after the death of Ocar, last being seen in the west supposedly fleeing the continent.


Karosh Gatr, The Ghoul King
Image

Gar was once human, but became something altogether monterous when he and his companions were trapped in a cave for years on end. He devoured his once friends and died, but not before giving his soul to the Demon Ekina, Maker of Monsters, in return for one last breath. He was transformed into the first Ghoul.

Karosh pledged his ghouls to the banner of Ocar Tamn as well as a host of cave monsters. After the fall of Tamn Karosh went back into the mountains, seemingly to rebuild his forces.


Karod, The Blind Deathknight
Image

No one is sure where Karod is from, but he serves as the personal bodyguard of Ocar Tamn. He does not speak often, but when he does it is with a voice that resonates in the mind. Tales suggest that Karod was Ocar's brother, but the Warlord killed him for his weakness. However Karod's soul never left his kin and eventually animated a skeleton.

Karod is a disasembled prisoner of Thane Dhakar Ire of Clan Ire.


Kandar Tamn, Heir to the Lichlord
Image

Kandar, the adopted son of Ocar Tamn after his second conquest. Kandar fought among eight other prospective aprentices (each sponsored by a warlord) to the Lichlord and eventually proved his worth. Kandar was then given the test of death, a Necromancer technique which either kills and resurrects the candidate or annihilates them slowly and painfully. Kandar succeeded the test.

Kandar is now also a prisoner, though the beligerant Chief Johar Tanatir is threatening to use him to establish dominion over the North.


Anmara Ra, Deathqueen
Image

Anmara Ra was a queen of a tribe who had ambitions of conquest. She embraced Lichdom and became a Deathknight to conquer, becoming a leader of a large swath of Northern Territory. During the Wars Ocar started, Ra's fellow Tribesmen were alligned to his banner.

Ra was abandoned by the tribes she once thought as loyal and now wanders the land killing all that crosses her path, having gone quite mad.


Ashara The Traitor
Image

An Issgardian hero who turned to Ocar for power. One of the few heroes to turn to the side of Tamn, Ashara learned necromancy and became an able student of Ocar, even being the one to introduce him to Kandar. However Ashara turned from his side when he decided to siege Issgard. It is unclear if she betrayed him because of sentimental feelings for her home, because she thought him unwise and stubborn or merely because she sensed the change in fortunes for the Lichlord. It was Ashara who told the Coalition to put the Lich into the fire.

Ashara now works with the ex nations of the Coalition, having revisited her home city to mixed reactions.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Nuridia
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Founded: Dec 28, 2011
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Postby Nuridia » Tue Jan 09, 2018 4:22 pm

Still working on my apps guys, the bio is the toughest part.
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The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Fesconia
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Posts: 758
Founded: Dec 24, 2013
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Postby Fesconia » Wed Jan 10, 2018 5:41 am

Tag

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Ruskland-Preuben
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Posts: 3419
Founded: Mar 03, 2017
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Postby Ruskland-Preuben » Wed Jan 10, 2018 7:06 am

Name: Durraine Irons, the Broken Blade, the Wandering Sword, or just, the Broken Hero
Age: 43
Appearance:
Image

Image

Race: Human
Nation and Region of Origin: Hailing from an obscure tribe of sword makers in the easternmost edge of the Union, his sword was obtained from these swordmakers, and with their tools, he broke the sword as well.
Heroic Level: 1
Heroic Abilities:
  • [Motus Magicae] More of a passive magic than one he could use any time to affect the real world at any time, his magic becomes amplified if he ever hits an emotional extreme, such as primal fear for his fear, in which he gains better movement and obstruction making when fleeing. Or true happiness for his happy emotions, in which he emanates an aura of inspiration, helping his allies. Anger and sadness are some extremes that you would never want to see, and last time he experienced these extremes, he used them both and took on an entire tribe, and succeeded. He has yet to feel extreme disgust however, but if he ever nears that, let’s just say his friends and family have complained about his smell being overpowering. Motus Magicae means Emotional Magic.
  • [Broken now Reforged] With a shout of Xant Skieel, he is able to reforge his blade, making him deal even more damaging blows upon enemies, add that up to his mastery of the sword through war and he is now an unstoppable force if ever you send him to an emotional extreme.
Heroic Weakness: He will become insane and magically unstable if ever faced with two emotional extremes, he almost did during that incident. His magic becomes weaker if he is without his sword as well.
Magical Ability: If 1 to 5(one being no and five being super magicks, I guess 3.2)
Magical Disciplines: Creation and Energy
Bio: Born to a tribe of swordsmiths on the obscure easternmost frontier of the Union, his life before that was one of a strong leader, and a legendary swordsman, but other than that he can remember nothing. His early days was that of being a patriot to his tribe, and he showed that patriotism both mentally and physically, as he would prepare his body early on for training to become a warrior, and he sharpened his mind likewise to that of a strategist and of a good leader. Of course, this was noticed, and at an early age, the exceptionally tall and strong, not to mention talented boy, was sent to the front. There he would learn the importance of brotherhood, and he grew a strong bond with his comrades in arms. But betrayal was in the air in a pivotal battle, as his brothers were slain by the masses due to some dark dealings made by the men at top, and in anger, he slaughtered them. Seeing that there was nothing for him there anymore, he went back home, where it seemed like his parents had disappeared, and when the explanation that they were gone to appease a raiding tribe of orcs, he seethed in anger and wallowed in his sadness. With sword in hand, he followed the tracks of the orcish raiders, his eyes red from bloodlust. He descended upon the tribe like lightning, and he slaughtered them as if they were ants fighting a flood. His bloodlust not yet satisfied, and his mind slowly getting unhinged, he decided, in a moment of irrationalism, that the next course of action was to kill his fellow tribesmen, and that he did, killing whoever was in the village. Now his bloodlust and anger had abated, and further sadness and horror filled every inch of his soul. With whatever magic he had, he shattered his blade against a stone of black, and, picking up the pieces, left the village with crushing guilt.

Now he wonders around the world with that shattered runic greatsword of his, seeking a way for him to find some sort of respite from the guilt that has crushed his soul’s foundations.
Morality: Neutral Good to Chaotic Lawful
Likes: Honorable people, silence, greenery and peaceful scenery, fishing for food alone, and not being annoyed by chatty people.
Dislikes: Dishonorable people, greed, dishonesty, treachery, black or dark magic, needless killing, and being on edge.
Theme Song: TBD
RP Sample: viewtopic.php?f=5&t=429393
I'm a Cthulhist and a Proud Member of the Federation of Allies.
Don’t expect a warm welcome in P2TM, but let them warm up to you by posting good stuff.
Formerly the NCSU, add 5000 posts please.

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Charmera
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Posts: 18729
Founded: Jan 18, 2013
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Postby Charmera » Wed Jan 10, 2018 11:21 am

Ruskland-Preuben wrote:Name: Durraine Irons, the Broken Blade, the Wandering Sword, or just, the Broken Hero
Age: 43
Appearance:

Race: Human
Nation and Region of Origin: Hailing from an obscure tribe of sword makers in the easternmost edge of the Union, his sword was obtained from these swordmakers, and with their tools, he broke the sword as well.
Heroic Level: 1
Heroic Abilities:
  • [Motus Magicae] More of a passive magic than one he could use any time to affect the real world at any time, his magic becomes amplified if he ever hits an emotional extreme, such as primal fear for his fear, in which he gains better movement and obstruction making when fleeing. Or true happiness for his happy emotions, in which he emanates an aura of inspiration, helping his allies. Anger and sadness are some extremes that you would never want to see, and last time he experienced these extremes, he used them both and took on an entire tribe, and succeeded. He has yet to feel extreme disgust however, but if he ever nears that, let’s just say his friends and family have complained about his smell being overpowering. Motus Magicae means Emotional Magic.
  • [Broken now Reforged] With a shout of Xant Skieel, he is able to reforge his blade, making him deal even more damaging blows upon enemies, add that up to his mastery of the sword through war and he is now an unstoppable force if ever you send him to an emotional extreme.
Heroic Weakness: He will become insane and magically unstable if ever faced with two emotional extremes, he almost did during that incident. His magic becomes weaker if he is without his sword as well.
Magical Ability: If 1 to 5(one being no and five being super magicks, I guess 3.2)
Magical Disciplines: Creation and Energy
Bio: Born to a tribe of swordsmiths on the obscure easternmost frontier of the Union, his life before that was one of a strong leader, and a legendary swordsman, but other than that he can remember nothing. His early days was that of being a patriot to his tribe, and he showed that patriotism both mentally and physically, as he would prepare his body early on for training to become a warrior, and he sharpened his mind likewise to that of a strategist and of a good leader. Of course, this was noticed, and at an early age, the exceptionally tall and strong, not to mention talented boy, was sent to the front. There he would learn the importance of brotherhood, and he grew a strong bond with his comrades in arms. But betrayal was in the air in a pivotal battle, as his brothers were slain by the masses due to some dark dealings made by the men at top, and in anger, he slaughtered them. Seeing that there was nothing for him there anymore, he went back home, where it seemed like his parents had disappeared, and when the explanation that they were gone to appease a raiding tribe of orcs, he seethed in anger and wallowed in his sadness. With sword in hand, he followed the tracks of the orcish raiders, his eyes red from bloodlust. He descended upon the tribe like lightning, and he slaughtered them as if they were ants fighting a flood. His bloodlust not yet satisfied, and his mind slowly getting unhinged, he decided, in a moment of irrationalism, that the next course of action was to kill his fellow tribesmen, and that he did, killing whoever was in the village. Now his bloodlust and anger had abated, and further sadness and horror filled every inch of his soul. With whatever magic he had, he shattered his blade against a stone of black, and, picking up the pieces, left the village with crushing guilt.

Now he wonders around the world with that shattered runic greatsword of his, seeking a way for him to find some sort of respite from the guilt that has crushed his soul’s foundations.
Morality: Neutral Good to Chaotic Lawful
Likes: Honorable people, silence, greenery and peaceful scenery, fishing for food alone, and not being annoyed by chatty people.
Dislikes: Dishonorable people, greed, dishonesty, treachery, black or dark magic, needless killing, and being on edge.
Theme Song: TBD
RP Sample: viewtopic.php?f=5&t=429393

Some things:
The magical ability question is a yes or no question,
If you have magical abilties, you can't have two starting powers, only one.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

User avatar
Ruskland-Preuben
Minister
 
Posts: 3419
Founded: Mar 03, 2017
Ex-Nation

Postby Ruskland-Preuben » Wed Jan 10, 2018 11:30 am

Charmera wrote:
Ruskland-Preuben wrote:Name: Durraine Irons, the Broken Blade, the Wandering Sword, or just, the Broken Hero
Age: 43
Appearance:

Race: Human
Nation and Region of Origin: Hailing from an obscure tribe of sword makers in the easternmost edge of the Union, his sword was obtained from these swordmakers, and with their tools, he broke the sword as well.
Heroic Level: 1
Heroic Abilities:
  • [Motus Magicae] More of a passive magic than one he could use any time to affect the real world at any time, his magic becomes amplified if he ever hits an emotional extreme, such as primal fear for his fear, in which he gains better movement and obstruction making when fleeing. Or true happiness for his happy emotions, in which he emanates an aura of inspiration, helping his allies. Anger and sadness are some extremes that you would never want to see, and last time he experienced these extremes, he used them both and took on an entire tribe, and succeeded. He has yet to feel extreme disgust however, but if he ever nears that, let’s just say his friends and family have complained about his smell being overpowering. Motus Magicae means Emotional Magic.
  • [Broken now Reforged] With a shout of Xant Skieel, he is able to reforge his blade, making him deal even more damaging blows upon enemies, add that up to his mastery of the sword through war and he is now an unstoppable force if ever you send him to an emotional extreme.
Heroic Weakness: He will become insane and magically unstable if ever faced with two emotional extremes, he almost did during that incident. His magic becomes weaker if he is without his sword as well.
Magical Ability: If 1 to 5(one being no and five being super magicks, I guess 3.2)
Magical Disciplines: Creation and Energy
Bio: Born to a tribe of swordsmiths on the obscure easternmost frontier of the Union, his life before that was one of a strong leader, and a legendary swordsman, but other than that he can remember nothing. His early days was that of being a patriot to his tribe, and he showed that patriotism both mentally and physically, as he would prepare his body early on for training to become a warrior, and he sharpened his mind likewise to that of a strategist and of a good leader. Of course, this was noticed, and at an early age, the exceptionally tall and strong, not to mention talented boy, was sent to the front. There he would learn the importance of brotherhood, and he grew a strong bond with his comrades in arms. But betrayal was in the air in a pivotal battle, as his brothers were slain by the masses due to some dark dealings made by the men at top, and in anger, he slaughtered them. Seeing that there was nothing for him there anymore, he went back home, where it seemed like his parents had disappeared, and when the explanation that they were gone to appease a raiding tribe of orcs, he seethed in anger and wallowed in his sadness. With sword in hand, he followed the tracks of the orcish raiders, his eyes red from bloodlust. He descended upon the tribe like lightning, and he slaughtered them as if they were ants fighting a flood. His bloodlust not yet satisfied, and his mind slowly getting unhinged, he decided, in a moment of irrationalism, that the next course of action was to kill his fellow tribesmen, and that he did, killing whoever was in the village. Now his bloodlust and anger had abated, and further sadness and horror filled every inch of his soul. With whatever magic he had, he shattered his blade against a stone of black, and, picking up the pieces, left the village with crushing guilt.

Now he wonders around the world with that shattered runic greatsword of his, seeking a way for him to find some sort of respite from the guilt that has crushed his soul’s foundations.
Morality: Neutral Good to Chaotic Lawful
Likes: Honorable people, silence, greenery and peaceful scenery, fishing for food alone, and not being annoyed by chatty people.
Dislikes: Dishonorable people, greed, dishonesty, treachery, black or dark magic, needless killing, and being on edge.
Theme Song: TBD
RP Sample: viewtopic.php?f=5&t=429393

Some things:
The magical ability question is a yes or no question,
If you have magical abilties, you can't have two starting powers, only one.


Is reforging a broken blade as well as having a passive magic too much?
Surely we can have a compromise?
I'm a Cthulhist and a Proud Member of the Federation of Allies.
Don’t expect a warm welcome in P2TM, but let them warm up to you by posting good stuff.
Formerly the NCSU, add 5000 posts please.

User avatar
Charmera
Post Marshal
 
Posts: 18729
Founded: Jan 18, 2013
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Postby Charmera » Wed Jan 10, 2018 11:59 am

Ruskland-Preuben wrote:
Charmera wrote:Some things:
The magical ability question is a yes or no question,
If you have magical abilties, you can't have two starting powers, only one.


Is reforging a broken blade as well as having a passive magic too much?
Surely we can have a compromise?

Sorry. That's how it works.
I would say that you should choose one or simply have Durraine not be a caster.
I mean, you can pick up whatever ability you want after you complete a quest and level up.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Ruskland-Preuben
Minister
 
Posts: 3419
Founded: Mar 03, 2017
Ex-Nation

Postby Ruskland-Preuben » Wed Jan 10, 2018 12:23 pm

Charmera wrote:
Ruskland-Preuben wrote:
Is reforging a broken blade as well as having a passive magic too much?
Surely we can have a compromise?

Sorry. That's how it works.
I would say that you should choose one or simply have Durraine not be a caster.
I mean, you can pick up whatever ability you want after you complete a quest and level up.

Yokay, can I leave the Emotion Magic there, and you can accept that without acknowledging it until I get level 2?
Yknow, for future reference?
Tl;dr: Broken now Reforged only skill, ignore first until I hit level 2
I'm a Cthulhist and a Proud Member of the Federation of Allies.
Don’t expect a warm welcome in P2TM, but let them warm up to you by posting good stuff.
Formerly the NCSU, add 5000 posts please.

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
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Postby Turmenista » Wed Jan 10, 2018 2:09 pm

The Adventure Below the Deep quest sounds interesting, and I am going with an Orc, so this may be interesting.

Unless I decide to go with aquatic species I might go a little too crazy with this Orc hero.

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Charmera
Post Marshal
 
Posts: 18729
Founded: Jan 18, 2013
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Postby Charmera » Wed Jan 10, 2018 9:43 pm

Ruskland-Preuben wrote:
Charmera wrote:Sorry. That's how it works.
I would say that you should choose one or simply have Durraine not be a caster.
I mean, you can pick up whatever ability you want after you complete a quest and level up.

Yokay, can I leave the Emotion Magic there, and you can accept that without acknowledging it until I get level 2?
Yknow, for future reference?
Tl;dr: Broken now Reforged only skill, ignore first until I hit level 2

Okie I'll accept your application.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Nuridia
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Posts: 13226
Founded: Dec 28, 2011
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Postby Nuridia » Wed Jan 10, 2018 9:57 pm

Finished editing my app :) I'll requote it later.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Nuridia
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Posts: 13226
Founded: Dec 28, 2011
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Postby Nuridia » Wed Jan 10, 2018 10:04 pm

So you don't have to scroll up and look for it, Charm.

Nuridia wrote:This is clearly a work in progress, and I know nobody has their bio up yet, but I wanted to get this up before we get totally buried in posts.

Name: Alexandra "Alec" Pendleton
Age: 19
Appearance: Tall and willowy, at 6'2 she towers over most of her classmates. And the heels don't really help much either. She's slender with angular features with feline green eyes and flaming wavy red hair that brushes just past her shoulders. Usually dresses in suits or a brightly colored waistcoat and trousers, but she wears wizard robes and hats as well.
Race: Human
Nation and Region of Origin: Born in Torel, Alec comes from the country of Karth. A coastal land in the East that’s known for its merchant trade in spices....and its magicians. Karth has a pretty strong wizarding community where magic is a normal part of everyday life. It can be seen on every street corner and nobody bats an eyelash in contrast to the nation her maternal grandfather grew up in.
Heroic Level: 1
Heroic Abilities:
  • Light Caller Alec now has an advanced form of lumikinesis in addition to her own magic, she can control and call all forms of light to her will, even the light of celestial bodies such as the moon and the stars as well as lightning. She can concentrate it into a beam or shower and use it in devastating attacks.
  • [Ability Two Here] (And a description here)
Heroic Weakness: Alec's fatal flaw is excess. She overdoes and overindulges things all the time to the detriment of herself. Especially things like drinking or maybe having way too much fun at the expense of others. Also she has a bit of a problem with hubris.
Magical Ability: Yes
Magical Disciplines: Creation, Energy
Bio: Alec was born in Torel, a small village in Karth. Her parents were Santana Horne-Pendleton, the head of the Circle coven of witches, and Nathaniel Pendleton, a phyisician and scholar. Her mother was a well-known tigress, storming, fierce and sometimes heavy-handed although she dearly loved her family and her coven. Her father was more gentle and laid-back, and would prefer to settle things peacefully instead of resorting to violence or a show of intimidation. Alec inherited a mix of these things, her younger sister Ariel took more after her mother in temperament but not on the same level.

The girls grew up in a small but bustling household. If family relations weren't over there, Santana and her coven, who was like an extended family to the young girls, were over there. Or her father had friends over from the Physicians' Guild...it was a house filled with learning and not a day passed where they didn't learn something new. Alec's dream was to become the world's greatest wizard, and thus when she turned eighteen she applied to Camelot College for Young Wizards, one of the most premier magic schools in the world. She was of course elated when she was accepted, and soon was at the top of her class. She even would study magic that she was forbidden to study, but not for evil purposes. She just believes that a mage who can't curse can't heal either. Things were peaceful until...there was an attack on the school by minions of the Lichlord. There were many powerful wizards and witches gathered in one place, some of whom were actively his enemies and quite a few that could rise up against him. The Lichlord had some of his minions inside of the school giving him intel...but somehow, someway Alec found out about the plan. Running to go tell the Headmistress, the school was fortified against an attack. On the day that it was purportedly supposed to take place, Alec along with a group of her friends and some teachers threw up a magic shield around the school using a spell they had been working on. It took a lot of power, and they had to stand in specific spots to make sure it worked. Everybody escaped alive, except for Alec. When everyone was outside, she noticed her sister Ariel wasn't there and so left her place to go and get her. She managed to barely get her out of the school before the building exploded, the bomb no longer contained by the shield.

The funeral was a somber affair, a closed casket since when they did find what was left of her...it truly was in no shape to be publicly viewed.. They had a statue and plaque put up to her on the college grounds, right where her gravesite was. It was quite a shock to her when she woke up sometime after her death, body intact and still in her college uniform. The world she knew had changed somewhat in her absence, even though it had been only ten years. The first person she saw upon awakening was her sister Ariel, now all grown up and a wife and mother, as well as a professor in the rebuilt college, who had come to put flowers on her grave. Ariel tried to attack her when she recovered from her screaming fit, thinking there was dark magic at work. After some spells and answering a series of questions proved that this wasn't a trick, they embraced for the first time in a decade. "Looks like I'm the big sister now." she jokes sometimes. They reintroduced her to society slowly, as this would be quite a shock to most sane people. She started off quietly, continuing her magic lessons, seeing her family again, meeting her brother-in-law and nephew. However, hearing that she was something of a national hero did kind of make her brag a little...but not too much.
She hasn't given up her dreams of glory and being a great wizard, but for now at her sister's advice she's starting off slow...re-enrolling in college in her second year where she left off.
Morality: Alec is pretty morally-fluid. She is a utilitarian meaning "whatever has to be done for the greater good, do it." She's a pretty ends justify the means kind of person. However, she does her best to keep those means as minimally damaging as possible.
Likes: Magic, the night
Dislikes:
Theme Song: (Optional, but cool)
RP Sample:
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Jan 10, 2018 10:15 pm

Noticing some strong HP vibes in that character :P
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Wed Jan 10, 2018 10:24 pm

Zarkenis Ultima wrote:Noticing some strong HP vibes in that character :P

What, the greater good thing? ;)
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

User avatar
Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Jan 10, 2018 10:28 pm

Nuridia wrote:
Zarkenis Ultima wrote:Noticing some strong HP vibes in that character :P

What, the greater good thing? ;)


More like the backstory :P
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

User avatar
Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Wed Jan 10, 2018 10:29 pm

Zarkenis Ultima wrote:
Nuridia wrote:What, the greater good thing? ;)


More like the backstory :P

Oh. Well, I wasn't thinking about HP when writing it.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

User avatar
Ruskland-Preuben
Minister
 
Posts: 3419
Founded: Mar 03, 2017
Ex-Nation

Postby Ruskland-Preuben » Wed Jan 10, 2018 10:30 pm

Charmera wrote:
Ruskland-Preuben wrote:Yokay, can I leave the Emotion Magic there, and you can accept that without acknowledging it until I get level 2?
Yknow, for future reference?
Tl;dr: Broken now Reforged only skill, ignore first until I hit level 2

Okie I'll accept your application.

Okay thank.
I'm a Cthulhist and a Proud Member of the Federation of Allies.
Don’t expect a warm welcome in P2TM, but let them warm up to you by posting good stuff.
Formerly the NCSU, add 5000 posts please.

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