NATION

PASSWORD

Veritas In Oblivione {DEAD}

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Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Sep 17, 2018 2:50 pm

Faal Lot Himdah wrote:
Ihury wrote:

Aight, done.


Accepted


Spasibo

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Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Mon Sep 17, 2018 3:54 pm

I suppose we shall be starting soon?

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Auphelia
Minister
 
Posts: 2868
Founded: Jan 05, 2017
Ex-Nation

Postby Auphelia » Mon Sep 17, 2018 4:02 pm

Character App
Name: Laurel
Age: ~190
Sex: Female
Sexual Orientation: Whatever works best. It would be rude to say no to someone, wouldn't it?
Race: Dryad
Bio: Laurel was born around 180 years ago at an unknown time and an unknown place, the orphan of someone from some conflict or disease or terrible accident. The details surrounding the first several years of her life are not important. What is important is that she was raised in an orphanage located on a small island in the Isyse Lenora Dominion and lived there for a few decades under the name of Laurel. Like the others in the orphanage, she was trained in a multitude of areas to find out where her skills lay so that the orphanage could, eventually, sell her as a domestic servant to a rich family. She proved to be quite adept at Abjuration, healing at least, as well as music. She trained for nearly twenty years and stayed in the orphanage, waiting for someone to come along to take her away. Most children only stayed a few years before being snatched up, but given her talent for such a valuable form of magic and the pleasantness of her voice and musical abilities, the matron of the orphanage had put a high price on her head and invested heavily in her training.
Just as she was about to age out of the system and the matron was growing desperate, a wealthy woman from the Epostolis came across the small island one day, searching for a proper domestic help for her mansion. The next day, after extensive interviews and another child nearly dying in a phantom spatula attack, Laurel was chosen to be whisked away to a new life of luxury. Luxury being scrubbing pots and pans, sweeping the kitchens, tending to the gardens, and keeping the rest of the household in good health. At first it was quite fun, and the family who owned her was not any more cruel than one might expect them to be. At the very least, she always had enough to eat and was never beaten, though the work was often hard. For forty years she worked, and upon the death of her mistress she would have gained her freedom, had the woman's son not offered her a permanent position in the house. He tricked her into signing a contract, and she was paid quite generously, but not enough to survive on. He charged her rent, for food, for use of their well, for her clothes, for the cleaning supplies she used. Everything had a price tag, including the back "payments" she owned after being bought by his mother. Whatever he paid her went straight back to him, and every month her debt only grew. Her life became monotonous, trapped in the same estate, never able to leave lest a debt collector arrest and beat her, never able to slack on threat of her wages getting cut even more. Generations went by, one after another, her duties ever expanding in proportion with her debt. She became a maid, and then a lady-in-waiting, and then the household book keeper. When she became bookkeeper she saw her opportunity and went for it. Every week she would fudge some of the numbers, reducing her debt just a bit. Slowly she saw the numbers shrink before her eyes. Within ten years she would be free! But then a terrible round of the plague swept through their portion of the empire. She went to sleep one night and the next her master, his wife, and their child were all dead along with a quarter of the staff, half of the rest on their way to join them. She healed who she could, and together the staff figured out a plan. The plan being "take everything you can and run". Most of the rest of the servants had been trapped in the same debt-incurring contract she had, none of them having much love for the family who owned the estate. Finally she was free! She took what she thought might be of use and set out, to do . . . something. After nearly a month of wandering she found herself interviewing for a team that would find the "Eleven Keys of Something-Something Blah-Blah-Blah". She didn't know what they were talking about, given the relative isolation her home had been in, but an adventure was just what she needed to get her life back.
Appearance: She often grows soft mossy patches on her skin that can be flaked off and yellow to dead leaves often can be shaken out of her hair.
Image



Magic Type: Abjuration, Green
Magic Sigil/Circle and Location:
Image

Magic Ability:
Healing - She is capable of healing scratches and scrapes nearly instantly, and broken bones only take a few minutes to heal. Illnesses are also fairly easy to dispel from a body, though matters of the mind are far harder to fix, given the delicate nature of the organ.
Barriers - They are not very strong, but she is capable of creating several at a time and can create them with exceptional detail, mostly used as umbrellas or covering someone to keep dirt off.
Animal Communication - She is capable of speaking to animals and can even enchant smaller animals with her singing. All in all, she has not seemed to have been as naturally gifted as many dryads, perhaps due to her lack of training.
Wood Manipulation - Not very powerful, but has a fairly large range and she has found she can slightly better her aim with a bow using it in conjunction with wooden arrows.
Skills: Cooking, cleaning, bookkeeping, singing, playing musical instruments, and healing.
Equipment: Her small harp, a bow and quiver of arrows, several bags of gold and silver coins, even more small pouches filled with various expensive baubles, and several spell books.


RP Sample: (If I know you, you can pass on this, if not... or I don't remember you, then no skipping.)
Did you read the Rules? I believe so.
What about number 6? I have been known to read between the lines.



Optional Stuff:
Personality: A bit timid and shy, she has a slight reliance on authority that she is trying to break herself of. She really hasn't had a chance to develop a concrete personality after spending most of her life in forced servitude, but is fairly inventive and has a deep reliance on others and their approval.
Likes: Singing and music . . . freedom?
Dislikes: She doesn't really like to make herself dislike things. It's a bit negative, you know?


Alignment: Whatever works for you, though she isn't particularly evil or chaotic . . .
Theme Song:
Last edited by Auphelia on Tue Sep 18, 2018 3:27 pm, edited 2 times in total.
6 Term Local Councillor of the South Pacific
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Condemned for Being the Baddest Old Biddy
SC #307

Kyrusia wrote:...This one. This one is clever. I like this one.

Charlia wrote:You, I like.

You're entertaining. And your signature makes me feel all warm and fuzzy on the insiiii--

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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Mon Sep 17, 2018 4:07 pm

Ihury wrote:I suppose we shall be starting soon?


Yeah, very soon
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

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Deutsch-Brittannia
Diplomat
 
Posts: 556
Founded: Nov 11, 2013
Ex-Nation

Postby Deutsch-Brittannia » Mon Sep 17, 2018 5:18 pm

Character App
Name: Asmund Eriksson
Age: 29
Sex: Male
Sexual Orientation: Homosexual
Race: Human
Bio: Asmund comes from humble beginnings. The son of a silversmith and a tailor, he was trained from an early age to take over his father's business before discovering an interest and skill in magic at 16 when he accidentally burnt down his father's smithy due to an imperfect sigil he created. His parents, outraged by his carelessness, kicked him of the family home. Forced onto the streets, Asmund decided to leave his hometown altogether, and find someone to train him in the magical arts. He spent the better part of a year wandering before encountering a small commune of necromancers. Since necromancy is banned by the Epostolis, the necromancers believed he was a scout sent to find and eradicate them and took him prisoner. During his travels he had learnt how to appeal to people's better nature, and had convinced the necromancers to not only release him, but also train him, within a week.

He spent seven years with the commune, learning how to resurrect the dead, but also how to influence the decomposition of a body, from individual body parts and organs to an entire body at once. He was also taught how to steal the life of another to bolster his own, and the correct way of preparing bodies destined to serve as long time thralls. The commune as a whole were attempting to cheat death by researching ancient texts detailing the mysterious and hazardous path to immortality when they were discovered by the Epostolis. A large force of soldiers descended on the settlement at night, managing to slay many of the necromancers before they realised what was going on. Asmund, who had been preparing a body alone, heard the sounds of the fighting and cries of his fellow necromancers as they fell, some screaming as they overexerted themselves attempting to raise too many of their fallen brethren as aid. Knowing it would only be a matter of time before he was discovered, Asmund quickly gathered a few items before hiding himself in one of the many coffins moments before the door to the crypt he was working in was broken down. Not seeing any signs of life, the soldiers moved on, but Asmund stayed hidden for hours.

He made his escape almost twenty four hours after the attack began, slipping between the shadows and avoiding the soldiers who had been left behind to dispose of the dead. To ensure he wasn't seen fleeing, he had, before he left the crypt, resurrected the body he had been working on and set it loose as a distraction. Once it had the soldiers panicked and rushing towards it, he took off on a horse stolen from the soldiers, going as far as he could before he severed his connection to the corpse.

Returning to wandering alone, Asmund spent a further two years in seclusion before he set his sights on capturing a Dryad to learn the secrets of green magic, as he thought it would increase the strength and durability of his necromancy. He set out for the Dryad homeland, but as luck would have it, he encountered a lone Dryad many miles from the border. When the Dryad was sleeping, he made his move. The Dryad held out for several weeks, refusing to teach Asmund how to use green magic. When conventional torture proved fruitless he took drastic measures and used his necromancy to slowly decompose the Dryad, a tactic that was so excruciatingly painful that it was ready to talk after a few hours. Learning what he wanted, Asmund killed the Dryad by causing it's heart to decompose. Since he had a body to work with, Asmund destroyed his original sigil and fashioned a new one onto his body, and set to work.

It took him many hours but eventually, using a combination of necromancy and his newfound use of green magic, the Dryad was resurrected stronger than before, with vines and fungi improving the mobility and lethality of the corpse. Pleased with the result, Asmund released the body and eventully returned to his hometown. His parents were long dead by the time he returned, his father had died when he tripped over a set of bellows and fallen headfirst into a fire, and his mother had passed away shortly after, a broken heart, he was told. Taking ownership of his family home, he took on the role of a botanist, using it to keep his cover and improve his skill with green magic, conducting his necromantic experiments in secret, using unfortunate travelers. Eventually the disappearances became too great to ignore, and soldiers came to the town to investigate. Suspicious of Asmund since his knowledge of botany outstripped some experts, the commander of the soldiers searched his house, finding his notes and green magic. Since green magic was not known to many outside the Dryad's, the commander ordered he be followed to see if Asmund was working with them.

What the soldier's discovered was much worse. Asmund was followed to his parents' crypt, and when he left the soldiers entered and discovered his parent' long skeletonised bodies reanimated and attached with vines that held the bodies together. That was enough proof. Asmund was arrested and imprisoned, and a date was set for his execution after a brief trial, during which Asmund claimed if they killed him he would return and destroy them in an effort to save his life. He was, however, granted a stay of execution when news of his skill in green magic reached one of the leaders of the Epostolis. This gave them a chance to learn about the magic of the Dryad's, and have a knowledgeable magic user who may be able to provide insight on anything that protected the keys of truth, and so an offer was made. Help them find the keys of truth, and share his knowledge of green magic, and they would forgive his crimes of necromancy, provided he no longer use his necromancy on followers of the one faith.
Appearance:
Image



Magic Type: Necromancy, Green magic
Magic Sigil/Circle and Location: On top of his scalp, underneath his hair
Image

Magic Ability: Reanimation: Asmund can reanimate the bodies of the deceased
Control over decomposition: Asmund can speed up or slow down the decomposition of corpses
Nature: Through communication with natural life, Asmund can cause plants to grow of wither, and has the ability to talk to some animals
Lethargy: Asmund can cause his enemies to feel weaker by siphoning off their life force while bolstering his own strength, however this ability requires a large amount of concentration and can only be used for a short time.
Enhancement: Asmund can corrupt nature and necromancy to allow vines and fungi to grow and attach themselves to corpses, enhancing their usefulness.
Skills: Despite his reliance on magic, Asmund has taught himself to fight, and is able to defend himself at close range with a dagger. He is also an expert at remaining hidden and uses his charm to talk himself out of dangerous situations.
Equipment: A dagger, small sack of various plants and a book of plants, in addition to his clothes.


RP Sample:
Deutsch-Brittannia wrote:Quickly approaching the steps to the hall were a pair of humans, both over 6ft, with one marginally taller than the other. The taller man was fiddling with a finely crafted silver bow, trying to adjust it so it nestled against the quiver strapped to his back.

"I wish you hadn't rushed me brother, this cursed thing is going to chafe under my armpit all night!" he exclaimed.

"Well, Brom, if you hadn't spent an age insisting on polishing your armour and then not wearing it we wouldn't have had to rush," his brother replied.

"Y'know, you're no fun Arnbjorn. We're still on time, and it looks like we beat a lot of people here," Brom frowned, gesticulating the fairly empty space that was set aside for transportation.

"I'm a speaker, we're not supposed to be fun," Arnbjorn shot back.

Brom huffed, and returned to fiddling with his bow, muttering under his breath. Arnbjorn payed his younger brother no mind, too engrossed in examining the building in front of them. Despite its obvious age and clear lack of regular use it was still quite impressive. Arnbjorn personally did not approve of the way new buildings had been haphazardly built around it, but he also understood that this event required more than just the facilities likely inside the hall. Getting to visit other places was easily his favourite part of being a speaker, he enjoyed throwing himself into new cultures. He let a small smirk grace his lips when he saw Brom trying to neaten the band of paint that went across his eyes, he couldn't resist ribbing his brother.

"You could've sorted your makeup out properly had you not left it 'till the last minute," he remarked.

"Makeup? MAKEUP?! This is part of the traditional formal dress for the special forces!" Brom cried indignantly.

"You and I both know that its optional, you're hoping to impress someone tonight." Arnbjorn replied.

Brom let out a shocked choke, indicating that he was not expecting hos brother to call him out so easily. Choosing not to reply, he looked down and began to fumble with his dress uniform, hoping to hide his reddening cheeks. Arnbjorn laughed, entertained by his brother's embarrassment. He did decide that Brom had the right idea however, and made sure to smooth out any creases in his clothes. For this event, Arnbjorn had elected to wear a tailored suit, coloured black and patterned with scales, His sword of office hung at his side, made from silver just like his brother's bow, the handle encased in royal blue silk, and a large sapphire fitted into the pommel that was reflecting the sun's rays. The silk handle matched Brom's sash, which he had earned in lieu of a medal for saving the life of one of the Princes. Arnbjorn was grateful his brother hadn't worn his armour in the end, when he tried he scrubbed up nicely. He was similarly dressed to Arnbjorn, except his outfit did not feature the scale motif, and flared at the collar, revealing the tip of a scar.

Brom had managed to recover from his earlier speechlessness as they approached a guard holding a list.

"The Revered Speaker Arnbjorn White-Wolf and High Captain Brom White-Wolf from Deutsch-Brittannia," he said, using his most professional voice.

Did you read the Rules? Yes
What about number 6? Number 6 is a lie



Optional Stuff:
Personality: A charming man with a sarcastic sense of humour and very laid back attitude. However he can become bitter and angry when under pressure.
Likes: Nature, reading, graveyards and quiet nights
Dislikes: Arrogance, gossip, his inability to crack the secret of immortality and the self-righteous.


Alignment: Chaotic leaning neutral evil
Theme Song:

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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Mon Sep 17, 2018 6:41 pm

Auphelia wrote:Character App
Name: Laurel
Age: ~180
Sex: Female
Sexual Orientation: None, thank you.
Race: Part Elf(?), Part Dryad(?), Part Human(?). Something around there.


Not going to look at the rest until you narrow it down to one race

Deutsch-Brittannia wrote:Character App
Name: Asmund Eriksson
Age: 29
Sex: Male
Sexual Orientation: Homosexual
Race: Human
Bio: Asmund comes from humble beginnings. The son of a silversmith and a tailor, he was trained from an early age to take over his father's business before discovering an interest and skill in magic at 16 when he accidentally burnt down his father's smithy due to an imperfect sigil he created. His parents, outraged by his carelessness, kicked him of the family home. Forced onto the streets, Asmund decided to leave his hometown altogether, and find someone to train him in the magical arts. He spent the better part of a year wandering before encountering a small commune of necromancers. Since necromancy is banned by the Epostolis, the necromancers believed he was a scout sent to find and eradicate them and took him prisoner. During his travels he had learnt how to appeal to people's better nature, and had convinced the necromancers to not only release him, but also train him, within a week.

He spent seven years with the commune, learning how to resurrect the dead, but also how to influence the decomposition of a body, from individual body parts and organs to an entire body at once. He was also taught how to steal the life of another to bolster his own, and the correct way of preparing bodies destined to serve as long time thralls. The commune as a whole were attempting to cheat death by researching ancient texts detailing the mysterious and hazardous path to immortality when they were discovered by the Epostolis. A large force of soldiers descended on the settlement at night, managing to slay many of the necromancers before they realised what was going on. Asmund, who had been preparing a body alone, heard the sounds of the fighting and cries of his fellow necromancers as they fell, some screaming as they overexerted themselves attempting to raise too many of their fallen brethren as aid. Knowing it would only be a matter of time before he was discovered, Asmund quickly gathered a few items before hiding himself in one of the many coffins moments before the door to the crypt he was working in was broken down. Not seeing any signs of life, the soldiers moved on, but Asmund stayed hidden for hours.

He made his escape almost twenty four hours after the attack began, slipping between the shadows and avoiding the soldiers who had been left behind to dispose of the dead. To ensure he wasn't seen fleeing, he had, before he left the crypt, resurrected the body he had been working on and set it loose as a distraction. Once it had the soldiers panicked and rushing towards it, he took off on a horse stolen from the soldiers, going as far as he could before he severed his connection to the corpse.

Returning to wandering alone, Asmund spent a further two years in seclusion before he set his sights on capturing a Dryad to learn the secrets of green magic, as he thought it would increase the strength and durability of his necromancy. He set out for the Dryad homeland, but as luck would have it, he encountered a lone Dryad many miles from the border. When the Dryad was sleeping, he made his move. The Dryad held out for several weeks, refusing to teach Asmund how to use green magic. When conventional torture proved fruitless he took drastic measures and used his necromancy to slowly decompose the Dryad, a tactic that was so excruciatingly painful that it was ready to talk after a few hours. Learning what he wanted, Asmund killed the Dryad by causing it's heart to decompose. Since he had a body to work with, Asmund destroyed his original sigil and fashioned a new one onto his body, and set to work.

It took him many hours but eventually, using a combination of necromancy and his newfound use of green magic, the Dryad was resurrected stronger than before, with vines and fungi improving the mobility and lethality of the corpse. Pleased with the result, Asmund released the body and eventully returned to his hometown. His parents were long dead by the time he returned, his father had died when he tripped over a set of bellows and fallen headfirst into a fire, and his mother had passed away shortly after, a broken heart, he was told. Taking ownership of his family home, he took on the role of a botanist, using it to keep his cover and improve his skill with green magic, conducting his necromantic experiments in secret, using unfortunate travelers. Eventually the disappearances became too great to ignore, and soldiers came to the town to investigate. Suspicious of Asmund since his knowledge of botany outstripped some experts, the commander of the soldiers searched his house, finding his notes and green magic. Since green magic was not known to many outside the Dryad's, the commander ordered he be followed to see if Asmund was working with them.

What the soldier's discovered was much worse. Asmund was followed to his parents' crypt, and when he left the soldiers entered and discovered his parent' long skeletonised bodies reanimated and attached with vines that held the bodies together. That was enough proof. Asmund was arrested and imprisoned, and a date was set for his execution after a brief trial, during which Asmund claimed if they killed him he would return and destroy them in an effort to save his life. He was, however, granted a stay of execution when news of his skill in green magic reached one of the leaders of the Epostolis. This gave them a chance to learn about the magic of the Dryad's, and have a knowledgeable magic user who may be able to provide insight on anything that protected the keys of truth, and so an offer was made. Help them find the keys of truth, and share his knowledge of green magic, and they would forgive his crimes of necromancy, provided he no longer use his necromancy on followers of the one faith.


Not a good enough reason for the Epostolis to allow a necromancer to live.
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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Akkaga
Senator
 
Posts: 3705
Founded: Jun 06, 2012
Ex-Nation

Postby Akkaga » Mon Sep 17, 2018 7:20 pm

Tag!
You should join Ordis

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Rhodevus
Powerbroker
 
Posts: 7686
Founded: Apr 19, 2013
Scandinavian Liberal Paradise

Postby Rhodevus » Mon Sep 17, 2018 7:30 pm

Character APP is incomplete. To be finished very soon

Character App
Name: Fiona "Fae" Stalwart
Age: 22
Sex: Female
Sexual Orientation: demisexual
Race: human
Bio: It has always been Fiona and her father, since before she could remember. Fae, he nicknamed her, after her many adventures around their small cottage searching for the tiny mythical creatures. They lived in the Juali Imperium. Or, they lived on the outskirts of Imperium land, close enough to buy supplies when they needed to, but far enough away that they were left relatively unbothered and at peace in the forest which surrounded their home. Her father was a trapper. Able to catch and skin a dozen rabbits in a single sitting. Fae wished she was that talented. To be able to put together such intricate traps of wood and twine and rope. But, she was talented in her own right. A tracker. Able to spot subtle shifts in footprints and broken branches to help find her prey.

Her father was the one to get her interested in magic. He taught her everything he knew, yet Fae always clamoured for more. New information and knowledge seemed to drive her more than the simple life of a trapper ever could. But even at his insistence, she refused to leave. She had spent her whole life in their small cottage and enjoyed learning and discovering what she could around her.

That is, until the Imperium began exerting its influence far more than they had in the past. New laws were reaching the outerlands and with them, new taxes. Unable to pay them, even with the weekly trade they brought to market of fine pelts and medicinal herbs. And so Fae was forced to look inwards to find the money. The Imperium always had plenty of jobs available, it was just about finding what fit her best.

Fae spent a season working as an aid to a local nurse and healer. She had some knowledge of local plants which proved useful, but she held no appetite for seeing sick people. Their stench nauseated her more than she cared to admit. She tried her hand as a runner, distributing letters across the small border town to others further inland that were too sensitive in nature to be handled any other way. Fae enjoyed seeing new places, but this too had proved unsuitable. And then she discovered a library. A great and massive library filled with hundreds, if not thousands of books. Knowledge beyond imagine and right at her fingertips.

It took time to work from cleaning the tables and floors and windows to being able to handle the books, but it was worth it. The pay was good, enough to send home to her father and rent out a tiny room nearby. She threw herself into the job. More so, she threw herself into reading, sparking something in her she did not know she possessed. History, magic, world cultures, whatever book was closest was the next on her list.

Word would eventually reach her of her father, whom having fallen behind on his taxes was being thrown in prison. With little choice, she left her library and returned home to get her father out. How was she to make up the money? By doing what she had become so talented at in her youth. Bounty hunting was a profitable field, especially in a world where islands move without reason. Tracking; a skill she had practiced on animals, became mastered against humans and dwarves and elves.

It was through this that Fae Stalwart was contacted by the Epostolis. Fae was one who cared little for the One Faith, nor did she really believe the legends surrounding the 11 Keys of Truth, that they would control the heart of Zodia and rule Aeria itself. But, they promised her enough money to be free for the rest of her life, and that was as good a bounty as any.

Appearance:
Image



Magic Type: Armamental Magic, (Very Basic) Elemental Magic
Magic Sigil/Circle and Location:
Image

Magic Ability: Armamental Magic:
Magical Leakage: When holding a weapon, a small amount of magic is infused with it over time, giving it a 'talent', such as increased accuracy, range, sharpness, hardness, etc. The longer and more often the weapon is used, the more magic is infused with it. These leaked talents are weapon specific and due to this magic being in a leaked form, there is no way for Fae to choose what exactly she is getting out of it. Leaks often come with some drawback alongside it. For example, her bow has increased strength, making it much sturdier and even mildly resistant to burning. But, when it gets wet, it takes longer to dry and using it while wet can irreversibly damage the weapon.

Classical Armamental Magic: Through intense focus, magic can be imbued on a weapon or armour giving it special abilities. Imbuing specific abilities to an object requires time and focus, with greater focus and time, depending on the ability itself. All objects imbued with magic will gain Fae's magic sigil burned or etched into it. Upon it's use by another person, the sigil will burn off and disappear over time, along with the magical properties. Such properties are relegated to additions which could be done through extensive practice, material change or real ability. For example, a knife can be magicked to become hydrophobic/water-repelling. Or it can be magicked to fly straighter and faster when thrown. Or it can be magicked to be sharper with more penetrating power. A set of leather armour can be magicked to have the strength of iron without the weight, or become resistant to intense heat. Arrows can be magicked to fly straighter, pierce deeper, light on fire when launched or feel like they are poisoned. It is to be noted that an object can only be given one property at a time and this property must be removed prior to a different one being infused. Time is also essential to magic infusions into objects. For example, magicking an arrow to fly straighter may take 5-10 minutes per arrow, but magicking a set of leather armour to be as strong as iron can take hours or days of focus with no sleep/rest. (All items used by Fae and the magic associated with them will be listed to ensure everything remains sympatico)

Magical Augmentation/Manipulation: Objects can be augmented or manipulated into different shapes or positions, in order to increase/decrease it's attributes. ex. A long rectangular body-shield can be augmented into a small circular one for ease of travel. This magical ability takes very little effort and can be done very quickly.

Elemental Magic:
Air Manipulation: Through some motions, air currents can be manipulated producing breezes and winds. Winds can be generated in particular places, in order to hide overhearing of conversations.
Skills: Archery (especially rapid-fire short range), bo/stick-handling, basic medicine, tracking, climbing, trapping, finance, whistling; particularly bird calls
Equipment: A bow made of maple wood imbued with small amounts of magic (leakage: increased material strength and fire resistance with water drawback. armament: Increased strength/firepower to rival a crossbow), 20 arrows of the same wood (armament: 10x increased accuracy, 5x increased piercing/penetrating power, 5x auto-recoverable arrows [with 30 minute recovery time per arrow]), a small knife with a worn leather handle in a sheath made of a similar worn material (leakage: hydrophobic, blood doesn't stick to the blade after use, armament: only wieldable by Fae, otherwise grasping it feels like touching poison oak), a travelling pack filled with plants and herbs for injuries, a leather-bound notebook and charcoal pencil


RP Sample: If I must
Did you read the Rules? Yes
What about number 6? Especially that one. It was my most favourite rule ever!



Optional Stuff:
Personality: You will find out when I do
Likes: Cold, the ocean, sailing (both by air and water), people who want to have a conversation with her before trying to get into her pants, Knowledge
Dislikes: Orcs and Goblins, Desert/intense heat, people who try and force their religion on her


Alignment: lawful good... probably. Unless you make her angry or stressed. She's fierce... and bites.
Theme Song: Fae's Theme
Last edited by Rhodevus on Tue Sep 18, 2018 11:29 am, edited 7 times in total.
She/Her
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Faal Lot Himdah
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Founded: Jun 12, 2014
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Postby Faal Lot Himdah » Mon Sep 17, 2018 7:43 pm

Rhodevus wrote:Character APP is incomplete. To be finished very soon

Character App
Name: Fiona "Fae" Stalwart
Age: 22
Sex: Female
Sexual Orientation: demisexual
Race: human
Bio: To Be Determined
Appearance:



Magic Type: Armamental Magic, (Very Basic) Elemental Magic
Magic Sigil/Circle and Location:
Magic Ability: Armamental Magic:
Magical Leakage: When holding a weapon, a small amount of magic is infused with it over time, giving it a 'talent', such as increased accuracy, sharpness, hardness, etc. The longer and more often the weapon is used, the more magic is infused with it.
Classical Armamental Magic: Through intense focus, magic can be imbued on a weapon or armour giving it special abilities. Imbuing specific abilities to an object requires time and focus, with greater focus and time, depending on the ability itself. All objects imbued with magic will gain Fae's magic sigil burned or etched into it. Upon it's use by another person, the sigil will burn off and disappear over time, along with the magical properties.
Magical Augmentation/Manipulation: Objects can be augmented or manipulated into different shapes or positions, in order to increase/decrease it's attributes. ex. A long rectangular body-shield can be augmented into a small circular one for ease of travel. This magical ability takes very little effort and can be done very quickly.
Elemental Magic:
Air Manipulation: Through some motions, air currents can be manipulated producing breezes and winds. Winds can be generated in particular places, in order to hide overhearing of conversations.
Skills: Archery (especially rapid-fire short range), bo/stick-handling, basic medicine, tracking, climbing, trapping, finance, whistling; particularly bird calls
Equipment: A bow made of maple wood imbued with small amounts of magic, 20 arrows of the same wood, a small knife with a worn leather handle in a sheath made of a similar worn material, a travelling pack filled with plants and herbs for injuries, a leather-bound notebook and charcoal pencil


RP Sample: If I must
Did you read the Rules? Yes
What about number 6? Especially that one. It was my most favourite rule ever!



Optional Stuff:
Personality: You will find out when I do
Likes: Cold, the ocean, sailing (both by air and water), people who want to have a conversation with her before trying to get into her pants,
Dislikes: Orcs and Goblins, Desert/intense heat


Alignment:
Theme Song: Fae's Theme


I've been expecting this... anyways, I know its still being worked on, but can I ask that you go into a little more detail with the special abilities she can grant her weapons/armour?
#BlameVoid
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Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

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Rhodevus
Powerbroker
 
Posts: 7686
Founded: Apr 19, 2013
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Postby Rhodevus » Mon Sep 17, 2018 7:46 pm

Faal Lot Himdah wrote:
Rhodevus wrote:Character APP is incomplete. To be finished very soon

Character App
Name: Fiona "Fae" Stalwart
Age: 22
Sex: Female
Sexual Orientation: demisexual
Race: human
Bio: To Be Determined
Appearance:



Magic Type: Armamental Magic, (Very Basic) Elemental Magic
Magic Sigil/Circle and Location:
Magic Ability: Armamental Magic:
Magical Leakage: When holding a weapon, a small amount of magic is infused with it over time, giving it a 'talent', such as increased accuracy, sharpness, hardness, etc. The longer and more often the weapon is used, the more magic is infused with it.
Classical Armamental Magic: Through intense focus, magic can be imbued on a weapon or armour giving it special abilities. Imbuing specific abilities to an object requires time and focus, with greater focus and time, depending on the ability itself. All objects imbued with magic will gain Fae's magic sigil burned or etched into it. Upon it's use by another person, the sigil will burn off and disappear over time, along with the magical properties.
Magical Augmentation/Manipulation: Objects can be augmented or manipulated into different shapes or positions, in order to increase/decrease it's attributes. ex. A long rectangular body-shield can be augmented into a small circular one for ease of travel. This magical ability takes very little effort and can be done very quickly.
Elemental Magic:
Air Manipulation: Through some motions, air currents can be manipulated producing breezes and winds. Winds can be generated in particular places, in order to hide overhearing of conversations.
Skills: Archery (especially rapid-fire short range), bo/stick-handling, basic medicine, tracking, climbing, trapping, finance, whistling; particularly bird calls
Equipment: A bow made of maple wood imbued with small amounts of magic, 20 arrows of the same wood, a small knife with a worn leather handle in a sheath made of a similar worn material, a travelling pack filled with plants and herbs for injuries, a leather-bound notebook and charcoal pencil


RP Sample: If I must
Did you read the Rules? Yes
What about number 6? Especially that one. It was my most favourite rule ever!



Optional Stuff:
Personality: You will find out when I do
Likes: Cold, the ocean, sailing (both by air and water), people who want to have a conversation with her before trying to get into her pants,
Dislikes: Orcs and Goblins, Desert/intense heat


Alignment:
Theme Song: Fae's Theme


I've been expecting this... anyways, I know its still being worked on, but can I ask that you go into a little more detail with the special abilities she can grant her weapons/armour?


ya, for sure!
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Deutsch-Brittannia
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Postby Deutsch-Brittannia » Mon Sep 17, 2018 7:49 pm

What if he claims to know where one of the keys is/know a way to to find one (obviously doesn't have to mean its true), that way in return for letting a necromancer live, the Epostolis gets the possible location of a key, knowledge about a type of magic rarely used outside the Dryad's, help with any challenges that are necromantic in origin (based on the lore you've provided I have a theory or two) and a pretty hard to break oath that essentially stops him using necromancy since it would be hard to tell who follows the one faith and who doesn't.

Or what if he's related to one of the leaders who keeps it all hushed up.
Another idea I had was what if he's from a nation where necromancy isn't banned/punished by execution? The politics isn't clear yet but assuming one nation can't execute another nation's citizen for something (assuming my character hasn't performed necromancy within Epostolis which I can add to the bio) if he signs up as a mercenary they can just forbid him from using it.

Or he could be a former necromancer who no longer uses it so the Epostolis doesn't know about it (whether he does in the RP is up to you/how events progress) and just uses green magic.

Just bouncing some ideas, thought it would be better than editing/posting a new bio.
Last edited by Deutsch-Brittannia on Mon Sep 17, 2018 7:51 pm, edited 1 time in total.

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Elysian Kentarchy
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Founded: Nov 19, 2014
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Postby Elysian Kentarchy » Mon Sep 17, 2018 8:32 pm

Faal Lot Himdah wrote:
Auphelia wrote:Character App
Name: Laurel
Age: ~180
Sex: Female
Sexual Orientation: None, thank you.
Race: Part Elf(?), Part Dryad(?), Part Human(?). Something around there.


Not going to look at the rest until you narrow it down to one race

Deutsch-Brittannia wrote:Character App
Name: Asmund Eriksson
Age: 29
Sex: Male
Sexual Orientation: Homosexual
Race: Human
Bio: Asmund comes from humble beginnings. The son of a silversmith and a tailor, he was trained from an early age to take over his father's business before discovering an interest and skill in magic at 16 when he accidentally burnt down his father's smithy due to an imperfect sigil he created. His parents, outraged by his carelessness, kicked him of the family home. Forced onto the streets, Asmund decided to leave his hometown altogether, and find someone to train him in the magical arts. He spent the better part of a year wandering before encountering a small commune of necromancers. Since necromancy is banned by the Epostolis, the necromancers believed he was a scout sent to find and eradicate them and took him prisoner. During his travels he had learnt how to appeal to people's better nature, and had convinced the necromancers to not only release him, but also train him, within a week.

He spent seven years with the commune, learning how to resurrect the dead, but also how to influence the decomposition of a body, from individual body parts and organs to an entire body at once. He was also taught how to steal the life of another to bolster his own, and the correct way of preparing bodies destined to serve as long time thralls. The commune as a whole were attempting to cheat death by researching ancient texts detailing the mysterious and hazardous path to immortality when they were discovered by the Epostolis. A large force of soldiers descended on the settlement at night, managing to slay many of the necromancers before they realised what was going on. Asmund, who had been preparing a body alone, heard the sounds of the fighting and cries of his fellow necromancers as they fell, some screaming as they overexerted themselves attempting to raise too many of their fallen brethren as aid. Knowing it would only be a matter of time before he was discovered, Asmund quickly gathered a few items before hiding himself in one of the many coffins moments before the door to the crypt he was working in was broken down. Not seeing any signs of life, the soldiers moved on, but Asmund stayed hidden for hours.

He made his escape almost twenty four hours after the attack began, slipping between the shadows and avoiding the soldiers who had been left behind to dispose of the dead. To ensure he wasn't seen fleeing, he had, before he left the crypt, resurrected the body he had been working on and set it loose as a distraction. Once it had the soldiers panicked and rushing towards it, he took off on a horse stolen from the soldiers, going as far as he could before he severed his connection to the corpse.

Returning to wandering alone, Asmund spent a further two years in seclusion before he set his sights on capturing a Dryad to learn the secrets of green magic, as he thought it would increase the strength and durability of his necromancy. He set out for the Dryad homeland, but as luck would have it, he encountered a lone Dryad many miles from the border. When the Dryad was sleeping, he made his move. The Dryad held out for several weeks, refusing to teach Asmund how to use green magic. When conventional torture proved fruitless he took drastic measures and used his necromancy to slowly decompose the Dryad, a tactic that was so excruciatingly painful that it was ready to talk after a few hours. Learning what he wanted, Asmund killed the Dryad by causing it's heart to decompose. Since he had a body to work with, Asmund destroyed his original sigil and fashioned a new one onto his body, and set to work.

It took him many hours but eventually, using a combination of necromancy and his newfound use of green magic, the Dryad was resurrected stronger than before, with vines and fungi improving the mobility and lethality of the corpse. Pleased with the result, Asmund released the body and eventully returned to his hometown. His parents were long dead by the time he returned, his father had died when he tripped over a set of bellows and fallen headfirst into a fire, and his mother had passed away shortly after, a broken heart, he was told. Taking ownership of his family home, he took on the role of a botanist, using it to keep his cover and improve his skill with green magic, conducting his necromantic experiments in secret, using unfortunate travelers. Eventually the disappearances became too great to ignore, and soldiers came to the town to investigate. Suspicious of Asmund since his knowledge of botany outstripped some experts, the commander of the soldiers searched his house, finding his notes and green magic. Since green magic was not known to many outside the Dryad's, the commander ordered he be followed to see if Asmund was working with them.

What the soldier's discovered was much worse. Asmund was followed to his parents' crypt, and when he left the soldiers entered and discovered his parent' long skeletonised bodies reanimated and attached with vines that held the bodies together. That was enough proof. Asmund was arrested and imprisoned, and a date was set for his execution after a brief trial, during which Asmund claimed if they killed him he would return and destroy them in an effort to save his life. He was, however, granted a stay of execution when news of his skill in green magic reached one of the leaders of the Epostolis. This gave them a chance to learn about the magic of the Dryad's, and have a knowledgeable magic user who may be able to provide insight on anything that protected the keys of truth, and so an offer was made. Help them find the keys of truth, and share his knowledge of green magic, and they would forgive his crimes of necromancy, provided he no longer use his necromancy on followers of the one faith.


Not a good enough reason for the Epostolis to allow a necromancer to live.


That does make me want to ask, if breeding between races possible? I mean stuff like half-elves and the like. Not that I am wanting to make one I am just curious since there is no mention of it.

Deutsch-Brittannia wrote:What if he claims to know where one of the keys is/know a way to to find one (obviously doesn't have to mean its true), that way in return for letting a necromancer live, the Epostolis gets the possible location of a key, knowledge about a type of magic rarely used outside the Dryad's, help with any challenges that are necromantic in origin (based on the lore you've provided I have a theory or two) and a pretty hard to break oath that essentially stops him using necromancy since it would be hard to tell who follows the one faith and who doesn't.

Or what if he's related to one of the leaders who keeps it all hushed up.
Another idea I had was what if he's from a nation where necromancy isn't banned/punished by execution? The politics isn't clear yet but assuming one nation can't execute another nation's citizen for something (assuming my character hasn't performed necromancy within Epostolis which I can add to the bio) if he signs up as a mercenary they can just forbid him from using it.

Or he could be a former necromancer who no longer uses it so the Epostolis doesn't know about it (whether he does in the RP is up to you/how events progress) and just uses green magic.

Just bouncing some ideas, thought it would be better than editing/posting a new bio.


The last one might be the most excusable all things considered. Still can play him up as being oddly interested in death or having some familiarity from necromancy that "in no way is because I did necromancy or anything heh heh." ;) Just my two cents, I'm not coop or anything.

Though the dryad twins would find his use of necromancy... curious suffice to say.
Last edited by Elysian Kentarchy on Mon Sep 17, 2018 8:33 pm, edited 1 time in total.


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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
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Postby Faal Lot Himdah » Mon Sep 17, 2018 8:43 pm

Deutsch-Brittannia wrote:What if he claims to know where one of the keys is/know a way to to find one (obviously doesn't have to mean its true), that way in return for letting a necromancer live, the Epostolis gets the possible location of a key, knowledge about a type of magic rarely used outside the Dryad's, help with any challenges that are necromantic in origin (based on the lore you've provided I have a theory or two) and a pretty hard to break oath that essentially stops him using necromancy since it would be hard to tell who follows the one faith and who doesn't.

Or what if he's related to one of the leaders who keeps it all hushed up.
Another idea I had was what if he's from a nation where necromancy isn't banned/punished by execution? The politics isn't clear yet but assuming one nation can't execute another nation's citizen for something (assuming my character hasn't performed necromancy within Epostolis which I can add to the bio) if he signs up as a mercenary they can just forbid him from using it.

Or he could be a former necromancer who no longer uses it so the Epostolis doesn't know about it (whether he does in the RP is up to you/how events progress) and just uses green magic.

Just bouncing some ideas, thought it would be better than editing/posting a new bio.


Option 1 is a no, as he doesn't provide information that isn't already known to the Epostolis, or that is easily available to them

Option 2 is more likely, but if it was found out, then their would be scandal, which would probably end up with the character dead, and his relative mysteriously disappearing

Options 3 is a no again, as while the Epostolis is a sovereign nation, and can't execute a citizen of a foreign nation without just cause.... practicing necromancy is one of the things the Epostolis see's as a justified reason to execute them. And after all, what nation wants to fuck with a nation that has the most powerful god backing them?

Finally, option 4 is the best choice

Elysian Kentarchy wrote:That does make me want to ask, if breeding between races possible? I mean stuff like half-elves and the like. Not that I am wanting to make one I am just curious since there is no mention of it.


Not really, as children of parents of two different races often take the traits of their mothers race (if the two races are compatible).
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.


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Auphelia
Minister
 
Posts: 2868
Founded: Jan 05, 2017
Ex-Nation

Postby Auphelia » Tue Sep 18, 2018 5:26 am

Faal Lot Himdah wrote:Not really, as children of parents of two different races often take the traits of their mothers race (if the two races are compatible).


Oh, bother.
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Solisian Union
Diplomat
 
Posts: 691
Founded: Apr 22, 2018
Democratic Socialists

Postby Solisian Union » Tue Sep 18, 2018 6:04 am

Character App
Name: Seras Saratina
Age: 25
Sex: Female
Sexual Orientation: Straight
Race: Human
Bio: Seras was born in one of the city states that joined the Epostolis. Her parents were highly regarded warriors who once fought for the holy nation as soldiers and now were retired because they had a family. Seras has two sisters and three brothers and is regarded as the eldest. She has been taught how to fight with a spear and shield by her mother while her father taught her the magic of Abjuration.

She was trained afterwards in school how to heal and how to protect others. Then she made her way into the army, training to be a better soldier as her parents once did. Soon enough, she was recognized both for her abilities to fight in melee combat and for her abjuration spells which made her vital as a sort of combat healer.
Appearance: She stands 5’7” and weighs 121 pounds.
Image



Magic Type: Abjuration only
Magic Sigil/Circle and Location:
Image

Magic Ability: Shield - An invisible barrier of magical force appears and protects her or one person or thing that she has chosen to protect. Lasts only for 3 minutes.

Lesser Restoration - She touches a creature and can end either one disease or one condition afflicting it.

Heal - A surge of positive energy washes through the creature and heals it completely. Seras can only heal again after six hours of using her ability. Healing takes a lot of energy from her and forces her to rest after healing one person or creature. To heal very serious injuries or diseases, she has to cast the spell twice in one day.
Skills: Spear Fighting and Throwing

Medicine - Seras has been given training as a combat healer and even if she does not use her ability,
Equipment: Spear and Shield
Image


Kettle hat

Leather Armor - The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.


RP Sample:
Sardis Bluff



Encarnación Tasis

Agencia de Observación y Seguridad Extranjera


Foreign Security and Observation Agency

FSOA



"Demasiado interesante ..." Spoke out Tasis as she looked at the various articles, books, papers and other documents detailing the history and the monarchy of the state of Morddh. She moved on to reading about the ongoing New Garrack Bush War and then placed all the documents she was in the middle of reading on the mahogany table and went out of her office like she was on fire. She moved into another room that was named Cámaras de fotografía and then spoke out "Lacasa! ¡Conseguí un trabajo para ti! Job for you in another country! Lacasa!"

And the reply came roughly and angrily as a woman with wild black hair, dressed in a khaki skirt and orange shirt, went out of digging through some boxes. She told the visitor "Sí, sí, ¡te escuché, puta voz! Entonces, ¿a dónde voy? Where?" And Tasis told her. Then it took only ten minutes for Tasis to tell her everything she wanted her to do. At that point, Lacasa nodded and said in the end "Está bien, señora, lo abordaré. El boleto está en usted, esta vez. Me pondré en contacto con el jefe azul al respecto?" To which Tasis told her Sí, adelante con eso. Solo vete ahora con tu equipo. Tendré que ver el Centro Nacional de Inteligencia."

The two women said their goodbyes to each other as Tasis took a cab to the CNI while Lacasa hurried to get her camera, her pistol and her ID.



Treinta minutos más tarde...
Thirty minutes later...

Encarnación Tasis finally reached the headquarters of the CNI just as she bumped into...Rut Soledad Socorro, the very Deputy Director of the CNI. She hurried to bow to Lady Socorro but the superior shook her head and made her stand tall as she said "Nothing to forgive. Anyway...Deputy Assistant Director Tasis?" The woman nodded "Necesito que escolte al Sr. Sidney Warren porque él será nuestro representante para nuestra nación interesante muy pronto. Ya me han informado que el gobierno saliente y los candidatos quieren abrir relaciones con este."

Before Tasis could speak, Socorro told her "¿Aceptarás? Will you accept?"

Tasis just nodded.

Did you read the Rules? Yes
What about number 6? There is no number 6. You lie.



Optional Stuff:
Personality: A dependable and kind woman who does all she can to make sure her fellows are safe and sound, healed if need be, while also fighting off anyone who dares to harm her or her patients. She cares a lot for the helpless and looks up to the greatest warriors of the Epostolis for inspiration and also to the famous healers and doctors she read about.
Likes: Reading, healing and protecting others, children and adventures
Dislikes: Cucumbers, high-pitched voices and being left behind


Alignment: Lawful Good
Theme Song: https://www.youtube.com/watch?v=Vp3Bd0d0WNg
Last edited by Solisian Union on Tue Sep 18, 2018 7:01 am, edited 1 time in total.
^_^

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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Tue Sep 18, 2018 6:58 am

Images are broken
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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Solisian Union
Diplomat
 
Posts: 691
Founded: Apr 22, 2018
Democratic Socialists

Postby Solisian Union » Tue Sep 18, 2018 7:01 am

Faal Lot Himdah wrote:Images are broken

All images fixed. Links are okay.
^_^

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Ihury
Chargé d'Affaires
 
Posts: 446
Founded: Aug 29, 2018
Ex-Nation

Postby Ihury » Tue Sep 18, 2018 7:08 am

I think I shall create a second character. Specifically, a foil to my first character in terms of personality.

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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Tue Sep 18, 2018 8:31 am

Solisian Union wrote:
Faal Lot Himdah wrote:Images are broken

All images fixed. Links are okay.


Again, more detail
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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Solisian Union
Diplomat
 
Posts: 691
Founded: Apr 22, 2018
Democratic Socialists

Postby Solisian Union » Tue Sep 18, 2018 8:36 am

Faal Lot Himdah wrote:
Solisian Union wrote:All images fixed. Links are okay.


Again, more detail

I'll work more on that tomorrow. But I hope that this app is at least better than the one I made before. Just needs detail.
^_^

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Charlia
Post Czar
 
Posts: 45715
Founded: Apr 25, 2015
Ex-Nation

Postby Charlia » Tue Sep 18, 2018 11:07 am

All things considered, this took longer than it should have. :roll:


Character App
Name: August Mouchet
Age: 27
Sex: Male
Sexual Orientation: Heterosexual
Race: Demihuman
Bio: Secret ;)
Appearance:
Image
Image



Magic Type: N/A
Magic Sigil/Circle and Location: N/A
Magic Ability: N/A
Skills: In terms of the skills he has as a demihuman, the list is a bit extensive. First of all, he has a reduced need for water when compared to most humans, and high energy levels. He's excellent at reading body language and tone, and can usually tell what a person is feeling just from glancing at them or listening to them speak--it takes someone very skilled at suppressing such tells to get past him. He also is very physically light, has an excellent sense of balance, and can, of course, fly. When it comes to sleep, he sleeps far more like a bird than a human, using vigilant sleep--where periods of rest are interspersed with quick eye-opening 'peeks', making sensitive to disturbances and able to escape rapidly from a threat. In short, getting the drop on him is quite tricky, even when he's sleeping. He can also see at an extremely far distance, and can see things at much higher and lower speeds than regular humans. And he is able to live in all sorts of environments... He also has a nice singing voice, if that means anything.

His enhanced vision and sense of balance allow him an entryway to proficiency with both swords and ranged weapons, though only much practice has allowed him to reach a level of true proficiency.
Equipment: Survival stuff + a sword and a very small painting of a young woman


RP Sample: Ha. Ha. Ha. You know me.
Did you read the Rules? Of course.
What about number 6? :eyebrow:



Optional Stuff:
Personality: Ah, let's watch it develop naturally!
Likes: Shiny things, like any bird person should :P
Dislikes: Stop bothering meeeeeeee


Alignment: I don't know
Theme Song: Here.

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Rhodevus
Powerbroker
 
Posts: 7686
Founded: Apr 19, 2013
Scandinavian Liberal Paradise

Postby Rhodevus » Tue Sep 18, 2018 11:30 am

Didn't want to repost my app. But, I finally wrote up the bio and it should be complete now. If you have any questions, comments or concerns, please let me know. I'm always open to adding more info to my character app.
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The GAmeTopians
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Posts: 9823
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Tue Sep 18, 2018 11:57 am

*stares at Faal*
*stares at non-existent IC*
*stares at Faal*
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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Tue Sep 18, 2018 1:39 pm

The GAmeTopians wrote:*stares at Faal*
*stares at non-existent IC*
*stares at Faal*


I did say two more players.... and since you asked I only accepted one more.... That said...

Rhodevus wrote:Character App
Name: Fiona "Fae" Stalwart


Accepted

Charlia wrote:Character App
Name: August Mouchet


Accepted

Now, with one more player, and two more characters to be added to the character list...

I present....

THE IC
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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