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Song of Heroes OOC (Fantasy RP, CLOSED)

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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Mon Apr 01, 2019 9:38 pm

Union Princes wrote:Name: Romilda Schaus

Alright, you fixed the boon and abilities to a decent level. Character Accepted.

Turmenista wrote:Documentation of the Rise & Fall of The Blight

Great work fleshing out your Blight lore, Turm. I'll add it to the OOC with the other fluff posts.

Turmenista wrote:Name:Earl Thatcher

App looks pretty good overall. Only thing i have to mention is to change the "Thapsian Fire" as I intended for Thapsus to already have that for a long time. if you could just change that to something else it'll be good as accepted.
edit: As you informed me of you edit...Character Accepted.

Praeceps wrote:Name: Tride Attle

Character Accepted
Last edited by Absolon-7 on Mon Apr 01, 2019 9:46 pm, edited 1 time in total.

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Mon Apr 01, 2019 9:45 pm

Absolon-7 wrote:Only thing i have to mention is to change the "Thapsian Fire" as I intended for Thapsus to already have that for a long time. if you could just change that to something else it'll be good as accepted.


Changelog: - Changed "Thapsian Fire" To "Lycanmiran Fire"
- Removed herobrine

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The Rebel Alliances
Postmaster-General
 
Posts: 11795
Founded: Jan 18, 2013
Inoffensive Centrist Democracy

Postby The Rebel Alliances » Wed Apr 10, 2019 12:01 pm

Vraron

Name: Vraron
Dominant Group: Orc (Also has a population of humans, Elves, Ratfolk)
Region: The Eastern Archipelagos
City Size: Average City
Notable features: The city of Vraron has been known by many names throughout the ages. Originally founded by the Thalassocracy and known as Nalos. The city entered into a steep decline when the empire fell. It was around this time roughly 350 years ago that the city became known as a haven of piracy and lawlessness. Dominated by pirates of various races for decades an orc was not seen in these waters until much later, as the race of Orcs originate from the mainland. However about two hundred years ago a well meaning warlord attempted to bring rule of law back into the waters where Nalos was located. And his fleet assailed the city and integrated it into his dominion. While his rule was beneficial to the city, it was also during this time Orcs began to migrate to the islands. Some voluntarily leaving behind their own troubled tribes from the mainland and others as slaves to fight in the arenas.

No matter how they ended up in the city which had been renamed Sagos, the Orcs soon took to piracy naturally. They started off as slaves or hired muscle on other pirate ships, learning the art of seafaring. Orcs saw piracy as just another battlefield to master and took to doing so with their usual dedication to arms. Orc shipwrights became prized, their size and ferocity made them terrifying in the close quarters of a boarding party and over time Orcs became a dominant force for the naval ships of Sagos. Despite how much they were depended upon by both Pirate captains and the Sagosian Navy, they still retained their low social rank. And so just eighty years ago an Orc pirate crew assembled a fleet of pirate ships with the intention of sacking the city of Sagos after a long period of decline. The Orc declared himself a War Admiral and desired to transform Sagos into a home for Orcs within the islands.

Leading a fleet of nine ships, five of which were Orcish the coalition of pirates successfully sacked the city, removing the last bastion of naval authority within the immediate area and so the War Admiral declared the city to be known as Vraron. A system was then put in place which stands to this day. That the city would be free for any pirate vessel to use no matter their origin or crew. However, Captains not swearing fealty to the current War Admiral must pay a tribute to the War Admiral in order to safely dock. The tribute could take the form of gold, servants, weapons or arms or even a ship.Once the tribute is accepted the Captains are permitted to do mostly whatever they please within the city. There are no written laws within the city. However, despite this there is perhaps paradoxically less common crime than you may expect from a typical pirate city. The thing separating Vraron from say a human dominated pirate haven is that Vraron is dominated by Orcs. And while Archipelagos Orcs have blended with local pirate customs in many ways, and are more accepting of outsiders than mainland kin. They still abide by a simple code of conduct.

If a pirate were to be caught stealing within the city, they are not thrown in prison. As there are none. However they either must pay in either gold or blood to the victim's satisfied. And being that so many of the shop keepers and shipwrights are Orcs, few are willing to intentionally cheat them. This makes Vraron a 'safe' alternative for pirates who are looking to escape authorities and not have as much risk to be stabbed by a fellow pirate. Also, in order to become a War Admiral, you must challenge the current War Admiral in a duel. These take place in the arena to much fanfare, and should a challenger win, he takes possession of all the former's assets from his ships to wealth. However the current War Admiral has reigned for the past fourteen years. And all War Admirals except for one since the city became known as Vraron has been an Orc.
Age of City: 432
Major Industry: Piracy, Gambling, Gladiators
The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.



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The Rebel Alliances
Postmaster-General
 
Posts: 11795
Founded: Jan 18, 2013
Inoffensive Centrist Democracy

Postby The Rebel Alliances » Wed Apr 10, 2019 2:04 pm

Name: Rayna Gravechild
Age: Appears to be in her 20s at time of death, been more than fifty years since resurrection
Gender: Female
Race: Human (Undead)
Appearance: The Undead Rogue
Statistics:
Strength: 2
Agility: 5
Endurance: 2
Magical Prowess: 1
Bio: Rayna doesn't remember who she used to be, she would joke that it is because of brain rot if anyone stuck around her long enough to hear the joke. But she honestly is not bothered by not knowing her past life. She figures that if she remembered anything about who she used to be she would only be less content with the 'life' she currently lives now. And not to say that she has much to be grateful for. Her current story begins just about two years ago, a Necromancer whose name Rayna never even got was driven to find the secret to immortal life and believed that those secrets lay in necromancy. If he could ensure his own survival after his death then his experiments would be worth it. However, his plans did not go as he had envisioned. While he was very successful in resurrecting his test subject, a deceased human woman she was supposed to be a mindless puppet for him to mold. Instead she woke up very confused. And among discovering her dead, cold skin. Her exposed bones from her side ribs to her legs and hands and her empty glowing yellow eyes. She went from confused, skipped sad and went straight to anger.

Unfortunately for her necromancer he was no warrior and she ran him through with a dagger in the haze. It wasn't until after she killed him that she took a real moment to take in her surroundings. And begin to get a grasp on what her new life was destined to be like. She saw that he had made his experiments in a isolated mansion. While remote, it was a positive in that it would allow her some privacy. But she was certain that other perhaps knew the man and that in time he may even get visitors, so she could not just claim it as her own. She also noticed that she could feel nothing, no sensations on the skin she had left. Not the wind through her hair. While she knew that her touch was likely cold, she couldn't feel it. She tried to eat...but could not taste anything. She tried to drink and nothing would quench her satisfy her thirst. She then began to read through the necromancer's texts and searched desperately for a way to bring her back into true life. And she found...nothing.

Nothing but myths or fairy tails. However, it seemed that perhaps her own necromancer was not as skilled as he though. As there may have been no way to return her to true life. She did discover advanced magics which would allow her to feel things again. Taste, touch and pain. She longed for any semblance of re living what was lost to her. And she was determined to reclaim as much humanity as she could. In the following year she became a rogue, hunting necromancers and forcing them to work their magic on her. But it seemed that none of them could grant her what she sought. A couple times, they managed to allow her to feel. But the effects wore off in time. And it was like a drug to her. She killed those who were unable to help her and eventually even the ones who could only offer temporary sustenance.

Eventually, she grew tired of this though. Of the false hope and of constantly being run out of towns and settlements. After nearly fifty years with no known answers she retired in solitude. Taking up residence in a cottage isolated in the woods. However, recently a creature has been maiming and killing people around her area and while she has little reason to care much for the affairs of the living, she feels a need to intervene and end this beast.
Heroic Boon: Stitch Together(Rayna gains the ability to literally reattach limbs. As long as her brain is functioning she can't be killed)
Abilities:
  • [Rogue]: (Rayna is a master of stealth having perfected the art after decades of hiding from main society
  • [Assassination]: (Rayna has studied anatomy of many species for years and knows all of the vital spots to target with a swift strike with a dagger)

Limitations:
  • (Physically weak: Rayna is not physically strong and relies on stealth and ambush to win her battles)
  • (Necromancy: Rayna was born with it, and as such it can also end her. Should a necromancer know the magic he or she could simply rob Rayna of the very force keeping her alive)

Equipment:
  • [Daggers: Rayna carries numerous daggers which she uses to defend herself]
  • [Poisons: She has acquired a small selection of poisons through various means to coat her blades with]


Optional
Likes: Solitude, Books
Dislikes: Running for her life
Greatest Fear: Never being human again, or never dying
The Starlight wrote:Rebel Force: Noun - A strange power associated with street-level characters who are the weakest, yet most powerful of all.



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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Thu Apr 11, 2019 5:40 pm

The Rebel Alliances wrote:Name: Vraron

City Accepted

The Rebel Alliances wrote:Name: Rayna Gravechild

the app's fine and the only thing i take issue with is that her boon seems like something she'd be able to do already (Also since you've talked to me already about her joining the Legion in the future coming up with it now is okay) A boon should be like a minor power that has room to improve. Zark's character of Sylanna would be a good example of what a boon could be.

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Zarkenis Ultima
Post Czar
 
Posts: 43283
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Fri Apr 12, 2019 3:43 am

The archive has been updated with all the new apps.
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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Fri Apr 12, 2019 8:55 pm

The Thapsian Calender

Through rigorous calculations and observations The Thapsian Calendar was adopted by the Elven nation during the reign of it's second Tyrant as part of a empire wide campaign to unify after the death of the first Tyrant. The calendar is used throughout Thapsus and its overseas holdings and in the past century has been adopted by Thapsus vassal states and several allied states such as Velathri. Furthermore by meticulous research and conversing with nature spirits the date of the first bonding between a spirit and the elven ancestor was 2000 years ago to the letter and year dates are signed AB (after bonding) and BB (before bonding). Each month originally was a compound word but over time they were simplified to a contracted form that is now the standard (highlighted in bold). As of now it is Órouta 19, 2000 AB.


Spring Months
Genethlíon - Genlon - 31 days
Prótovíma - Próma - 30 days
Prótoperípato - Próperto- 31 days

Summer Months
Boumpoúki - Bouki - 30 days
Ágriochórto - Ágroto - 31 days
Órimafroúta - Órouta - 31 days

Autumn Months
Kaféekkínisi - Kafenisi - 30 days
Kómmasynkomidís - Komdis - 31 days
Syllogíchrónou - Syllnou - 30 days

Winter Months
Prótochióni - Prioni - 31 days
Vathýpágo - Vathgo - 31 days
Tíxikardiá - Tixidia - 28 Days

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Zarkenis Ultima
Post Czar
 
Posts: 43283
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sat Apr 13, 2019 2:33 pm

Absolon-7 wrote:
The Thapsian Calender

Through rigorous calculations and observations The Thapsian Calendar was adopted by the Elven nation during the reign of it's second Tyrant as part of a empire wide campaign to unify after the death of the first Tyrant. The calendar is used throughout Thapsus and its overseas holdings and in the past century has been adopted by Thapsus vassal states and several allied states such as Velathri. Furthermore by meticulous research and conversing with nature spirits the date of the first bonding between a spirit and the elven ancestor was 2000 years ago to the letter and year dates are signed AB (after bonding) and BB (before bonding). Each month originally was a compound word but over time they were simplified to a contracted form that is now the standard (highlighted in bold). As of now it is Órouta 19, 2000 AB.


Spring Months
Genethlíon - Genlon - 31 days
Prótovíma - Próma - 30 days
Prótoperípato - Próperto- 31 days

Summer Months
Boumpoúki - Bouki - 30 days
Ágriochórto - Ágroto - 31 days
Órimafroúta - Órouta - 31 days

Autumn Months
Kaféekkínisi - Kafenisi - 30 days
Kómmasynkomidís - Komdis - 31 days
Syllogíchrónou - Syllnou - 30 days

Winter Months
Prótochióni - Prioni - 31 days
Vathýpágo - Vathgo - 31 days
Tíxikardiá - Tixidia - 28 Days


>not using the Dominion's calendar.

High Elves lose 10 cool points -nods-
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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Sat Apr 13, 2019 5:06 pm

Zarkenis Ultima wrote:
>not using the Dominion's calendar.

High Elves lose 10 cool points -nods-


booo

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Finland SSR
Post Marshal
 
Posts: 15224
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Sun Apr 14, 2019 3:22 pm

Name: Bettina Lambert
Age: 17
Gender: F
Race: Human
Appearance:
Image

Image

Statistics:
Strength: 2
Agility: 2
Endurance: 3
Magical Prowess: 5 (only limited to Griffon Empathy, otherwise 1)
Bio: Bettina Lambert, usually referring to herself as Betty, hails from the Free Cantons of Schellenberg, a small confederation of independent cities and villages located in the mountains of the Western Heartlands. Though poor and distant from most sources of civilization, relying mostly on agriculture and especially animal husbandry across the mountainous valleys and meadows to make a living, they are fiercely independent and proud of their long lasting traditions which they have fostered among each other. Among their neighbours, they are known for a few things, although one of the most notable quirks is the fact that the mountains of Schellenberg are beloved by Anthem's Griffons as a nesting place and feeding grounds. It is for a reason that the head of a screeching griffon is the symbol of the Free Cantons, even if their peasantry constantly grumbles and complains about their sheep getting eaten by the massive beasts.

Betty was born to the family of a sheep herder, the fifth child in the family, in one of the villages of Schellenberg. A wanderous, friendly and all around perfectly fine child, she spent most of her early days helping her father and older brothers herd sheep, frolicking in the vast alpine meadows surrounding her home, or hiking in the mountains surrounding them, usually with supervision, but not always. In one of her hikes, the seven year old Betty stumbled upon something which changed her life forever - in the distant heights of one of the nearby mountains, she found a ransacked, ruined Griffon nest. Splatters of blood, broken spears and swords all indicated that this was the work of human hunters attacking a mother griffon at her weakest, right after laying eggs and thus resting - and while most of the laid eggs had been broken, one had somehow escaped the hunters' eyes by being immersed in the leaves and twigs composing the nest. The egg no longer had a mother to take care of - so Betty chose to pick it up herself, carrying the egg with her and hiding it from her family in a small cave, until finally it hatched into a baby male griffon which she named Matthias.

During the following years, Betty's family grew increasingly concerned for their daughter. She only seemed to return home for dinner and for sleep and spent the rest of her time outside, away from the eyes of her father or her mother. At the dinner table, she asked for nothing but meat, and yet ate little herself, carrying away the rest - not to bring it with herself to her room, but to carry it out of the house with her in a bag. Meanwhile, griffon sightings over the meadows and the village not far away from their family home turned increasingly common, forcing the villagers to flee to their huts every single time. Meanwhile, Betty attended her newfound friend every single day, watching it grow from a tiny hatchling to a large, powerful griffon, which eventually no longer needed food brought from home and started hunting for itself. Despite that, Matthias always remained close to the girl - it was the first thing he had witnessed in his life and his mind thus registered the human as his mother.

When Betty was fourteen, she finally gathered enough bravery to, after giving Matthias a hearty meal, leap on his back. The griffon didn't understand the meaning of this at first, but soon accepted this change and gave its partner a ride above the valleys of Schellenberg. Flying on the back of a griffon was scary, she constantly felt like she was about to slip off, and yet, at the same time, it felt amazing. And Betty began doing this more often. Her homeland, when traversed from above, felt so much more different - places once difficult to reach became trivial, all the villages and the wide valley expanse looked like nothing atop a giant flying mount... Already, the teenage girl was starting to think of the ways she could put this to use. Her father surely could use the help of a flier while herding sheep, as long as Matthias is well fed and doesn't think of eating some of them... or she could travel as far as the Northern Heights and the Tejis Desert to see the world unfold before her eyes...

What drove Bettine from her village, then? It was painfully simple. As much as she was a friend of one of the most dangerous magical beasts in Anthem, she was still, in the end, a human teenage girl with human feelings, emotions and desires. And her dreams and attraction settled upon a peculiar boy - Friedrich, the son of the burghermeister of the village not far from Betty's home. Unfortunately, as much as Betty saw him as confident, pretty and attractive, and never laid her eyes off of him when his family attended the council office, Friedrich couldn't care less about her. Just a random peasant, right? How do you make that to change, how do you get teh son of the wealthiest family in the village to change his mind about you? Betty wondered as she sat next to her sleeping Matthias, then... looked at the griffon which she had tamed... and put two and two together.

One day, Betty stumbled upon Friedrich in a confectionary and the two of them struck the first real conversation together. After getting to know each other's names, the conversation soon turned towards griffons, at which point she asked the burghermeister's son on whether he has ridden a griffon before. Obviously, the answer she received was no, at which point Betty suddenly dragged Friedrich away by his wrist, promising to show him something cool, bringing him outside of the town and whistled loudly, calling Matthias to land before the two and seriously scaring the boy. Convincing him that she wasn't a some sort of witch, that Matthias is not going to bite or maul him, and that he should hop on the griffon's back all took a looong time, but eventually, Friedrich conceded, and the two of them flew to the air. Much like Betty had been when she first hopped on her mount, the boy was in awe. Maybe this was finally working out...

Which is when disaster struck. For the first time since reaching adulthood, Matthias witnessed an another male griffon fly into its territory, searching for food. Any orders or pleads which Betty screamed didn't reach his ears - her griffon immediately shot forward, screeching louder than she had ever imagined and getting all of the people in the village below to raise their heads and look at the battle between two majestic magical beasts taking place. And while Matthias was certainly in the strength range of his newfound competitor, the two teenagers sitting on his back served as a severe liability to him - immediately, its opponent gained the upper hand. For the two riders, however, the situation was even worse. The only thing they could hold onto was Matthias's fur and each other - and while Betty knew exactly what to hold onto and how to stay on the griffon while it's shaking and fighting, her peer could not, until suddenly...

"FRIEDRICH!"

He fell, Betty's frightened scream echoing across the entire village and outstretched hand failing to catch the boy, left to watch him flail and fall hundreds of meters to his doom. Losing the weight on his back allowed Matthias to finally gain the upper hand and send a few stronger slashes at his opponent, severing the neck and letting his opponent fall to its doom as well, but Betty, holding back tears, ordered her mount to fly as far away as possible. After landing on a small plateau a dozen miles away and allowing Matthias to lick his wounds, the girl weighed her situation. Friedrich's death was only her fault - she was the one who thought that giving him a ride atop Matthias would be a good idea. Not only that, but the entire village heard her scream and knew that she had tamed a griffon and thus led to the burghermeister's son's demise. No, she cannot stay in her village or anywhere else in Schellenberg - thankfully, however, she had a second plan. A place where she could stay and possibly wait out the storm until she finally decides on what she is able to do.

A few weeks later, the people in Velathiri turned their heads to the skies, chatting about the sighting of a surprisingly low flying griffon above - before finally running in fright upon witnessing it descend straight to the city, and the headquarters of the Paean Legion, too. The guards of the HQ swiftly aimed their crossbows at the descending magical beast, only to lower their weapons upon hearing a woman on the griffon's back screaming to not shoot. As it turns out, they saw not a wild griffon searching for prey, but a tamed one - somehow - with a rider who wished to sign up for the Legion. It took a while, especially since she was the youngest person to sign up for the Legion in a long time, but she was eventually accepted, and received the Red Cloak rank to signify her new allegiance with the organization.
Heroic Boon:
Griffon Empathy: As a result of Betty's Heroic Boon, she and Matthias are tied in a symbiotic relationship. The Boon imbues Betty with a source of magical power which, in close proximity, Matthias is able to funnel strength from - in practice, this means that when ridden by Betty, Matthias is faster, stronger and more durable than it would normally be.

Abilities:
  • Griffon Rider: Betty is nothing exceptional all on her own - however, what she brings to the table is an adult male griffon, named Matthias, whom she has known and cared for since hatching and has thus subsequently befriended, and knowing that griffons are not only rare, but also dangerous, brutal and fierce creatures who aren't exactly disposed to interacting with humans, this is quite a feat. Matthias is an eight foot tall creature, easily capable of carrying Betty, her belongings and a few other passengers on its back without a problem, its clawed arms are strong enough to rip apart large prey, it is fast enough to fly at a maximum of 120 kilometers per hour and stay in the air for hours, and, if required to stay on the ground, run at a 40 kilometers per hour. It can also release a powerful screech to daze or scare away opponents, or serve as an alarm to nearby allies.
  • Altitude Acclimation: Hailing from the mountains and spending much of her time flying in the air, Betty is acclimated to the cold, oxygen-lacking high altitude environment.

Limitations:
  • Frail Rider: As stated before, Betty herself is nothing special when it comes to fighting, and even if she rides what is basically a flying tank as far as Anthem is concerned, this doesn't make the girl riding on the top any faster, stronger or more durable than she is before.
  • No Stirrups: Nobody designs saddles or stirrups for griffons - as such, Betty sits on her partner's back, holding onto its fur or wings to stay on. This means that she is in a real danger of falling off, especially in high speed chases or, God forbid, aerial battles, at which point she becomes a severe liability to Matthias. Thankfully, those don't happen too often - fellow griffons are pretty rare and human riders even rarer.
  • Sustenance: Matthias, like all apex predators, needs to eat a lot of meat to sustain himself, and cannot keep on flying or fighting forever.
  • Griffon Pride: Matthias is not exactly the humblest animal to work with. Like all griffons, it sees himself with nothing less but the utmost pride, and this pride reflects itself in how he acts. He couldn't possibly bother with fighting wounded enemies or those which it sees as weak, it pridefully accepts challenges by equal opponents even if that would possibly endanger the whole mission - and if it were to ever see an another griffon above Velathiri, its territory, then it would be an instant recipe for a bloodbath from which only one creature would walk away alive.

Equipment:
Nothing besides a small bag carrying an adventurer's kit and a small stock of food, as well as Legionnaire starting handbooks and a map of Anthem for navigation.
Last edited by Finland SSR on Wed Apr 17, 2019 5:12 am, edited 1 time in total.
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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Union Princes
Minister
 
Posts: 3313
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Mon Apr 15, 2019 4:52 pm

Name:Choko'lach
Age: 279
Gender: Male
Race: Mesozoi (Kroxodilus varient)
Appearance (pics if possible):
Image

Statistics:
Strength: 5
Agility:1
Endurance: 5
Magical Prowess: 1
Bio:
Choko'lach was born to be part of the heavy labor force in times of peace and be part of a core of heavy infantry. His destiny was already laid out before him: to be an obedient servant of the gods. Life was simple for him. He carried heavy equipment and materials to aid in construction of new housing and temples. He killed foreign trespassers that attempt to run off after stealing holy text written in gold and jade tablets. He ate small prey that wandered too close to his gaping mouth.

His usual routine was interrupted when a Mage Priest interpreted a single line of a proverb from a golden plaque as a key component to achieving completion in establishing a new world order. According to the Mage Priest, the Mesozoi needed to recover the "Calender of the Sun", an item made out of pure gold and decorated with precious stones. Normally, gold is useless to the Mesozoi as their society was communal but since this golden calender was 'supposedly' a relic from the gods, they have to find it. Question was where exactly to find it.

The answer came to them during a raiding party to a pirate cove to recover stolen tablets. Choko'lach was part of the main muscle that led the assault that broke the pirates and forcing them to flee. While the triumphant Mesozoi warriors feasted on the bodies of the pirates, another Mage Priest read the contents of the recovered plaque. It was nightfall back at the city when the Mage Priest finally reached the conclusion that the Calender of the Sun is located somewhere on the main continent after inferring to the proverb that started it all.

A party of a hundred Mesozois including Choko'lach were sent to the main continent to find and recover the relic and after landing and setting off, they were immediately set upon on all sides. They couldn't understand why the warm blooded creatures would kill them for the yellow shiny rocks and jewels that decorated their scales, teeth, and weapons. Unfortunately, these attacks through them off course and the party went south, east, north, west, then south again and continued to dwindle their numbers down after each attack. That said, the Mesozois had a feast after each battle dining on the fresh meat of their kills.

At the end of constant wandering, the party was down to Choko'lach and his leading commander before being set up upon by another band of pointy-eared raiders that came to steal the shiny materials on their weapons and body. After a desperate battle, the commander was slain and Choko'lach was forced to wander aimlessly after feasting on the slain warmbloods. Without the map, without the instructions from a commander, Choko'lach was lost until he stumbled, smashed, and devoured his way until he reached Velathri and the Panean Legion Headquarters wearing more gold, jewels, and jade than another other royal aristocrat could ever hope to match.
Heroic Boon:
Abilities:
  • [Aquatic]: Can submerge and travel underwater like a normal crocodile
  • [Titanius Kroxodilus]: Can rip a man apart with his bare hands and claws. Combine with his heavy two-handed maul, his damage output is even more enhanced. One swing of his weapon could splatter a man-sized enemy beyond recognition or tear a hole in a stone wall. Even charging would allow Choko'lach to batter down most barriers.
  • [Predatory Senses:]Has sensory organs that allow him to detect touch, temperature, chemical stimuli, and pressure waves. This means he can find prey even in the dark. It also helps him to know when to move between the cool water and warm sun to maintain an optimal temperature, and can determine whether or not a habitat is suitable.

Limitations:
  • Being taller than a troll, Choko'lach is not a stealth fighter. He is a shock trooper designed to smash enemy ranks and rout them. His big size makes him a very easy to target to spot amidst the chaos of battle.
  • Because he comparatively slow when fighting, he is easy to outflank and outmaneuver by smaller faster creatures
  • Like the rest of his caste, Choko'lach is simple-minded and capable of understanding basic directives. He is of medium intelligence between being dumber than the average Mesozoi foot soldier but smarter than domesticated wildlife. This would lead to the general assumption of being utterly primitive when around more advance races.

Equipment:
  • [Ma-An Mazher] A polearm as long as Choko'lach is tall, the maul is so heavy it would require several human men to lift it. The shaft is made of solid iron while the head is a dense ivory tooth of a jungle beast filled with some iron in order to connect the shaft. The weapon is also outfitted with gold layering and decorations further adding to its weight and value.


Optional
Likes: Hot Chocolate, Work
Dislikes: stealing his shiny stuff
Greatest Fear:

Group Name: The Mesozois
Region Inhabited: The Eastern Archipelagos
Group Appearance: Bipedal reptiles resembling dinosaurs and crocodiles as well as chameleons and toads
Description/Lore: The Mesozois, also known as the Cold Bloods, are an ancient savage race of cold-blooded reptiles in the swathing jungles of what is now the Easter Archipelagos and are one of the ancient races of the world. Alien, puzzling, and merciless, the civilization of the Cold Bloods toil every day without rest in order to bring about a new golden age to their race and to their gods. Entire cities were devoted to their gods, becoming temple cities with their capital being the most holiest of them all. Through the teachings of their gods, the Mesozois see the world under a perpetual state of chaos and ruin and that they, the chosen children of the gods, be responsible to bring a vision of order to the world.

The leadership of the Mesozois varies depending on the strength of the ruler. It is usually split between the Sauros Lords, resembling a T-rex with larger arms and the Mage Priest Anuras, resembling obese toads sitting on mobility scooters made of stone and powered by magic. It is usually a contest of strength and will of the leader ambitious enough to lead the Mesozois to greatness. Almost a combination of a theocracy and a monarchy.

Due to the harsh jungles and deadly fauna of the Eastern Archipelago, the Mesozois were isolated from the rest of the world and it was only until the ambitious treasure hunters and pirates that came to loot the temple cities of their gold and jewel that forced them to open up. The Mesozois don't seem to understand the value of gold and jewels. They're pretty to look at and make fine decorations but utterly useless in a grand scheme of things. But hey, the warm blood creatures seem to pay a lot of wealth to get them.
Innate Abilities:
[*]Rampage: Mesozois usually never break in combat but many of them are so driven by bloodlust that they go berserk and rampage throughout the battlefield
[*]Tough Scales: the hide of the Mesozois, mainly the warrior caste, have extremely tough skin that makes them extremely durable physical damage whether from ranged or melee weaponry
[*]Iron bellies: The Mesozois evolved to have Oolitic Livers, an organ that filters out poisons flowing through the body no matter how venomous, due to their diet of jungle fauna and whatever comes between their teeth.
[*] Beast Drivers: The Mesozois are masters of taming wild creatures of their homeland, turning them into engines of war or beasts of burden.
[*]With Purpose: Through generations of selective breeding, Mesozois have learned the basic understanding of genetics and biology allow them to to create offspring that are able to adapt to certain conditions that are in high demand in their society.
[*]Long lives: Mesozois lived very long lives, average around a thousand years, and no Mesozoi has died of old age; only through war or by being eaten by a bigger predator.

Innate Weaknesses:
[*]The Mesozois are naturally slow. Even their cavalry are possibly the slowest ones around. They have to resort to using the chameleon Mesozois for mobility and skirmishing.
[*]The Mesozois do not have good skirmishing capabilities due to their biology favoring melee engagements. Even though they have access to bows and crossbows, their usage are more of an afterthought and blowpipes still remain a popular range weapon despite its extremely short range.
[*]Due to being cold blooded, Mesozois are unable to function correctly if the environment is too cold or too hot compared to the humid temperatures of the Eastern Archipelago.
[*]The offspring of the the Mesozois are very vulnerable to attack and disease and are usually kept under strict surveillance from the Temple Guards.
[*]Being so isolated and single minded due to their caste system, Mesozois are very ignorant of technologies that already exist in the world and are extremely slow at adopting them. They only learned metallurgy and that was when they were still stuck in the Stone Age.

Additional info:
- Hot Chocolate is a drink most Mesozois could afford. It could be sweetened with vanilla or cinnamon or made spicy with wild peppers.
Last edited by Union Princes on Mon Apr 15, 2019 7:39 pm, edited 3 times in total.
There is no such thing as peace, only truce between wars

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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Mon Apr 15, 2019 8:38 pm

Union Princes wrote:Name:Choko'lach

Group Name: The Mesozois

Character and Racial Group Accepted.


Prompts!
For announcements, these are options groups 2 and 3 can take in expanding their scenes. Basically take your pick in what you want your character to do. You may even team up with someone to flesh a scene out. The Crystal village group can either split up or go in small groups. Basically after one round of posting from everyone you'll all come together. Unless you choose to create some troubles for your group which you're free to do. Be creative!
Crystal Village Investigation
1) Council Office - The rickety three story building is at the center of a small plaza with a dried out fountain in front of it covered in dry moss husks. There will be a female clerk with bags under her eyes waiting to take in visitors but seeing that you're not from the village she'll clam up and refuse to give any detailed answers to questions about VanLoon and the meteor. Only thing you'll get is a redirect to some newspapers that describe the town having the meteor crash, next month's harvest suddenly being over five times as bountiful, the next would describe sickness of coughs spreading, and the last would have reports on how people would be frozen in their beds as if their skin turned to impossibly smooth crystals, and then they stop. If you stay too long she'll shoo you out.
2) The Church - The church will be very dark and the stain glass along its sides will feature disturbing imagery involving fish of many kinds. There will only be one or two people in the seats and a lone priest will be burning a rose smelling incense at a shrine in front of the church. He will be friendly at first but if you ask about VanLoon he will clam up. The most he'll say is that the pillar of light that comes out of VanLoon is almost hypnotic and you shouldn't stare at it too long. If you say something he doesn't like he'll go off and shut himself into the confession stands.
3) The Tavern - the old tavern will be mostly empty sans a few old farmers and what looks to be ship captain drowning himself in beer. If you talk to the farmers tell ask you to buy turnips and tell you to fuck off if you don't want them. The captain will tell you he was in VanLoon visiting family right after the meteor struck when harvests were amazing. He'll tell you of how blue crystals started being found in rip fruit and then emerging from the ground, how the hooves, claws, etc of barn animals started to crystallize, and one night he tried convincing his family to leave but they all wanted to stay to watch the column of light. As he was leaving he saw a sudden wall of crystals surround the village and a completely alien sound blare though the air. He recently came back to see if anything's changed.

Beast Hunt
1) Follow the footsteps with Roxana - basically follow the footsteps along with Roxana. They'll be as wide a dinner plate and have a close resemblance to paws instead of reptilian or other sorts of creatures. A strange thing about them will be how they all suddenly start at a single point go into the direction where the road is and then come back and then disappear. More details will be given in Roxana posts.
2) Dead grass around the blood - The carcasses of horses and hunting dogs will be strewn all around. All share enormous bite marks and bones shattered comepletly along the bite marks. The usual scavengers and decomposers will be upon them. Even horseshoes will have been bitten enough to be dented at a sharp angle. Moving along the alleged blood from the beast will have made all the plants around it wither and die. Maybe something will happen if you put something living in it?
3) Go around the edges of the meadow - investigating the edges of the meadow will not reveal much. Just the usual shrubbery. However there will be enormous claw marks on certain trees. They look jagged and almost fresh. If you look hard enough there will be a tuft of fur on one thats a deep brown color. If you look away from it you wont remember how it looks and instead you're memory of it will have black rips where it should be. Maybe try grabbing the tuft?
4) Fall down a sinkhole - You'll just wander around looking for anything interesting or remarkable but instead you fall into a sink hole! If you have a strength stat of 3 or lower you wont be able to grab roots along the hole to get out. If you stay too long you'll start to hear chittering sounds from a tunnel down there. What could it be?

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Zarkenis Ultima
Post Czar
 
Posts: 43283
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Apr 16, 2019 6:48 pm

Stat Point Equivalence Levels

Points
Desription
1
Weak
You couldn't swing a sword if you tried. Laughable.
2
Average
You can do anything a regular person can, which includes breaking noses and using weapons. Unremarkable.
3
Strong
Better than your average Joe, you can lift other people and swing steel with ease. Still nothing worthy of renown.
4
Gifted
You can throw bodies as though they were stacks of hay. You can cleave bodies in twain, if your blade is heavy or sharp enough. You may be a soldier of minor fame.
5
Heroic
You've exceeded your mortal peers, wielding strength unattainable by mere training. A small knife is powerful like a halberd in your hands, and your bare hands themselves are deadly arms.
6
Titanic
You wield weapons meant for giants with ease. If you are known, it is undoubtedly with fear, reverence, or awe.
7
Epic
Your might is something out of an epic poem. Lifting wagons, smashing through a hut, punching down someone in full plate, you've done it all.
8
Legendary
The power you wield is enough to ensure your fame for years to come. Several lesser men are required to hold you back, and not without a steep cost. With a strong enough weapon, you may be able to tear through a wall without the aid of siege weaponry.
9
Mythological
Your might matches that of the figures mentioned in tales of chosen ones and demigods. A score of lesser men is required to match it, although they may not win. Your blows have the power of a speeding boulder.
10
Pinnacle
You've attained unparalleled strength among mortals. An ox can be lifted and thrown just as easily as a child might lift and throw a pebble, and your bare hands are capable of tearing down castle walls. The civilizations of Requiem will live and die, but your name will echo through history.
Points
Desription
1
Slow
Your movements betray the fact you're barely more evolved than a snail.
2
Average
You can run along if you really have to, maybe climb a low tree. You know, the usual.
3
Athletic
You can probably outrun the other village kids, and climbing up huts and trees isn't hard. Still nothing noteworthy, though.
4
Gifted
Now we're talking. You're pretty fast, perhaps you make some coin as a courier, or a thief. It would be pretty hard to catch you without the aid of a horse. You might have a little fame... or infamy, depending on your case.
5
Heroic
You've been asked if your father was a cheetah, that's how fast you are. You've exceeded your mortal peers and now enjoy speed and agility beyond the norm, though you probably spend quite a bit on shoes.
6
Blinding
You're so fast a regular person couldn't hope to catch you, and even if you got surrounded, you're agile enough to dodge all of their swings. A wild beast might get you, but it wouldn't be easy, and if it's a forest or a city, forget about it - you can just head for the canopy and be done with it.
7
Epic
Your swiftness is something out of an epic poem. You could probably keep up pace with a horse if you really wanted - if you have some strength as well you could even kill the rider. Sneaking into a noble estate should be a cinch.
8
Legendary
The speed you boast is enough to ensure your fame for years to come. The swiftest of destriers would struggle to keep up with you - yeah, you're kind of a monster. You could probably scale up the walls of a castle pretty easily, if you've got a good grip.
9
Mythological
Your speed is enough to give chase to even the demigods that higher beings use as couriers and messengers. You may be able to outrun an arrow, but even if not, you could sidestep one with ease - they are nothing you can't see coming anymore.
10
Pinnacle
You've attained unparalleled speed among mortals. You can see crossbow bolts coming at you from a mile away, react to them and outrun them with ease. You can climb out of chasms and to the crest of towers with ease, if your grip will hold. The beasts of the realm could never hope to catch you as long as your legs don't give out.
Points
Desription
1
Frail
You've won the genetic lottery: you can't take a punch and a cold just might kill you.
2
Average
That's a bit better. You can take a punch or two, and a cold probably won't kill you. No promises, though.
3
Tough
You can get into a decent rumble and probably won't come out any worse for wear. Pretty good, though not outstanding.
4
Gifted
You're tough as nails at this point. A fistfight doesn't cause a lot of serious damage, and you might even shrug off a few good swings of a weapon if you have just a bit of armor. You probably don't get sick a lot.
5
Heroic
Your resistance to harm is impressive. The fists of lesser men couldn't hurt you anymore, and properly outfitted, you're impervious to steel as well. You probably don't tire a lot at this point.
6
Nemean
Your flesh may feel no different to other men and women, but it is hardened, able to stop glancing blows and keep arrows from piercing too deep.
7
Epic
Your toughness is something out of an epic poem. Lesser men armed with naught but steel are hard pressed to hurt you anymore, and that's without taking into account any armor you might still wear.
8
Legendary
Your endurance is enough to ensure you fame for years to come. Lesser men require cannons, ballistae or mystical weaponry to do you harm; without these things, even scores of men would be hard pressed to harm you, though you could easily be subdued if you lack strength.
9
Mythological
You're as tough as the figures spoken of in myth. If something can't put a scratch on a fortress wall it probably can't get you either. A nasty case of the plague might get you bedridden, or a magic hex, but little else can dent your health. You never tire.
10
Pinnacle
You've attained unparalleled resistance among mortals. Lesser men will need the aid of siege weaponry to put a scratch on you, and you're impervious to all but the deadliest blights that Requiem has to offer - anything less is no more than a slight cold to you. You may still die, of course... it's just that you haven't found anyone who's up to the challenge.
Points
Desription
1
Incapable
Magic? What's magic? You probably can't do it at all, unless something else's doing it for you and then, you probably don't get how it works. Or you can maybe do talismans or magic potions but as we all know that's not real magic.
2
Incompetent
You're only slightly better than before. Maybe you can do it a little bit on your own, or if there's something else doing it for you, you can direct it a bit instead of just letting it act on instinct. If you're operating a magical artifact, maybe it's less prone to malfunctioning. You still suck at this, though.
3
Passable
We're finally getting there. Instead of just setting something on fire with some effort, you can probably cast a proper fireball now, or actually close wounds instead of just encouraging them to close on their own and giving them a little push.
4
Average
Yes! You're finally... average. Average for what, you ask? Well average for a practitioner of magic of course - it's far harder to cultivate than the strength of your arm. That fireball? It's bigger now.
5
Gifted
Better than average. Much better. That fireball can probably take down several opponents. You can heal some nasty wounds, albeit not instantly, and even cross large distances without too much effort. You can weave complex enchantments, albeit they are temporary - basic ones can last indefinitely though.
6
Heroic
You've got magic for days. Forget fireballs: fire walls, fire pillars, fire storms even. Or if fire's not your speed, you could try enchanting that staff to shoot lightning, it should be easy for you. Teleportation's easy, you could even bring friends along and it'd be fine.
7
Epic
The power you boast is something out of an epic poem. You are the wise man, and many sorcerers look up to you. Your prowess with the elements is frightening, your enchantments outstanding, your healing extremely useful. Mass teleportation takes some time to set up, but it can be done.
8
Legendary
Your magical prowess is enough to ensure you fame for years to come. Your enchantments and enhancing spells are strong enough to resemble the work of the Singing Stone. Mass teleportation is easy for you. You can heal most wounds, if that's your specialty - if not, you can probably still heal a few, albeit with some effort.
9
Mythological
You are a demigod. Drought, famine, rain, sunshine. Miracles, you work them. The most gruesome of wounds take some effort to heal, but you can do it. You can teleport yourself and your armies almost anywhere you want with ease.
10
Pinnacle
You've attained unparalleled magical prowess among mortals. Bodily harm isn't an issue anymore - you can reattach limbs and recreate organs in a pinch. Natural disasters are well within your reach, for the elements bend to your will. Time is still impervious to your meddling, but space is not: you can go wherever you wish, and bring everyone along. You've become the apex of sorcerous power.


So here's my attempt at laying down a standard for what the stat points mean for our characters, as well as what they should and shouldn't be able to do.

Keep in mind three things:

  • These are tentative. Until the moment they are ratified by the OP they are not to be taken as canon.
  • Even if they are ratified by the OP, however, they are not to be followed to the letter; they are merely there to provide a more concrete framework for players to work out whether their characters might be able to carry out an action or not.
  • They were designed largely without fact-checking the IC to see if this or that character with X points in Y stat was stated to be able or unable to do this or that.
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Finland SSR
Post Marshal
 
Posts: 15224
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Wed Apr 17, 2019 5:13 am

Finland SSR wrote:Name: Bettina Lambert

Griffon rider from fantasy Switzerland is finished!
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Wed Apr 17, 2019 7:09 am

Finland SSR wrote:Name: Bettina Lambert

Character Accepted

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Finland SSR
Post Marshal
 
Posts: 15224
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Wed Apr 17, 2019 3:12 pm

Finland SSR wrote:Name: Simion Valerin
Statistics:
Strength: 3
Agility: 3
Endurance: 3
Magical Prowess: 1
Free-floating points: 2

Anthem hotfix patch 1.3.4
- Simion's base stats nerfed, he should no longer be able to solo the entire metagame
- Removed Herobrine
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Fri Apr 19, 2019 9:46 pm

Name: Makaan Blackstar
Age: 26
Gender: Male
Race: Lycan
Appearance:
Image

Image

Image

Statistics:
Strength: 3
Agility: 1
Endurance: 2
Magical Prowess: 6
Bio:
Born into Clan Black-star, a group of powerful sorcerers that often were used as skilled battle-mages for the Jarl of Lycanmire and his army, Makaan was exposed to magic at a fairly early age, but was often bullied by his more physically fit friends in the rival clans of Grey-foot and Fire-hearted, primarily due to Clan Black-star’s connections to the Jarl, and their weaker stature. Whereas warriors like Luca and Durge were more physically imposing than most, Makaan was an intellectual whose mind was feared by many—some called him a freak mind-reader, while others called him a prodigy in the arcane arts, able to use both his latent psychic abilities and natural connections to magic to help him prosper in his field. His conventional teachings in magic came pretty much as second nature to him by the time he was a teenager. While Luca went on to smash Goblin encampments single-handedly and while Durge tried (and failed) to replicate his success, Makaan would dedicate hundreds of hours to the library and field testing of his magical abilities, groomed to become a new member of the Jarl’s skilled corps of battlemages.

One day, a skilled Devil Dark Magician went down to Lycanmire, looking for a particular soul to steal. Unbeknownst to him, the soul that he would end up trying to steal belonged to a young Lycan sorcerer, named Makaan. The Devil spontaneously appeared in the halls of Clan Black-star’s hold, Makaan being one of the first Lycans to step in and challenge him. Before wicked magic missiles could be fired at the humanoid monster, the Devil introduced himself as Yanezagalboath XXII, but frequently insisted Makaan call him “Buddy.” This “Buddy” had a simple proposition: Makaan could challenge him to a duel for his Clan, or could simply die. Makaan chose the former, and the two dueled for an anticlimactic four minutes before Makaan utterly defeated him. However, it became clear to the Lycan that Yanezagalboath XXII always intended to lose, activating a magical spell that dragged himself and his Lycan “Buddy” to the underworld.

The ensuing trip was chaotic as the portal spewed both Makaan and Buddy out into the demon realm, a parallel realm where the spirits of the dead reigned supreme. Yanezagalboath’s mission then became totally clear: he needed the help of another mortal being skilled with magic to defeat Carabogath CCXI, the current prince of a Demon Kingdom, in order to gain the spot and prevent what he called a “catastrophic invasion.” The only way Makaan could do this was to sign a Dark Magic pact with Yanezagalboath, which would greatly enhance the Lycan’s abilities with Dark Magic and grant him the ability to take upon a Darkstar form by becoming one with the Dark Magic energy itself. Makaan debated on the decision for about five minutes, then accepted.

Filled with the Devil’s power for only the briefest moment, Makaan then decapitated Yanezagalboath in a single swipe, trapping his soul in his own book, the Soul Stealer.

The weight of his mistake quickly dawned upon him: Yanezagalboath was his only way out of the demon zone. He had to fight his way out of there, by any means necessary. Makaan cut through scores of demonic enemies with his magical powers, consolidating his experience in dealing with conventional threats and those of the supernatural nature. Defeating Carabogath CCXI was the least of his concerns—the same could be said for the demon prince himself, who was almost solely focused on destroying the rogue Lycan Dark Magician by any means necessary.

It was during one of Makaan’s blind sieges on a demon stronghold that he found a way back into the regular world in his Darkstar form. Demonic chaff blocked his way in, so Makaan transformed into his true form after illuminating the hellish sky with a silvery glow, cutting through the force sent to kill him but taking many wounds in the process. He finally made his way through the breach, dark chains of demonic energy tugging him back through the portal before they finally snapped. The portal closed behind the transformed Lycan who entered back into his Suppressed Form, naked, confused, and afraid, and covered in demonic gore. He gradually turned to the contingent of red, blue, and purple cloaked warriors that rushed to meet him, all wielding weapons, and heaved a heavy sigh, saying one last thing before collapsing:

“If you would like my personal advice, here are a few simple words for you: Don’t do Dark Magic.

It then became clear to Makaan that he had ended up in the Paean Legion’s Velathri Headquarters, and rather unexpectedly. The Legion detained him and questioned his origins, and it soon became known to Makaan that he was thought to have been killed six years earlier. The Lycan Dark magician had spent a much longer time in the underworld than he had thought, not only killing demons but also indulging in other things he wasn’t supposed to, and garnering years of experience in the dark arts.

The Legion later released Makaan after having deduced he was not a significant threat, leaving Makaan to wander around Velathri for a while. His robes and books had mysteriously re-appeared in an inn he settled into, inspiring him to get back into the magical game and in a red cloak. After a mountain of paperwork, he managed to secure his slot in the Legion as one of its newest Red Cloaks, and surely one of the few Dark Magic magicians, let alone one with experience in killing the supernatural.

Heroic Boon:
  • [Precognitive/The Oracle]: Makaan has the uncanny ability to sense danger before it strikes, but his precognitive abilities are spotty, at best.

Abilities:
  • [Dark Magic]: Makaan's main method of attack, defense, and supporting his allies comes from his mastery in Dark Magic, a selfish and dark form of magic that is a powerful tool in the right hands, but can easily degrade the mind, soul, and body of those who are not well-prepared for its esoteric secrets. Dark Magic involves the manipulation of one's own selfish desires and thoughts by accessing a pool of dark energy from beyond the material plane, capable of altering things in our domain or being used for powerful spells.
    • Offensive Spells: The offensive spells Makaan can use include powerful energy blasts, spellbound weapon creation, construct summoning, and spawning lesser creatures. Most notable of all, Dark Magic curses and seals are among the most powerful in the arcane arts, including linking damage between user and target, degrading targets slowly, and more. Makaan can use these spells to attack or seal supernatural enemies as well.
    • Defensive Spells: Makaan's defensive spells include creating barriers and shields for himself and his allies, and reversing damage (unlike healing damage.) However, reversing damage does not reverse pain.
    • Manipulation Spells: Makaan's manipulation spells act as a group of "Support Spells" that can range from distorting the world of his opponents, masking sound of his movements, cloaking himself and allies to make himself invisible, or tricking his opponents with illusions. He can also use this to create "chains" of magical energy that can sap beings of their energy, or simply grab onto far away things, and can also us it to enhance his mobility. Finally, teleportation is possible, but it takes time and is one of the most mana-intensive spells in his inventory.
    • Mind Spells: Makaan's mind spells take into account his own mental abilities. He can use his mind, strengthened by dark magic, to send mental messages to opponents and allies, lift, throw, or manipulate objects, or potentially read minds of those with weak willpower.
  • [Mana Well]: Makaan has the ability to draw magical energy from his surroundings passively, rather than actively. He can also act as a Mana well himself, able to store large swathes of magical energy for his own use or his allies' use.
  • [Darkstar]: A pact with the Dark Arts and excessive amounts of demon killing have granted Makaan the ability to take upon the Darkstar form, in which the full extent of his latent magical and mental abilities can be unleashed, temporarily increasing his ability to passively draw Mana tenfold and improving the power of his spells as well. This also improves his damage against supernatural targets. The form will eventually wear out and can only be used intermittently, but its effects can last longer when subsequent boon upgrades are achieved.
  • [Soul Stealer]: As an adept practitioner of the Dark Arts, Makaan can trap fallen opponents' souls to power Dark Magic spells in the Soul Stealer, a red book that he carries to his side. This can potentially be used as a hard counter
    to necromancers, but this second ability has not been tested yet.

Limitations:
  • Unlike other Lycans, Makaan's true state is significantly weaker due to his speciality with magic rather than force. At best, someone like Luca could even beat Makaan in his true form, without even needing to transform. As such, the form is rarely used.
  • All of Makaan's spells require a clear mind and eyes on the target, and the correct hand movements. If his hands are bound, he cannot use his magic.
  • Makaan cannot read the minds of those who have indomitable or powerful willpower.
  • Makaan has little experience with an actual sword, instead choosing to use spellbound weapons.
  • Those with powerful mental abilities can counteract his own abilities, especially Psychic blanks.
  • For all intensive purposes, Makaan is a glass cannon who is strong when he can be, but weak when something hits him.

Equipment:
  • [Clothes]: Makaan wears simple white Lycan Mage robes that can easily be stained with whatever grime or blood is on it. His hooded red cloak is clipped onto it.
  • [3x Rings]: Hold no purpose aside from flaunting one's clout.
  • [2x Gloves]: For keeping one's hands warm or from getting dirty.
  • [1x Small Rucksack]: For long range missions, Makaan carries with him a small rucksack that carries all of his survival necessities, including a bedroll, a canteen, and a map.
  • [Soul Stealer]: The Soul Stealer is a mysterious book picked up in Makaan's days of demon hunting, with association to Dark Magic. It is capable of storing the souls of fallen enemies and can amplify Makaan's abilities against supernatural targets when near them, but the book must remain open when this is done. It's also good reading material.


Optional
Likes: Dark Magic, mead, bards, damsels, elves (when he is not drunk)
Dislikes: Demons, undead, necromancy, Dark Magic, swords, elves (when he is drunk)
Greatest Fear: Getting dragged back into the underworld
Theme Song: Dance With The Dead
Voice Actor: Brad Pitt (Inglorious Basterds)
Last edited by Turmenista on Sun Apr 21, 2019 6:40 pm, edited 5 times in total.

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Sun Apr 21, 2019 3:50 pm

Turmenista wrote:Name: Makaan Blackstar


Done.
Last edited by Turmenista on Sun Apr 21, 2019 3:51 pm, edited 1 time in total.

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Gudmund
Envoy
 
Posts: 284
Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Sun Apr 21, 2019 10:17 pm

Group Name: Golems
Region Inhabited: All
Group Appearance:
ImageImageImageImage

Description/Lore:
The first sighting of a golem is unknown, having occasionally propped up in the past for millenia. The appearance of these creatures is extremely diverse, usually reflecting their environment for camouflage. Golems are naturally occurring events, lacking any factions and primarily travelling alone. The only distinguishing characteristics of a golem is that they are limited to solid forms, incapable of forming with liquid or gas (e.g. fire, air, water). It is widely speculated how the formation of golems occur, however, the general belief is that when a large amount of spirits gather they fuse into an object, granting movement to an inanimate body. In certain cases, abandoned equipment can turn into a golem, resulting in living suits of armour or weapons. While there have been cases of sentient golems capable of speech, they are far and few between, with most often displaying no more intelligence than insects or wolves. All golems can eventually achieve sentience in time, or be taught by another person. The size of golems depends on how many spirits are gathered and infused, ranging from a small pup, a large human, or to towering constructs. While these creatures are technically immortal, many seek out to exterminate or capture them due to their great strength and regenerative properties.

Innate Abilities:
  • Golem Body - A golem's body is drenched in magical essence, refining their material bodies over time (including resistances, hardness, weight); displaying at least a 20% improvement in all fields. This also provides minor magical resistance. Due to how golems are formed, they lack any vital organs normally required for biological life to live, meaning they can survive in almost all environments. They feel no pain, don't need air, sleep, or food. A golem dies/disperses when 80% of its body has been destroyed, or all of its mana has been drained, once again becoming inanimate.
  • Material Regeneration - Given enough time, golems can regenerate lost parts of their body regardless of material. At the expense of mana, golems can also absorb similar materials to regenerate faster. As a side effect regenerated parts are unnaturally clean.
Innate Weaknesses:
  • Material Characteristics - The material a golem is made of can be abused to deal with them easier. Wood golems are susceptible to fire, stone or metal golems can sink in sand or mud, and so on.
  • Magical Lifeforce - Draining a golem of all their magic can kill them, just like draining a human of all their blood.
  • Dimwitted - Being born with next to no intelligence is hardly helpful, especially when nobody wants to teach you.
Additional info:
  • Golems capable of emotion don't particularly care what happens to their kind.
  • Names are usually simplistic and reflective of their appearance, or taken from a friend.
  • Golems can't smell, and their sense of touch is greatly dulled.




Name: Thall Lium
Age: 180
Gender: Male
Race: Golem (armour/statue variant)
Appearance: 8'6" (260cm), 705 pounds (320kg)
Image

Statistics:
Strength: 4
Agility: 1
Endurance: 6
Magical Prowess: 1

Bio:
With a violent jolt he awoke, scraping his back against a large chair. He didn't know why he was here, in fact, he wasn't even capable of thought; it would be many years before he even achieved true sapience. To summarise, the creation of a new golem had just occurred. Hundreds of minor spirits gathered within a decrepit crypt deep underground, unintentionally trapped by a mysterious one way barrier. A large metal statue had been created and placed upon a black-iron throne, forever immoveable until now. Rising from his seat, cracking it as he did, Thall took in his surroundings, he was in a large dining hall of some sort, many smaller looking bodies lay strewn about the room, unmoving. Considering Thall wasn't exactly bright, it took several days to finally find the exit, taking hundreds of steps and knocking down boarded up doorways.

Thall wondered for 50 years, unable to grasp his current situation, slowly learning how the world worked. Eventually, he came across an old cottage deep in the forest, where a young woman lay bleeding out. He'd seen these creatures many times before, sometimes even fighting against them. This one panicked at his arrival, but perhaps he could befriend it in time? By observing these people, he knew they'd stop working if too much red liquid left their bodies, something they could prevent with a few specific plants. Hurriedly locating such items, he handed them to the girl who quickly used them to heal herself. For another 30 years he followed this woman, Helen, protecting her wherever she went. He learned many things in that time, her peoples language and the world's history, concepts and philosophy, what he was, and a lot of common sense. He knew his relationship with Helen wouldn't last forever, and it hurt him so.

In an attempt to take Thall, a group of sellswords kidnapped Helen, the event spiralling out of control and resulting in her death. Somehow, he simply wasn't strong enough to save her. After the death of his only friend, Thall continued wandering for 100 years, training and seeking greater power. Thall eventually heard rumours of a powerful artefact capable of granting power through song, heavily guarded by the Legion. This is what he needed, what Thall had sought for after so many years.

Heroic Boon:
  • [Enhanced Golem Absorption]: Unlike other golems, Thall has a greatly improved absorption ability that reduces the overall mana cost, and allows for almost all solid matter to be absorbed and converted into the appropriate material for healing. Instead of a similar or identical material. This means instead of only absorbing metals, he could absorb rocks, wood, and pottery to regenerate his metal form.

Abilities:
  • [Adept Weapon User]: Be it swords, bows, axes or hammers, throughout Thalls long life he's used a great manner of weapons. Granted the weapon matches his size, he'll be quite familiar and skilled in its use. Thall's particular style focuses on slow, heavy attacks with lots of momentum to better utilise his size.
  • [Metal Body]: Being made entirely of metal has its perks, despite the weight. Most conventional weapons - like swords, flails, or arrows - deal next to no damage, as will weaker spells that usually target biological enemies.
  • [Body Enhancement]: With training a golem can further boost their natural body enhancement, granting an additional 10% (for a total of 30%) improvement in all fields to whatever material they are made of.
  • [Magic Resistance]: Like most golems, Thall is no exception with their passive magic resistance. Due to the mana constantly flowing through Thall's material body, magical attacks are reduced in strength.

Limitations:
  • Thall's sheer size and weight makes him an easy target, he can't pass through certain buildings, climb soft surfaces, sneak, or dodge small projectiles.
  • The environment affects him greatly (he would sink in sand, mud, and water)
  • His absorption powers are finite, and can only be used for 4 hours a day.
  • As a golem, Thall cannot learn or perform powerful magic at the risk of draining his mana reserves to death.
  • While he has a large stride, speed isn't his forte. It is easy to outmaneuver or keep your distance (unless he has his longbow).

Equipment:
  • [Axe of Thall]: Thalls first and favourite weapon, he crafted it with the help of a blacksmith he'd rescued. The material was made from himself, requiring a dozen chunks of regenerative metal body. The result was a great axe at 7'3" (220cm) weighing over 66 pounds (30kg). While the weapon does not regenerate itself, Thall can always peel more pieces off himself to repair it.
  • [Thall's Custom Longbow]: At 7'8" (240cm) weighing 39 pounds (18kg) Thall's longbow is an impressive piece of work with an effective range of 390 metres, a maximum range of 450 metres, and a draw weight of 200 pounds-force. Even if a normal sized person had the strength to draw the bow, it would be too large for them to do so fully. Normally Thall carries 25 thick arrows 70cm in length within a sheave on his belt.


Optional
Likes: Animals, self-reliant people, people with long lifespans, honorable acts.
Dislikes: Food, greedy people, mud.
Greatest Fear: Getting stuck for eternity.
Last edited by Gudmund on Tue Apr 30, 2019 10:59 pm, edited 15 times in total.
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Mon Apr 22, 2019 1:36 pm

Gudmund wrote:Group Name: Golems

Name: Thall Lium

Racial Group and Character Accepted

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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Sun Apr 28, 2019 5:57 pm

Turmenista wrote:Name: Makaan Blackstar

missed this at first. Character Accepted



Okay so for the Secret Package mission:
In that chest that looks suspiciously exactly like the one the group is transporting. As stated in the IC its located in the bushes right behind the sign in the road. The lock on it is also exactly like the one being transported but it is open in contrast. If one were to open it then an enormous net the size of a king-sized bed will launch out and ensnare anyone on the other side. If anyone is caught then several whistles will be heard in the background before a group of armed thugs around a dozen strong steps out and encircles your group, however, something is off. Their skin is grey or even green. Missing eyes and exposed bone can be seen wherever they dont have clothes or armor. They're in fact undead! If the booby trapped trunk isnt activated but at least inspected and then left behind then a smoke bomb will be thrown at the group and the same group will attack but will instead rush everyone.

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Galnius
Post Marshal
 
Posts: 17515
Founded: May 15, 2013
Scandinavian Liberal Paradise

Postby Galnius » Sun May 12, 2019 8:08 pm

Was recommended this, looks interesting, I'll have an app up in the next day.
I've read your Sig! I've read your soul

Before you complain, remember, Kangaroos can't hop backwards. Really makes your problems seem small don't it.

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Radea
Envoy
 
Posts: 238
Founded: May 15, 2017
Ex-Nation

Postby Radea » Tue May 21, 2019 6:20 pm

Hey gang, I'll be out of the country from here until mid next week. I promise I'm not inactive and greatly enjoy the roleplay so far. So, be patient, and I promise to post when I get back.
Formerly known as Taber

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Solisian Union
Diplomat
 
Posts: 689
Founded: Apr 22, 2018
Democratic Socialists

Postby Solisian Union » Fri May 24, 2019 7:34 pm

I will be withdrawing temporarily from this rp so that I can concentrate more time on working on my college matters and other personal affairs.
^_^

User avatar
Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Beastiary Danger Ratings Explanations

Postby Absolon-7 » Fri Jun 07, 2019 8:03 pm

☆ (Harmless)
Description: Creatures in this category are nothing but worthy of pity and weak enough were even a single human can kill one without much trouble or injury. Conversely this rank is also given to benign creatures that do not seek any harm and may even offer help to those in need.

★ (Minor)
Description: One should expect at least a minor fuss when dealing with these creatures with the possibility of minor yet easily treatable wounds. Incredibly bad luck could result in worse but one should not fear these beasts. This also applies to wild beasts that are typically docile but if provoked enough they could turn the situation more serious.

★★ (Caution)
Description: This is where a single person by their lonesome should fear for their life and get themselves armed and ready. With careful preparation, quick wit, and a fierce desire for survival one can deal with these beasts safely but one should not be surprised if they end up with at least noticeable injuries.

★★★ (Serious)
Description: Additional help in the form of a band of like minded fellows is recommended for this level as even a single beast could easily overwhelm a solitary foe through either sheer power or some conniving power they posses. Attacking these blindly is something only the most foolish of fools would attempt but with enough help or with one's upmost effort they can swiftly be dealt with. Fleeing is usually recommended rather then combat.

★★★★ (Lethal)
Description: Some of the most fearsome monsters reside in this rank and warriors of the upmost power could take them on. Careful tact and strategy are essential at this level with no room for errors as such would mean doom for the party. Otherwise death is to be expected.

★★★★★ (Irrational)
Description: Beasts of powers that baffle one's mind and could easily obliterate the unprepared are ranked this as naturally they seem irrational at first glance. Preparation might not be enough as their overwhelming might could simply tip the scales in their favor that much. Rather knowledge of whatever weakness they might have is critical to these being dealt with. Doing anything else might as well be begging for death.

★★★★★★ (Extraordinary)
Description: All hope should be lost at this point unless one has a small army with them or an unprecedented plan. A lone fighter or small band have no chance of dealing with these beasts by themselves unless they possess the luck of the gods or some secret method. It is here were the great dragons reside and other incredibly rare beasts and thankfully so.

★★★★★★★ (Unprecedented)
Description: A purely theoretical level ascribed to mythical beasts or beasts that once existed but have now been slain or perished that held truly unimaginable power. Entire nations could fall to these monstrous engines of destruction before a solution, if there exists any at all, could be found. It would truly take the might of a legendary hero or a fragment of the Song of Heroes to deal with this rank.
Last edited by Absolon-7 on Tue Aug 03, 2021 4:56 pm, edited 4 times in total.

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