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Heroic Impulse {OOC|Semi-Open|Sign-Ups}

PostPosted: Tue Feb 12, 2019 7:00 pm
by Faal Lot Himdah
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Heroic Impulse




In the beginning there was nothing. No light, no dark, no colour, no sound, no space, no time, just nothingness. However, from this nothingness, through some unknown means, something came into existence. This something was creation. Time, space, light, dark, colour, sound, everything came into being. But it all existed in chaos, until through the chaos, the first being was born. This being would become known as Zenith, a being with no gender, and no known form. Zenith did not create, instead it took what came into being, and organized it. Slowly, the chaos of creation ceased, and everything fell into order. Through this order, many things came into existence, include the mortal world.

However, order must be maintained, else chaos rises. In order to keep creation from falling back into chaos, Zenith gave its life. From Zenith’s flesh, the first life came into being. From Zenith’s soul, the invisible forces that maintain reality came into being. From Zenith’s blood, magic came into being. Finally, from Zenith’s heart, the Three came into being. The Three were Zenith’s children, and would come to be considered the primal gods. While they all came into existence at the same time, they were not equal and would come to rule over different domains.

First there is Tivnia, who would become known as the Lord of the Light. He would be considered the holiest of the three, and ruled not only over light, but the Heavens and all things good. Unlike the other two, Tivnia is the only one who would maintain his physical form after the Sundering. Tivnia is credited with the creation of the Angels, who serve as his personal army, and the mortal races. Second there is Ijun, who would become known as The Sunderer. When he had his physical form, he could match Tivnia in terms of strength. But that form was lost during the Sundering, as his body was torn apart, and spread over long distances to prevent him from regaining his physical form. Even without a physical form, his influence would still be felt. He would eventually become considered the most demonic of the three, and is said to rule over darkness, the Dark Realm, and all things evil. Ijun would be credited with the creation of the Daemons, who served as his personal army.

Finally, there was the most powerful of the Three, the goddess Zodia. With power over time, space, and the forces that maintained reality, she would never be considered fully demonic, nor would she be considered fully holy, as she acted as the balance. Her physical form was lost during the Sundering, but unlike Ijun, whose body remains in the mortal world just in pieces, Zodia’s body was lost. She gave her body not to stop the Sundering, but prevent the mortal world from being forever lost, and maintaining it in its current form. However, one part of her body was said to remain, her heart. Unlike her brothers, who had their own personal armies, Zodia did not. Instead, she was credited with the creation of the only beings capable of naturally traveling from the Heavens to the Dark Realm, the Dragons.

However, the Three’s roles would only be solidified with a certain event, the Sundering. The Sundering happened before the mortal races existed, before the Dragons, and before any of the gods, the exception being the Three. The only intelligent beings that existed where the Three, Angels, and the Daemons. Many details surrounding the Sundering are unknown, as Tivnia refuses to go into too much detail, as it was a hard time for him. That said, it is not completely unknown, and the story goes like this.

Sometime after the birth of the Three, Ijun grew jealous of Tivnia, jealous of his rule over the Heavens. So, Ijun challenged his brother to a duel, where if he won, Tivnia would hand over Heaven, and he would give his brother command of the Dark Realm. And if he lost, Ijun swore to never bother his brother over the right to rule the Heavens, which came with the right to rule the mortal world. So, they fought, and Tivnia won. Despite losing, Ijun refused to keep his word, and returned to the Dark Realms, where he planned to overthrow Tivnia. So, he created his Daemons, and returned to challenge Tivnia. However, Tivnia knew his brother was creating the Daemons, and as such, he created his own army to fight against them, the Angels. The two brothers clashed once again, this time with an army aiding them. Once again, Ijun lost, and once again Ijun was disgraceful in defeat, this time he decided though that if he couldn’t win, he’d take the mortal world with him.

Focusing all his power, Ijun struck the mortal world, causing it to shatter. But there was a price to using all this strength, as Ijun’s body also shattered and flew off in all directions, as the fragmented pieces of the mortal world did so as well. Tivnia tried to stop Ijun, but was to late. So, Tivnia just watched and begged for help as the fragments of the mortal world, which would soon be known as Aeria, flew further and further apart. That was when Zodia arrived. She could not reverse what had happened, but she had the power to prevent the fragments of the mortal world from flying to far apart and away from the mortal world’s core, which remained intact.

So, Zodia descended to the burning core of the mortal world, ripped out her own heart, focused her power, and plunged her heart into the core. The molten core changed with the addition of the heart, as invisible chains erupted from the heart in all directions. These chains embedded themselves into each of the fragments of Aeria (and the Dark Realm), and prevented them from drifting too far apart from each other. It was then that Zodia’s body was said to transform into the barrier between the fragments that formed the new Dark Realm, and the fragments that formed the new mortal realm. This barrier can still be seen, though it takes the form of an endless cloud that is far to dangerous for most mortals to attempt to penetrate. Still in her body, Zodia’s blood changed and gave birth to the Dragons.

The Sundering took Tivnia’s siblings from him, and left him alone with the mortal realm, along with his Angels. After hundreds of years of loneliness, as the Angels made for poor company, Tivnia decided to do something about it. He created the races who would inhabit the mortal realm. With the creation of the mortal races, something unexpected happened. More gods started to appear as well. Tivnia was no longer alone, and eventually joined with these new god. Eventually the mortals stared to create their own nations, inventions, languages, but still appeared lost to Tivnia. So, Tivnia came to some mortals, and told them how they came to be, and what would become the dominant religion, The One Faith was born.

For many thousands of years, the world was dotted with many city-states, and kingdoms. Due to the fact that the “islands” of Aeria are drifting, and constantly moving at a decent speeds, maintaining the borders of large empires has nearly been impossible, but ambitious souls did try to found empires. Of course, some succeeded, and out of those who succeeded, they all fell before five years passed, with the average lifespan of empires at this time being a year, thus the term One Year Empires was used to describe empires of this time. However, that was until the creation of magic devices knowns as DAMS, or Dynamic Aeria Mapping Systems. With the creation of DAMS, nations could keep track of their territories, no matter how far apart they drifted. As such, empires could last much longer, thus ending the era of the One Year Empires.

Not many empires did rise however, as while DAMS made it easier to track ones territory, one still needed the resources to defend it. So, only the most powerful empires survived. Such as The Epostolis, an empire founded to serve Tivnia, spread The One Faith, and to enforce its doctrine. It is during this time of grand empires that our story begins, and it begins with a single mortal. A mortal who managed to not only pass into the Dark Realm, but return alive. Deep in the Dark Realm, he found it, the legendary Heart of Zodia. But unfortunately he could not obtain it, as it was sealed away, and in attempting to break the seals, the mortal lost his mind. But for the sanity that he lost, the mortal gained the knowledge of what was needed to break the seals.

This mortal was found by The Epostolis, and revealed the knowledge to them. Certain items where required, items that the mortal referred to as the 7 Keys of Truth. The mortal was unable to say what they were, or where they could be found. After the mortal told The Epostolis this, The Epostolis tried to prevent this knowledge from becoming public knowledge on the orders of Tivnia. But of course, knowledge of such items could never remain beyond the reach of the enemies and allies of the Epostolis for long, not to mention the general public.

Why so many people desired to find the 7 Keys was no secret, as if the legends were to be believed, then who ever controlled the Heart of Zodia would have the power to rule Aeria. So of course, many power hungry individuals and nations began searching for the 7 Keys. Of course, upon learning about all this, The Epostolis could not remain silent. So, using its influence it demanded that all other nations cease searching for the 7 Keys. Many backed down, at least publically, and others just scoffed at the Epostolis’ demands as they decided the risk was far lesser than the rewards. As such, The Epostolis was forced to act.

This is where our story begins. The Epostolis has gathered a team, be them mercenary or members of The Epostolis military, that they will send to gather the Keys and return the Keys to The Epostolis. Will this team find the Keys? Or will this team fail? The future is clouded, and the stage is set Aeria to change once again.




OP: Faal Lot Himdah
Co-OP:




Welcome to the world of Aeria, a world where that land floats through the sky and ships sail through clouds. Before you get to the app, a few things you should know. First, take the time to read the lore, as it may have all the answers to your questions. If not, then ask me, and I will answer as soon as possible. Second, this is a story driven RP, so your characters must be part of the team that has been gathered by The Epostolis. That said, you don’t necessarily have to be searching for the Keys for The Epostolis, under the command of Admiral Silas Lucius Alard on the ship called The Aetherwing.

Before I give you the rules, I should explain why this is a Semi-Open RP. The primary way to get acceptance into the RP is through invite from me, as I wish to have the core of the RP be filled with people who are patient so that if the RP doesn’t move very fast, they won’t just jump ship. However, I will still look at apps from uninvited players, and you could still be accepted, though your character will not be expected to have a major role in the story. Now then, to the rules.



Rules

1. NO Godmodding, and stuff like that
2. My word is law, and when I am not online, my Co-OP's word is law.
4. No starting with any thing ridiculously powerful
5. If something is deemed overpowered by me, I will deny the app. So, if it seems overpowered, ask and I will try and help you come up with a way to make it not overpowered.
6. Be a voice of reason, not a control freak. Control freaks will be banished in the blink of an eye.
7. All disputes between people will be kept out of the OOC, settle them via TG.
8. Expect death for your character or characters
9. Inform everyone if you are to be absent for an extended period of time through the OOC or Discord. And if you are gone to long without notifying everyone, you’re character will end up dead (especially if they are preventing the story from progressing)
10. Three Strikes and you're out, unless you really mess up.



App



Code: Select all
[b][u]Character App[/u][/b]
[b]Name:[/b]
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[b]Magic Sigil/Circle and Location:[/b] [spoiler][img]<PLACE IMAGE HERE>[/img][/spoiler]
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[b]RP Sample:[/b] (If I know you, you can pass on this, if not... or I don't remember you, then no skipping.)
[b]Did you read the Rules?[/b]
[b]What about number 3?[/b]
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[b]Theme Song:[/b]

PostPosted: Tue Feb 12, 2019 7:01 pm
by Faal Lot Himdah
LORE - Races of Aeria




Playable

The Humans of Aeria are what you’d expect, with males of the race standing on average 6’1”, and the females standing on average 5’7”. The average human of Aeria lives for about 80 years. Fortunately, I do not have to go into detail about aspects of the human physical appearance as you should all know what a human can look like. In Aeria, Humans are the most adaptable race, capable of living in most all conditions, and capable of improving other races technological advances to better it their needs. Humans are neither the strongest race physically or magically, but they make up for this through their numbers and adaptability.

Humans generally view Angels and the Gods with reverence, but when it comes to the races they view as allies and friends, those are generally the Elves and Dwarves. Humans tend to view Dryads with a healthy level of respect and tend to leave the Dryads alone. When it comes to the Gnomes, the Humans generally view them with indifference. Demihumans are often viewed by Humans as lesser than them, and as such even though the Humans don’t hate the Demihumans, Humans don’t respect them. As such, Humans generally treat Demihumans poorly. Finally, we come to the races that Humans view as monsters to be slain, races that Humans generally absolutely hate. Those races are the Oni, Orcs, Goblins and Daemons.


Demihumans are a very diverse race, with many difference between members of it, and few similarities. Not only do Demihumans have different hair colours, eye colours, skin colours, and etcetera; Demihumans also have noticeable animalistic features, such as ears, horns, tails and etcetera. They have these features due to certain gods deciding to interfere with the mortal world. One such subgroup of Demihumans would be those with cat ears and tails, supposedly made that way due to their close connection with the goddess Aryna. The similarities among the Demihumans is in their average height and lifespan. Demihumans share their average height with Humans, but only have an average lifespan of 60 years. Demihumans share the same adaptability as Humans, but are less in numbers. Demihumans are more diverse in their physical abilities, for example, some might possess greater strength than the average human, others might be weaker. Demihumans are capable of harnessing magic, but they are not as gifted in magic as Humans generally are.

Demihumans, like Humans, generally view the Angels and Gods with reverence. But unlike Humans, the Demihumans do not generally view Dwarves and Elves as allies, instead generally viewing them with indifference. It is with the Dryads and Gnomes that Demihumans generally view as allies and friends. Due to the treatment that Demihumans generally face from Humans, it is no surprise that the Demihumans generally view Humans with distrust and the slightest hint of hatred. Though, Demihumans generally do share the Humans view of the Oni, Orcs, Goblins and Daemons.


Elves are among the most magically advanced races in Aeria. From a distance, elves can appear to be just tall Humans, but once you get closer you start to see the differences. First, the average height of a male elf is about 7’8”, while the average height of a female elf is about 7’0”, making them noticeably taller than Humans. The average lifespan of the elves is 1000 years, and with that long life comes low birth rates. They are also generally slender, and can be physically overpowered by even the shorted Humans. Their skin colour generally appears to range from golden to a tan, with many colours of eyes and hair possible. Though there is a notable exception to the general skin tone of elves, that being a dark grayish colour. Elves with this skin tone come the former Elven Kingdom of Nytf Asari or are descendants of elves from this fallen kingdom. These gray skinned elves are often known to other elves as the cursed elves. Another notable feature of the elven physicality, is their pointed ears. Elves are known for the ingenuity, and willingness to experiment. It is these traits that allowed the Elves to develop their clockwork magic, and clockwork technology. It is with this knowledge of clockwork machines and the elven affinity for magic that they make up for their small population and low physical strength.

Elves are not nearly as religious as Humans, and as such, they don’t generally view Angels or Gods with reverence. That said, they do generally respect Angels or Gods. The Elves do generally view Humans as allies and are generally somewhat friendly with them. But Dwarves on the other hand, while the Elves do generally view them as allies, they also view them as rivals, and will take almost any opportunity to try and upstage them. The Elves generally share the same view as Humans when it comes to the Dryads, they respect them and will leave the Dryads alone. Gnomes are generally looked down on by Elves, but not treated as badly as the Demihumans are by the Humans. Which brings us to the general Elven view of Demihumans, and that is indifference. Elves generally also view the Oni, Orcs and Goblins as enemies. But they tend to generally view the Daemons as dangerous, but also to be respected.


Perhaps the proudest of the races of Aeria, the Dwarves are well known throughout the world. With males standing on average of 4’0”, and females standing on average of 3’7”, what the Dwarves lack in height, they make up for in bulk. Dwarves are physically strong, but are very weak when it comes to magic. They have an average lifespan of 500 years. Their bulk compared to height makes them unmistakable, and unlike the races mentioned above, there isn’t much diversity when it comes to dwarven skin, as such all Dwarves are pale skinned. Hair colours do vary though. They are known for their skill in engineering, ambitious nature, and sense of honour. While the Elves looked to magic and developed clockwork machines, the Dwarves looked another way, and developed their great steam-powered machines, that could work with or without magic.

Dwarves generally view the Angels and Gods with some respect, but do not feel as if they must always follow them. In fact, many Dwarves see the Angels and Gods as beings that limit the potential of mortals. Despite their general opinion of Angels and Gods, the Dwarves still see Humans as allies and friends, and see Elves as the Elves see them, as allies and rivals. When it comes to Dryads, the Dwarves generally don’t like them. The Dwarven view of Demihumans is the same as the Elven view, they generally look at them with indifference. Gnomes are viewed by Dwarves as partners, and many Dwarves would give their lives willingly to protect them. The generally Dwarven view of Oni, Orcs and Goblins is that of intense hatred, due to many years of conflict between them. Finally, Dwarves generally view Daemons as things to not be trusted, but other than that, they don’t generally harbor intense hatred towards them.


Living in isolation, on seemingly uninhabited islands abundant with green, the Dryads can be found. Related to the Elves, the Dryads through their connection with nature were changed through its magic, into what they are now. Dryads appear to resemble Humans and Elves, with plant-like attributes, such as patches of bark for skin, leaves for hair, green hair, greenish skin and etcetera. In fact, the older a Dryad gets, the more plant like they appear, with some of the oldest looking like sentient mobile trees. It is also known that where a Dryad dies, a tree will sprout from their body. Dryads tend to have an average lifespan of about 3000 years, though some have lived for up to 5000. The average height of Dryads is just slightly taller than the average elf. The Dryads are known for their connection to nature, and talent for magics related to nature, and their unique magitech that uses this magic. Dryads also seem to despise any form of technology that isn’t their own.

Dryads generally respect the Angels and Gods, but while they do worship a few of the Gods, most of their generally reverence goes towards nature. Dryads generally view their Elven cousins with disappointment for the path that the Elves walk. Humans are generally viewed by Dryads as dangerous and must be watched. The Dryads are known to generally hate the Dwarves with a passion. Demihumans and Gnomes are generally viewed with slightly more respect than Humans and Dwarves by the Dryads. Though they are willing to consider Demihumans as allies. That said, the Dryads are willing to fight the Demihumans and Gnomes just as much as they would against Elves and Humans. Dryads also tend to view Daemons with respect, but will fight them if need be. Finally, the Dryads generally view the Oni, Orcs and Goblins with suspicion. Basically, the Dryads generally don’t like anyone besides other Dryads.


Gnomes are a race of small humanoids, related to Dwarves, but shorter and nowhere near as bulky. The average male Gnome stands at 3’0” and the average female Gnome stands at 2’8”. They also have an average lifespan of 500 years, same as their Dwarven cousins. There are more Gnomes than Dwarves however, and like the Dwarves, the Gnomes are lacking in diversity. They are often known as Crazy Dwarves, as like the Dwarves, Gnomes are master engineers, very ambitious and live by a code of honour, but unlike the Dwarves, who could be called sane, Gnomes tend to go overboard and are known to be a little bit crazy. Unlike the Dwarves, Gnomes aren’t very physically strong, but they are talented with magic.

Gnomes generally see their Dwarven cousins as family, and like the Dwarves, will be willing to fight for them. They also tend to share the same general view of other races with the Dwarves, with a few exceptions. These exceptions being with the Elves and Demihumans. Gnomes don’t really see Elves as rivals, but do see them as allies, and a race that they could learn from. Demihumans are generally viewed not with indifference by Gnomes, but as friends.


Unplayable

The Oni are a unique race, as unlike other races, the Oni originate from the Dark Realm. Known for their strange skin colours, such as red and blue, along with razor sharp teeth, claws, horns protruding from their forehead and their immense size. The average Oni, male or female, stands around 8 feet tall, and can live for 200 years. There aren’t very many Oni in Aeria, making them one of the rarest races behind Angels and Gods. The Oni are incredibly strong both physically and magically, making them a threat to members of all mortal races. Other than their physical appearance and abilities, not much is known about the Oni. There is one final thing known about the Oni, is that they respect and follow strength, much like Orcs and Goblins.


Like the Oni, the only things really known about Orcs are their physical appearance and abilities. Orcs are generally green skinned, but can also have grayish or tanned skin. They can also be identified through their massive bulk, and tusks from coming from their lower jaw. The average Orc stands at about 6’6”, taller than the average human, and much stronger physically. That said, Orcs are known to be slower physically, rather dull, and possess no magic ability. And like the Oni, the Orcs seem to respect and follow only leaders that are strong.


Though small, and weak physically, never underestimate a Goblin. Standing on average 2’9”, with green skin, large mouths and large ears, Goblins are not physically strong, but are fast and good at avoiding attacks. Not to mention that Goblins do possess some magic talent, and are quite clever. They are known for attacking in large groups, overwhelming their opponents. Like the Orcs and Oni, Goblins tend to look to the strong as leaders and with respect.


Nothing is known about Angels, partially due to the fact that no one has survived an encounter with them, and partially due to the fact that the only beings that knows what they look like, don’t share. Angels are assumed to be powerful with magic and are immortal.


Due to the fact that Daemons are only found in the Dark Realm and the fact that people have rarely returned from the Dark Realm, the appearance of Daemons is somewhat contested. Some claim they appear to be Human, others claim they appear like monsters. As such, many believe that there are multiple types of Daemon. What is known is that they are physically stronger than most mortal races, and extremely powerful with magic. They are also thought to be immortal.


The Gods are the rarest race of Aeria, and the most powerful. The Gods are not omnipotent, or omniscient, but they are extremely powerful. They are capable of changing their form to appear however they wish, and as such, their really forms are unknown. Their powers however are derived from their domain, but not reliant on the number of worshipers they have.




LORE - Notable Gods and Goddess of Aeria




Tivnia - You know him, everyone knows him, the only "surviving" member of the the Three, the god of all things holy and the ruler of the Heavens. Tivnia is known for his compassion and kindness towards the mortal races, and is also known for his rage. He can not be approached by just any mortals due to his palace being in the Heavens.

Ijun - You know him, everyone knows him, the Sunderer. The formless ruler of the Dark Realm, the god of all things demonic, the voice in your head trying to pull you from the light. Not much about Ijun’s personality is known. He has no palace due to not having a physical form.

Zodia - You know her, everyone knows her, the maiden of balance. She is the formless force of balance, aiding in keeping the world together. Not much about Zodia’s personality is known. She, like Ijun has no palace due to having no physical form, though it is thought that anyone can speak to her, if they find her heart.

Jovtune - Jovtune is the goddess of the earth, deserts, mountains and riches of the underground. One of the most important goddesses to the Dwarves. She is the oldest of the four goddess’ known as the Four Elementals. She is known to be very rigid compared to her sisters. Jovtune’s palace can be found somewhere in the mortal plane of Aeria.

Ukla - Ukla is the goddess of the sky, wind and air. Very important to all the races, especially for individuals that sail the skies. She is the second oldest of the four goddess’ known as the Four Elementals. Ukla is known to be very clever and free spirited. Ukla’s palace can be found somewhere in the mortal plane of Aeria.

Aqaris - Aqaris is the goddess of rivers, lakes, and water in all forms. Out of the Four Elementals, Aqaris is the most adaptable and most compassionate. Aqaris’ palace can be found somewhere in the mortal plane of Aeria.

Xephine - Xephine is the goddess of fire, and the one who granted mortals the secrets of fire. Xephine is the most childish, proud and passionate of the Four Elementals. Her palace can be found somewhere in the mortal plane of Aeria.

Yvdohr - Yvdohr is the god of death, drought, and famine. He is both respected and feared across Aeria. It is also worth noting that he is the husband of Zakenta, the goddess of life, despite the fact that they live great distances apart. He is known to be kind, very empathetic but also very serious when it comes to death, despite the fact he is the god of death. The palace of Yvdohr can be found in the Dark Realm.

Zakenta - Zakenta is the goddess of life, and fertility. She is loved across Aeria, and is the wife of Yvdohr, the god of death, despite the distance apart they find themselves. She is known to love all things living, and is said to be the only being that can stop death, not through her power, but through her relationship with Yvdohr. The palace of Zakenta can be found somewhere in the mortal plane of Aeria.

Ozthar - Ozthar is the god of the sun, day, warmth, and summer. Ozthar is the husband of Optune, and the father of Onera and Cimus. He is known to be easy going and caring, and his palace is somewhere in the mortal plane of Aeria.

Optune - Optune is the goddess of the moon, the night, cold, and the winter. Optune is the wife of Ozthar, and the mother of Onera and Cimus. She is known to be distant, and hard to get along with. Her palace is separate from Ozthar’s but can still be found in the mortal plane of Aeria.

Onera - Onera is the goddess of the spring, love and serenity. The daughter of Ozthar and Optune, as well as the sister of Cimus. She is known to be kind, and cares for all mortals, no matter their race. She hates conflict, but also is in a secret relationship with the goddess of war, Ina. Her palace can be found somewhere in the mortal realm of Aeria.

Cimus - Cimus is the god of agriculture, the harvest, the autumn and wine. The son of Ozthar and Optune, as well as the brother of Onera. He is known to value hard work during the day, and hard partying during the night. It is also known that he isn’t very good at restraining himself in certain ways. His palace can be found somewhere in the mortal realm of Aeria.

Zoysus - Zoysus is one of the two war deities. He is the god of bloodshed, terror and martial spirit. He is known for his brutal nature, and nigh unstoppable rage. He shares his palace with his wife, the war goddess Ina. Their palace can be found somewhere in the mortal realm of Aeria.

Ina - Ina is the second war deity. She is the goddess of tactics, strategy, and codes of honor. She is known for her intelligence, planning and honour. Her palace is somewhere in the mortal realm of Aeria, which she shares with her husband, Zoysus.

Aryna - Aryna is the goddess of trickery, mischief, manipulation, discord, madness and cats. She is insane, and the goddess most likely to interact with the mortal world, be it for better or worse. Her palace is located within the Dark Realm of Aeria.

Azmera - Azmera is the goddess of lightning and by extension thunder. She is known to be quite relaxed for the most part, but possess one of the greatest tempers among the other deities. Say one wrong thing to her and expect to be struck instantly, without mercy. Her palace is somewhere within the mortal realm.

Ymari - Ymari is the god of fate, the cursed and the suffering. Among the gods of Aeria, Ymari is unique, as if the legends are to be believed, he was born mortal. He is also unique as he has no palace. He is often seen before catastrophic events, with the last time he was seen was before the Zaetorian Genocide. As such, Ymari is often seen as a harbinger of catastrophe.

Kanta - Kanta is the goddess of fortune, blessings and medicine. She is known to be rather fickle and is well known as the greediest of the deities of Aeria. Her palace is said to be somewhere among the mortal realm.

Sixbus - Sixbus is the god of misfortune, curses and diseases. He is known to be rather fickle, similar to Kanta, but is far from as greedy. He is far more petty however. His palace is said to be somewhere among the mortal realm.

Kyaris - Kyaris is the goddess of knowledge, innovation, magic, truth and justice. She is known to be rather soft spoken and rarely speaks, but is always looked to by other deities for wisdom and knowledge. There is not much she does not know. Her palace can be found within the mortal realm.



LORE - Notable Current Nations of Aeria




The Epostolis - One of the oldest empires of Aeria, also one of the only empires founded not by a single race. It was founded by the mortal leaders of The One Faith from the ancient city of Luxsancta with the blessing of Tivnia. Over the years, it grew, not primarily through conquest as other empires often did, but primarily through the power of faith. Devote city-states would pledge themselves to the flag of The Epostolis. Others, labelled as heathens or heretics would be conquered and their people forcibly converted to The One Faith. Over time it grew to be among largest of the great empires and would eventually come to a point where it would no longer grow, as it came into contact with other great empires, and the many changes to its leadership. The Epostolis would form friendly relationships with the Juali Imperium, the Empire of Rusnus, the Isyse Lenora Dominion, and the Dwarven Commonwealth. It also once saw the former Republic of Zaetoria as a rival due to the fact the Zaetorians were heretics of The One Faith, but they happily avenged the Zaetorians after the Zaetorian Genocide. Currently, they see She Snijan along with the Orcish Hordes as their greatest enemies, and see the Mythanathas Sanctuary with indifference.

The Juali Imperium - The Juali Imperium is a mighty human empire, founded by bloody conflict. Ruled from the ancient city of Wutetia, the Juali have always been a war like people, and were once heathens until they clashed with the Epostolis. They attacked the Epostolis, and after a hundred year war, the Juali Imperium signed a peace treaty with the Epostolis, a treaty that saw a drastic shift in the Juali people. A shift from their old religion, to The One Faith. The Epostolis expected this change to the Juali Imperium to weaken it, but it didn’t. The Juali adapted fairly well, and over the years grew closer to the Epostolis, becoming one of their closest allies. The Juali Imperium holds friendly relationships with the Epostolis and the Dwarven Commonwealth. It holds indifferent relations with the Empire of Rusnus, the Isyse Lenora Dominion, and the Mythanathas Sanctuary. It holds She Snijan and the Orcish Hordes as enemies.

The Empire of Rusnus - The largest of the great empires, founded by humans, and specifically the Rusni. From the ancient city of Mosvak, the Empire of Rusnus is known for its frozen and harsh territory, and its equally tough people. It conquered not for power, but in order to maintain its population. As such, while through its history, it has fought against other nations, it has only ever done it for resources, not for the ambitions of its leaders. The Empire of Rusnus has always been willing to do what needed to be done during times of hardship and war, as such they are seen by others as brutal. The Epostolis, and Dwarven Commonwealth has always been viewed as allies by the Rusnus. The Empire of Rusnus also views pretty much every other nation with indifference, unless given a reason not to. Such as the Orcish Hordes and She Snijan.

She Snijan - She Snijan is perhaps the strangest human nation, compared to other human nations. The people of the She Snijan are often referred to as the People of the Dust by other nations, due to the fact that the territories of the She Snijan are primarily composed of deserts, and badlands. Ruled from the hidden city of Shan Jiran, just as ancient as the Epostolis, they never got the chance to grow nearly as large, due to those they found around them. Their neighbours were primarily the Orcish Hordes. However, rowdy neighbours weren’t the only reason She Snijan didn’t set their eyes on conquest, that being their faith. The She Snijan never once considered following The One Faith, making them heathens to the Epostolis, and other nations that followed The One Faith. It is worth mentioning that the people of She Snijan have a different view of Demihumans and more importantly of the Orcs, Goblins and Oni. In fact, it is rumoured that they live on friendly terms with the Orcish Hordes. As for enemies, She Snijan only views the Epostolis as their enemies, and view other nations with indifference.

The Isyse Lenora Dominion - The greatest of the Elven nations, the Isyse Lenora Dominion is among the most powerful. Ruled from the great clockwork city of Isyse Lenora, the nation is just as old as the Epostolis, and is only slightly smaller than the holy nation. It grew through alliances and marriages between elven nobility, until it reached the size it exists at today. A nation of magic and knowledge, the Dominion does not engage in war lightly. They must not be underestimated though, as while they might not be as populated as others, they have powerful magic users, clockwork war-machines and automatons. Over the years, they came to be closer aligned with the Epostolis. They once had a rival, nearly five hundred years ago, another great Elven nation existed, a nation that they, alongside the Epostolis, fought a long war with before taking control over this other Elven nations territory, and banishing the former nations king. This former Elven nation was the Kingdom of Nytf Asari. The Isyse Lenora Dominion holds friendly relations with the Epostolis, and hold a friendly rivalry with the Dwarven Commonwealth. They see the Orcish Hordes as enemies, and all other nations generally with indifference.

The Dwarven Commonwealth - The Dwarven Commonwealth is a collection of smaller Dwarven City-states, formed in order to keep the Dwarves somewhat united. Ruled by the High Dwarven Council, from the Dwarven city of Khagh Taruhr. While not as united as other nations, due to the fact Dwarves are very independent, it should not be seen as weak. As any attack on any member, brings the full strength of the Commonwealth upon any attacker, through steam-powered war-machines, automatons and good old fashion Dwarven warriors. They look to the Epostolis, Juali Imperium and the Empire of Rusnus as friends. They also see the Isyse Lenora Dominion as friendly rivals. They only view the Orcish Hordes as enemies, and everyone else with indifference.

The Mythanathas Sanctuary - One of the smallest notable nations, the Mythanathas Sanctuary is the largest Dryad nation. It has no capital, as the Dryads do not settle down in cities. The Mythanathas Sanctuary is older than the Epostolis, and strong enough to resist the Epostolis when it tried to invade them. Existing in relative peace, the Mythanathas Sanctuary are isolationists, as such, not much is known about them including how they see other nations.



LORE - Notable Former Nations of Aeria




The Republic of Zaetoria - The Republic of Zaetoria was a city-state, with more territory than you would have expected. It wasn’t as old as its rivals, but over the years saw its rival count drop until it had one rival remaining. The Epostolis. The reason why Zaetoria remained for so long, without taking an aggressive stance, was because of money. Zaetoria’s strength came from the fact it was a nation founded on trade, and grew into a trading empire. At its height, Zaetoria was the richest nation of Aeria by a long shot. It was because of this wealth that unlike other nations, no citizen went without, and there was little civil unrest. Also aiding to the stability of the nation was the fact that it was one of the only nations to exist as a Republic, with its citizens voting for the members of the Zaetorian Council. Zaetoria was a centre of knowledge, with great advances in science and magic being attributed to Zaetorians. They were also known for their craftsmanship. The Republic of Zaetoria was also home to the Order of the Maiden’s Heart. When they existed, they were known to have great relationships with other small nations, and even traded with the Orcish Hordes. The only nation that the Zaetorians saw as a possible enemy was the Epostolis. The Republic of Zaetoria met a tragic end though, with all of its people being slaughtered, in the event known as the Zaetorian Genocide, when an Orcish Horde to the Republic by surprise nearly 40 years ago. Now, Zaetoria exists only in ruins and the Zaetorians that survived the genocide by not being in Zaetoria at the time of the genocide.

The Kingdom of Nytf Asari - The Kingdom of Nytf Asari was a powerful elven nation, known for its advanced clockwork machines. In fact, some of the clockwork machines made by the elves of Nytf Asari are still being examined today. They were fairly similar to the Isyse Lenora Dominion, except that Nytf Asari wasn’t nearly as ambitious. It was this that lead to the two nations clashing, and since the Isyse Lenora Dominion had more allies, it was only a matter of time before the city of Nytf Asari fell, and its last king was banished nearly five hundred years ago.

Vorgran - A formerly powerful Dwarven city. They did not join the Dwarven Commonwealth, due to their strength and wealth. A trade partner of Zaetoria, the city was destroyed nearly 100 years ago, when the last Dwarven king of Vorgran went mad with power and decided that the only way that they could grow in strength was to conquer. But in order to conquer, he needed something to increase the strength of his army. So, he recruited a Necromancer, to bolster his army with the undead, and a Summoner. The Summoner was the rival of this Necromancer, and as such, to please the Dwarven king, the Summoner promised to summon a Daemon for the king to command. It is assumed that the Summoner succeeded in the summoning, but the controlling was another matter, as everyone in the city was killed, and the city laid in ruin. Now, the city is crawling with undead.



LORE - Magic of Aeria




Magic is a fickle thing in Aeria, as one can spend their entire life studying it, and never have true master it. As such, many who practice magic focus on specific types of magic. Specialization in one magic type comes with its benefits and downsides. The main benefit is that the magic used will be more potent, and powerful but comes with more potent weaknesses. On the other hand, generalization leads to less powerful magic but comes with less weaknesses. For example, a mage who specializes in fire magic versus a mage who is a generalist with elemental magic. The specialist in this case will have much more powerful fire magic compared to the generalist, but will also have a greater weakness to magic effective against fire.

This then brings us to the types of magic. In Aeria, there are 10 generally accepted types of magic, with some types being more broad than others. These types are; Elemental Magic, Armament Magic, Illusion Magic, Clockwork Magic, Augmentation Magic, Green Magic, Necromancy, Abjuration, Conjuration, and Theurgy. Elemental Magic is magic used to control elements, be them the classical elements or not, as long as they are physical in some way, and can be found naturally and exterior to the body, they can be manipulated through Elemental Magic. Armament Magic is the manipulation, augmentation and imbuing of weapons and armour with magic. However, Armament Magic is only capable of being used on the users own weapons and armour, not the weapons and armour of their opponents. Illusion Magic is as it sounds, it is a type of magic used to create illusions, and to trick one's enemies into doing many things.

Clockwork Magic is perhaps the narrowest of the 10 types of magic, and the closest a mortal can get to manipulating time without a little divine aid. Clockwork Magic is used to manipulate the effect of time on objects, and as such it is often used to keep objects in perfect condition for much longer than normal. Augmentation Magic is the use of magic to augment the users own body. As such, through augmentation magic, one has the ability to manipulate the elements within their body as well. Green Magic is a type of magic created by the Dryads, and involves the use of magic to control and commune with natural life be it fungi, plant, or animal.

The next four types of magic are considered the most ancient forms of magic. Necromancy is the use of magic to manipulate the bodies of the dead, and by extension anything undead. It is also rumoured, that through Necromancy, one can cheat death. Due to the tampering with life and death, Necromancy has been seen as a taboo form of magic in most nations, and in some nations it is outright illegal to practice. Abjuration is a form of magic used to heal the wounded and protect the innocent. While Abjuration has no offensive capabilities, no other type of magic is capable of producing such powerful barriers, or even heal the wounded. Conjuration is a type of magic that focuses on the summoning of spirits, monsters, and other powerful beings to fight for them. Finally, Theurgy, the oldest form of magic, the hardest to master, but the most powerful. Users of Theurgy magics are capable of performing feats done through other magic types, as the users of Theurgy magics channel the powers of gods, daemons, dragons, and angels through their body.

It is worth noting as well how magic is cast in the world of Aeria. There is no spoken spells, nor can magic be used freely at any time. In order to harness magic, a mage must channel the magic through his or her own personal magic seal or circle. This magic circle must be on the mages body, clothes, armour, weapons, or jewelry in some way. If this magic seal or circle is damaged in anyway, the mage will not be able to use magic until they fix it or create a new one. As such, some new mages often think that it would be a good idea to have multiple magic seals or circles on their person. However, this doesn’t work, as mortals can only make use of one magic seal or circle, as using multiple often ends with the mortal being consumed and killed by the power they try to wield.



LORE - Famous Warrior Groups of Aeria




Order of the Merciful Hammer - The Order of the Merciful Hammer is the strongest of the Epostolis’ knightly orders. In their service of the Epostolis, they have grown close to the leadership, with high ranking officials of the Epostolis being found among their ranks. Skilled in weaponry, both traditional and more modern, magic users aren’t too rare to find among their ranks.

Juali Rangers - The Juali Rangers are a group of extremely skilled marksmen in service to the Juali Imperium. They boast about there not being a target they can’t hit. Their level of skill comes from constant training, and some magic.

Rusni Cosakzi - The Rusni Cosakzi are an elite group of mounted soldiers, known for their skill on their mounts. They ride gryphons into battle, and wield pistols, sabres and lances. Each Cosakzi raises their gryphon from birth, and as such they form a deep bond with the beast. They rarely use magic, preferring to use their own physical skill and intelligence.

She Snijan Wardancers - The She Snijan Wardancers are rarely seen, but the legends about them are well known. It is the skill and reputation of the Wardancers that has helped keep She Snijan safe. They are said to be skilled with any weapon, and incorporate them into their specialized fighting style. It is also rumoured they do use magic as well.

Clockblade Mages - The Clockblade Mages are a group of Elven spellswords known for their use of Clockwork magic on their equipment, and other magics as well. Skilled with the blade and magic, the Clockblade Mages rely on both physical ability and magic ability to help defend the Isyse Lenore Dominion.

The Ironbeard Grenadiers - The Ironbeards Grenadiers are a group of Dwarven warriors, known throughout the world of Aeria for their, explosiveness. Known to be heavily armoured, armed with firearms, plus an axe, but their primary weapons are the many grenades that they carry into battle. As such, they are known to have great arms, and while slow, must not be underestimated.

Guardians of the Green - In the Mythanathas Sanctuary, a group of powerful Dryad mages can be found. These mages have a mastery of Green Magic that is normally unseen even among the Dryads. Not much is known about the Guardians of the Green, as they rarely make any sort of public appearance, and when they do, those who stand against them tend to just disappear.



LORE - Technology of Aeria




Aeria is a strange world when it comes to technology, as its technological advances have been driving by both magic and science. Certain things, such as the DAMS are very advanced, as they rely on magic. Airships, which are the most common mode of transit through Aeria, while they work with the same general processes, they are often powered through different means. Among these means, four general power sources are used. The first is simple magitech, and the use of magic generators to keep the vessel floating in the air. The second was developed by the Elves, and it involves taking the simple magitech of humans, and combining it with clockwork magic to create clockwork powered airships. The third was developed by the Dwarves, and takes a more scientific approach to powering the airships, that being steampower. Finally, there is the rarely seen airships of the Dryads, which is powered by a unique form of magitech that makes use of the magic of nature. Any race that hasn’t developed their own way of powering airships often makes use of the airship power technology of other races.

Most races have the same level of technology, with only the Dwarves, Gnomes and Elves sitting as the most advanced, and the Oni, Goblins and Orcs. Dwarven cities are powered by steam, and the Gnomes benefit from this as they live alongside the Dwarves in most cases. Elven cities are known to make use of clockwork machinery. Other nation cities are often not powered or limitedly powered through magictech.

Even though the Oni, Orcs and Goblins are the least advanced in powered technology, they do have some advancements to their name. Mainly in the field of metallurgy. While Dwarven metals are known to be the strongest off all metals, and Elven metals are known to have innate magical resistance, Orcish metal, specifically Blood Steel, is known to be fairly light and incredibly strong, making it one of the best types of metal when it comes to the weight to strength ratio. Orcs often use this Blood Steel to forge weapons and armour.

Speaking about weapons, we come to the point were we will talk about weapons technology. Weapons technology is pretty much what you’d expect from a fantasy world; swords, spears, crossbows, and etcetera. However, it should be mentioned that what are akin to WW1 or earlier firearms have been in use for a few decades or so now. While these firearms lack accuracy, they are very powerful. They also can’t be used without gunpowder, and were only developed after the introduction of gunpowder. I say introduction because its secrets were well known to the She Snijan long before the other races learned about it.

Perhaps the finally thing I should talk about is simple magitech and how it works in Aeria. First, one needs to realize that people can not use magic to create magitech, and magic power used for magitech comes from naturally occuring crystals known as Dakrya. These crystals come in 7 types; Kolasidakrya, Dinidakrya, Gidakrya, Thyelladakrya, Fosdakrya, Skiadakrya, and Ousiadakrya. Kolasidakrya are a brilliant crimson in colour, and contain magical power that can be converted into fire magic. Dinidakrya are a deep blue colour, and contain magical power that can be converted into water magic. Gidakyra are a earthy brown in colour, and contain magical power that can be converted into earth magic. Thyelladakrya are a bright light green colour, and contain magical power that can be converted into air magic. Fosdakrya are a shining gold colour, and can be converted into light magic. Skiadakrya are a tainted purple colour, and can be converted into shadow magic. Finally, Ousiadakrya are a iridescent white colour, and can be converted into pure magical energy. It goes without saying that Ousiadakrya are the most powerful, and the rarest of the Dakrya. Magitech and magic items use these Dakrya as power sources, draining them until a new Dakrya is required.

PostPosted: Tue Feb 12, 2019 7:01 pm
by Faal Lot Himdah
OP Characters




Character App
Name: Sir Silas Lucius Alard
Age: 64
Sex: Male
Sexual Orientation: Hetero
Race: Human
Bio: All that is known is that he is a member of the Order of the Merciful Hammer, fought in the Zaetorian Genocide. Everything else is unknown.
Appearance:
Image
*Note: Stands 6’4”



Magic Type: Elemental, Abjuration
Magic Sigil/Circle and Location:
Image
*Located on his chest

Magic Ability:
Ancient Judgement - A powerful attack of pure holy energy that is incredibly damaging to those he views as an enemy.
Holy Attacks - Silas knows a vast array of less powerful holy magic attacks.
Magic Absorption - Silas is able to combine his knowledge of holy magic and Abjuration to absorb magical energy instead of just blocking it.
Magic Barriers - Silas can create magic barriers
Healing - Silas can heal the wounded.
Skills: Despite his age, Silas is a devastating physical fighter, and master swordsman
Equipment: His sword, and a pistol just in case
Patron Deity: Tivnia



Optional Stuff:
Personality: Loyal completely to the Epostolis, serving his country has always been his call in life. While he is loyal, he is also known to have been very ambitious, as he joined the Order of the Merciful Hammer at a young age, and found himself among the leaders of the Epostolis’ forces during the Zaetorian Genocide. His devotion to his god, Tivnia, is incorruptible. As such, he has access to secrets that most high ranking members of the Epostolis do not know.
Likes: Tivnia, the Epostolis, his position, loyalty
Dislikes: Disloyalty, pirates, criminals, heretics, Orcs, Goblins, Oni, Demons, She Snijan and the Restoration


Alignment: Lawful Neutral
Theme Song:TBA


Character App
Name: Alicia Messier
Age: 25
Sex: Female
Sexual Orientation: Hetero
Race: Human
Bio: Born in the forest surrounding the Juali city of Shanvan, Alicia was raised in the way of the hunter by her father. Her father was not only a skilled hunter, but a retired Juali Ranger. While her mother, well she never knew her mother as she died giving birth to Alicia. In fact, the reason that her father retired from the Juali Rangers was in order to raise her. He taught her everything she knows, and he was responsible for drawing out her talents. Those talents would lead her to leaving her family's cabin in the woods, and join the Juali Rangers. Over the next few years she served the Juali Imperium, where she gained great respect and a fair amount of fame among the Juali military.

Despite this, she couldn’t save her father when a devastating plague swept through Shanvan. With the loss of her father, Alicia left the Juali Rangers, and eventually found herself working as a mercenary, bounty hunter and assassin. This line of work eventually lead her into the employ of the Epostolis, and now she finds herself among those hired to serve on the Aetherwing to retrieve the 7 Keys.

Appearance:
Image
*Note: She stands 5'7"



Magic Type: N/A
Magic Sigil/Circle and Location: N/A
Magic Ability: N/A
Skills: Skilled tracker, peak condition, expert sniper and very stealthy
Equipment: Her clothes, and her trusty rifle
Patron Deity: Kanta



Optional Stuff:
Personality: Alicia is a woman of business, as such she can come across cold. After all, she is only on the Aetherwing to do her job, and doesn’t need to make friends in order to do so.
Likes: Her weapon, the thrill of the hunt, getting paid, mistreatment of any race
Dislikes: Bigots, those who talk to much, overly social people


Alignment: Chaotic Good
Theme Song:TBA


Character App
Name: Min-Ki
Age: 23
Sex: Male
Sexual Orientation: Hetero
Race: Demihuman
Bio: Min-Ki was born in the city state of Azuhelm, located near territory that usually hosted Orcish hordes. So, he was born into a nation that was at constant war. A nation that needed to fight to survive. So, it is no surprise that Min-Ki found himself orphaned from a young age, like many children in Azuhelm. But despite losing his parents, Min-Ki never once felt like he needed to avenge them. Instead, he turned this sorrow into a desire to protect future children of Azuhelm from losing their parents. Though, from a young age he knew that he couldn’t do this by fighting on the front lines. Instead, he made use of his intelligence. He was a genius after all.

And this genius was noticed by the ruling class of Azuhelm. Over the years, Min-Ki developed weapons for Azuhelm, weapons that would help the military protect Azuhelm. However, Azuhelm was doomed to fall, and every citizen of Azuhelm knew that. It was eventually decided by the ruling class of Azuhelm that they and their subjects had two choices; flee and survive or fight and die. Some desired to flee, others where to proud to and desired to fight. So, those who wanted to flee did, and those who wanted to stay, stayed. Min-Ki was among those who saw fleeing as the best option.

After leaving the city state of Azuhelm, Min-Ki travelled for quite a while, seeking to learn more. He traveled to elven cities and dwarven cities, learning what he could from both races. Eventually he found himself being employed by the Epostolis to aid in the design and creation of a new ship, a ship that he would find himself serving on, the Aetherwing.
Appearance:
Image
*Note: Stands 5'4"



Magic Type: N/A
Magic Sigil/Circle and Location: N/A
Magic Ability: N/A
Skills: Despite being a demihuman, Min-Ki is not physically superior to most humans, but he does possess some special abilities. He does possess a powerful bite, and retractable claws. Min-Ki is also capable of living comfortably in cold climates and low oxygen climates. He also is a highly skilled climber. So, it's obvious that he prefers to leave the fighting to others, while he spends his time working with Dakrya, and putting his magitech knowledge to work. He knows pretty much all there is to know about human magitech. Min-Ki also knows quite a bit about Dwarven steam power and Elven clockwork power. He is no fool when it comes to weapons technology as well. Min-Ki is one of the most intelligent mortals to ever live on Aeria, and is also very skilled with musical instruments.
Equipment: Min-Ki is not a fighter generally, that said he will fight if needed, and when he needs to fight he turns to a weapon of his own design. He wields a specially designed bolt action rifle that makes use of Dakrya to fire all sorts of rounds. Ammunition is carried in the one bag he never travels without. In that bag he also carries plenty of handbooks and some tools.
Patron Deity: Kyaris



Optional Stuff:
Personality: Humility and general laziness is what Min-Ki is known for. Despite being a genius, he knows he can make mistakes. That said, he does take pride in his work. Whenever he isn’t working on something, he can often be found just lazing about.
Likes: Learning, his work, sleep
Dislikes: Ignorance, those who let hate drive them


Alignment: Neutral Good
Theme Song:TBA


Character App
Name: Fi Qina
Age: 621
Sex: Female
Sexual Orientation: Bi
Race: Elf
Bio: Born the first born daughter of the lord of the great elven city of Kyna Unarith, little did her parents know that her fate was not to follow the path of nobility. Despite this, Fi was raised to respect all beings, no matter their class, and always be kind. And that was what she was known for, her kindness and her beauty. When her younger sister was born, she grew even more kind, setting an example for her. Until that kindness was washed away when Fi not only supposedly killed the majority of the Nyft Asari royal family, but also tried to kill the crown prince of the Isyse Lenora Dominion after the battle of Nyft Asari.

She wasn’t even given a chance to explain why she tried to kill the crown prince, and was forced to face judgement. Her punishment would have been death, considering her crime and the fact she was one of the top generals in the Isyse Lenora Dominion military at the time. However, her parents spoke up and her family was stripped of their titles and land. That also meant she was no longer a general or noble. Not only that, but she was barred from holding any position of authority within the Dominion, and banished from the Dominion for five hundred years. And in order to keep her from revealing any state secrets, the Dominion took her younger sister captive.

Not long after leaving the Dominion, Fi found herself without a way to keep herself alive, as the Dominion took everything but the clothes on her back, and her weapon. So, knowing what she was capable of, she found herself entering employment as a mercenary. Be it working for a monster or saint, she found she could not be picky, and found herself being desensitized to things she would have used to be disgusted by. After a few hundred years, while she does retain some honour, she continues working as a mercenary, for the money. No job is to much for her to handle it seems. In fact, her greed has made it seem that she doesn’t wish to return to her little sister.

Appearance:
Here She Be
*Note: She stands 7’2”



Magic Type: Elemental Magic - Lightning
Magic Sigil/Circle and Location:
Image
*Located between her shoulder blades

Magic Ability: Master Lightning (white lightning to be precise) Summoning, Creation and Manipulation
Skills: Highly skilled in spear fighting, and hand to hand, thus she mixes them together to form her fighting style. She’s also very athletic and does know a fair amount of stealthy tactics. Fi is also very clever/
Equipment: Her double bladed spear, not so protective clothing, coin purse, and some potions
Patron Deity: Ina



Optional Stuff:
Personality: Seemingly driven by her greed, Fi will do almost anything for enough cash. That said, there are a few things she refuses to do, mainly the killing of children. It is worth noting that even on her jobs, she is rarely seen as being serious. She enjoys messing with others, allies and enemies included, thus most people don’t see her as kind. But to those who get to know her better and befriend her, know that she is very loyal to her friends, and that she shows her kindness through actions not so much through her words.
Likes: Money, the fight
Dislikes: The Dominion, Clockwork technology, the Royal family of the Dominion


Alignment: Lawful Evil
Theme Song:TBA




Character List


Lucine Verrninas - Eyes of Wanderlust - Castle Crashers

August Mouchet - Secret Bird Boi - Charlia
Irie Enya - A Wholesome Priestess - Charlia
Karlin Eshana - Cold Eyed Ranger - Charlia
Salem Merrigod - Contractee of Azmera - Charlia

Vanarr Lostglory - Former Ironbeard Grenadier - Clan Grimrock
Vorgrim Lostglory - Weaponsmith and Repair Bro - Clan Grimrock
Senitrott Spannerwork - The Gnome Enchanter - Clan Grimrock

Valerian - Dryad Twin Boi - Elysian Kentarchy
Kalmia - Dryad Twin Gurl - Elysian Kentarchy

Eler Yke - Dryad Hating Dryad - Endem

Ffamran Gal Tova - Monster Hunting Boi - Granis
Katra Gal Tova - Monster Hunting Gurl - Granis

Jackie Dredson - The Healing Gunslinger - Lessoni

Fiona Stalwart - Semi-Classic Archer - Rhodevus

Illya Smyrnov - The Blind Rusni - Tracian Empire

Jorgen Otoro - The Skilled Scout - Vulnier

PostPosted: Tue Feb 12, 2019 7:02 pm
by Kyraina
Tag

PostPosted: Tue Feb 12, 2019 7:06 pm
by Clan Grimrock
Climbs in through window.

PostPosted: Tue Feb 12, 2019 7:17 pm
by Charlia
Hey...

PostPosted: Tue Feb 12, 2019 7:39 pm
by Jade Confederacy
tag

PostPosted: Tue Feb 12, 2019 8:50 pm
by Elysian Kentarchy
Reporting in.

PostPosted: Tue Feb 12, 2019 8:52 pm
by Charlia
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
Patron Diety: Ukla


RP Sample: Ha. Ha. Ha. You know me.
Did you read the Rules? Of course.
What about number 3? :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.

Character App
Name: Huh? My name's Irie Enya. Nice to meet you!
Age: I forget! Does it matter? I'm not too old... I don't think... Uh, maybe around 19?
Sex: I'm a girl, silly.
Sexual Orientation: It doesn't matter. I'm not allowed to get married or anything like that, so...
Race: Human.
Bio: Uh, well, there's not a lot to talk about! It's mostly just me spending time at the temple and studying to be a priestess, y'know? That and normal stuff before that, spending some time with my family and such. I know that's not super interesting, but it is what it is... fact of the matter is that a priestess's life isn't all that entertaining, sorry!
Appearance:
Image
Image



Magic Type: Theurgy and Abjuration!
Magic Sigil/Circle and Location:
Image

Magic Ability: Well, since I'm Xephine's priestess, I can control fire! I'm immune to its effects, as well--not just immune, but in fact, it makes me stronger! The warmer I am, the better my magic is, and the faster I can recover from injuries. And with Abjuration, I can create barriers and heal people as well.
Skills: Well, I know lots about the church, if that counts... I'm really fast, even though I'm not very strong. And I'm good at getting things done if I can focus... sometimes I get distracted, though. Oops.
Equipment: Just the stuff I need! My clothes are fire-resistant, which is nice. Oh, I do have a knife, but I don't like using it unless I really, really have to.
Patron Diety: Xephine


RP Sample: You're funny!
Did you read the Rules? Of course!
What about number 3? There isn't one, silly.



Optional Stuff:
Personality: I like to think I'm a nice person. People say I'm kinda childish, though...
Likes: I like Xephine, of course! And fire, I love fire! It's really pretty, and it's warm and makes me happy. And cats! I love cats!
Dislikes: I don't like people who make fun of me or are mean. I don't like water or cold. I really don't like sappy stuff. Is this important?


Alignment: ...I don't know!
Theme Song: This sounds pretty fun, doesn't it?

Character App
Character App
Name: Karlin Eshana.
Age: 23.
Sex: Female.
Sexual Orientation: None of your business.
Race: Human.
Bio: Why should I tell you? All you need to know is that I'm a former Juali Ranger.
Appearance:
Image



Magic Type: Armament. Don't say it.
Magic Sigil/Circle and Location:
Image

Magic Ability: I make my weapons work better. That's basically what Armament magic is. Are you going to keep bothering me about this?
Skills: I have the skillset of a Ranger, as you'd expect. I'm fast. I'm strong. I never miss. How much of this do you need?
Equipment: What I need on a regular basis, and plenty of ranged weapons.
Patron Diety: Zoysus


RP Sample: ...
Did you read the Rules? Yes.
What about number 3? Is that supposed to be funny?



Optional Stuff:
Personality: Is this important?
Likes: This can't be important.
Dislikes: Stop asking stupid questions.


Alignment: ...
Theme Song: This.

Character App
Name: You don't know me? All right, I'll play along. You might have heard of me as the Witch of Merrigod, Lady of Storms... Sound familiar, at all? Oh, you want my name... all right. Salem Merrigod. Yes, that's my actual name, not where I'm from. I think some people got confused.
Age: It's rude to ask a woman her age. How old do you think I am?
Sex: Female, obviously...
Sexual Orientation: Sexual orientation? I wonder why you'd ask that... What, are you interested?
Race: Human
Bio: Now, what business is that of yours? Idle curiosity can be troublesome, you know--I'm sorry, what? Dark secrets? Oh, you're quite adorable, aren't you? So many questions! But the point of a secret is that it's a secret, isn't it? Now, promise me that you'll be careful, all right? Humanity can be a frightening thing, and there are people who would be... less amused, by your inquisitiveness. I'd hate it if something were to happen to you and I hadn't at least given you a warning...
Appearance:
Image



Magic Type: Theurgy
Magic Sigil/Circle and Location:
Image

Magic Ability: As a contractor with Azmera, the goddess of lightning, I can create electricity, usually in the form of lightning bolts--that's usually the easiest way to do it. It's quite useful because of its speed--it's very difficult to dodge lightning, after all. And then the heat it can create--if I want it to, of course. I've been known to use it to help at weaker intensities, if I'm asked politely... and if I have nothing better to do.
Skills: I know the things I need to know in order to survive--what's safe to eat or drink, what isn't, what can be used for medicine... that sort of thing, you know? It's very useful. I'm good with my hands--domestic things, you know. And, of course, my lovely swords... I like to think I'm quite good with them.
Equipment: Well, of course I carry a bag with all the things I need on a day-to-day basis, and medicinal things in case I'm injured or fall ill. And I have a lovely pair of blades, as well... oh, and my clothes, naturally. I know they look a bit thin, but they're a lot stronger than they look, if you know what I mean.
Patron Diety: Azmera


RP Sample: Now, you're definitely joking.
Did you read the Rules? Always.
What about number 3? Really?



Optional Stuff:
Personality: Mm, I've had people describe me in several ways. Let me think. Whimsical, I believe they said. Apathetic. Only caring for my own desires. How accurate it is? Well, that's up for debate. I always say, you should get to know someone before judging them...
Likes: What do I like? I like having things to do. Doesn't everyone? Azmera, and my blades. I'm fond of them. My cloak, as well.
Dislikes: I don't like being bored. I'm generally not a fan of humanity, actually, but Azmera... well, she likes them, and as long as I have something to do I don't particularly mind. I'm also not fond of dogs... actually, I'm a little bit frightened of them. That's not something I'm proud of, but it is what it is.


Alignment: ...
Theme Song: I rather like this, I think.

PostPosted: Tue Feb 12, 2019 9:18 pm
by Khasinkonia
Fascinating. Shame the last rp seems to be passing on; I quite liked my character. In any case, I might see about making an app.

PostPosted: Tue Feb 12, 2019 9:20 pm
by Elysian Kentarchy
Character App
Name: Valerian
Age: 150 years
Sex:Male
Sexual Orientation: Straight
Race: Dryad
Bio: "Two twins, born of the same root of the same tree, to wander the world and spread and understand nature is our purpose" Said the young dryad when pretending to be enigmatic. He is the elder of a set of twins and is by far the more talkative one. Not much else to say about that seeing as they both left home at a young age to wander the world and learn of other forests and other facets of nature while also tending to nature where they find. No reason in particular besides their own desires but that soon evolved into a desire to spread nature, to create new life in the world and restore forests so they walked with that goal in mind. Perhaps the starry eyed ideal of children but they have a long time to work and watch their labors develop and grow. Quite literally they are children by their species standards and have already spent a good portion of their life wandering. They joined up with the expedition seeing it as an easier way to explore and plus plain curiosity that drives them, that and they doubt that they would be welcomed in any expedition put forward by the Sanctuary since they basically are children by their kind's standards and no one reasonable would invite children along. Younger races would think they are fairly old though.

As befitting his talents he is the healer of the twins, supporting his sister in her fights with his bow.

He views the younger races as one would view a flower, they live for a short amount of time, they reproduce, and they die. Much like his kind but if the younger races are flowers then his kind are trees and they will live long past any flowers and whatever gardens they create. But they are still a curiosity that must be studied.
Appearance:
Image
Height 7'10



Magic Type: Green Magic
Magic Sigil/Circle and Location:
Image
Located on the back of his right hand

Magic Ability:
[*]Plant Acceleration: He can accelerate, relatively anyway, the growth of plants around him including making seeds sprout faster, or making seedds sprout period, and trees grow.
[*]Herb Acceleration: He can accelerate the effects any herbs or plants ingested or applied meaning herbal medicine heals faster and poisons work quicker. He needs to be in relative proximity and needs to know exactly what the plants used to be able to do this at his level though.
[*]Plant Manipulation: He is capable of manipulating plants into moving or acting in various ways he wants to, he is not as skilled at it as his sister though.
[*]Plant Sense: Able to sense plants around him and what kind of plants they are to a relative degree of accuracy, he is further able to use this ability to sense when plants around him are disturbed by something but such a thing requires most of his focus.
[*]Plant Examination: Able to examine a plant and find out things like if it is poisonous, has medicinal properties, average life span, amount of sunlight and water needed, etc.
[*]Plant Healing: Able to heal diseased and injured plants to an extent. Meaning he can reconnect a flower to its stem after it has been plucked but can't fix a tree that was set on fire or a plant that was mulched.
Skills:Expert medicinal and plant knowledge
Passable archer
Fast runner
Good cook
Patron Deity Zakenta
Equipment: A leather medicine pouch, a backpack, a book of herbs, writing materials, a dagger, a bow, a set of arrows, a set of basic clothes


RP Sample:
Did you read the Rules? Yes
What about number 6? Yes and I will be sure to count to Q



Optional Stuff:
Personality: Despite being older than humans can dream to live to he is a child in the dryad sense and it shows with his curiosity about the world, he is fairly polite and kind if aloof and bookish at times while in battle he can be fairly flippant.
Likes: Nature, gardening, reading, history, wandering around, taking walks.
Dislikes: Fire, disrespecting nature, people being rude to his sister.


Alignment: Lawful Good
Theme Song:


Character App
Name:Kalmia
Age: 150 years
Sex: Female
Sexual Orientation: Demi-sexual
Race: Dryad
Bio: The other twin, "born of the same root of the same tree as my brother", always together but different sides of the coin for she takes upon herself the image of natures judge and executioner, nature at its base is cruel and its laws inviolable. Alongside her brother she wanders the world but unlike he who plants things and encourages the growth of nature she protects what is left or deals with disturbances that requires violence. This has made her extremely pragmatic but also fairly uncompromising.

Aside from that they are actually unsure which of the two were born first as it has been so long ago but she adopts the role of younger sibling. She doesn't speak much actually preferring her brother to do the talking and the one she mostly speaks to is her brother. Out of the pair of them she is definitely the fighter and will protect them both.

Compared to her brother her position on the younger races is a bit more on the contempt side as she sees them as flowers, like her brother does, but that their ideas as a result are pointless because they are so short lived compared to a long lived race like hers. She also has the rather unorthodox opinion that dryads are technically immortal seeing as they simply turn into trees upon death and those continue reproducing and spreading their seeds, a very unorthodox opinion to be sure. Which is why she occasionally refers to non-dryads as mortals.

She is the one responsible for taking notes on her brother's observations but her handwriting is awful by most standards.
Appearance:
Image
Height 7'4



Magic Type: Green Magic
Magic Sigil/Circle and Location:
Image
Located on the back of her left hand

Magic Ability:
[*]Barkskin: Relatively simple that with enough focus she can create a skin of bark over any part of her body, not as good as metal armor but it is very protective against most things. However at her level she can only manage to cover a single limb with it. Theoretically she can apply it to someone she is in physical contact with but it is by no means certain at her current skill level
[*]Plant Manipulation - Tangle: A specialization of her brother's plant acceleration and the magic where she can cause grass or vines to grow and either tie up (more difficult) or tangle around the feet of another person.
[*]Plant Manipulation - Sphere: She is able to manipulate plants to grow and form a barrier around herself and others around her. It takes a massive effort and ties up her focus and can be weak depending on material used but it is what it is.
[*]Plant Manipulation - Plant Sword: She can manipulate plants around her to form a sword if she needs it, not sturdy by any means at her current skill level it is razor sharp regardless of the plants composing it. Technically she could use this to make any other weapon but swords are by far the simplest thing for her to make.
[*]Animal communication: Is capable of communicating with animals to a relative degree of accuracy.
Skills:Skilled staff user and a fairly skilled tracker when it comes to animals in the forests, passable when it comes to using a sword.
Patron Deity:Zakenta
Equipment: A quarterstaff made of wood, a leather backpack containing her personal possessions, a set of plain clothes


RP Sample:
Did you read the Rules? Yes.
What about number 6? Of course I did, the answer is 42 btw.



Optional Stuff:
Personality: Unsure, kinda winging it to be honest as I cannot think of much for her personality at the moment but she is a serious and pragmatic person and not friendly and does not talk much. She is also more or less arrogant and close minded when compared to her brother.
Likes: Her brother, rivers, bathing, nature, wind, gardening, berry wine
Dislikes: Fire, disrespect to nature, disrespect to her brother, quite a few humans, dwarves in general, most elves, actually she doesn't like most other species besides her own and she does not like being bothered for no good reason by other people on top of that. She also doesn't like being treated as a child, even if she is one by her people's standards.


Alignment: Lawful Neutral
Theme Song: https://www.youtube.com/watch?v=GHclPuD2Ufc

PostPosted: Tue Feb 12, 2019 9:40 pm
by Vulnier
Le Tag.

EDIT: Just saw rule 9, how is the Discord server gonna work?

PostPosted: Tue Feb 12, 2019 11:13 pm
by Jade Confederacy
Character App
Name:Parviz Mahdavi
Age:17
Sex: Male
Race:Human
Bio:
The Noble House of Mahdavi is an ancient and powerful house within the She Snijan, with a bloodline carefully cultivated over the centuries for cunning and magical potency. The current head of the house Azadeh Mahdavi married her husband, a powerful necromancer exiled from the north and birthed seven children of which Parviz is the youngest. The Mahdavis are notorious for their use of necromancy and has grown to new heights in power and wealth through its use.

The Mahdavis also have a particular tradition regarding their line of succession in that it is not the eldest but the strongest and most cunning of the children that get to inherit. Upon the heads death, for a period lasting up to a year called the “Culling”, all of the children of the house will fight for supremacy until one gains an overwhelming advantage over the others. The losers of the inheritance struggle will be either exiled, demoted to a lesser branch house, or have their magical knowledge burned out of them through a ritual.

After decades of dealing with dark entities and suffering through potent ritualistic backlash, Azadeh Mahdavi lays dying on her bed. The Culling will soon begin again and her children are already positioning themselves to gain an advantage over their siblings. As the youngest, Parviz is at a significant disadvantage as he neither has the decades of experience nor the powerful marriage alliances of his older siblings. Desperate to gain power quickly, Parviz will risk both his life and future in a quest into foreign lands.

Appearance:5’8”
Image



Magic Type:Necromancy
Magic Sigil/Circle and Location:
Image

Magic Ability:Necromancy; all of the children of the Mahdavis household knows how to utilize necromancy to an advanced degree with each specializing in their own fields. Parviz is adept in the manipulation of souls and spiritual essence. He is able to conjure the souls of the dead and bind them to his will. With the right tools and sufficient power, he can even overcome the natural defenses of the living and rip their souls out of their body. The more magical the target, the more power it takes. Basic soul attacks can debilitate and stun their victims for an extended period of time but only severe attacks can kill.

Skills: Parviz is highly learned, has an encyclopedic knowledge of geography and can speak seven languages including the most prominent dialects of Elvish, Orcish, and Goblin
Equipment:
- A wand made from the femur of his grandfather, engraved with runes that enable Parviz to focus and cast higher magic.
- Red robes made from magical spider silk, engraved with the family crest. It has extensive protection and privacy wards that prevent him from being scryed upon.
- Power ring with bloodstone gem used to store captured souls.
- A pistol

Patron Diety: Officially the Mahdavis worship Yvdohr but in secret, they seek the favor of a greater daemon called Niyaz. Along with frequent human sacrifice in its honor, each Mahdavis makes nightly offerings of salt and their own blood to the daemon.


RP Sample: viewtopic.php?f=31&t=459446
Did you read the Rules? yes
What about number 3? Ayylmao



Personality:Parviz is very curious and craves arcane knowledge fiercely, even those not relating to his field. Due to his relatively young age, he also has a massive inferiority complex when it comes to his older sibling. Has the usual Mahdavis traits of being cunning, suspicious and lusts for power.
Likes: His older sister Nazanin who unlike the rest of his siblings is often kind to him and tolerates his unending questions. Also admires his mother to a great degree and constantly seeks her approval.
Dislikes: The rest of his sibling, especially Zoran what he hates with a passion. Most of his siblings casually disdain him but Zoran is the only one that’s actively malicious. Parviz thinks this is due to their shared specialty relating to soul magic and their similar skill levels despite Parviz being over ten years his brother’s junior.


Alignment: Neutral Evil

PostPosted: Wed Feb 13, 2019 5:08 am
by Faal Lot Himdah
Vulnier wrote:Le Tag.

EDIT: Just saw rule 9, how is the Discord server gonna work?


Get accepted and I send the invite

PostPosted: Wed Feb 13, 2019 5:33 am
by Faal Lot Himdah
Charlia wrote:Character App
Name: August Mouchet

Character App
Name: Huh? My name's Irie Enya. Nice to meet you!

Character App
Name: Karlin Eshana.

Character App
Name: You don't know me? All right, I'll play along. You might have heard of me as the Witch of Merrigod, Lady of Storms... Sound familiar, at all? Oh, you want my name... all right. Salem Merrigod. Yes, that's my actual name, not where I'm from. I think some people got confused.


Accepted

Elysian Kentarchy wrote:Character App
Name: Valerian

Character App
Name:Kalmia


Accepted

Jade Confederacy wrote:Character App
Name:Parviz Mahdavi
Bio:
The Noble House of Mahdavi is an ancient and powerful house within the She Snijan, with a bloodline carefully cultivated over the centuries for cunning and magical potency. The current head of the house Azadeh Mahdavi married her husband, a powerful necromancer exiled from the north and birthed seven children of which Parviz is the youngest. The Mahdavis are notorious for their use of necromancy and has grown to new heights in power and wealth through its use.

The Mahdavis also have a particular tradition regarding their line of succession in that it is not the eldest but the strongest and most cunning of the children that get to inherit. Upon the heads death, for a period lasting up to a year called the “Culling”, all of the children of the house will fight for supremacy until one gains an overwhelming advantage over the others. The losers of the inheritance struggle will be either exiled, demoted to a lesser branch house, or have their magical knowledge burned out of them through a ritual.

After decades of dealing with dark entities and suffering through potent ritualistic backlash, Azadeh Mahdavi lays dying on her bed. The Culling will soon begin again and her children are already positioning themselves to gain an advantage over their siblings. As the youngest, Parviz is at a significant disadvantage as he neither has the decades of experience nor the powerful marriage alliances of his older siblings. Desperate to gain power quickly, Parviz will risk both his life and future in a quest into foreign lands.
Magic Type:Necromancy
Magic Ability:Necromancy; all of the children of the Mahdavis household knows how to utilize necromancy to an advanced degree with each specializing in their own fields. Parviz is adept in the manipulation of souls and spiritual essence. He is able to conjure the souls of the dead and bind them to his will. With the right tools and sufficient power, he can even overcome the natural defenses of the living and rip their souls out of their body. The more magical the target, the more power it takes. Basic soul attacks can debilitate and stun their victims for an extended period of time but only severe attacks can kill.

Patron Diety: Officially the Mahdavis worship Yvdohr but in secret, they seek the favor of a greater daemon called Niyaz. Along with frequent human sacrifice in its honor, each Mahdavis makes nightly offerings of salt and their own blood to the daemon.


Declined due to these. First, I don't want people from the She Snijan for plot reasons. Second, if he was from the She Snijan then he wouldn't have been able to even get into Epostolis territory, never the less, join the crew of the Aetherwing, without a really good reason (which is not provided). Third, Necromancy is a no-no. Fourth, do not try to add lore about things without permission

PostPosted: Wed Feb 13, 2019 8:02 am
by Rhodevus
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 7 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 long 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 10 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
Patron Diety: Ina


RP Sample: If I must
Did you read the Rules? Yes
What about number 3? 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

gonna bring back Fae to this. Maybe with a bit of a personality shift, but I'll figure out that part later. May also add another character if I can come up with anything unique

PostPosted: Wed Feb 13, 2019 10:19 am
by Faal Lot Himdah
Rhodevus wrote:Character APP is incomplete. To be finished very soon

Character App
Name: Fiona "Fae" Stalwart


Accepted, assuming the mention of the 11 Keys is being changed to 7 Keys. :P

PostPosted: Wed Feb 13, 2019 11:18 am
by Rhodevus
Faal Lot Himdah wrote:
Rhodevus wrote:Character APP is incomplete. To be finished very soon

Character App
Name: Fiona "Fae" Stalwart


Accepted, assuming the mention of the 11 Keys is being changed to 7 Keys. :P


gosh darnnit. you would think I could reread my own writing.

PostPosted: Wed Feb 13, 2019 11:46 am
by The GAmeTopians
Tag, I'll put up my app when I get home.

PostPosted: Wed Feb 13, 2019 11:47 am
by Tracian Empire
Tag

PostPosted: Fri Feb 15, 2019 12:09 pm
by Vulnier
Not quiet happy with the bio, but otherwise...

Character App
Name: Jorgen Otoro
Age: 24
Sex: Male
Sexual Orientation: Hetero
Race: Demihuman
Bio: Jorgen was born in a prosperous mining town, nestled in the hills near a city state that had long ago pledged its allegiance to The Epostolis. It was actually around the time he was born when his parents, both demihumans, decided to settle down, his father using his experience as a smith in the Epostolis army to set up a forge to repair broken equipment or smelt ore. It was here where Jorgen gained his sigil, his father teaching it to him to help withstand the heat in the forge when ever he helped out. Even with the help of the forge, getting by was still tough as they barley managed to break even. As such, Jorgen did many odd jobs at a young age, even helping out in the mines if times had gotten rough. His favorite job, if he could call it that, was done with his mother, both going out into the hills and trying to find and mine surface veins of ore that they smelt and sell themselves. This hobby would turn into a passion as Jorgen grew older, with him sometimes going out alone and marking where the veins were.

Originally, Jorgens father had wanted him to take the job of a smith like he was. But as the young Jorgen continued to grow older, his increased strength had started to become apparent doing jobs that would have ordinarily been done by someone older, even going father out to find veins he would mine himself from the hills and bring back. So instead of teaching him the way of the anvil, his father taught him the way of the sword. As the years dragged on, Jorgen continued to learn and train with his father, teaching and disciplining him on his strength to become a skilled fighter. Eventually, Jorgen left and joined the The Epostolis military at the age of 18.

Since than, Jorgen has made himself out to be a capable fighter as he has slowly climbed the ranks of the Epostolis military. His old hobby was also put to use in the military as well. Not only was he tasked with helping to defend outposts or villages, but to also scout out and send reports of the different resources that layed hidden under the earth, impressing those in higher command . From this, it was decided Jorgen's next assignment would not find him stationed in a remote outpost, but on the Aetherwing, his expertise being used to assist the Epostolis in not finding mineral, but the 7 Keys of Truth.
Appearance:
Image
Stands at about 6'1" with two small horns that curve forward on the sides of his head, much like that of a bull.



Magic Type: Augmentation
Magic Sigil/Circle and Location:
Image

Magic Ability:
  • Stoneflesh: Jorgen is able to harden his skin, making him far more durable to both extreme climates or damage done by swords or arrows. If also given a running start, this ability could also prove to be a good battering ram against enemies. But using this will make Jorgen to become much heavier, causing him to much slower making him not as effective in combat, he also cant do much when it comes to bullets, being still able to be hurt by them, the damage minimized only slightly. This ability will also cause him to tire out far more quickly than if he wasn't using it.
  • Give me Speed!: Jorgen is able to increase his speed, agility and reaction time to either attack faster or get on the exposed side of an opponent. This is usually at the cost of taking away from his strength, and doing it too many times in a day can be dangerous and overwork him. Its effectiveness also relies on how light the weapon he has on him at the moment is, affecting on how fast he can hit.

Skills: Along with his increased strength, Joregn is skilled in hand to hand and close combat with either a shield and mace or warhammer, his strength helping in delivering more powerful hits. Despite his size, he can also climb quiet well in many different types of terrain, able to keep up and endure whatever nature has to throw at him. While not much of a skill, Jorgen is also able to identify what kind of metal is being used on a weapon.
Equipment: Jorgen has two weapons that he can choose, either bringing his shield and mace when in close, tight quarters, or a large warhammer when he has more space to work with. He also has a Rifle and pistol to help him when targets are to far as well as binoculars, a lantern, and basic survival equipment.
Patron Diety: Jovtune


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? Yup!
What about number 3? There was a 3?



Optional Stuff:
Personality: You'll see in the IC
Likes: Finding Ore, meeting new people, food, exploring
Dislikes: Bigotry, unnecessary violence, mines, airships


Alignment: Chaotic Good
Theme Song: Strings anyone?

Le Done!

PostPosted: Mon Feb 18, 2019 2:02 pm
by Faal Lot Himdah
Vulnier wrote:Not quiet happy with the bio, but otherwise...

Character App
Name: Jorgen Otoro
Age: 24
Sex: Male
Sexual Orientation: Hetero
Race: Demihuman
Bio: Jorgen was born in a prosperous mining town, nestled in the hills near a city state that had long ago pledged its allegiance to The Epostolis. It was actually around the time he was born when his parents, both demihumans, decided to settle down, his father using his experience as a smith in the Epostolis army to set up a forge to repair broken equipment or smelt ore. It was here where Jorgen gained his sigil, his father teaching it to him to help withstand the heat in the forge when ever he helped out. Even with the help of the forge, getting by was still tough as they barley managed to break even. As such, Jorgen did many odd jobs at a young age, even helping out in the mines if times had gotten rough. His favorite job, if he could call it that, was done with his mother, both going out into the hills and trying to find and mine surface veins of ore that they smelt and sell themselves. This hobby would turn into a passion as Jorgen grew older, with him sometimes going out alone and marking where the veins were.

Originally, Jorgens father had wanted him to take the job of a smith like he was. But as the young Jorgen continued to grow older, his increased strength had started to become apparent doing jobs that would have ordinarily been done by someone older, even going father out to find veins he would mine himself from the hills and bring back. So instead of teaching him the way of the anvil, his father taught him the way of the sword. As the years dragged on, Jorgen continued to learn and train with his father, teaching and disciplining him on his strength to become a skilled fighter. Eventually, Jorgen left and joined the The Epostolis military at the age of 18.

Since than, Jorgen has made himself out to be a capable fighter as he has slowly climbed the ranks of the Epostolis military. His old hobby was also put to use in the military as well. Not only was he tasked with helping to defend outposts or villages, but to also scout out and send reports of the different resources that layed hidden under the earth, impressing those in higher command . From this, it was decided Jorgen's next assignment would not find him stationed in a remote outpost, but on the Aetherwing, his expertise being used to assist the Epostolis in not finding mineral, but the 7 Keys of Truth.
Appearance:
(Image)
Stands at about 6'1" with two small horns on the sides of his head



Magic Type: Augmentation
Magic Sigil/Circle and Location:
Magic Ability:
  • Stoneflesh: Jorgen is able to harden his skin, making him far more durable to both extreme climates or damage done by swords or arrows. If also given a running start, this ability could also prove to be a good battering ram against enemies. But using this will cause Jorgen to become much heavier, causing him to much slower making him not as effective in combat, he also cant do much when it comes to bullets, being still able to hurt him easily. This ability will also cause him to tire out far more quickly than if he wasn't using it.
  • Give me Speed!: Jorgen is able to increase his speed, agility and reaction time to either attack faster or get on the exposed side of an opponent. This is usually at the cost of taking away from his strength, and doing it too many times in a day can be dangerous and overwork him. Its effectiveness also relies on how light the weapon he has on him at the moment is, affecting on how fast he can hit.

Skills: Along with his increased strength, Joregn is skilled in hand to hand and close combat with either a shield, mace or warhammer, his strength helping in delivering a more powerful hit. Despite his size, he can also climb quiet well in many different types of terrain, able to keep up and endure whatever nature has to throw at him. While not much of a skill, Jorgen is also able to identify what kind of metal is being used on a weapon.
Equipment: Jorgen has two weapons that he can choose, either bringing his shield and mace when in close, tight quarters, or a large warhammer when he has more space to work with. He also has a Rifle and pistol to help him when targets are to far as well as binoculars, a lantern, and basic survival equipment.
Patron Diety: Jovtune


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? Yup!
What about number 3? There was a 3?



Optional Stuff:
Personality: You'll see in the IC
Likes: Finding Ore, meeting new people, food, exploring
Dislikes: Bigotry, unnecessary violence, mines, airships


Alignment: Chaotic Good
Theme Song: Strings anyone?

Le Done!


Ah fine by me. Accepted

PostPosted: Tue Feb 19, 2019 3:00 pm
by Castle Crashers
Tagged! ^^

PostPosted: Tue Feb 19, 2019 10:31 pm
by Clan Grimrock
Character App
Name: Vanarr Lostglory
Age: 452
Sex: Male
Sexual Orientation: Heterosexual
Race: Dwarf
Bio: In living memory, only one Ironbeard Grenadier has ever been discharged. Vanarr is that one unfortunate soul. His superiors noted that, over his two and a half centuries of service, the unit's collateral damage had steadily increased, and tales of vicious savagery on the front lines threatened to undermine the Grenadiers' reputation.
He was called to the Aetherwing for his skills as a warrior, and he readily answered. Nothing can stand between Vanarr and redemption. Only in a glorious death can he again become the hero he once was.
Appearance: Stands 4'01", 135 lbs
Image



Magic Type: N/A
Skills: Combat, up close and personal. Never gives up, ever. Incredible determination.
Equipment: Trench gun, battleaxe, bandolier of grenades. Notably, almost no armour.
Patron Deity: Zoysus


RP Sample: Chuckles in Dwarvish
Did you read the Rules? Of course!
What about number 3? Don't make me come over there



Optional Stuff:
Personality: Honour-bound, will always keep his word. Always.
Likes: The truth. The thrill of battle. The promise of rest.
Dislikes: Indecisiveness. Lies. Weakness


Alignment: CN
Theme Song: https://open.spotify.com/track/1Gmtgqa9GcbHrEvoTf94i9

Character App
Name: Vorgrim Lostglory
Age: 460
Sex: Male
Sexual Orientation: Heterosexual
Race: Dwarf
Bio: Vanarr's older brother, Vorgrim was never much of a fighter. He got by making weapons for the Ironbeard Grenadiers and repairing airships coming through. He and his younger brother, were the only members of the Lostglory family outside of Vorgran when the cataclysm struck it. When his brother was discharged, Vorgrim promised to have his back. He doesn't know what he'd do without his little brother.
Appearance: Stands3'11", 150 lbs
Image



Magic Type: N/A
Skills: Mechanically inclined, skilled smith
Equipment: Tinker's tools and plenty of assorted oddities, carried on his back, along with his latest project. It's... a work in progress. Still keeps his brother's old armour in the hope that things can go back to the way they were.
Patron Deity: Jovtune


RP Sample: No thanks
Did you read the Rules? I sure did
What about number 3? Skipped that one



Optional Stuff:
Personality: Most at home in the family halls, eating and laughing with his brother and everyone else. Hates the idea of being the only ones left.
Likes: Family, making things, breaking things
Dislikes: Being alone, quiet situations


Alignment: LN
Theme Song: https://open.spotify.com/track/6VQbmfAd4ZHPs45o3HZ50S

Character App
Name: Senitrott Spannerwork, AKA Spanner
Age: 343
Sex: Male
Sexual Orientation: Heterosexual
Race: Gnome
Bio: Spanner met Vorgrim while working on simple hull repairs on an airship. The two became fast friends, and Spanner was enthralled by stories of the brave Vanarr. He enchanted the dwarf's bracers before battle about two centuries ago, and it made all the difference, saving him from losing a hand. Since then, the two have considered each other battle-brothers, and Vanarr never fights without having been granted his friend's protection.
Appearance: Stands 2'10", weighs 45 lbs
Image



Magic Type: Armament
Magic Sigil/Circle and Location:
Image

Magic Ability: "Well, I can help you not die, or I can help other things die. Your armour can be made far more resilient, or theoretically any object. Trouble is, it only lasts a few hours, and the barrier will break after a few hits. It's also more dangerous with larger objects, so if you want your breastplate to stay OUTSIDE your rib cage, maybe just have me do a helm or some bracers, ok? Also, I can make those bombs stronger. I mean, that spell is supposed to make the object lighter, but the explosion is useful, right?"
Skills: Talented mechanic and inventor, keeps things running for a little longer than they should
Equipment: Tinker's tools, goggles that he's constantly fiddling with
Patron Deity: Kyaris


RP Sample: I saw a bird once
Did you read the Rules? I can't read
What about number 3? I can't count that high buddy



Optional Stuff:
Personality: He feels personally responsible for Vanarr's safety, and that of his other friends. He is protective, despite often making downright dangerous things with Vorgrim.
Likes: Making his friends happy, helping people
Dislikes: Being seen as different


Alignment: CG
Theme Song: https://www.youtube.com/watch?v=nDdBJO3 ... x=11&t=79s

Extended Bio: The name Lostglory is not unknown throughout the Dwarven Commonwealth, but it once commanded great respect within the borders of Vorgran. The family was known for its longstanding military tradition, and above all its reputation for honouring every oath. Every generation provided new warriors to Vorgran, and some even to the Ironbeard Grenadiers. The latter was rare, though, as the scions of the house generally preferred to remain in the city, where the family had long been. Now, Vanarr and Vorgrim are the only known survivors.
Before Vorgran was destroyed, the Lostglory brothers had a good life. They rarely knew hardship in their youth, and their parents were all too willing to encourage them in their pursuits. Vanarr followed in the footsteps of his grandfather, joining the Ironbeard Grenadiers. His career was successful, but what truly made it enjoyable was his older brother. Vorgrim was always supportive of him, and wanted to remain close. As a retainer for the Grenadiers, he was allowed to follow them wherever they went, all while staying off the battlefield. For a long time, things were good for the two of them. No matter what challenges or opponents faced Vanarr, he would always return to his brother, and so home was with him everywhere. Spanner joining the two was one of their greatest surprises. As it turns out, his skills perfectly complemented Vorgrim's, and he was all too happy to make a difference with the brothers. Spanner doesn't talk much about his early life, not due to any tragedy, but because it was quite unremarkable. What's important to him is his family, and he has chosen his own two brothers to spend his life with.

PostPosted: Wed Feb 20, 2019 12:04 pm
by Faal Lot Himdah
Clan Grimrock wrote:Character App
Name: Vanarr Lostglory

Character App
Name: Vorgrim Lostglory

Character App
Name: Senitrott Spannerwork, AKA Spanner


Accepted, though normally, I'd like more detail