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New Neros
Powerbroker
 
Posts: 7670
Founded: Mar 14, 2015
Left-wing Utopia

Postby New Neros » Tue Jun 25, 2019 10:41 pm

Image


Name: Aleksander "Sasha" Zog | The Lion of the North | King of the Dead | The Master of Black Speech
Age: 30
Gender: Male
Race: Human
Appearance:
Image

Mage?: Yes - Black Speech.
Biography:
Born as the seventh son in Clan Zog of the Alban Tribe, Sasha showed promise in magic early on, but his environment and family demanded otherwise. As a society of powerful warriors, the Eshon were incredibly martial and valued physical strength and tenacity above all others, so the young boy was given a sword and taught to swing. It was natural to duel relentlessly and constantly for tribesmen to hone their skills and prepare for the next battle, and in this environment, Sasha quickly became a fierce combatant, excelling at using a greatsword single-handedly with his overwhelming strength.

As a young teen, Aleksander's homeland was invaded by a sizable Tarsharan Army, and the boy was called upon to serve his fellow tribesmen. He fought with pride and with honor, receiving a piercing wound in the process, but was hailed a hero along with the rest of the Confederacy's defenders. His actions paved the way for his recruitment in the dreaded Moose Cavalry, and though he had never rode a single animal in his life, he was gradually trained in maneuvers with the fiercest cavalry on the continent. At the dawn of his twentieth birthday, however, Sasha and other members of his regiment were selected to lead a raid into Tarsharan lands. They mounted up and penetrated deep into the border, pillaging several villages in their wake, but the young and inexperienced commander was captured as his unit began to retreat.

He spent the next two years in captivity and forced servitude to a Tarsharan noble, an eccentric man with wild tastes and a sense of adventure, dragging Aleksander across several lands in search of mystery and glory. On one such journey near the border with Eshon and Tarshar, the older noble uncovered a long dormant temple that contained several pieces of weaponry and armor from the Great War era within a sealed crypt, as well as an impressive amount of literature. Unable to read the books, the noble beckoned for Sasha to read aloud from the text as it bore striking resemblance to Eshonie script. He did as instructed, speaking aloud and causing the walls to shake and rattle.

Fearing a cave in, the party quickly gathered what they could and attempted to escape - Yet their paths were suddenly blocked by an army of undead. Prepared to fight their way out, Aleksander took quick notice that the zombies looked toward him patiently, as if awaiting order. Speaking softly under his breath, he tested the undead legion, and instructed them to slaughter in Eshonie. They surged forward was tenacity and brutality, felling the unspoken noble and his search party and spared their commander, Aleksander smiling greatly as he was now a free man.

Free from bondage, Sasha made the perilous journey back to his homeland, and received a warm and inviting welcome despite his long absence and failure of the raiding party. In captivity, though, Sasha's father had passed on, and the role of head of the family was soon to be filled by one of his sons. As is tradition in the Alban Tribe, the eligible heirs competed in combat for the position. Though he scored many injuries and battled his closest brothers to near death, Aleksander emerged victorious on the back of his own skill, and confirmed his place as leader of Clan Zog. As a ranking member, he earned audience privileges with the Alban Tribal Elders as well. Over the next few months, Aleksander built an army and supplied it, organizing a regiment of Moose Cavalry as well, intent on proving his salt in Tarshar once more.

Reluctant to fully support another raid without imperial prompting, the Confederate Council repealed support for Zog unless he returned victorious. Despite that, the impassioned commander was able to gather a sizable force to strike south, and set along a similar path Sasha had trekked only a few years prior. Tarshar was not a sitting duck on this front, however, and Commander Zog quickly faced stiff opposition from several Imperial Legions and a detachment of the Knights of Shotarr. A game of cat and mouse ensued between the forces across the northern and depopulated countryside, leading to a pitched battle at the Grerard Valley. Zog proved his worth as both warrior and commander, leading his forces to victory against a numerically superior foe through planning, tactics, and morale. The fighting saw Zog use his newly acquired Black Speech as well, giving life to the fallen soldiers of both sides and earning him the nickname, King of the Dead.

Zog marched back to the Confederate Council with his spoils, presenting to them two Tarsharan Eagle Standards, a collection of dwarven blacksmiths, several chests worth of gold, silver, and jewelry, and a sizable number of weapons and armor, some enchanted and others plain, but it conveyed the message Zog wanted to tell, one of victory and that more can be assured. Due to his actions, however, Tarshar mounted for immediate and near-total war, and it was only at the calling of Confederate ally and sworn imperial enemy Dascus that a devastating invasion was halted at the tundra's doorstep. Zog was initially stripped of rank and file, but was slowly re-introduced into the Confederate military structure owing to his martial ability and military brilliance, as war was seen as inevitable yet far off at the time.

During this time, Zog lead reforms and ushered in a self-strengthening movement to make Eshon ready to face the realities of a continental-level war where it would only play a bit part. He focused on defense and alliances, adopting the court-style customs of Dascus in order to better appease the envoys and diplomats that visited the nation. His title of Lion of the North was played to great effect among the luxurious nobility of Dascus, who simply adored the idea of a rugged warrior-king who's able to trade tit for tat with Tarshar. His abilities were embellished and tall-tales surrounded his being, but Sasha was but a man who served with honor and distinction, and wielded fierce powers before he mastered the Black Speech.

  • [Black Speech]: Sasha was untrained in the ancient Eshonie magicks known as Black Speech, which is the mystical ways of preforming magic by the shamans and healers of the frozen tundra, until he accessed the crypt while enslaved. He unlocked the ability, and ever since, has worked in secret to train and perfect his ability with the assistance of a teacher, an old shaman from his tribe. The abilities Black Speech are capable of varies, but Zog only has access to few spells, and they all must be said aloud. The one he is most known for, and one that others are so far incapable of using, is The Dead Rise.
  • [Dagger Proficiency]: Though he wields a greatsword one handed, that leaves one hand open, after all, and rather than occupy it with a shield, Sasha prefers to wield an additional dagger on his off-hand. He is adept at throwing and landing his hits accurately, which is his only means of longer distance fighting. The addition of the knives serves as a secret technique as well, most people unable to comprehend how a man can functionally fight with a greatsword and a knife at the same time.
  • [Moose Rider]: One of the most dreaded cavalry on the continent, the Eshon Moose Riders are disciplined and trained relentlessly to attain such a high standard, and any less is incapable of taming and riding a moose. Zog often rides into battle atop his armored bull moose, Spartak.

Limitations:
  • [But A Man]: He too requires rest, relaxation, time off, food, water, everything and in a bit of excess since he is larger and stronger than most. He alone can only accomplish so much. A man can bleed and die, and the many scars of simply growing up in the frozen wasteland can attest to Aleksander's mortality.
  • [Speech]: The Dead Rise, Perish, and other spells of the Black Speech discipline all require audible vocalization to be cast. Take away the ability to speak, and one cannot use their magic. For this reason, rival practitioners of Black Speech can use Silence to prevent their opponent from speaking.

Equipment:
  • [Eshonie Plate Armor]: Offering ample physical protection and surprisingly lightweight for the heavy armor set, the armor of an Eshonie clansman holds a special place in their culture. They are repaired often and kept in fighting condition, but almost never show a new appearance.
  • [Alban Greatsword]: A large, heavy, and powerful blade handcrafted over several months to achieve unparalleled durability and resistance. Made of hardened steel, plentiful in the northern reaches of Eshon, Alban Greatswords are known for their ability to deflect and withstand magical effects.
  • [Daggers]: One is always within reach, yet Zog carries only about ten hidden throughout his person at all times, so he can't exactly spam dagger throws.
  • [Spartak]: Raised from a young calf into a gargantuan Bull Moose, Spartak is Zog's mount. Heavily armored and appearing like a walking tank, the beast has grown used to the harsh rush of combat and is able to charge into battle at Sasha's guidance.


Optional Questionnaire
Personal Quest: Turn Eshon into a monarchy and become King of the North.
Favorite Factions: N/A
Least Favorite Factions: The Knights of Shotarr
Favorite Memory: Escaping slavery and getting revenge on Tarshar for it
Goals: Defend Eshon from foreign intervention
Greatest Fear: Death
Religion: Eshonie Ancestral Worship
Last edited by New Neros on Tue Jul 02, 2019 9:16 pm, edited 3 times in total.
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Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Jun 25, 2019 11:38 pm

New Neros wrote: Aleksander "Sasha" Zog

Accepted Neros, nice job, glad we'll get some moose cavalry :P

Turmenista wrote:[b] Arwin Tannhäuser

Accepted Turm, nice app

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Zarkenis Ultima
Post Czar
 
Posts: 43286
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Jun 26, 2019 12:03 am

Name: Neferis Lahari
Age: 27
Gender: Female
Race: Shi'el Thalari (Thal'kal)
Appearance: Anthropoid form, beast form
Mage?: No
Bio: Whenever the other races of Eboris think of the beastfolk, they tend to think of men and women dwelling in the lush forests of western Eboris. But this is not always true. Indeed, though many prefer such fertile lands, different tribes of Thalari can be found virtually anywhere, from the northern tundras to the mountainous regions in the east. The Shi'el are one such tribe. Initially a part of the vast Mir'el tribe that dwelt in the northern fringes of what would later be known as Antora, the Shi'el split away from them over a thousand years ago, led by the rebellious Wolf King Sefnir Lahari, and went on a pilgrimage to the south, eventually settling in what would come to be known as the Gules Desert, adapting to life among the dunes and becoming their undisputed masters. Years later, when Sefnir's son fought the demon tide alongside the Gryphon King himself, he was awarded those lands and all that lay within in recognition of his service. Thus was the birth of the Lahari Dynasty.

Neferis was born into the ruling family of the Gules Desert as the second child of Vannagar, the ruling lord of the Shi'el tribe. The second eldest of four, she was always found in the company of her siblings growing up, whether they were practicing the art of the hunt, learning of the Thalai or simply playing and comparing each other to see who was the fastest, strongest, or most cunning. Belonging to such a competitive environment, it wasn't a surprise that found herself constantly striving to better herself, pushing herself to her limits. As hunting was a constant part of life for even the ruling caste of the Shi'el tribe, Neferis used this to hone her instincts, constantly going after bigger or more elusive prey, sometimes heading into the open desert for days on end before returning to her home in the oasis city of Amarkar.

Alas, while her exploits impressed her father and older brother time and time again, reality began to set in as the scions of Vannagar matured and each was prompted to find their path in life. The eldest would, of course, inherit the Throne of the Dunes along with the duty to protect the subservient tribes that inhabited it from the Wastes raiders to the north and Treodor incursions to the south; the rest were free to do as they chose. Long days of meditation followed as the second eldest of the Lahari meditated on her upcoming decision - she had none of her older brother's preordained rights, but also none of his duties or restraints.

Eventually, she decided that if she was to follow a different path from her siblings, she wanted to see the world. As one of the most prestigious callings that Thalari such as herself could pursue, Neferis decided to join the Foresters. Her father arranged for everything, and at a still young age she left Amarkar alongside a recruiter from that faction. She served with them dutifully, her wonder at seeing the lush emerald woods of Antora further cementing the creed of the Foresters in her mind. It was with them that she first learned how to tap into the Thalai to adopt the form of the great grey wolf, slowly mastering said ability. Sadly, after several years of distinguished service, news reached her of a battle looming near Amarkar - a Treodor raider fleet had made landfall and was heading inland with violent intent, and her brother Neltharis, now Wolf King of the Shi'el, made preparations to meet them on the field.

Made to decide between duty and family, Neferis quickly chose the latter and left her post on the northern frontier of Antora, heading south as fast as her wolf form would take her. It took days of traveling, and by the time she arrived at the city, the battle was already in full swing just outside its southern edge. Weary from the journey, she nonetheless headed out into the battlefield. The men of Treodor were quick to flee afterwards - they were already demoralized by the sheer strength and tenacity of the Thalari warriors, but when a large grey wolf appeared alongside them, fighting with every bit the ferocity of their king, the seafaring men knew that their defeat was nigh.

Neltharis happily welcomed his sister back to Amarkar, thanking her for her aid and expressing admiration for how strong she had become in her time away from the Gules Desert, going as far as to publicly recognize her service by gifting her the Mala'kai, one of the many treasures of the Lahari Dynasty. But not all was well - her absence had caused the Foresters to be unable to protect a forest bordering Athela from a skirmish between Athelan and Dascian troops. Enraged at her actions, they demanded the wolf noble to be returned so that she could receive the ultimate punishment; Yal'ahari laws were harsh, and extremely clear on what would happen in the case of desertion. Naturally, Neltharis refused, bent on protecting his pack above all else, and the Yal'ahar backed off at the threat of Amarkar's retaliation if something were to happen to Neferis. But a stain remained - Neferis had ignored her duties, and the Wolf King was sheltering a deserter in his city. She had brought disgrace upon herself and her brother.

She left Amarkar not long after on a self-imposed exile, vowing to only return once she had redeemed herself and was able to honor the name of the Lahari. On her own, she traveled the continent for a time, eventually meeting an eccentric wandering magician who was under attack by a pack of wild beasts. Easily scaring them off with a deafening howl, Neferis approached the man, learning that he was a member of the Holy Order of Fire, servants of Qrodia, whom many Thalari revered as the mother of nature, synonymous with the Thalai. His words intrigued her, and after traveling with him for some time, she found herself traveling with him to one of the Holy Order's few enclaves in Eboris, where she was inducted into the Order and given a runestone that allowed her to harness the power of the sun's fire.

After more years of traveling, fighting to defend herself and fellow members of the Order and trying to find out more about Qrodia's power - taking the Holy Order's purpose as a way to redeem herself in the eyes of the world - she has ended up on the side of Dascus at the looming Battle of Haden Hill, hoping to uncover information about the secrets of the sun amidst the temple ruins.
Fighting Style: Monk or barbarian depending, with a dash of rune caster. Predator when in beast form.
Abilities:
  • [Shi'el Heritage]: Neferis enjoys the many benefits that come with being a Shi'el Thalari, such as greater strength, endurance and speed than the other races of Eboris, as well as sharp instincts and a heightened sense of smell and hearing. Having lived in the Gules Desert for the better part of her life, she's also quite adapted to hot and dry environments. Her sharp fangs and claws can aid in combat even when untransformed.
  • [Combat Prowess]: Having trained extensively under her father and seen her fair share of combat while traveling across Eboris for the better part of a decade, Neferis is a consummate fighter. She excels at a form of martial arts practiced by the Shi'el of the Gules Desert, and can also use a warhammer to devastating effect if necessary. Transformed, she can use her massive wolf form to fend off several foes at a time, and excels in the art of the hunt.
  • [Thalai Transformation]: Like other exceptional Thalari, Neferis possesses the ability to adopt a beast form, and has further honed this power through the cultivation of the Thalai. Neferis' beast form is that of a massive grey wolf, towering even over the common dire wolves of Eboris, and her howl is able to strike fear into the heart of most foes. She can switch freely between forms and sustain her beast form indefinitely, with little cost to her lucidity.
  • [Qrodia's Blessing]: As a member of the Holy Order of Fire, despite being a non-mage, Neferis has been endowed with the fearsome power wielded by Qrodia's faithful. This blessing is manifest in the form of a small runestone, Qrodia's Tear, which she wears around her neck. The rune affords her powerful fire manipulation abilities and, as it does not require an incantation to activate, Neferis is known to use it in her beast form as well.

Limitations:
  • Neither hand to hand combat nor a warhammer provide great defense against projectiles or magic, and since Neferis typically does not wear armor, the risk is greater still. Her beast form helps offset this, but not completely - given enough arrows, she will go down.
  • Though she can, in theory, remain in her beast form indefinitely, her food consumption must remain proportional to her size - if she finds herself without food for extended periods of time, odds are she will remain in anthropoid form to conserve energy, and if she has gone without food for a while, she may not be able to adopt her beast form.
  • The runestone she received from the Holy Order of Fire can only be used during the day - at night, its source of magika is absent, and so it remains completely inert, depriving her of the ability to manipulate fire.

Equipment:
  • [Shi'el Attire]: Neferis wears clothes typical of the Shi'el of the Gules Desert. While they are not particularly protective, they are light, cool, and easy to move around in.
  • [Mala'kai]: The Shaper of Dunes, an ancient heirloom that has been a part of the Lahari Dynasty for generations, is Neferis' preferred weapon while in anthropoid form. The ornate warhammer displays no special or magical properties, but is nonetheless an extremely sturdy piece of metal, perfect for bludgeoning man and fiend alike.
  • [Qrodia's Tear]: An incredibly powerful runestone granted to her by the Holy Order of Fire and worn around her neck, Qrodia's Tear is what allows Neferis to manipulate the element of fire. It is a fearsome boon in battle, but without it, she has no magical abilities whatsoever.


Optional Questionnaire
Personal Quest: To see if she can learn anything about Qrodia's power from the temple ruins.
Favorite Factions: The Holy Order of Fire, Oadot's Chosen, the Merry Men of the Vine
Least Favorite Factions: The Order of Evrouin, the Foresters, the Guardians
Favorite Memory: Racing her siblings in the dunes of Antora.
Goals: To redeem herself and return to her tribe.
Greatest Fear: Bringing disgrace to her tribe.
Religion: Pantheon-influenced Thalai
Last edited by Zarkenis Ultima on Thu Jun 27, 2019 8:14 pm, edited 3 times in total.
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Rastrian
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Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Wed Jun 26, 2019 12:44 am

Query - could there hypothetically be a secret police in Molokai to enforce the will of the ruling family, kind of like the Thalmor in Alinor? Definitely thinking of apping a merfolk.
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Finland SSR
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Posts: 15224
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Wed Jun 26, 2019 12:50 am

Name: Theodor Arnulfsson
Age: 27
Gender: M
Race: Human
Appearance (pics if possible):
Image

Mage?: No
Bio:
Theodor was born as the eldest son of a peasant living in a small village not far from Halsha, the capital of Dascus. The village was inhabited by free tenants, who rented their lands from the local lord and lived a fairly idyllic and non-consequential life. Theodor and his siblings started helping their parents at a very young age - working the soil and planting crops, bringing water from a nearby well every morning, occasionally joining their father in fishing or hunting for special occasions or as service for their liege lord. Years passed and the child slowly grew to a teenager. Already, his parents were thinking of finding a suitable wife to him from the neighbouring peasantry and getting ready for him to either move elsewhere or to inherit the family home.

And this is when something happened which changed Theodor's life forever.

When the peasant teen was 16 years old, the nearby lord received a visit from the King of Dascus, including his several sons and entourage. The local peasantry wouldn't have even known about it had their rent not been increased three-fold to pay for the extravagant feast - they did not protest, however. After all, he is a noble lord and they are mere commoners, it is he who has the power, not them. The youngest son of the King suddenly got a good idea - after getting annoyed by his older siblings one too many times, he suddenly demanded his father's vassal to fetch him a peasant against whiom he could hone his skills and make himself feel better. The King approved, and thus, the lord's soldiers traveled to the nearest village, picking out the first teenage looking peasant they could find, which just so happened to be Theodor.

In the center of the village, with the entourage of the King and the monarch himself watching, he was suddenly handed a rusty sword and ordered to stand against the uppity prince. To everyone's surprise, however, a knight in training turned out to be a complete chump against him - Theodor quickly figured out how this was supposed to go, deflected all of the prince's flailing attacks, dished out some of his own, stabbed the other teen's shoulder, and knocked him down to the ground. The entire village and the royal entourage watched in shock as the son of the King, cursing in all ways he knew how underneath his breath, fled from the battlefield.

Theodor shrugged, threw the rusty sword to the ground and asked if he can go home. The King of Dascus had a better idea, however. Sure, it is a stain on his family's honor that this peasant managed to spill the blood of his son and humiliated him in battle - but, on the other hand, he was also clearly a talented warrior. After discussing this with his vassal for a few seconds, he came to a decision - Theodor, from here on out, you are a member of the King's retinue. He didn't even get to say his goodbyes to his family in time before he was taken by the royal entourage and brought to Halsha, the capital of Dascus.

Training to become a member of the royal retinue was far from easy. The other initiates ridiculed him for his peasant birth, others were even frustrated that this commoner took up a position which many nobles and mages in the Kingdom would kill to reach. Hell, Theodor did not even have a surname when he first arrived to Halsha, he was just known as Theodor - he was forced to adopt one, Arnulfsson, "son of Arnulf", i.e. his father. The training itself was far from easy, either - however, despite all the adversity, he pushed through, becoming a respected member of the King's regiment. Alongside other members of his retinue, he thwarted several attempts to overthrow the King and served in quite a few campaigns - in a short period of time, too, owing to the far from peaceful nature of Dascus. However, this service would soon come to an end.

As is common in the history of Dascus, the old King did not receive a natural death. Alongside several loyal and powerful magnates, the eldest child of the monarch secretly staged a coup, murdering his father in his sleep and declaring himself to be the new King. Knowing that the royal retinue is filled with loyalists to the old King and is bound to investigate the suspicious circumstances of his death, the new King ordered a purge of the retinue. Theodor and his peers were forcefully woken up at midnight and ordered to take their weapons immediately - their barracks were under assault by putschist forces. This is where Theodor's tenacity showed itself the most - while many of his peers quickly surrendered, hoping for mercy, he stood his ground, fighting off assailant after assailant in the corridors of the barracks before finally slipping away in the heat of battle to escape the scene. For a brief while. Theodor was exhausted, Theodor was hungry and overtaken by sleep - in the streets of Halsha, the soldier collapsed.

When he woke up, he found himself in a small shed in the Dascian countryside, a single bearded man tending to his wounds. The man's name was Almus Salazar, and he explained exactly what had happened in the capital that night. He and his friends were betrayed, the new King chose to purge the retinue, and while he barely escaped, he collapsed from exhaustion and had to get dragged away to safety. He has no future in Halsha or anywhere else in Dascus - however, Almus offered the young peasant an another option. Almus had once been a member of the royal retinue as well, but left to join the Order of Evrouin, also known as the Dragon Killers - and he noted the talent which Theodor possessed. He'd make a great Dragon Killer - and, after a little bit of contemplation, Theodor accepted.

With the recommendation of the famous Almus Salazar in his hands, he was accepted into the Order as an initiate, and started his training in preparation for becoming a Dragon Killer himself. History repeated itself once again - among nobles and glory-hounds, the humble stoic peasant stood out as a sore thumb, and received plenty of contempt as a result. However, all of that contempt vanished instantly once the day of their initiation arrived, and their class of five took to the Dracian Mountains to find themselves a dragon to kill. What they found, however, was no ordinary dragon - but an Azure Dragon, named for its distinct blue scales, one of the most ferocious and deadly of their kind. One of the five fled in terror immediately, two got burned to a crisp by the dragon's powerful blue flame, and only two of the initiates remained, one of them being Theodor.

It was a losing battle and there was a ninety nine percent chance of disastrous failure - two initiates taking on an Azure Dragon is suicide! However, the stoic warrior did not lose his composure and saw the battle through to its ultimate end. Using the environment to their advantage - luring the dragon to a valley to impede its mobility and then using falling rocks to knock it to the ground, at which point driving a spear through its skull did the trick - the two initiates succeeded, and got the entire Order to gawk their eyes once they witnessed a bottle of Azure Dragon blood placed before them. The initiation was complete.

That was two years ago. Theodor's experience with the Order so far has been... far from perfect. He couldn't have imagined that an order with such noble intentions, protecting the weak from the onslaught of the beasts and dragons, could be so corrupt, so decadent, and so indifferent towards a loss of life. However, this did not break the man's dedication or optimism - in fact, it even strengthened it. Because now he had a goal in life, something which he wanted to change and turn to the better, and he'll be damned if he doesn't accomplish that eventually.

Fighting Style: Knight
Abilities:
  • Dascan Retinue Training: Theodor is a veteran of the retinue of the Kingdom of Dascus and has received all the training you would expect the soldier of an elite regiment to receive, which includes expertise with several types of weapons, troop discipline, foraging and survival skills, weapons maintenance, and basic organization skills. Though he is unable to wield magic, the magic-interested nature of Dascus means that he has seen in practice what magic is able to do and how to counter it.
  • Dragon Killer: Theodor is a member of the Order of Evrouin, commonly known as the Dragon Killers. Alongside the training and experience which stems from service to the Order, his mere membership grants him powerful boons, such as being able to grant himself temporary immunity to fire and coat himself in holy flames dangerous to beasts and demons alike. Having taken on an Azure Dragon, one of the most deadly species of dragons, Theodor received a boon stronger than most of his peers.
  • Stiff Upper Lip: This is more of a character trait than an ability, but it's what helped Theodor push through many of the adversities in his life. He is disciplined and unyielding, keeping up his stoic stance and his inner optimism even when confronted with the greatest adversities.

Limitations:
  • No Magic: Theodor has no connection to magic nor does he have great magic resistance, aside from the immunity to fire granted to him by the temporary Dragon Killer boon
  • Melee Footman: Theodor fights on foot, with a spear and shield, and while his armor and shield are thick enough to protect him from arrows, he has no ability to dish out any ranged damage either.
  • Temporary Boon: The Dragon Killer boon is temporary and only lasts for a few minutes before vanishing for the rest of the fight. Without his boon, he is vulnerable to fire attacks and loses the area of effect holy fire which helps against beasts and demons alike.

Equipment:
  • Mail-Plate Armor: Composed of a mail hauberk underneath and a coat of plates atop of it. (Shown in the appearance picture)
  • Partizan: The spear is the greatest friend of any Dragon Killer, and Theodor's spear of choice is the partizan - similar to generic spears in design, but having two protrusions from the spearhead, which aid in parrying sword thrusts.
  • Pavise: The pavise is a large infantry shield designed to be able to cover the entire body, and because of the vertical bulge in the center of the shield, it is also useful in countering blunt blows and area of effect attacks by redirecting them to the sides. When fighting against beasts and monsters, the shield is invaluable.
  • Spada da lato: Dragon Killers are usually discouraged from using swords, as their reach is far too short and puts the user in danger, and the hide of beasts usually has far greater slashing resistance than piercing resistance - and by god, many Dragon Killers need this advice, as they're usually nobles used to fighting with rapiers. However, most of them are equipped with a secondary sword regardless, incase their primary weapon is lost or breaks - Theodor included.
  • Backpack: For carrying stuff.


Optional Questionnaire
Personal Quest: To fight against the corruption and decadence in his Order and restore its honor. The Dragon Killers must fight for the people, not ignore their suffering and boast about their status. Once that is done, return to his village to see his old father and mother again.
Favorite Factions: Order of Evrouin
Least Favorite Factions: (Current leadership of) Kingdom of Dascus
Favorite Memory: Fishing in the river with his father when he was fourteen, talking about life and coming to understand each other. It was a simpler time back then, in the village.
Goals: To restore the honor and reputation of his Order.
Greatest Fear: Returning to his home village and seeing it burned to the ground.
Religion: The Pantheon
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Finland SSR
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Psychotic Dictatorship

Postby Finland SSR » Wed Jun 26, 2019 1:32 am

Rastrian wrote:Query - could there hypothetically be a secret police in Molokai to enforce the will of the ruling family, kind of like the Thalmor in Alinor? Definitely thinking of apping a merfolk.

Depends on what you mean by secret police. If you mean secret police organizations like which existed from the 19th century onwards, then those are definitely a no-no. If you're thinking of something akin to, say, the Inquisition, then something like that could probably exist - though it'd be hard to distinguish it from simple law enforcement.
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North America and the Pacific Islands
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Ex-Nation

Postby North America and the Pacific Islands » Wed Jun 26, 2019 2:06 am

Tomia wrote:
North America and the Pacific Islands wrote: Keith Adlington

App is pretty good, biggest concern is how this character will fit in with the plot. How/why did you see them being at the battle of Haden Hill?

Skyggeheim wrote: Danica Tryss

Great app, have a few thoughts though.
1) Since Danica is thal’kal she should technically have the ability to transform into a dragon, but you haven't mentioned this. Is it your idea that she would be giving that up by bonding with the dragon? If not I would like that to be the case for balance and for you to just add that to the limitation.
2)It's been pointed out to me that a dragon rider could be somewhat OP compared to other characters. I think there is some merit here. So I was thinking of some conditions that would ease that. I think if we establish that not every mission will be suitable for Danica to bring her dragon, and maybe that the dragon is a wyvern rather than a high dragon(Absolon will flesh this out when he gets to the Bestiary) and thus is somewhat small for a dragon would be helpful. Just listing weaknesses for the dragon in general is what I'm getting at.

The Republic of Atria wrote:[b]Francis Lars

Accepted, nice work Atria

The Anarcho-Syndicalist Commune wrote: Prax'ak Dor Molap

Awesome app, am very impressed, accepted

Keith could easily lead or be a part of a small band leaving his brass in search of potential valuables in the area? Especially those that may have magical properties. He could get caught in the cross battle that way.
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Rastrian
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Ex-Nation

Postby Rastrian » Wed Jun 26, 2019 2:36 am

Finland SSR wrote:
Rastrian wrote:Query - could there hypothetically be a secret police in Molokai to enforce the will of the ruling family, kind of like the Thalmor in Alinor? Definitely thinking of apping a merfolk.

Depends on what you mean by secret police. If you mean secret police organizations like which existed from the 19th century onwards, then those are definitely a no-no. If you're thinking of something akin to, say, the Inquisition, then something like that could probably exist - though it'd be hard to distinguish it from simple law enforcement.

The latter is more like what I was thinking of. Obviously there is a point at which police organisations became more codified, though the idea I was mainly having was a semi-secretive organisation of enforcers that works just to keep order, mainly within the noble classes rather than the peasantry.

If not, no worries, but that was part of my idea.

In any case, app incoming at some point soon-ish.
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Rastrian
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Postby Rastrian » Wed Jun 26, 2019 6:08 am

Name: Nalas Aborre is a name which has been adopted as an alias. His real name is Tavarak Tsel-Sarragoa, though due to the stigma around his family within Molokai, he never uses his real name.

Age: 24 years old.

Gender: Male

Race: Merfolk

Appearance: Similar to this. (I'm not very good at finding pictures that match my ideas, so if you need a description, I'd be happy to oblige).

Mage?: No

Bio: Life is not always peaceful below the waves.

Clan Tsel-Sarragoa is part of the nobility. Specifically, a nobility no longer recognised. The Clan has long been living in secret, keeping their secrets to themselves. In days of old, they controlled one of the ever-squabbling Merfolk petty Kingdoms that were spread throughout the shallows. Their Kingdom, Sarragoa, was known for philosophy, writing, literature, art, music, never for war. Their Kingdom was one of the first to fall to the invaders from the depths. Their troops fought, but in vain. It was Clan Tsel-Kanaloa which would unite the Merfolk against the invaders, driving them out with sharp tooth and spear. Clan Tsel-Sarragoa wished to resume their position as Kings, or at least Lords of Sarragoa, a city on the edge of the newly-founded Molokai Kingdom. They were given back their land. Some of it. Yes, they regained their capital and its art, but fields of seaweed, open waters for hunting, and coral forests that once formed an integral part of their land, that was taken from them. 'Payment' for saving them. A few other former Petty Kingdoms were divided up this way, but Sarragoa's complacency, their high culture and art, had not come from a difficult life. It had come from riches within their lands, and those were attractive to the new Kings of the Merfolk.

Tsel-Sarragoa appealed to reason. Then, they bargained. After that, they pleaded. Their lands were not returned, and Sarragoa, once a place of magnificent riches, became poorer. And so, they tried to fight. In the first test of the newly-unified Kingdom's military prowess, Clan Tsel-Sarragoa were defeated in battle after grueling battle. Eventually, Sarragoa was taken. The rebellious Clan could not be allowed to remain. So enforcers cut off the heads of every Clan member they could find. The Clan was finished. Though some remained. In secret, of course. Only revealing their secrets to those trusted enough to know, even waiting until the child is of age before revealing to them their secret. Some secrets did not stay hidden, however, and the Kingdom would find many members of their clan, executing them publicly as an example of traitors' deaths, even for the crimes of many generations past. Some abandoned their heritage entirely, adopting their aliases and never letting the secret get out, often treated more leniently than those who held to their heritages. But many still remained, followers of an archaic way. Under the ever-watchful eye of Molokai's enforcers, a boy-merfolk was born. A father of no known nobility, and a mother who had revealed her secret heritage to that merman some time prior. The boy was named twice, in the custom of the remaining Tsel-Sarragoa members. First, he was given his true name, Tavarak Tsel-Sarragoa, then he was given an alias, Nalas Aborre.

His early childhood was poor, but not especially eventful. Nalas' father was a hunter, often spending weeks at a time in deeper waters to find more exotic fish to sell in the markets. When Nalas was old enough to carry a hunting spear, his father brought him along on his trips, watching as the young, somewhat excitable boy learnt the trade. Nalas became proficient with a spear through this time, and on trip after trip, he helped bring home a good catch, earning money for the family.

This uneventful life would not last. When Nalas was seven years of age and the winter's currents were just setting in, an argument in the home. Nalas' father, intoxicated, let slip his wife's secret, and Nalas heard about it. He was told to keep quiet about it. But children will be children. A few weeks later, while selling fish in the market, he innocently told someone he was not supposed to about his heritage. It was not long before the family found themselves with a traitor's mark on the front of their home. They knew that they needed to escape before enforcers came after them. Nalas' family had just a few hours' advantage in escaping. They followed the currents away from their homes. The enforcers followed them. Nalas' father opted to let his wife and child go on without him - he made his last stand keeping the enforcers at bay, but they eventually killed him, with his family far ahead and approaching safety.

Nalas and his mother joined an independent tribal commune. Far from the influence of the Kingdom, they did not need to change their names again. Nalas, grief-stricken at the loss of his home, his nation, his father, tended to his duties with less enthusiasm. His fishing became a matter of survival, subsisting on what he caught. His mother too was suffering. The tribe did not accept his mother - she was too much of a city dweller to be of any use in the tribe itself. Grief and pain caused her to lose the will to live, and as she contracted a disease, she simply did not have the strength to fight it. She died only three years after her husband of ten years. Nalas' family were dead. Nalas could not help but blame himself for both of his parents passing. It was he who spoke about his heritage, he who caused all of the pain of his family. He could either succumb to it or work to cover it. He chose the latter, at this time formally renouncing his secret heritage. His days were filled with work, until it became apparent that he was one of the best hunters in the village. His single-minded dedication to the tribe and its activities made him instantly popular, though he didn't much care for it. But the tribe realised that he could be much more use than just as a hunter. They taught him how to fight. His training was fairly quick. It was easy to adapt from using one's spear to catch fish to using it to incapacitate or kill merfolk, even surface dwellers. The tribe, realising that their luck had turned, began raiding ships as they passed through their waters, with Nalas at their head. Harpoons attached to ships could tear them apart from the seas, often killing crews and sinking treasures. The tribe became rich. That attracted the attention of Molokai.

An emissary was sent. He met with the tribe's leadership. Nalas, at that point a major figure in the tribe, attended the meeting. The emissary looked at the merfolk in front of him, squinting as he did so. As the meeting concluded, the emissary took Nalas aside. They discussed much, including Nalas' fighting skill. Finally, he revealed his own identity. He was the merman Nalas had revealed his identity to many years ago. The merman stated that he would leave Nalas be, then and there, but that he would return with enforcers. If Nalas remained in the tribe, he would be captured and executed. As the Molokai left, Nalas knew he had to as well. He set out into the desert of the deep. But he knew that he was no longer safe in the sea. He would return to the tribe, and go with the enforcers when they arrived. But as he entered the tribe once more, he found them all dead. The seas were no longer safe, and every merfolk he met would be endangered. He would find a river to crawl into and die.

He came across a river which seemed as good as any. But as he swam up it, he noticed a great host camping, and a great structure. More intrigued than anything, he resolved to observe on the actions, curiosity fueling him. The coming months will bring disunity and chaos. Perhaps there will be need of a young warrior yet.

Fighting Style: Underwater spear fighting and harpooning

Abilities:
  • [Spearmanship]: Years of hunting for small prey and learning how to fight has given Nalas a good handle on how to use a spear both for his own sustenance and to fight with others. He has learnt to be crafty with his attacks, finding weaknesses in what is traditionally seen to be solid and strong.
  • [Intellect]: Descended from a line of great philosopher-kings, Nalas has inherited a good mind. However, he is also a quick study, learning new skills fairly easily.

Limitations:
  • [Grief]: Nalas blames himself for many of the issues in his life. This has resulted in a general lack of drive beyond continuing to live, which even now he finds only a passing interest. His fragile psyche may be patched up at some point, but he sees himself as in no need to draw attention to himself.
  • [Land travel]: Of course, as merfolk, Nalas has inherent issues with travelling on land. Namely, lack of legs. Moreover, while not downright impossible, merfolk physiology is not explicitly designed for breathing air, and so it comes as less natural than breathing water, and he becomes out of breath easily.
  • [Heavy armour]: Nalas is not accustomed to wearing heavy armour, whether bone or any other form. He will only ever wear regular clothing or the lightest of armour.

Equipment:
  • [Limpet Shell Spear] A molded bone rod forms the pole part of this particular polearm. The head is made of limpet shell, held together by natural cements, with the teeth of the shells oriented outwards. The entire head is then polished, bringing a smooth sheen with a pointed tip. Limpet teeth are amongst the hardest materials which occur naturally, and they are preserved in the polishing process, meaning that it is an effective offensive weapon.
  • [Seaweed rope and harpoons] Less impressive spears with a braided rope of seaweed. These are simply for crudely tearing apart a structure, or for dragging someone around in battle, whether into the water and a summary demise, or just behind you as they squirm to get free, impaling themselves further more times than not.
  • [Sealskin tunic] Malleable and rubbery, the sealskin tunic is the only piece of clothing Nalas brought with him. It can protect him somewhat from the elements and the most minor attacks, but is mostly just to clothe himself and not appear naked.


Optional Questionnaire
Personal Quest: Mostly to observe, and to help where needed. He doesn't particularly have a drive to do anything more than that, unless drastic changes occur.

Favorite Factions: Nalas knows nothing of most factions, but likely his aims would intersect greatly with those of the Wanderers.

Least Favorite Factions: Probably has had run-ins with The Storm Chasers before. Whether he actively dislikes them, or would given his current inclinations, that remains to be seen.

Favorite Memory: Learning to hunt with his father.

Goals: Observe, help where needed.

Greatest Fear: It used to be that the enforcers would find him. Now it is simply that he will cause others to come to harm by their hands.

Religion: He has never been very religious, but does somewhat like the idea of Qhelaos and Zoros. Worship them? Probably not. But highly respect those who serve them? Probably.
Last edited by Rastrian on Wed Jun 26, 2019 6:16 am, edited 1 time in total.
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Ihsalihna
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Democratic Socialists

Postby Ihsalihna » Wed Jun 26, 2019 9:14 am

This looks great! I'll try to get an app up asap.

Also I gotta ask even though I know it most likely won't quite fit, would some kind of magical rifle be allowed? A character I've been dying to play uses a jezail, but I fully understand if it doesn't fit the atmosphere of the RP.

Also I was wonder how merfolk get around on land? Do they move sort of like naga or seals and use their tails or flippers?
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Skyggeheim
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Right-wing Utopia

Postby Skyggeheim » Wed Jun 26, 2019 10:00 am

Tomia wrote:
North America and the Pacific Islands wrote: Keith Adlington

App is pretty good, biggest concern is how this character will fit in with the plot. How/why did you see them being at the battle of Haden Hill?

Skyggeheim wrote: Danica Tryss

Great app, have a few thoughts though.
1) Since Danica is thal’kal she should technically have the ability to transform into a dragon, but you haven't mentioned this. Is it your idea that she would be giving that up by bonding with the dragon? If not I would like that to be the case for balance and for you to just add that to the limitation.
2)It's been pointed out to me that a dragon rider could be somewhat OP compared to other characters. I think there is some merit here. So I was thinking of some conditions that would ease that. I think if we establish that not every mission will be suitable for Danica to bring her dragon, and maybe that the dragon is a wyvern rather than a high dragon(Absolon will flesh this out when he gets to the Bestiary) and thus is somewhat small for a dragon would be helpful. Just listing weaknesses for the dragon in general is what I'm getting at.

The Republic of Atria wrote:[b]Francis Lars

Accepted, nice work Atria

The Anarcho-Syndicalist Commune wrote: Prax'ak Dor Molap

Awesome app, am very impressed, accepted

Made the necessary adjustments.

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The Templar High Council
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Inoffensive Centrist Democracy

Postby The Templar High Council » Wed Jun 26, 2019 10:24 am

Got a lot of lore to read before I can consider applying but it's definitely a maybe.
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Sarderia
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Ex-Nation

Postby Sarderia » Wed Jun 26, 2019 10:36 am

Is it okay for an alchemist to join the Magi Consortium, be a Grand Mage, and join the battle?
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Union Princes
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Corrupt Dictatorship

Postby Union Princes » Wed Jun 26, 2019 11:36 am

Some questions I have in mind, Tom:

What is the rank of our characters in the army? Do we control companies, battalions, or regiments?

What kind lore of magic can we make?

Can we make custom religions for our characters?

Will there be custom race, factions and nation app in the future?

Is the tech level low fantasy or high fantasy?

Do gunpowder exist and can it be used?

If we are commanding certain bodies of troops, can we specialize them to excel at a certain task? Ex: an engineer character training his detachment of troops to form an engineer corps.

Do we have to worry about the burdens payment and logistics of an army?

Is there a code of honor in the army? A set of rules or warfare everybody has to follow?

Is there battle mechanics that we should know in terms of dueling foes, strategy, and tactics?

is there more than one continent?

What type of people would the Army wouldn't enlist?

Are we a holy order or a mercenary army?

Do our characters gain more abilities as they get more experienced in fighting and in leadership?

If so, how is experience calculated?

How large is this army going to be? Is there a max limit on how much men put together to form the fighting force?

I assume the quests take us to explore the nations and interact with the numerous factions in both good and bad encounters?

Can weapons and armor be upgraded? If so, can the soldiers underneath the character have their equipment upgraded as well?

Will there be a map of Eboris?

What happens if we lose against the demons? do we have to start all over again?
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Wed Jun 26, 2019 12:00 pm

Union Princes wrote:What is the rank of our characters in the army? Do we control companies, battalions, or regiments?
If we are commanding certain bodies of troops, can we specialize them to excel at a certain task? Ex: an engineer character training his detachment of troops to form an engineer corps.
Do we have to worry about the burdens payment and logistics of an army?
Is there a code of honor in the army? A set of rules or warfare everybody has to follow?
What type of people would the Army wouldn't enlist?
Are we a holy order or a mercenary army?
How large is this army going to be? Is there a max limit on how much men put together to form the fighting force?
Can weapons and armor be upgraded? If so, can the soldiers underneath the character have their equipment upgraded as well?


The Hammer of Eboris doesn't yet exist, so that'll be figured out later.

Union Princes wrote:What kind lore of magic can we make?


The lore on magic is explained in the OP. As for what types of magic exist, that can be determine on a case-by-case basis.

Union Princes wrote:Can we make custom religions for our characters?
Will there be custom race, factions and nation app in the future?


No, you're encouraged to use the lore provided in the OP.

Union Princes wrote:Is the tech level low fantasy or high fantasy?


Pretty sure those aren't tech levels, but in any case, the RP is high fantasy.

Union Princes wrote:Do gunpowder exist and can it be used?


No, there isn't gunpowder in Eboris.

Union Princes wrote:Is there battle mechanics that we should know in terms of dueling foes, strategy, and tactics?
Do our characters gain more abilities as they get more experienced in fighting and in leadership?
If so, how is experience calculated?


This isn't a mechanics-based RP, no.

Union Princes wrote:Can weapons and armor be upgraded?


I assume so, but such a thing wouldn't be based on mechanics since, as mentioned above, this isn't a mechanics-based RP.

Union Princes wrote:is there more than one continent?


There might well be others, but if there were, they wouldn't play into the story at all. So, for all intents and purposes, no.

Union Princes wrote:I assume the quests take us to explore the nations and interact with the numerous factions in both good and bad encounters?


Most likely.

Union Princes wrote:Will there be a map of Eboris?


We'd like to get one up at some point, but no promises.

Union Princes wrote:What happens if we lose against the demons? do we have to start all over again?


As much as I'd like to tell you to find out- no. This isn't a videogame.
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Absolon-7
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Corrupt Dictatorship

Postby Absolon-7 » Wed Jun 26, 2019 12:10 pm

Ihsalihna wrote:This looks great! I'll try to get an app up asap.

Also I gotta ask even though I know it most likely won't quite fit, would some kind of magical rifle be allowed? A character I've been dying to play uses a jezail, but I fully understand if it doesn't fit the atmosphere of the RP.

Also I was wonder how merfolk get around on land? Do they move sort of like naga or seals and use their tails or flippers?


1) As explained to the player above gunpowder stuff isnt a thing in this setting.
2) They functionally cant move on land. Best they can do is flop around like seals.

Sarderia wrote:Is it okay for an alchemist to join the Magi Consortium, be a Grand Mage, and join the battle?

An alchemist could join the Magi Consortium but they couldn't be a Grand Mage since alchemists aren't technically mages.

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Tomia
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New York Times Democracy

Postby Tomia » Wed Jun 26, 2019 1:02 pm

Finland SSR wrote:Theodor Arnulfsson

Accepted, great job Fin

North America and the Pacific Islands wrote:Keith could easily lead or be a part of a small band leaving his brass in search of potential valuables in the area? Especially those that may have magical properties. He could get caught in the cross battle that way.

Okay, as long as you have a plan for him being involved, accepted

Rastrian wrote:Nalas Aborre

Good app, but because merfolk can't really move on land I'm concerned how he will fit into the plot. Seems like his interaction will be limited, any thoughts there?

Skyggeheim wrote:[/b] Danica Tryss

Nice work, accepted

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Tomia
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New York Times Democracy

Postby Tomia » Wed Jun 26, 2019 5:02 pm

Sorry not sorry for the double post :p

Name: Brialya Saclaire
Age: 24
Gender: Female
Race:Elvish
Appearance:https://cdn.discordapp.com/attachments/458759840358203393/591854458410106890/drow_ranger___dota_2_fanart_by_bunnyartofficial_dcy6hv8-pre.jpg
Mage?: No
Bio: Brialya grew up in the Freeland city of Durnhal. As long as she remembered her father Gerard Saclaire was the Governor of the city. He was a popular mayor, and fought hard for the city's poor and disenfranchised. Brialya grew up as a noble, and for much of her childhood she saw her father as a hero. However it turned out that his administration had a dark secret. When visiting the impoverished city of Southrun on a diplomatic mission for her father, Brialya discovered that her father had made a deal with Durnhal's street crawlers that they could export drugs and smuggled weapons to Southrun as long as they policed and prevented imports of these products into the city. The eighteen year old Brialya felt disgusted to hear that her father had done and confronted him about it.

The two had a huge argument, Brialya calling her father a monster and a criminal while her father retorted that she was a naive idealist. That night Brialya resolved to leave her family and corrupt city behind. She left in the dead of night and decided to make her way to the city where her father had caused so much suffering. She went to Southrun with the bow and arrow she had been trained with and the money she had gotten from selling her jewelry. She thought she could help fight corruption but was soon overwhelmed by how apathetic and complicit the city was. As she started to cause trouble with the Street Crawlers in the city, she found herself surrounded by half a dozen human mercenaries who would have killed her had they not suddenly been attacked by a pair of mysterious elves. They wore blue hoods with a black dagger stitched onto it. She recognized this as the symbol of Faenar's Faithful. She had been taught as a child that they were child killing thugs, but they had just saved her and seemed like no threat.

They started to leave before she stopped them and asked if she could join them. They were skeptical, but after she told them what she had been doing they agreed. Brialya was blind folded and led to a local safe-house of the Faithful. There she was interrogated and after the local leader deemed she was being truthful, Brialya was accepted as a recruit. Her training was thorough and ruthless. She was trained in the art of spying, manipulation, poison, martial arts, and archery. After two years she was recognized as a full member of Southrun's chapter. For three years she worked in the shadows, hunting down street crawlers and cleaning Southrun one arrow at a time. Her life as a vigilante was interrupted however when she heard news of her father's death. It turned out that after she left her father had changed his ways and cracked down on the street crawlers' activity. His house burned down with Brialya's mother inside as well and they both burned with it.

At first Brialya believed the Street Crawlers to be responsible, but after sneaking in to Durnhal she tracked down the arsonists and learned that the orders had come from Athelans, and the men who gave the contract wore the armor of Guardians. Because of this Briayla has changed her mission and gone undercover in the Athela military to learn who killed her father and repay them in kind.
Fighting Style (Warrior, Mage, Archer, etc): Archer
Abilities:
  • [Sharpshooter: Brialya is well trained with a bow, having been taught by noble instructors and the faithful alike. She often augments her shots with potions and poison to add greater effect. She is also skilled with throwing knives.
  • Master Spy: Whether it be charm, seduction, or making no one notice you at all, Brialya is skilled in the art of deception and infiltration and is an impeccable liar.
  • Forget the Faithful: As a member of the faithful Brialya is able to make anyone forget their memories of her. She has only used this ability once and has never told anyone outside the faithful of this ability.

Limitations:
  • Weapons limit- Brialya is not the type to be able to pick up anything and wield it as a weapon. She has little use for weapons outside a bow and knives.
  • Fool me twice- Forget the Faithful only works on a person a single time per user
  • Ammo- Brialya's arrows and knives are not unlimited, she usually only carries thirty arrows and five knives with her at a time.

Equipment:
  • Bow and Arrows Bow is well crafted and arrows are steel tipped.
  • Potions belt Used to carry various potions and poisons that augment her arrows or aid in her spy activities.
  • throwing knives standard steel throwing knives


Optional Questionnaire
Personal Quest: Find her father's killer
Favorite Factions: The Faithful, Oadot's Chosen, Merry Men of the Vine
Least Favorite Factions: The Street Crawlers, the Guardians,
Favorite Memory: When her father brought home her dog Rascal for her 7th birthday.
Goals: To fight corruption whenever she sees it
Greatest Fear:Becoming like her father
Religion:The Pantheon, specifically Faenar and Oadot

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Rastrian
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Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Wed Jun 26, 2019 5:32 pm

Tomia wrote:
Rastrian wrote:Nalas Aborre

Good app, but because merfolk can't really move on land I'm concerned how he will fit into the plot. Seems like his interaction will be limited, any thoughts there?

I had thought the same, but the fact that merfolk existed as an appable race made me think you had an idea for including them there.
As far as I understand it, and correct me if I'm wrong, it's that merfolk can't move effectively on land, rather than being unable to move at all, right? Thus meaning that were he to have some kind of "squire" or even just someone to help him move on land, he'd be able to involve himself there? That and the fact that there could be any amount of stuff to find under the sea, which Nalas would be uniquely suited for. In any case, if these don't fit, I'd probably withdraw that app, possibly making another to go forward.
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Absolon-7
Diplomat
 
Posts: 928
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Wed Jun 26, 2019 7:29 pm

Rastrian wrote:
Tomia wrote:Good app, but because merfolk can't really move on land I'm concerned how he will fit into the plot. Seems like his interaction will be limited, any thoughts there?

I had thought the same, but the fact that merfolk existed as an appable race made me think you had an idea for including them there.
As far as I understand it, and correct me if I'm wrong, it's that merfolk can't move effectively on land, rather than being unable to move at all, right? Thus meaning that were he to have some kind of "squire" or even just someone to help him move on land, he'd be able to involve himself there? That and the fact that there could be any amount of stuff to find under the sea, which Nalas would be uniquely suited for. In any case, if these don't fit, I'd probably withdraw that app, possibly making another to go forward.

Yes you'd be correct they cant move efficiently on land and having some sort of squire works. But what I was thinking since their race is a master of selective breeding I thought that there could exist some sort of biosuit (think like a reverse diving suit) from magical seaweed that could act as a pair of legs for em. It would be a rare item for them but it would allow your merfolk to involve themselves on land and your character could've somehow acquired one.

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Rastrian
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Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Wed Jun 26, 2019 7:41 pm

Absolon-7 wrote:
Rastrian wrote:I had thought the same, but the fact that merfolk existed as an appable race made me think you had an idea for including them there.
As far as I understand it, and correct me if I'm wrong, it's that merfolk can't move effectively on land, rather than being unable to move at all, right? Thus meaning that were he to have some kind of "squire" or even just someone to help him move on land, he'd be able to involve himself there? That and the fact that there could be any amount of stuff to find under the sea, which Nalas would be uniquely suited for. In any case, if these don't fit, I'd probably withdraw that app, possibly making another to go forward.

Yes you'd be correct they cant move efficiently on land and having some sort of squire works. But what I was thinking since their race is a master of selective breeding I thought that there could exist some sort of biosuit (think like a reverse diving suit) from magical seaweed that could act as a pair of legs for em. It would be a rare item for them but it would allow your merfolk to involve themselves on land and your character could've somehow acquired one.

Hmm... Now that is an interesting idea. If the Storm Chasers have a presence in the upcoming battle, with their large Merfolk contingent, it's not unfeasible that Nalas might just steal a pair o' legs. Having a set at the beginning of the whole set of events would be a little odd, to be frank, as he's only brought things to keep others away and which hold some sentimental value to him, but yeah, detailing how he might come about some would be a good plan.
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Ihsalihna
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Posts: 92
Founded: Mar 11, 2017
Democratic Socialists

Postby Ihsalihna » Wed Jun 26, 2019 7:55 pm

Absolon-7 wrote:Yes you'd be correct they cant move efficiently on land and having some sort of squire works. But what I was thinking since their race is a master of selective breeding I thought that there could exist some sort of biosuit (think like a reverse diving suit) from magical seaweed that could act as a pair of legs for em. It would be a rare item for them but it would allow your merfolk to involve themselves on land and your character could've somehow acquired one.


I had assumed they had legs before, obviously incorrectly... but with the selective breeding thing, would there maybe be merfolk-landfolk hybrids with legs? Or can the different races mix at all? I feel like mixed-race merfolk would be an interesting group to play, being a sort of bridge between the surface and the ocean, acting as merchants and explorers and such. Then again that'd be up to the mods to decide.
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Visadahyum-i Eslāmi-i Ehsālihnā
Current Main Canon: [Silk Roads Fantasy] [Strangereal Middle Eastern Democracy] [Post-Modern Islamic Golden Age] [Caliphate in SPACE]

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Rastrian
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Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Wed Jun 26, 2019 7:58 pm

Ihsalihna wrote:
Absolon-7 wrote:Yes you'd be correct they cant move efficiently on land and having some sort of squire works. But what I was thinking since their race is a master of selective breeding I thought that there could exist some sort of biosuit (think like a reverse diving suit) from magical seaweed that could act as a pair of legs for em. It would be a rare item for them but it would allow your merfolk to involve themselves on land and your character could've somehow acquired one.


I had assumed they had legs before, obviously incorrectly...

The OP didn't explicitly state they have legs, but a lot of merfolk in fiction do have legs, so it's not a bad assumption to make. I may be wrong myself and maybe OP did imagine them having legs. Who's to say?

Ihsalihna wrote:but with the selective breeding thing, would there maybe be merfolk-landfolk hybrids with legs? Or can the different races mix at all? I feel like mixed-race merfolk would be an interesting group to play, being a sort of bridge between the surface and the ocean, acting as merchants and explorers and such. Then again that'd be up to the mods to decide.

That said, this is an interesting idea. Not for my own app, perhaps, but that is a cool concept.
I'm an ATHEIST COMMUNIST from AUSTRALIA with CELTIC HERITAGE, ASPERGERS and a keen interest in FLAGS.
Pro: Communism, secularism, democracy, communalism, unions, mutual respect of people as humans, science.
Anti: Capitalism, theism's stranglehold on society, dictatorship, enforced respect (SJWs, anti-blasphemy laws etc.), creationism.
I will respect you. If your ideas are stupid, I won't respect those, and don't ask me to.
Fairly poor socialist country, recently revolted against a monarchistic state and with an economy rising slowly.
I am a fan of classical, experimental and indie music.
Will eat Brussels Sprouts, but only raw ones. I cannot abide cooked ones.

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Skyggeheim
Envoy
 
Posts: 280
Founded: Apr 30, 2018
Right-wing Utopia

Postby Skyggeheim » Wed Jun 26, 2019 8:00 pm

Rastrian wrote:
Ihsalihna wrote:
I had assumed they had legs before, obviously incorrectly...

The OP didn't explicitly state they have legs, but a lot of merfolk in fiction do have legs, so it's not a bad assumption to make. I may be wrong myself and maybe OP did imagine them having legs. Who's to say?

Ihsalihna wrote:but with the selective breeding thing, would there maybe be merfolk-landfolk hybrids with legs? Or can the different races mix at all? I feel like mixed-race merfolk would be an interesting group to play, being a sort of bridge between the surface and the ocean, acting as merchants and explorers and such. Then again that'd be up to the mods to decide.

That said, this is an interesting idea. Not for my own app, perhaps, but that is a cool concept.

Perhaps a Murloc?

I rule all day in lava.

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Skyggeheim
Envoy
 
Posts: 280
Founded: Apr 30, 2018
Right-wing Utopia

Postby Skyggeheim » Wed Jun 26, 2019 9:16 pm

Presenting this character for consideration.

Name: Traven Faust | The Cardmaster
Age: 32
Gender: Male
Race: Human
Appearance (pics if possible):
Image

Mage?: Yes.
Bio (Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):
Traven never had what you would call an ordinary childhood. He was born to two parents that were parlor tricksters in a Dascian travelling circus. His father was a famous card magician, and his mother was a performer. Neither exactly planned to have a child, and so when Traven came to be they tried their best to raise him to be a normal child. This, of course, was somewhat doomed to fail due to the nature of their work. Traven spent most of his childhood learning how to deceive, please, and amaze audiences through sleight of hand and trickery. It seemed that, from a young age, Traven had a natural talent for performance. He was often a popular side act to main shows, sometimes even drawing larger crowds than the artists he was opening for. His particular area of expertise were card tricks, but rather than the "Is this your card?" type of tricks, he would baffle audiences with stunning displays of accuracy and speed when throwing cards.

For most of his adolescent years, Traven earned a living with his parents scraping coins and moving place to place with the circus. His travels brought him to all corners of Eboris, and he seemed to make an impression wherever he went. This natural charisma eventually led to a life-changing event for Traven. One night after a show, Traven visited an inn near the town limits of where he was performing. It wasn't long before he spotted a gruff, weathered dwarf who was sketching strange symbols on a notepad while mulling over a mug of ale. Traven, ever curious, struck up a conversation with the dwarf. As it would turn out, the dwarf - Kaddrach - was a fairly accomplished Runesmith, who was recently out of a job after having a falling out with his children. The dwarf's wife had thrown him out after he decided he wouldn't give the family business of runesmithing to his children, who Kaddrach described as "wholly spoiled and entirely fuckin' unpleasant". Kaddrach, however, took a liking to Traven. He enjoyed the spark in Traven's eye, the hunger for something greater.

Over the weeks that Traven and his circus stayed in town, Kaddrach taught Traven as much as he could about runesmithing. Despite consistent hours of learning and honing his craft, it wasn't enough for Traven. When the circus was set to depart for its next location, Traven begged Kaddrach to come with them. He wanted to learn more, to develop what he was being taught. After constant pestering, Kaddrach agreed. However, this was no act of kindness. In truth, Kaddrach was dying, and saw the potential for Traven to become an incredible runesmith. He had decided he would pass on everything he knew to the young boy, in as little time as he could. And so, over the next two years, Kaddrach travelled with the circus, passing on as much of his craft as he could to Traven. The dwarf even earned the circus enough money to warrant him staying, using some of his "back-tunnel engineering" to jerry-rig fireworks that would be launched at the end of each performance.

However, these years would not last. When Traven was 23, and Kaddrach was unknowingly old, he finally passed away. He left his most gifted possession in the hands of Traven: his magnum opus on what he had learned as a runesmith. To this day, Traven considers it his prize possession. He began teaching himself the craft in Kaddrach's wake, starting with harmless runes that served no functional purpose, and eventually moving on to bigger and better projects. This venture, however, was not without danger. When he was 25, Traven tried applying a rune that was far too advanced for his skill level. A botched corner and a flubbed line led to the rune malfunctioning, permanently corrupting his arm with magical energy. This seared it into the glowing blue that it is today. Despite this, with every mistake and mishap, he got better. He began to experiment by drawing runes on cards and testing out their use.

This skill eventually led Traven to create, what he would call, some of the most important runes he has in his possession: several focusing runes which he tattooed on his body to direct his corrupted magical energy in his arm into projectiles. These started off as simple sparks and lights, but as he refined the runes the projectiles could actually be used as a weapon. This, naturally, came at great risk to Traven every time he used it. This, he found out the hard way when he accidentally discharged too much energy and saw his arm crack and nearly fall apart.

When he was 26, Traven finally decided that he needed to leave the circus and forge his own path in Eboris. After bidding his parents goodbye, he set out with what meager belongings he had: several decks of cards, Kaddrach's book, a light purse of coins, and a fire in his heart. Not two weeks on the road, he came upon a small camp in the forest. Upon further inspection, Traven realized that it was a small band of slave traders. Their luggage: several young women, inevitably bound for a dark fate. For the first time in his life, Traven felt true rage. He lashed out with what weapons he had: a runic deck of cards. The traders fell like wheat to a scythe, and Traven felt all too powerful. After releasing the girls, they thanked him as a "Wanderer". Traven had heard whispers of this roving band of vigilantes, and had always idolized their sense of freedom. He decided, then and there, that he would be his own Wanderer.

For the last 6 years, Traven has travelled the continent of Eboris, looking for injustice while simultaneously improving his craft. He was tracking a small contingent of Tashari troops who seemingly dragging behind a larger force, and were making their way through towns raping and stealing. This has, unfortunately, landed him smack-dab in the center of the Tashari camp, about to be involved in a war he wants no part in fighting.

Fighting Style: Warrior-Archer hybrid...it's complicated.
Abilities:
  • Cardmaster's Sleight: Traven's sleight of hand is nigh-unrivaled among many men. His ability to throw and guide cards comes with almost stunning accuracy and speed, up to 35 feet away if he is using his own cards.
  • Acrobat's Dexterity: Having spent his young years in a travelling circus, Traven is naturally very flexible and quick.
  • The Gambit: Traven can release a charged blast of pure magical energy from his corrupted arm. This energy can rip through armor and incinerate flesh like a hot knife through butter. However, this comes at great risk to him if he overuses it or releases too much energy. For this reason, Traven keeps this ability as a last resort against potentially overpowering enemies.
  • Dirty Fighter: Traven's combat style stems from two sources: learning from pit fighters that occasionally traveled with the circus, and self-teaching. For this reason, he looks to gain every unfair advantage over his enemy as he can.
  • Runic Journeyman: While not an expert, Traven is slowly becoming more adept at runesmithing and knowing the language.

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • Traven is not traditionally mighty. His fighting style depends on wearing an enemy down from a distance and finishing the job while close. An enemy who is sufficiently powerful or surprises him can easily get the edge on him. Not to mention, he has no formal combat training.
  • Traven is a lone wanderer in a world dominated by armies. He has no true allies, excepting friends he's met on the road, bears allegiance to no kingdom, and can swear fealty to no order other than the loose structure that is the Wanderers.

Equipment:
  • Runic Cards: Traven carries with him, at any given time, 8 total decks of cards. However, these cards are somewhat special. Each card is lined with a thin metal blade, giving it penetration and some weight for accuracy and speed. These cards divide into 4 sub-categories(2 decks of each), listed below.
      1.) Fyris: The rune on these cards enables the card, when thrown, to detonate on contact, creating a localized explosion.
      2.) Arcturius: The rune on these cards enables the card to create a small frozen area around where the card impacts. The ice it creates is brittle, meaning it can penetrate armor and weaken strong materials.
      3.) Thundrus: This card serves a dual effect. When thrown face-down, it rockets forward at violent speed, creating a cutting whirlwind and leaving a trail of lighting behind it. When thrown face up, the card will explode in a blinding flash, disorienting anyone that was looking in its general direction in a radius of about 12 feet.
      4.) Utility: These cards Traven keeps on hand in case of a unique situation. They can serve whatever purpose Traven might need at the time, but he has to search for the correct card or, if in a pinch, draw the rune before using it.
  • Kileshania: At first glance, Kileshania is a fairly unassuming metal bo staff. However, a closer look will reveal runes etched onto the surface of the staff. The runes enable the user of Kileshania to transform it into a glaive or divide it into two short swords should the need demand it. Kileshania can also serve as a conduit for Traven's Gambit, focusing the magical energy and reducing the risk he blows off his arm should he need to use the ability.


Optional Questionnaire
Personal Quest: He's not sure. He's finding his place in the world.
Favorite Factions: The Merry Men of the Vine, The Wanderers
Least Favorite Factions: The Enchanter Order
Favorite Memory: Learning his first battle rune.
Goals: Immediate: track down the Tashari soldiers who were raping and stealing. Long term: Unsure.
Greatest Fear: Losing his talent or his optimism.
Religion: None in particular, though he supposes he would like Magika if he really gave it a whirl.
Last edited by Skyggeheim on Sun Jun 30, 2019 11:27 am, edited 4 times in total.

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