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Isle of the Monsters: Fantasy/Pirate RP (Tomia Only/OOC)

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Nuridia
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Isle of the Monsters: Fantasy/Pirate RP (Tomia Only/OOC)

Postby Nuridia » Tue Dec 31, 2019 4:35 pm

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Sing for the Maidenhead, Lass of the Sea
Haven to Monsters and women made free!
It's up Captain Tommy and up with the crew
there's nothing a shipful of monsters won't do!
"Shipful of Monsters", SJ Tucker



Elves. Genies, Werewolves, Vampires. Satyrs and Fae, Dragons. Hydra. Sirens that lure men with their song and then drag them under the water to drown in their inky depths...these creatures and many others like them have haunted the human imagination since the beginning of time. Due to their inhuman appearance, supernatural abilities or terrifying forms, they are often called monsters. And while it’s true that many of these monsters earn the contempt and fear, the truth is that “normal” humans can be far more monstrous than one thinks.

Some “monsters” can blend into human society quite well, whether by magic or virtue of appearance and they occupy a safe place for the useful things they can do. The ones that can’t however feel that they deserve far more than having to peddle party tricks just to keep themselves and their families alive and safe. Men have always had a notorious fear of the unknown, and so have all but driven the “monsters” from civilization for the most part. On the fringes with nowhere to go, many of these creatures soon grew tired of their lot and decided to create a civilization of their own. Sailing away from the shores of the human kingdoms, they went in boats to seek out new lands and new lives for themselves...and one such land was the island of Canavarlar. Meaning “land of the monsters” in the old Elfin language, this remote but green island was said to be in the very center of the world, watching all without being watched in return. For this reason it’s sometimes referred to as The Sentinel. The monsters that landed on its shores settled there, first a refugee camp of a few makeshift huts. But over the decades, it grew into a prosperous land whose main export was one thing...piracy. The monsters often had to first make their living by stealing from human ships, taking the resources that they were often denied in order to survive. At first meant to be a temporary fix, this eventually became a tradition, and then a way of life as Canavarlar evolved into a “pirate republic”, dreaming of ruling the world’s oceans. Such a feat seemed impossible even for skilled monster pirates...that is, until the creation of Kalder’s Horn.
This is a famous legend that is now by all those who dare cross the great seas, the legend of the sailor Kalder and how his love for a goddess was eventually able to tame the wild seas themselves. Thousands of years ago when mankind only just began crafting ships, the goddess Afika fell in love with a young sailor named Kalder who stumbled across her island of Hawanda. He was shipwrecked and badly injured and the goddess took pity and nursed him back to health. Soon they fell in love and they spent many years together and even had children. Unfortunately; like all good things, their happiness soon came to an end as the young man, filled with wanderlust soon felt the urge to return to the sea, though his heart for his Afika had not changed and so he had to leave his beloved goddess behind. Afika then crafted a golden horn from the very sand that laid on the beach. She told her lover that the horn would keep him safe on the high seas. Legend says that the horn was able to control the sea itself and raise those who died at sea back to life. Kalder went on to utilize this horn to become a powerful warlord who commanded the seas. Men around him started to realize that the horn was the source of his power and stole it from him, murdering him in his sleep in the process. Afika was enraged by this and hurled storms across the sea. She sunk dozens of ships and sent the horn drifting across the sea. As the centuries passed, this was dismissed as an urban legend by all but the most dedicated of seafarers and lore readers. Recently however, rumors have surfaced that claim that a map has been discovered that leads to the location of the island of Hawanda, where the horn now resides...and mounting proof is beginning to rise that maybe this legendary artifact isn’t so legendary after all, but a true and powerful object. Many have lost their lives in an attempt to get their hands on such power, this by right should discourage more adventurers from trying...but sometimes the lure of power is far too great to resist and so several pirate crews have set out from the Isle of the Monsters (and even some human crews) to get their hands on the Horn for their own reasons. The Race for the Sea begins...will you emerge victorious or be swept away by the rushing tide?

Name:
Age:
Gender:
Race/Species:
Personality:
Appearance:
Powers/Abilities:
Bio:
(Personality Questions: Optional)
Motivation:
Vices:
Greatest Fear:
Pet Peeves:
Perfect Date:
Last edited by Nuridia on Tue Dec 31, 2019 4:49 pm, edited 4 times in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Tomia
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Postby Tomia » Tue Dec 31, 2019 5:54 pm

Will post my apps soon!

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Nuridia
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Postby Nuridia » Tue Dec 31, 2019 7:20 pm

Name: Tam-Lin Rhomdein, called Tall Tam among her fellow knights because of her height of six foot two
Age: 99 (that’s like 20 in elf years)
Gender: Female
Race/Species: Elf (more specifically a Green Elf)
Personality: Tam is an honorable, loyal and driven young elf, highly prizing the code of honor she was raised with...however, she’s not above doing some unsavory things to achieve her goals. She believes in chivalry very strongly and takes seriously her position as a knight, even as a pirate. However, when she’s going after her own agenda, sometimes she can be a bit unempathetic and detached with an “I don’t have time for this” attitude. Nine times out of ten she’ll do the right thing, although she will grumble while doing it.
Appearance: She’s tall with a slender, athletic build common among her race. She has thick, dark green hair that’s often compared to vines, ink-black eyes, topaz brown skin, pointed ears and a thin, triangular face with fae features.
Powers/Abilities: She specializes in necromancy and elemental spells, her main battle spells being arcane shield, lightning and frost.
Bio: Tamlin was born in Alfheim, the elven kingdom but better known to humans as the land of Faerie (think the Feywild). She was the illegitimate daughter of Ahdur Rhomdein, a son of King Cathlan Rhomdein and Fferllys Greymane, a young scholar and wizard in training who went to the Alfheim College of Sorcery. For most of her childhood, she was raised by her mother in the quiet village of Carterhaugh but her father and father’s side of the family were very much involved in her life. Elven society doesn’t place much stigma on illegitimacy (although they could only inherit if there are no legitimate heirs), and so she split her time between the royal capital of Beli Mawr and her village. One of Tamlin’s favorite people was her uncle Prince Avallan, a knight of the realm and jovial, serial flirt of a man...the two of them were joined at the hip since her birth, or so her parents would quip.

When it came time for Tamlin to choose a profession, she inherited her mother’s love of and talent for magic but also wanted to be a knight of Faerie like her uncle. On the advice of her father (“Why choose?”), she decided to blend both her passions and become a wizard-knight, specializing in battle magic and offensive spells. Her grandfather, the king was quite pleased with her and admitted her to his elite retinue, the Knights of Black, distinguished by the black fairy made armor/livery they wear. Her life was normal, and she would say very happy...until her beloved uncle fell in battle. Tam was crushed, not knowing how to handle the grief. In desperation, she used a necromantic ritual one night to try to revive him, but it backfired horribly wrong and the gods, angered at this disrespect unleashed a horde of undead upon Carterhaugh. Tam Lin tried to stop them, but to no avail. Eventually the realm’s elite wizards were able to repel the horde, but not before great damage had already been done. Tamlin was banished from Alfheim for this use of dark and forbidden sorcery. She fled to Canavarlar and joined a pirate crew once she heard about the horn, hoping to find it in order to gain enough notoriety to erase her mistake and go home. Also, she still wants to bring her uncle back.
(Personality Questions: Optional)
Motivation: To get her banishment lifted and to bring her uncle back.
Vices: Materialism (she LOVES getting new stuff, especially vintage dresses, magical artifacts or weapons.) and sex
Greatest Fear: Being cut off from Alfheim and everything she loves forever.
Pet Peeves: People having terribly obvious and avoidable fuck-ups when they could...not do that. Dumb behavior in general, messes, loud and obnoxious noises.
Perfect Date: Going for a ride at night amongst the woods of Alfheim, maybe a sparring session during that...and then riding to the dragonflame lily fields so they can sit there and picnic while mapping the stars.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Tomia
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Postby Tomia » Tue Dec 31, 2019 7:36 pm

Name: Martin Alestrio
Age: 26
Gender: Male
Race/Species: Human
Personality: Martin is often thought of as a run of the mill thief, and he often plays it up that way. He is a drunk, a cheat, and a flirt, the type that frequents shady bars and gambling halls. However he is also deceptively intelligent and a very skilled mage. He has a disdain for the rich and authority but has a sense of personal justice and a strong dedication to those he is loyal to.
Appearance: https://i.pinimg.com/originals/cf/9a/e9 ... 0a3447.jpg Martin
Powers/Abilities: Illusionist Magic, advanced knowledge of spells, skilled at throwing knives.
Bio: Martin was born in human free city of Durman. He was an orphan and spent most of his time trying to find enough food and shelter to survive. One of the ways he managed that was through the art of deception. Martin was born a mage and while most mages preferred fire balls or lightening strikes, he realized that stealing was easier with illusion magic. By 13 he learned how to disguise rocks as coins and used that to steal from people along the street. He was then discovered by the local thieves guild who saw a great deal of potential in his talent. With them, not only did he further develop his skills at making illusions but he learned other ones as wells. He learned to create explosions, crack safes, and blend in in crowds. By 19 he had amassed a small fortune from crime, but the money was no longer enough for him. He realized that no amount of money would make those in power respect him or treat him like a person. Rather he decided he would instead rob them of their ill gotten treasures. Martin grew more and more reckless in his targets, at one point blowing a hole under a noble's keep to break into his treasury. Eventually however he got sloppy and his thieves guild abandoned him. He was sentenced to death by the local town guard but unsurprisingly managed to escape. Since then he fled the city and civilization in general. Even as a wanted man, his skills as an illusionist and thief made him a a valuable asset. Eventually he found himself on a pirate crew made of... unusual people. Since then he has mostly found interest in debauchery, his revolutionary spirit mostly a thing of the past.
(Personality Questions: Optional)
Motivation: To find the next bar, make stories worth telling
Vices: Alcohol, Gambling
Greatest Fear: Being Forgotten
Pet Peeves: Rules
Perfect Date: Drinks while pulling pranks and ending with watching the stars

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Tomia
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Postby Tomia » Wed Jan 01, 2020 10:42 pm

Name: Barristan the Moon Knight
Age: 45(Looks around 25 or so)
Gender: Male
Race/Species: Werewolf
Personality: Barristan is the quite type. He doesn't talk much, and it isn't uncommon to see him reading or sitting alone in nature. He is somewhat of a pessimist and is often seen as a downer by the other members of the crew. As second in command he takes his responsibilities seriously and he is prone to outbursts of anger(much to his shame).
Appearance: Human Werewolf
Powers/Abilities: Skilled infantry man particularly with his battle hammer. Superhuman strength due to being a werewolf. In his werewolf form he has enhanced regenerative capabilities as well as increased strength and speed.
Bio: Born of noble birth, Barristan fate was a tragic one. He was the fourth son of the Orisla family, who ruled over the city of Kanton. However, the family had a dark secret. Long ago they had made a secret agreement with a powerful pack of werewolves who lived in the nearby Abbarchi Forest. The Abbarchi clan agreed to not attack the city of Kanton as well as to protect the city if it ever fell under attack. In exchange, the ruling family agreed to give fifty children from the city each year to the Clan. Werewolves cannot have children of their own and so their survival depended upon turning others into werewolves. This demand was usually easy enough for the ruling family to abide by. There were often plenty of children in orphanages or on the streets whose lives might even be improved by being given to the clan. However the year Barristan was born a sickness had gripped the city and many people children included died. Therefore there weren't enough unwanted children for the Orisla family to hand over. The Abbarchi were not forgiving, and demanded that their pact be upheld. However, they decided that in lieu of the agreement being met, the Orisla family could hand over their own newborn son to satisfy the agreement. Devastated but without other options, the family handed over young Barristan who was given to the daughter of the chief of the Abbarchi. Quiana and her mate Yonath decided that they would honor the noble family's sacrifice by not changing his name as was custom. Given his new lineage, Barristan was raised to be a warrior who would one day be worthy of leading his clan. The training was brutal, but his new parents proved to be kind and caring in their own way. He was raised with the values of werewolf culture. They believed in what they call the Laws of Nature. Might equals Right ruled their philosophy, and they were also strong believes in community and conformity. They followed the way of the wolf and believed that the pack was their source of strength. By age ten he underwent the process of officially becoming a werewolf. It was a dangerous process but he survived and was officially welcomed into the pack. At age 16 he was sent off as mercenary to prove his strength in battle. Barristan was eager to do so and he proved to be a fierce and terrifying warrior. While not the most physically imposing in his human form, his werewolf form is massive and has allowed him to kill dozens of foes at a time. He gained a reputation among the human armies as a blood thirsty warrior who they deemed, the Moon Knight. Beyond just the initial bite that begins the transformation, werewolves craft special potions that allow them to change whenever they desire and also potions that increase their strength to monstrous proportion. By age 25 Barristan was abusing these potions regularly and it was clearly started to effect his mind and body. The once bright and earnest warrior was becoming more savage and aggressive by the day. His adopted parents were concerned and called on the chief to intervene. Barristan was recalled from combat and brought before the elders of the clan. They deemed that his spirit needed to be cleansed but Barristan refused. A fight broke out and Quiana, Barristan's mother was wounded in the process. Barristan started to realize the monster he had become and willing went through the process to cleanse him of fury. After that he self imposed exile and left his clan. His once promising future of leading his clan no longer interested him. For ten years or so he we wandered the world. He visited libraries and ruins, traveled to markets and spent time among different cultures. He avoided violence when he could, and took simple jobs here and there to survive. About ten years ago however he came across the island of Canavarlar. There he met a young Captain by the name of Lucika. Barristan had become interested in the idea of being a pirate and had joined her crew very earlier in her career. Barristan proved to be a skilled fighter and a quick learner when it came to sailing. He even saved his captain's life during a raid of an enemy ship. When her old first mate retired, Lucika chose Barristan as his replacement.
(Personality Questions: Optional)
Motivation: To find a family
Vices: Bloodlust, food
Greatest Fear: Dying alone, becoming a monster again
Pet Peeves:
Perfect Date:
Last edited by Tomia on Sat Jan 04, 2020 1:29 pm, edited 1 time in total.

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Nuridia
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Postby Nuridia » Thu Jan 02, 2020 2:09 am

Getting my own WIP app up as well:

Name: Lucika de Vries, known as Lucky or Lady Luck to her crew.
Age: 30
Gender: Female
Race/Species: Half-Gorgon, half Naga
Personality: Sina cares for her crew deeply and sees them almost as the family that she had never had, she’s a mother/big sister figure to most of them.
Appearance: Lucky is short, standing at 5’1 with a thin but strong build. She’s got black and green snakes for hair and has pale green, slightly scaly skin with intricate tattoos on her arms, legs and neck. She wears an eyepatch over one eye (due to an injury, she can’t turn off the petrification in that eye), has purple eyes with snake-pupils and a triangular shaped face.
Powers/Abilities: She can shapeshift into a giant snake and also take her half-human, half-snake naga form at will. She can petrify people with her gaze (turn them into stone) and can communicate with/control snakes and other reptiles. She can also produce venom.
Bio: Lucika Visenna de Vries has known Canavarlar all of her life, and its way of life has always been in her blood. Born to Captain Visenna de Vries, known as Visenna the Viper was the Pirate Queen of Canavarlar during the time of her birth, having just been chosen for the position due to leading a successful naval battle against a human kingdom. Her father, Captain Stony-Eye Percy was a Gorgon pirate captain who had once served under her mother and rose to become a co-captain in his own right. Growing up, Lucky was raised by her parents and other prominent pirates in the community, hearing their stories and watching them sail out only to return with some treasure or another for her. When she grew old enough, she would accompany them on their pirate raids and proved herself to be a natural. As she grew older, she wanted to make a name on her own out of the shadow of her mother and so set out to sea once she came of age and eventually captured her own ship, naming it The Maelstrom...but on her first raid, the young gorgon was too rash and sustained a sword wound to her eye during a battle. They managed to save her sight, but her vision has always been blurrier in that one eye and now she has to keep it covered as she cannot turn off the stone gaze. She's been out carving her own legacy as a fierce but devoted captain ever since.
(Personality Questions: Optional)
Motivation: She's heard that the Horn could grant a wish, so she wishes to use it to heal her injured eye. Also if she gets the Horn, she'll cement her legacy as a fierce pirate in her own right and not just being "The Viper's daughter". She also wants to help her crew with their motivations.
Vices: She can get carried away a liiiitttle too much in battle, also she has a great love for gold and treasure.
Greatest Fear: Not fulfilling her dreams
Pet Peeves: People praising her family lineage a little too much
Perfect Date: Not sure, but it would probably involve treasure hunting.
Last edited by Nuridia on Fri Jan 03, 2020 4:31 pm, edited 2 times in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Tomia
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Posts: 15708
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sat Jan 04, 2020 5:56 pm

Name: Amara "Elixir" Mires
Age: 23
Gender: Female
Race/Species: Half Dwarf Half Human
Personality: Amara is very inquisitive and outgoing. She'll go on any adventure as long as it promises new information. She is a bit socially inept in the sense that she doesn't have a lot of the same social norms and boundaries as other people. She finds people and their behavior fascinating and often studies people from afar. At her core though she is kind and earnest, if insensitive at times.
Appearance: Amara
Powers/Abilities: Genius level intellect, Master alchemist and chemist, trained in engineering and navigation, Empath
Bio: Amara was born in the underground Dwarven city of Askur. The city is renown for its technological advancements and scientific culture. She was born to a scholarly family under somewhat controversial circumstances. Her mother married a human man who himself was a scholar of good reputation. They had a happy marriage and a good family life but rigid upper dwarven society was not as kind. Amara was often bullied in her early days at the Horest Academy(the most elite school in the city) and struggled to make friends. However her teachers soon noticed her incredible potential and quickly rose through the academic ranks. She found her true calling in the field of alchemy and chemistry. She love the craft of creating potions and the potential that it carried. Potions could heal, be weapons, grant incredible abilities and much more. By fifteen she had entered advanced studies at the academy and by nineteen she had earned the impressive honor of junior faculty. However she found the constant pouring over of books and ingredients to be frustrating. She was desperate for some field work and was granted a leave of absence by the Academy. During this time she decided to explore and came upon the island of Canavarlar. She was viewed suspiciously at first but was able to get a job with a ship captain named Lucika de Vries thanks to her impressive and varied skills. Having now heard the legend of the Horn she is fascinated by it and is very eager to search for it.
(Personality Questions: Optional)
Motivation: To make an amazing discovery
Vices: Sweets, Curiosity
Greatest Fear: Wasting her potential
Pet Peeves: Willful Ignorance
Perfect Date:

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Nuridia
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Founded: Dec 28, 2011
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Postby Nuridia » Mon Jan 06, 2020 5:53 pm

Tom, you're accepted. I'll get the IC up tomorrow.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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

Postby Nuridia » Sun Jan 19, 2020 9:47 pm

WIP

Name: Noémie Benoir
Age: 28
Gender: Female
Race/Species: Human
Personality: Noémie was never an outgoing young woman, preferring the company of books to people...but ever since the loss her family suffered, she's become almost hardened in a way and even more withdrawn. One of the few reasons she doesn't avoid interactions as much as possible is due to her job, and the fact that she doesn't want anybody else to suffer the way she and her people have. She's dedicated to her research, and has pretty much put her social life on hold due to her being a workaholic...in an essence married to her career. She doesn't tell anybody this, but this has made her quite lonely...however, she's scared to open up to most people due to fear of losing them. Noémie is professional and kind to her patients however, and can almost be quite warm in these scenarios.
Appearance: Tall,thin...curly blonde hair that brushes just past her jaw, walnut brown skin, red eyes and sharp features...although her right eye does have a cataract.
Powers/Abilities: None whatsoever, however she does have a lot of healing knowledge and since she's a doctor, she knows all the right places to stab you for an instant kill.
Bio: Noemie was born in Cassair, a port-town that exists in the Republic of Ardogia...a nation-state known for its powerful banker-merchant families, fine food, many cities having canals instead of streets and being one of the few countries to elect their rulers rather than having a monarchy. Her father Andre built and repaired the canal-boats and her mother Martine ran a bakery storefront...they didn't have a lot but she looks back on her childhood fondly. She has four siblings, one brother and three sisters, and her life was pretty normal (except for the fact that she and her older sister Beatrice didn't get along very well, but who gets along with everyone?) That all changed when she turned thirteen...a devastating plague swept through her town. It came like a tide, and took many along with it...including Noemie's parents and two of her siblings. She herself fell deathly ill, but by some miracle she managed to survive...although the sickness left her blind in one eye. She prayed to the gods while she was sick, saying that if she survived, she would work to make sure that nothing like this could happen ever again...she lived, and she kept her promise. Ever since that day, she resolved to become a doctor...and one day find a cure for the plague. She treats everyone, even those who can't afford it (unusual for physicians in that money loving town) There have been sporadic outbreaks of plague over the years, and so she's had no shortage of work.
(Personality Questions: Optional)
Motivation:
Vices:
Greatest Fear:
Pet Peeves:
Perfect Date:
Last edited by Nuridia on Sun Jan 19, 2020 11:16 pm, edited 1 time in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.


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