NATION

PASSWORD

Beyond Light's Reach (Fantasy, OOC, Open, Reboot)

For all of your non-NationStates related roleplaying needs!

Advertisement

Remove ads

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

Postby Galnius » Wed May 20, 2020 8:48 pm

The Republic of Atria wrote:
Tomia wrote:They arent the only ones with them no, if you think he can pull it off that works for me


Which story do you think works best?

Fell out with the order over personal disputes/disagreements.

No association with it whatsoever, he was just owed a favor by a wealthy man and got the weapon as payment.

Well, both can backfire if discovered as a lie, but "falling out of the order" seems exceedingly more dangerous even as a truth.
Last edited by Galnius on Wed May 20, 2020 8:50 pm, edited 2 times in total.
I've read your Sig! I've read your soul

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

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed May 20, 2020 8:50 pm

Galnius wrote:
The Republic of Atria wrote:
Which story do you think works best?

Fell out with the order over personal disputes/disagreements.

No association with it whatsoever, he was just owed a favor by a wealthy man and got the weapon as payment.

Well, both can backfire if discovered as a lie, but "falling out of the order" seems exceedingly more dangerous even as a truth.

It's definitely more dangerous but more believable

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24398
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Wed May 20, 2020 8:58 pm

Galnius wrote:
The Republic of Atria wrote:
Which story do you think works best?

Fell out with the order over personal disputes/disagreements.

No association with it whatsoever, he was just owed a favor by a wealthy man and got the weapon as payment.

Well, both can backfire if discovered as a lie, but "falling out of the order" seems exceedingly more dangerous even as a truth.


I don't see it as being a major thing, but the latter is pretty vague and easy to get away with.

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed May 20, 2020 9:02 pm

The Republic of Atria wrote:
Galnius wrote:Well, both can backfire if discovered as a lie, but "falling out of the order" seems exceedingly more dangerous even as a truth.


I don't see it as being a major thing, but the latter is pretty vague and easy to get away with.

Well the only reason it might come up is he is going to be in pretty close proximity with the Knights of Shotarr lol

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24398
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Wed May 20, 2020 9:04 pm

Tomia wrote:
The Republic of Atria wrote:
I don't see it as being a major thing, but the latter is pretty vague and easy to get away with.

Well the only reason it might come up is he is going to be in pretty close proximity with the Knights of Shotarr lol


It could, but he'd be telling the truth if he says that he's had no association with the order and just got the weapon from someone rich and powerful.

Which also isn't a lie :P

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed May 20, 2020 9:09 pm

The Republic of Atria wrote:
Tomia wrote:Well the only reason it might come up is he is going to be in pretty close proximity with the Knights of Shotarr lol


It could, but he'd be telling the truth if he says that he's had no association with the order and just got the weapon from someone rich and powerful.

Which also isn't a lie :P

That's true lol, alright I'm good with it. Accepted btw

User avatar
The Republic of Atria
Postmaster of the Fleet
 
Posts: 24398
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Wed May 20, 2020 9:16 pm

Tomia wrote:
The Republic of Atria wrote:
It could, but he'd be telling the truth if he says that he's had no association with the order and just got the weapon from someone rich and powerful.

Which also isn't a lie :P

That's true lol, alright I'm good with it. Accepted btw


The hard part is proving that he's a badass mercenary when he's actually not!

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

Postby Absolon-7 » Wed May 20, 2020 10:32 pm

Name: Rudolph Thorbecke
Age: 23
Gender: Male
Race: Human
Appearance:
Image
Image

Mage?:
Bio:
Rudolph was born in the town of Wallusberg on the border between Dascus and Sarthares just on the southside of the mountains. It was a fortress town meant to act as a deterrent from incursions from either beastfolk, Goliaths, or raiding parties from the nearby Tashar border. His parents where bureaucrats that worked for the region's Margrave aiding him in the defense of the border province by acting on his advisory council. His childhood and upbringing where relegated behind the town's stalwart defenses leaving him to wonder how the outside world was for many years. He was given an education alongside the Margrave's own children along with the rest of the council's kids but the inklings of knowledge only left him more voracious for an outside experience.

At the age of 14 he finally sneaked outside in a cart filled with rugs and textiles and meant to be only gone for a night. However, the consequence of his choice would prove the better of him as the once the cart had reached a nearby village it was attacked by a ferocious bear. But it wasn't acting like any normal bear as the attack in the front of the village was too brazen for a simple animal. Even after one of the villagers cleaved an ax through its arm it kept attacking. Rudolph himself tried to intervene after it went for a child but his faced was mauled by the black bear. It was then a cloaked man-at-arms jumped down from a building and sliced the bear's head in half which began disintegrating to ash. The mystery man quickly then collapsed to the floor bleeding out but ignoring his own pain Rudolph brought the man to the village's resident physician.

By the morning his own injuries would've been cared to and Rudolph probed the man for as many questions he could get out of him. He was curt but compliant to the adolescent who had saved his life. It turned out the man as a Crypt Slayer and was hunting down a necromancer that was plotting to take over the Margravate and secede from Dascus to form his own kingdom. He was supposed to inform the Margrave but in his current state he couldn't even get out of bed. Rudolph then offered to tell the Margrave himself as his parents were on his council and as proof the Slayer gave him his sword and a letter as proof. Rudolph would do exactly as he promised and although his parents were mortified at his wounds the Margrave received the letter informing him his treasurer had been a necromancer plotting to kill him and his family. The treasurer was executed but what was important to Rudolph was that the Slayer offered to recruit him into the Slayers.

His parents were not pleased with the offer but forbade him from going out again but he ignored them and sneaked out again to join the Slayer. He would go on to be enrolled into a Slayer school where he dutifully went through the rigorous training regime to be full Slayer. He didn't exactly know why at the moment he was so eager to join but the memories of the undead bear unnerved him to the core. It was such an unnatural and abhorrent creature he had to do something with his life about it. Four years of incredibly rigorous combat and schooling would follow and before he knew it he was ready to become a full Slayer. Rudolph would spend several years wandering around the world taking missions from the Slayers and doing odd jobs for extra money and during this time he found out the treasurer that had been executed wasn't the necromancer after all. Conflicted inside he eventually he decided to go back to his parents in Wallusburg and came to reconcile with his parents but the life of a Slayer is a transient one and so he couldn't stay for long.

Now, he's currently acting as a bodyguard for the research expedition to the mysterious temple.
Fighting Style: Warrior
Abilities:
  • [Slayer Combat Arts]: During their four year curriculum, apprentices are given an incredibly rigorous course in academics but more importantly an extensive program in installing discipline through physical combat training which includes but is not limited to hand-to-hand self-defense techniques, wilderness survival, and general physical training to increase physical fitness to an acceptable degree for their age.
  • [Slayer Sword Arts]: Arguably the most important section of a Slayer's trove of knowledge is using their brain in sword fights. Their masters drill in to them a set of three different styles of fighting meant to focus on strong attacks, swift attacks, and dealing with groups. Each style has their own special techniques but the average Slayer usually hones one more then the others. Rudolph himself favors the strong style.

Limitations:
  • His extensive combat art gives him a vast resource to defend himself and survive with but the generalized nature of the education leaves it broad with no above average proficiency in most skills.
  • His sword arts training preference to the strong style were more geared towards dealing with the undead and as most are unthinking corpses, overly emotional spirits, or egotistical vampires this leaves him less then experienced with fighting more calculating foes that would be able to outwit him.

Equipment:
  • [Blackwing] - a dark grey sword given to Slayers which possesses the same qualities as steel with the added bonus of disintegrating any part of any undead it comes onto contact with turning rotten flesh to dust and severely warping the ethereal. Rudolph named his after a legendary crow monster.
  • [Shield Breaker] - a dagger to compliment his sword thats enchanted to easily pierce through armor.
  • [Slayer Armor] - a simple armor made from black metal. Its helmet and cuirass are adorned with faded gold engraved runes that respectively offer protection from ethereal attacks and give a superhuman boost to reflexes as long as the armor is worn. The engravings themselves are hidden by a drab robe tattered by years of use.
  • [Heater Shield] - a plain wooden shield overlayed with treated leather.
  • [Outdoor Kit] - a backpack, a bedroll, flint and steel, a belt pouch, ten days’ worth of trail rations, 50 feet of hempen rope, a simple tent, and a waterskin.
  • [Nightshade Crow] - a talking crow assigned to all Slayers of the Crypt that act as a messenger and giver of assignments due to a magical link to different bases. They are trained as scout to act as "eyes in the sky" for a Slayer's use.


Optional Questionnaire
Personal Quest:
Favorite Factions: The Slayers of the Crypt, Oadot's Chosen, The Wanderers
Least Favorite Factions: The Order of the Fading Butterfly, Haruza’s Horde
Favorite Memory: The first time he was allowed to the top of Wallusburg's massive walls.
Goals: To find and kill the necromancer that framed an innocent man
Greatest Fear: Being turned to an undead
Religion: The Pantheon
Last edited by Absolon-7 on Wed May 20, 2020 10:33 pm, edited 2 times in total.

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed May 20, 2020 11:58 pm

Third character, fourth will come eventually :P
Name: Yasema the Time Wanderer
Age: 28
Gender: Female
Race: Goliath
Appearance (pics if possible):Yasema
Mage?: Yes
Bio:
Growing up a mage among the Goliath is not an easy path, and Yasema proved to be no exception. She was born a member of Clan Yata in the settlement of Garatora. Even from a young age it was clear Yasema didn't quite fit in. She was trained to be a warrior, but had no interest it melee combat. She was constantly questioning their ways and by seven years old was widely considered a trouble maker. Then when flames started to shoot from her finger tips, this was the final straw for her people. Despite the half-hearted protests of her immediate family, she was cast out into the forested mountains of Dascus and essentially left to die. It was less then four hours until she was cornered by a pack of wolves, nearly frozen to death. As the wolves pressed closer and closer to the young girl, she raised her hand out and screamed in utter terror. Suddenly a swirling blast of fire shot from her hand, reducing one of the wolves to ash in front of her. The other wolves fled in terror as the trees around them started the catch fire. Soon a raging fire was circling around the terrified girl. Just when she thought she would die, a large goliath man came through the woods, offering her a gentle hand. She realized he wasn't alone. In fact he was surrounded by other members of her race. They pulled her out of the fire but as they were taking her to safety they were assaulted by arrows. Yasema didn't know it at the time, but she later learned they were the foresters who were attacking them for the fire. The man carrying Yasema was struck in the shoulder with an arrow and he was almost finished off by a furious beastfolk however he was saved by the young girl who scared the would be assailant off. The man she saved was Vasim and he was a member of the Horde. They took Yasema in once they saw the raw power she held. Life with the Horde was tough, but Yasema thrived at the sense of freedom and purpose it gave her. The mages among the Horde trained her to use her powers and she became a feared warrior on the battlefield. Yasema was finally at home, among her real people.

Then fate cruelly twisted once more.

Yasema began having dreams, and they were not good ones. She saw Vasim dying over and over again. Each time in her dream she tried to save him and fail. She shared what she was seeing with her mage elders and they all knew what this was a sign of, Sualdir was calling her. Goliaths didn't care much for the human gods but the mages among them respected Sualdir as fate was not something to be trifled with. They told her Vasim's death was destiny and warned her not to defy it. She refused to believe this and warned Vasim about what she saw. She expected him to be panicked or to figure out a plan to survive, but instead he hugged her. He told her how much she meant to him, and that it had been an honor to raise her. Yasema stood shocked with tears streaming down her eyes. How could he just accept his fate? He told her that death was not to be feared, but she couldn't accept that and she stormed out in anger.

Moments later the horns sounded, announcing an attack. Tashar knights had stolen a march on them and were now charging at full force. Quickly Yasema ran out to help, roasting her enemies alive with her flames. Soon however she saw Vasim and he was surrounded by enemies. His enchanted blade was creating massive shock waves, sending soldiers flying around him. However, soon he was becoming overwhelmed, it was what Yasema had seen in her vision and she didn't hesitate to act. She charged forward, roasting the troops around her adopted father, daring others to challenge her. They didn't. Instead they turned their attentions to the nearby group of mages who were giving cover fire, soon the mages were overwhelmed and Yasema watched her teachers, mentors, and friends cut down. Vasim turned to her wearing a sadder face than she had ever seen. This was her fault and they both knew it. Vasim had been distracting the soldiers, and had been willing to die to protect their mages. Vasim turned his back on her and charged on to the increasingly grim battlefield. Yasema meanwhile rather than face her people, ran from the battlefield.

She wandered the forest alone for days, getting visions that would eventually lead her to the Keepers of Glass. There she was taught the ways of Sualdir and she became determined to protect destiny so that no one would again have to pay for her weakness.

Fighting Style:Mage Caster
Abilities:
  • Spellcasting: Yasema specializes in the fire discipline of magical casting and casts fire blasts from her hands.
  • Time Manipulation: With the power granted by her sacred oath with Sualdir, Yasema can momentarily slow down time around him. This requires an incantation and a great deal of focus.
  • Gift of Sight: Being a Keeper of the Glass, Yasema has visions and dreams that vividly depict events from the future. Sometimes they are small inconsequential events, other times they are life altering.

Limitations:
  • Obligation- Keepers are required to ensure the passing of their dreams, regardless of the consequences for themselves. If they fail to uphold the future, not only will the Honor Guild hunt them down, they will lose their ability to see the future.
  • Energy drain- Both time manipulation and storm magic require a great deal of energy, particularly time manipulation, and if exerts herself too much it could be fatal.
  • Close Quarter Combat- Yasema is most useful as a ranged fighter, and can do little about an armored charging enemy.

Equipment:
  • Armor Yasema wears the armor featured in her picture
  • Sign of the Horde Yasema wears a necklace with the Horde's crossed sword pendant as a reminder of her past


Optional Questionnaire
Personal Quest: to reunite with Vasim to seek forgiveness
Favorite Factions: The Keepers, the Honor Guild,
Least Favorite Factions: Foresters, Goliath Settlements, Tashar
Favorite Memory: Vasim reading stories to her at night
Goals: To fulfill Sualdir's will and by doing so, save the world
Greatest Fear: Interfering with fate
Religion: Follower of Sualdir
Last edited by Tomia on Thu May 21, 2020 12:07 am, edited 1 time in total.

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

Postby Finland SSR » Thu May 21, 2020 2:58 am

Name: Syn
Age: 24
Gender: M
Race: Human
Appearance:
Image

Image

Mage?: Runesmither
Bio: Syn's life did not start off on the right foot. No idea on who the father is, hazy on who the mother is, but he presumes that they were vagabonds or manual laborers living somewhere deep in the city of Ashar. Almost immediately after birth, the abandoned baby ended up under the care of the local Pantheon church, which gave him the name Syn and raised him for a few years. The little child soon ended up estranged with the cold and moralistic priests which looked after him and several other abandoned children, so when he was five, he left on his own accord and began roaming the streets. Several days later, he ended up in the home of a local dwarf, a kind and caring, if detached man, who took it upon himself to pick up children from the streets and keep them under a roof until they grow up and can integrate back into society. As Syn would quickly learn, the kind old man was Indragil, a rather renown Dwarven runemaster, who was able to pay for himself, his family, and several other children by crafting powerful weapons for the Tasharen military.

Syn became enamoured in the art and could watch Indragil work on his next creations for hours - eventually, however, he grew sick of just watching the Dwarf craft amazing weapons and decided to try the art himself. At nights, he would sneak out of his chambers and make his way to the empty workshop, where he'd pick up the same tools and try to replicate the same techniques. His first attempts either did nothing or resulted in explosions, but eventually, through diligent practice and always keeping a notebook of what each substance, each hammer swing and each tinker did, he figured out the process all by himself. The thick textbooks Indragil kept by his side and checked from time to time turned from incomprehensible scribbles to blueprints, and Syn began checking it himself, trying to repeat one rune casting from the other. First, he made himself a little stick which shoots sparks when waved around. Then a piece of wood strong enough to endure sword swings. Then, Syn got ambitious. He was going to create something far, far greater than an enchanted sword or a suit of armor. The books spoke of an art which could create complex contraptions of stone and steel, golems, which can serve man or fight in his behalf. Having found it, he decided that not only is this contraption possible to create, he can create it.

In the course of several years, Syn slowly assembled the body of the contraption, working in secret deep in Indragil's basement - he fetched stone from nearby quarries, slowly collected steel in the markets in the streets or from Indragil's storage, and merged it all together into a single, enchanted humanoid body. By the time all the preparations for the runesmithing process were complete, he was no longer a teenager, but a young adult, having recently reached twenty years of age, but his ambition burned no lesser. The process of infusing the complex, multifaceted rune which would program the enchanted body with the sentient mind of a golem, was the most complicated part, and Syn had to cease the process several times because he drew one of the marks a centimeter out of order - had he continued, it would have likely blown up in his face. The day changed to night, but eventually, the young aspiring runesmith pulled it off. And as he stepped back, and watched his contraption takes its first steps, listening to his orders... the brightest of smiles crept upon his face.

This is when Indragil finally decided to walk down to the basement and confront him. Of course he knew that the kid was working on a golem and stealing his tools, how could he not? The boy was not great at being stealthy... Instead of acting angry, however, the Dwarven runesmith explained to him calmly - he should probably get out of here. What he achieved was commendable, especially for a young runesmith - but if Tashar learns that a kid living in an Ashar workshop has built a Golem, it will assuredly be confiscated and Syn conscripted into the Enchanters. And though Indragil worked with Tashar, he chose to be honest - Syn's not going to be able to put his talent to good use if that's where he ends up.

Syn recognized what the Dwarf meant, and after a goodbye hug, the young man sneaked out of Indragil's workshop with the Golem by his side. The whole world has opened up before him, so much of it he wanted to see - and so he chose to become a travelling mercenary, selling the supernatural might of his contraptionto those who needed protection or a hand in battle. Following this career, he ended up in the Temple mission as a part of the guard entourage.
Fighting Style: I guess Beastmaster would be the most fitting of the classic styles? Golem-wielder.
Abilities:
  • Matters of Life and Stone: Despite being a human, Syn is unnaturally talented in the art of runesmithing - the infusion of Magika into inanimate objects, especially weapons and armor, in order to enchant them with supernatural abilities. Though runesmithing is a skill with various applications, many of which he has access to, Syn has taken a liking to one of its arts in particular - the power to infuse inanimate objects with sentience. The construction of golems, entities of stone, steel and clay, which are able to move autonomously and follow the commands of their masters. If the crafting of normal enchanted weapons is dangerous enough, then the construction of golems is even more so - however, Syn has been able to pull it off.
  • The Golem: A nine foot tall autonomous humanoid contraption, constructed from enchanted stone, hide and plated armor, which now serves as Syn's unflinchingly loyal follower. It is stronger than any ordinary man, durable enough to take blades, spears and arrows alike - if they don't simply bounce off - and its runes give it resistance to magical attacks (though not full immunity). It is also equipped with a greatsword it wields with one hand, rune-enchanted with additional durability. Unlike various other golems, however, it is not just a follower, but also a suit of armor - its plate armor is a shell, designed to allow Syn to step inside, at which point the machine hands over control to him and allows him to pilot it as a suit with superhuman strength. Syn generally switches between allowing the Golem to fight by itself and piloting it - in encounters with only a few enemies, he would much rather let the Golem fight, as it's far better of a fighter than he is, but in a heated battle he has no option but to don the suit in order to protect himself.

Limitations:
  • Verbal Commands: The Golem is given orders by Syn's voice and can only register Syn's voice for orders. It will autonomously continue doing the last given order until a new command - and if Syn is unable to give it orders for whatever reason, if he is too far away, behind thick walls, with his mouth shut or dead, then the Golem will not make any new actions.
  • Maintenance: The Golem always requires maintenance to keep all of its body parts working at full capacity, and occasionally an infusion of Magika to maintain its runes fully operating. Only a person of great runesmithing skill and talent will be able to keep the Golem operating for long periods of time.
  • Poor Combatant: Syn is, personally, a rather poor combatant and has zero formal martial training. The runes which breathed sentience into the Golem also granted it expert hand to hand combat skills, thanks to whoever was the ancient master which invented the rune, but when Syn steps into it and takes control, his lack of skill becomes apparent.

Equipment:
  • Dagger
  • Runesmithing Tools
  • Basic Smithing Equipment
  • Basic Food Supplies
  • Notebook
    All of them are carried in a backpack Syn straps onto the Golem for ease of carry.


Optional Questionnaire
Personal Quest: To create the most powerful golem the world has ever seen, a warrior surpassing any man or legend.
Favorite Factions: N/A
Least Favorite Factions: The Street Crawlers and Empire of Tashar
Favorite Memory: The thrill of seeing his creation come to life and take its first steps.
Goals: Same as personal quest.
Greatest Fear: The feeling of powerlessness
Religion: None
I have a severe case of addiction to writing. At least 3k words every day is my fix.

User avatar
The Anarcho-Syndicalist Commune
Minister
 
Posts: 3481
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Thu May 21, 2020 7:44 am

Name: Prax'ak Dor Molap
Age: 29
Gender: Male
Race: Beastfolk, specifically of the Ga'el or Lion Tribe.
Appearance:
Image

Prax stands at 7'4" and weighs about 550 lbs.
Mage?: No

Bio: The Southern "Wastes" of Antora are a violent place, by nature. It is not out of any sort of hostility, or even anger, but rather it is the way things are in the "Wastes". The name is misleading, given to the areas by outsiders who do not understand the nature of the Thalai. While some of the more politcally and diplomatically inclined tribes have established larger settlements in the north, the Wastes are home to the Trar'El, or "Folk of the pride" as the outsiders call them. The Trar'el have always seen themselves as seperate from the rest of Antora, for their joining into the confederation came from mutual agreement between the Trar'Ga, roughly meaning Pride King, and Antores. The Trar'el are nomadic and warlike by nature, with status in society determined by ones warrior ability and their ability to express it. They are as varied as the Wastes themselves, but traditionally the Trar'el have been defined by conflict between the Ga'el and the Ra'el, or Tiger Tribe. The Tigers rule from the shadows of the great jungle that stretches across the northern half of the Waste, while the Lions rule the south from the Savannah that seperates Jungle from desert.

Trar'el are ruled by their warlords, who maintain their personal Trar, or Pride. Trar are typically not defined by tribes in particular, but by the particular warlord who leads them. While the most powerful warlords typically belong to the Lion or Tiger tribes, it is not uncommon to see a Ta'el/Panther or Yi'el/Cheetah lead a large Trar. Power structure in the tribes consists of the Warlord, his consort, and his close kin and bodyguards at the top, servant warriors and blacksmiths in the middle, wed females, unwed females, male slaves, the Warlord's harem, and finally female thralls at the bottom. Half-breed Trar aren't an uncommon sight in the Waste, but almost never become Warlords due to superstition and tendency to be infertile.

It was into this wild and violent structure in the south of the Waste that Prax'ak Dor Molap was born. Molap Dor Ren'thar, Prax's sire, was a middling warlord who had carved himself a territory on the border of the savannah and desert, where prey from both biomes was plentiful to feed his growing Trar. Prax was of the line of Ga, the legendary first Lion and the first to force the entire Trar'el people to submit and thus earn the crown of Trar'Ga, which was named for him. Those of Ga's bloodline had always demonstrated great size and a dazzling white coat, thus securing most of Ga's descendants places as legendary warlords throughout the years. Prax himself was raised on stories of his grandsire Ren'Thar, who forced the mighty Ka'el/Snakefolk to retreat back into the desert. When he came of age and passed his trial of boyhood, wrestling a fellow candidate for warriorship into submission, Prax entered training to become a Trar'Lash, a Pride Warrior.

The training of a Trar'Lash is long and brutal. Often the apprentice must bear long periods of time surviving in the desert, kept away from the Pride by threat of banishment until their trial is complete. Other trials involve fighting the great beasts of the savannah, Lions, Panthers, and Cheetahs far larger and far stronger than any found elsewhere in the world. The point of the trials is to strengthen the Thalai in the Trar'lash. A lash who lacks strength in the Thalai is hardly a warrior at all. Prax struggled through the trials as all youths do, and the trials made him strong. His body grew to epic proportions, dwarfing even his fellow descendants of Ga. His teeth grew strong, his claws sharp, and his instincts powerful. Soon, he came of age for his trial of manhood, which would decide his role in the future. A cub taking on the last trial of the Trar'lash must choose his prey from amongst the many creatures of the Waste. The prey they choose decides their place in the warrior totem pole, with those who pick weaker prey at the bottom and the future warlords come from those who choose the strongest of prey. They must then track and kill their selected target relying only on the Thalai. Prax, always the prideful one, chose the most powerful of prey, only vanquished thrice before in the history of the Trar'El. The Tembast.

Tembast, or Waste Mastodon, are mighty creatures. Elephant esque, they are differentiated by their longer, hornlike tusks, their twin trunks, and the fact that they make a normal elephant look like a baby next to them. Prax knew he would have a challenge ahead of him, but adrenaline spurred him forward as he found and followed the trail of a bull Tembast. Knowing that he could not defeat the beast through strength alone, Prax found a nearby ravine, and in it weakened a wall of Rock. He then goaded the Tembast into the ravine, before getting it to charge the weakened rockwall. The resulting rockslide stunned the great beast and broke one of it's tusks. Grabbing the broken off tip of the Tembast's tusk, Prax tapped into the Thalai, and with a great leap and stab, stuck the tusk tip into the Tembast's heart, slaying it and claiming his position as a future Warlord.

The life of a Warlord is not all glory and luxury however. While normal Trar'lash may earn their glory fighting other Trars, the future leaders of the Trar'el must prove their glory and learn humility beyond the reaches of the Waste. This is both a voluntary excersize by tradition, and because other warlords see the newly anointed future leaders as threats to their power, even if that threat is family. Those seeking temporary power typically seek out military positions within what few united forces Antora actually has, but those who want even greater glory and legend leave their home nation in search of greater adventure beyond the home of the beastfolk. Prax fell into the latter category, and left Antora in search of his legacy, or rather the legend he would build his legacy on. His adventures included slaying the great Witch of Dunmoira, bested the great Blue Knight of Ashar, and fought as a mercenary for Dascus at the Battle of Eckers. He now fights under the banner of Tashar after being hired by a Sartharian sell sword company, the Tharian Claws.

Fighting Style): Barbarian
Abilities:
  • Ga's Roar: Like most Ga'el in tune with the Thalia, Prax can replicate the roar of Ga the Mighty, a loud and powerful noise that can bolster his allies and strike supernatural fear into the hearts of his enemies.
  • Lion Shape: Thanks to the training of the Trar'lash, Prax has reached the point where he can utilize his deep connection to the Thalia to take the form of a Great Lion, in order to increase his sheer deadliness in combat in exchange for a lack of control and accessibility.
  • Trar'lash Fighting:Prax is a trained and skilled practioner of the Trar'lash style, being equally able to wield the Farx, the Trar'el double bladed staff/spear, and the bow with ease.
  • Tharian Physiology:Prax, like most Tharians, is stronger, faster, and tougher than most of the other races. While he isn't on the truely supernatural scale in any of the categories, like some of the other tribes are, he still can take and give out quite a bit more punishment than even the strongest non-magical human. It also gives him the instincts and senses of a beast, which can be boosted by the Thalia if he wishes.


Limitations:
  • Size- While Prax's great size may be of use in commanding respect and winning duels in his homeland, it comes at a large disadvantage in a battlefield scenario, both attracting more attention from foes and making it harder to combat large numbers of those foes.
  • Speed- Prax is simply put, slow. Well, slow as in he is bulky on the battlefield, making it even harder to combat small and nimble foes.
  • Foreigner- Prax's culture is strange and hostile to other Tharians. To most of the other races and nations his ways are borderline alien, and that makes interaction with people outside of a select few friends very difficult, if not impossible.
  • Magic Blindness- Prax's abilities and senses are based in the Thalia, which has utterly removed any connection to Magicka that he might have had. This makes even sensing latent magic nigh impossible for Prax, meaning he can be a tremendous liability exploring magical ruins.


Equipment:
  • Farx- A Trar'el double bladed spear/staff, seen in appearance picture
  • Tembast tusk Bow- A Longbow made out of Tembast tusk. Highly accurate, great distance, and nearly impossible to break. Draw strength is beyond the capabilities of most humans.
  • Medallion of Ga- Simple golden medallion depicting a likeness of Ga, used to help channel the Thalia in moments of crisis.


Optional Questionnaire
Personal Quest: To seek glory and honor so that he may return to his homeland and assemble the greatest Trar ever seen.
Favorite Factions: He doesn't really have an opinion on most factions, but is on generally friendly terms with the Foresters and the Dragon Killers
Least Favorite Factions: The only faction is actively antagonistic with is the Bank of Ashar, after his duel with one of the Bank's chosen arena champions the Blue Knight
Favorite Memory: Slaying the Tembast and his manhood ceremony that followed, which lasted for three glorious alcohol and drug fueled days.
Goals: To one day become the first Trar'Ga in over a century.
Greatest Fear: Deep Water. Legends of Kraken and Leviathans that the Gullfolk and other navally oriented Tharians report on have frightened Prax ever since he was a small cub.
Religion: The Thalia


Praz is back lads. I'll have my other character and my expanded Pridelands lore up later today.

User avatar
Danceria
Postmaster-General
 
Posts: 10708
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Thu May 21, 2020 8:23 am

Not sure whether to be a Dwarven spellcaster or a Goliath headsmasha'.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 8:36 am

Danceria wrote:Not sure whether to be a Dwarven spellcaster or a Goliath headsmasha'.

Either work :P currently I'd say we're balanced more towards melee fighters than spellcasters but that could always change. Either race would be welcome too.

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 8:43 am

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

Prax is back! Once again an awesome app accepted

Finland SSR wrote: Syn

Golem! Accepted

Absolon-7 wrote:Rudolph Thorbecke

:rudolphlol:
Welcome back accepted!

New Neros wrote: Zog

Always good to have moose cavalry, accepted

User avatar
Danceria
Postmaster-General
 
Posts: 10708
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Thu May 21, 2020 9:05 am

Tomia wrote:
Danceria wrote:Not sure whether to be a Dwarven spellcaster or a Goliath headsmasha'.

Either work :P currently I'd say we're balanced more towards melee fighters than spellcasters but that could always change. Either race would be welcome too.

Is it possible to "minor" in magic. IE a hypothetical Dwarf Mage would largely use Runesmithing or enchanting in general, but can still lob a fireball/have some knowledge of Alchemy? Or a Goliath of the Horde would not be solely slotted into squishy mage-hood simply because of his gift?
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 9:09 am

Danceria wrote:
Tomia wrote:Either work :P currently I'd say we're balanced more towards melee fighters than spellcasters but that could always change. Either race would be welcome too.

Is it possible to "minor" in magic. IE a hypothetical Dwarf Mage would largely use Runesmithing or enchanting in general, but can still lob a fireball/have some knowledge of Alchemy? Or a Goliath of the Horde would not be solely slotted into squishy mage-hood simply because of his gift?

Ya that's certainly possible, the first one in particular seems very reasonable, the second also works since the Horde doesn't really care what you do as long as you're good at it. I would say with both just keep it balanced so they aren't equally good at everything.

User avatar
Danceria
Postmaster-General
 
Posts: 10708
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Thu May 21, 2020 9:12 am

Tomia wrote:
Danceria wrote:Is it possible to "minor" in magic. IE a hypothetical Dwarf Mage would largely use Runesmithing or enchanting in general, but can still lob a fireball/have some knowledge of Alchemy? Or a Goliath of the Horde would not be solely slotted into squishy mage-hood simply because of his gift?

Ya that's certainly possible, the first one in particular seems very reasonable, the second also works since the Horde doesn't really care what you do as long as you're good at it. I would say with both just keep it balanced so they aren't equally good at everything.

Of course, in both the Dwarf and the Goliath's case, being Medicine Men are familial legacies. We've got enough DPSers and not enough healers...though I might go Dwarf in order to have a decent "party" as the Horde might...chafe some people.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 9:17 am

Danceria wrote:
Tomia wrote:Ya that's certainly possible, the first one in particular seems very reasonable, the second also works since the Horde doesn't really care what you do as long as you're good at it. I would say with both just keep it balanced so they aren't equally good at everything.

Of course, in both the Dwarf and the Goliath's case, being Medicine Men are familial legacies. We've got enough DPSers and not enough healers...though I might go Dwarf in order to have a decent "party" as the Horde might...chafe some people.

Dwarf healer is cool, and ya I already introduced someone from the horde so two might be enough lol

User avatar
Danceria
Postmaster-General
 
Posts: 10708
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Thu May 21, 2020 9:19 am

Tomia wrote:
Danceria wrote:Of course, in both the Dwarf and the Goliath's case, being Medicine Men are familial legacies. We've got enough DPSers and not enough healers...though I might go Dwarf in order to have a decent "party" as the Horde might...chafe some people.

Dwarf healer is cool, and ya I already introduced someone from the horde so two might be enough lol

Right, are there any other cities in Dascus? I'd like my dude to be well connected, without the prospect of getting shived in his sleep. However, perhaps we need someone who's more of a WIS and CHA build than a straight up DPSer like much of the "cast".
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 9:24 am

Danceria wrote:
Tomia wrote:Dwarf healer is cool, and ya I already introduced someone from the horde so two might be enough lol

Right, are there any other cities in Dascus? I'd like my dude to be well connected, without the prospect of getting shived in his sleep. However, perhaps we need someone who's more of a WIS and CHA build than a straight up DPSer like much of the "cast".

Yup there definitely are more cities, feel free to world build on that front.

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

Postby Zarkenis Ultima » Thu May 21, 2020 10:53 am

Name: Chrysanthea 'Chryssa' Blackwood | The Black Butterfly
Age: 25
Gender: Female
Race: Human
Appearance: Here
Mage?: No
Bio: Chrysanthea's lives have both been marked by tragedy, and the first came to a swift end when she was only a child, but to understand these statements, we must start from the beginning. The Blackwoods of Theles were part of the old Dascian nobility, their roots dating from before the merger with the Duchy of Heidelberg took place, and while their splendor had peaked a long time ago they were still an influential family, extremely wealthy and with plenty of connections with the Consortium. Their lavish lifestyle and their prosperity would be threatened, however, by the reign of Lucas the Cruel. Firmly opposed to his draconian policies, House Blackwood nonetheless had few allies to count on, as not many were willing to stand against someone such as Lucas IV. Finally, fearing prosecution, Lord Robert V Blackwood, Count of Theles and Chrysanthea's great-grandfather, took his family, his servants and his wealth, and fled south to Sarthares almost sixty years ago.

The fact that Lucas IV was deposed just six years after this exodus would've normally meant that the noble family would promptly return to their righteous place in Theles, but such a thing did not happen. Upon their arrival in the Kritarchy, the family was welcomed with open arms - the Sartharians did not fear retribution from the mad Dascian king, as they had the backing of both the League and the Empire. Lord Blackwood and his family settled in the coastal city of Ramnos, not far from the capital of Archea, where he became enamored by Sartharian culture. Despite the large Thalari population, Ramnos, and Sarthares as a whole, was a hub of art and philosophy, with humans and beastfolk alike participating in seemingly sophisticated expressions of their thought and emotion - there was a notorious leaning towards naturalistic positions in both philosophical and artistic currents of course, thanks to the presence of the Thalari, though those who held different beliefs were free to express themselves as well.

Lord Blackwood and his son Edward became particularly interested in the writings of Apolita, and decided that living under a king, just or cruel, would no longer be their family's path. Instead, they lived under the Judges, and used their wealth to invest in Ramnos and surrounding towns and cities, becoming the patrons of numerous painters, writers, sculptors and musicians and helping the impoverished. Thirty-two years after her family's arrival, Chrysanthea was born to Andreas Blackwood, governor of Ramnos, and his wife. Her family, while no longer nobility of any sort, still maintained a comfortable lifestyle, and her grandfather and great-grandfather were widely considered patron saints of the arts, not just in Ramnos but in the Kritarchy as a whole.

Chrysanthea, or Chryssa as her parents affectionately called her, grew up in this environment. Since her early years she was a feisty, lively girl with a boundless curiosity, and it was this curiosity that would eventually prove to be her undoing. While her family no longer answered to Dascus, they still had some connections with the Consortium, and when she was just ten years old her father hired one of their top runesmiths to make a special armor for his bodyguard, fearing the mysterious death threats that his family had received of late. This armor was to be composed of an extremely rare metal called magicite, an alloy that can only be crafted with steel and wraithstone and which, if sufficiently connected to a person - in this case by covering most of their body - would grant them unnatural might. It was a complicated project to be sure, and potentially a dangerous one as runesmithing done wrong could have explosive consequences, but still the master runesmith assured Governor Andreas that it could be done, even though magicite was rarely used in such large quantities and practically never for a full suit of armor. Some months later, the master runesmith was about to finish the cuirass and a curious Chryssa had wandered into the workshop.

Suddenly, an explosion rocked the entirety of Robert's Hall, and guards rushed to the scene only to find the master runesmith dead and Chryssa agonizing, riddled with wounds from the shrapnel that embedded itself inside of her. A panicked Andreas ordered her to be carried to the nearby sanctuary of Oadot, where the Chosen made every effort to remove the shrapnel and heal the ailing girl, but some shards could not be removed without causing too much damage, and all of their prayers seemed unable to bring her back to health. At the tender age of ten, in the care of Oadot's Chosen, Chrysanthea Blackwood passed away.

That would have been the end of her story, if not for the Black Butterfly.

Watching over the dying girl and her panicked father was a figure shrouded in darkness, a Repentant Knight who had sought temporary shelter among the Chosen. Not a second after the girl had passed, the mysterious knight stepped forward, gently asking her father to move aside before leaning over the dead girl and placing her hands over her chest. Then, she uttered a careful, heartfelt prayer to Datune, the Goddess of Penance and Rebirth. For a few moments, nothing happened, and then the Repentant tried again, her words more vehement this time. Once more, nothing. Finally, she uttered the prayer one last time, her tone now pleading. A second passed, then another, and suddenly the girl opened her eyes, gasping for air.

Andreas held his daughter and looked up at the knight, promising to give her any reward she asked. In response, she simply stated that she sensed a great destiny for Chrysanthea, and asked to be allowed to train her in the ways of the sword. Though surprised, the Governor felt that he was hardly in a position to refuse, and agreed to let her train his daughter as soon as she recovered fully.

This recovery, as it turned out, would be trickier than initially believed. Though Chryssa was undeniably alive, the shards of metal that remained inside her body were, in fact, shards of magicite, and without a runic matrix to keep their power in check, their latent power would eventually go out of control and kill her. Desperate, Andreas went to every runesmith, alchemist, magician and healer of renown within Sarthares, though he refused to go to the Consortium for aid, instead cutting all ties with them as he was infuriated with what they had done to his family. Eventually, a solution was found, one that wasn't ideal but would allow Chryssa to live her life with relative normalcy: a cleansing potion, a semi-common concoction normally used to cure someone of a curse or other magical affliction, would keep the magicite in check if ingested regularly. Fortuntely, they were not expensive, so Andreas was sure that with his family's wealth, her daughter would be able to live out her entire life without issue.

With that matter solved, then, it was time for Chryssa and Andreas to honor their promise, and honor it they did. From that day onwards, Chryssa would train with her savior every day for hours on end, and though at first she displayed little skill with the sword, over the years she would become a formidable fighter, able to trade blows with her mentor no longer as a student, but as an equal. She also discovered that, though it threatened her, the volatile power of the magicite inside of her could be harnessed to overcome her body's limits. Her mentor warned her against this however, telling her to use it only as a last resort, and so their training continued on as usual.

But other things would soon change in Chrysanthea's life. Eight years after her death and resurrection, her father died of sickness, and another governor was elected to manage the affairs of Ramnos, while Chryssa became the head of the household, as Andreas never had any other children. With only eighteen of age and far more interested in her swordplay than in the affairs of her family, the young head of the family left her father's - and now her- advisor, Edris, to handle everything, from their donations to charity to their patronage of various artists.

Over the course of two years, however, Edris conspired. He had strong ties to the Consortium still, and had vehemently opposed Andreas' decision to cut all ties with them only to be ignored. Slowly as to remain unnoticed, he put together a plot to rid the world of House Blackwood. One day, while Chryssa was out in the nearby plains training, a small force marched into Robert's Hall and slaughtered everyone in it before the city guard could intervene. Servants, artists and family members alike were slain, except of course for Edris himself, who played the part of the frightened survivor. The assassins were then apprehended, but at the same time, another group of assassins closed in on Chryssa and her mentor. They were numerous enough to overwhelm her, but both of them fought hard to survive. Ultimately, the Repentant was able to protect Chryssa, at the cost of her own life: the wounds she had sustained during the fight were lethal.

In her last moments, the Repentant told Chryssa her name, along with a story. The story of the Black Butterfly, who wielded the Sword of Retribution, Achlys, said to have been forged by an avatar of the Goddess herself. The Black Butterfly was a mantle passed on from generation to generation, destined to protect the innocent and guided by the hand of Datune. The woman confessed that it had a long time since Datune had spoken to them, as neither her, nor her mentor, nor her mentor's mentor had heard her voice. Even so, someone had to don the mantle, and she knew it was Chryssa's destiny, for it was Sualdir's edict and the will of the Gods, communicated to her by a Keeper of the Glass.

When Chryssa returned to the city, now carrying the armor and weapons of the Black Butterfly, she found out that her family was dead, and that Edris was found responsible for the conspiracy, tried, and promptly executed. The young woman was horrified, knowing that he had only managed this because of her refusal to handle the affairs of the family herself, and at that moment, she decided to surrender herself to her destiny. She donated Robert's Hall to be turned into an orphanage and gave what remained of her family's wealth to various charities before leaving Ramnos. Donning the armor, she wandered the countryside until eventually happening across one of the Repentant's scant temples, the headquarters of the Archean Chapter. There, she was taught the ways of the Repentant, their vows of poverty and their philosophy of non-attachment, as well as the importance of symbols such as the one she represented in their culture, to inspire others to follow in their footsteps and make the world a better place.

Two years afterwards, she left again and took to wandering across Eboris, doing what she could to protect the people and punish the wicked, while struggling to regularly obtain doses of that special concoction which she needed to survive. She has been doing this for five years, but feels that she has yet to find that 'greater destiny' that her mentor once told her about.
Fighting Style: One-handed swordsmanship, with a focus on agility and parrying
Abilities:
  • [Swordsmanship]: Chryssa is an exceptionally talented swordswoman, using Achlys together with a parrying dagger to deadly effect and taking advantage of her agility to overwhelm her foes with a variety of attacks from several different angles.
  • [Volatile Power]: Chryssa can harness the latent power of the magicite shards embedded within her to pull off incredible feats of strength.
  • [Blessing of Datune]: Perhaps most notably, Chryssa has access to that elusive power exclusive to the Repentant, the power to bring back the dead.

Limitations:
  • The use of a parrying dagger instead of a shield allows for impressive feats of defensive and offensive swordsmanship, but requires a great deal of ability and precision, and sacrifices the simple safety that a shield offers a warrior.
  • Adding to the above, as Chryssa relies on agility, her armor is not as heavy or reinforced as those worn by the Guardians or the Knights of Shotarr.
  • A burst of magicite power, while awe inspiring, leaves the user drained afterwards, and can easily lead to bodily harm if one is not careful.
  • In addition, the presence of magicite in Chryssa's body is a danger, and she needs to drink cleansing potions with regularity in order to keep the magicite from going out of control and killing her. On top of that, after drinking one she won't be able to harness its power for a time.
  • Chryssa is a swordswoman first and foremost. Her only means of attacking at a range is her limited supply of throwing knives.
  • The Blessing of Datune, while powerful, can only be used sparingly. Too many prayers of resurrection and she risks her life being extinguished in return.

Equipment:
  • [Armor of the Black Butterfly]: A simple yet elegant, almost dress-like suit of armor passed on to Chryssa by her mentor, this runeforged armor possesses strong enchantments that ward against magical attacks, making her a powerful asset against magicians.
  • [Achlys, Sword of Retribution]: A masterfully crafted black blade that is supernaturally sharp and enduring, and is inlaid with two enchanted rubies on he hilt, which grant it the power to either become wreathed in flames or emanate a thick white mist that obscures its user.
  • Parrying Dagger
  • Throwing Knives
  • Cleansing Potions


Optional Questionnaire
Personal Quest: None - her ideals and her service to the Repentant are all she has
Favorite Factions: Oadot's Chosen, the Honor Guild, the Wanderers
Least Favorite Factions: The Magi Consortium, the Enchanter Order, the Knights of Shotarr, the Order of the Fading Butterfly
Favorite Memory: Saving a family from a rogue magician while in the service of Datune
Goals: To live a pious life and redeem herself in the eyes of the Gods
Greatest Fear: Being the vehicle for another tragedy
Religion: The Pantheon
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread
Take a look at my latest roleplay! Come journey with us to somewhere in the dark.

User avatar
Tomia
Post Marshal
 
Posts: 15646
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 11:53 am

Zarkenis Ultima wrote:Name: Chrysanthea 'Chryssa' Blackwood | The Black Butterfly
Age: 25
Gender: Female
Race: Human
Appearance: Here
Mage?: No
Bio: Chrysanthea's lives have both been marked by tragedy, and the first came to a swift end when she was only a child, but to understand these statements, we must start from the beginning. The Blackwoods of Theles were part of the old Dascian nobility, their roots dating from before the merger with the Duchy of Heidelberg took place, and while their splendor had peaked a long time ago they were still an influential family, extremely wealthy and with plenty of connections with the Consortium. Their lavish lifestyle and their prosperity would be threatened, however, by the reign of Lucas the Cruel. Firmly opposed to his draconian policies, House Blackwood nonetheless had few allies to count on, as not many were willing to stand against someone such as Lucas IV. Finally, fearing prosecution, Lord Robert V Blackwood, Count of Theles and Chrysanthea's great-grandfather, took his family, his servants and his wealth, and fled south to Sarthares almost sixty years ago.

The fact that Lucas IV was deposed just six years after this exodus would've normally meant that the noble family would promptly return to their righteous place in Theles, but such a thing did not happen. Upon their arrival in the Kritarchy, the family was welcomed with open arms - the Sartharians did not fear retribution from the mad Dascian king, as they had the backing of both the League and the Empire. Lord Blackwood and his family settled in the coastal city of Ramnos, not far from the capital of Archea, where he became enamored by Sartharian culture. Despite the large Thalari population, Ramnos, and Sarthares as a whole, was a hub of art and philosophy, with humans and beastfolk alike participating in seemingly sophisticated expressions of their thought and emotion - there was a notorious leaning towards naturalistic positions in both philosophical and artistic currents of course, thanks to the presence of the Thalari, though those who held different beliefs were free to express themselves as well.

Lord Blackwood and his son Edward became particularly interested in the writings of Apolita, and decided that living under a king, just or cruel, would no longer be their family's path. Instead, they lived under the Judges, and used their wealth to invest in Ramnos and surrounding towns and cities, becoming the patrons of numerous painters, writers, sculptors and musicians and helping the impoverished. Thirty-two years after her family's arrival, Chrysanthea was born to Andreas Blackwood, governor of Ramnos, and his wife. Her family, while no longer nobility of any sort, still maintained a comfortable lifestyle, and her grandfather and great-grandfather were widely considered patron saints of the arts, not just in Ramnos but in the Kritarchy as a whole.

Chrysanthea, or Chryssa as her parents affectionately called her, grew up in this environment. Since her early years she was a feisty, lively girl with a boundless curiosity, and it was this curiosity that would eventually prove to be her undoing. While her family no longer answered to Dascus, they still had some connections with the Consortium, and when she was just ten years old her father hired one of their top runesmiths to make a special armor for his bodyguard, fearing the mysterious death threats that his family had received of late. This armor was to be composed of an extremely rare metal called magicite, an alloy that can only be crafted with steel and wraithstone and which, if sufficiently connected to a person - in this case by covering most of their body - would grant them unnatural might. It was a complicated project to be sure, and potentially a dangerous one as runesmithing done wrong could have explosive consequences, but still the master runesmith assured Governor Andreas that it could be done, even though magicite was rarely used in such large quantities and practically never for a full suit of armor. Some months later, the master runesmith was about to finish the cuirass and a curious Chryssa had wandered into the workshop.

Suddenly, an explosion rocked the entirety of Robert's Hall, and guards rushed to the scene only to find the master runesmith dead and Chryssa agonizing, riddled with wounds from the shrapnel that embedded itself inside of her. A panicked Andreas ordered her to be carried to the nearby sanctuary of Oadot, where the Chosen made every effort to remove the shrapnel and heal the ailing girl, but some shards could not be removed without causing too much damage, and all of their prayers seemed unable to bring her back to health. At the tender age of ten, in the care of Oadot's Chosen, Chrysanthea Blackwood passed away.

That would have been the end of her story, if not for the Black Butterfly.

Watching over the dying girl and her panicked father was a figure shrouded in darkness, a Repentant Knight who had sought temporary shelter among the Chosen. Not a second after the girl had passed, the mysterious knight stepped forward, gently asking her father to move aside before leaning over the dead girl and placing her hands over her chest. Then, she uttered a careful, heartfelt prayer to Datune, the Goddess of Penance and Rebirth. For a few moments, nothing happened, and then the Repentant tried again, her words more vehement this time. Once more, nothing. Finally, she uttered the prayer one last time, her tone now pleading. A second passed, then another, and suddenly the girl opened her eyes, gasping for air.

Andreas held his daughter and looked up at the knight, promising to give her any reward she asked. In response, she simply stated that she sensed a great destiny for Chrysanthea, and asked to be allowed to train her in the ways of the sword. Though surprised, the Governor felt that he was hardly in a position to refuse, and agreed to let her train his daughter as soon as she recovered fully.

This recovery, as it turned out, would be trickier than initially believed. Though Chryssa was undeniably alive, the shards of metal that remained inside her body were, in fact, shards of magicite, and without a runic matrix to keep their power in check, their latent power would eventually go out of control and kill her. Desperate, Andreas went to every runesmith, alchemist, magician and healer of renown within Sarthares, though he refused to go to the Consortium for aid, instead cutting all ties with them as he was infuriated with what they had done to his family. Eventually, a solution was found, one that wasn't ideal but would allow Chryssa to live her life with relative normalcy: a cleansing potion, a semi-common concoction normally used to cure someone of a curse or other magical affliction, would keep the magicite in check if ingested regularly. Fortuntely, they were not expensive, so Andreas was sure that with his family's wealth, her daughter would be able to live out her entire life without issue.

With that matter solved, then, it was time for Chryssa and Andreas to honor their promise, and honor it they did. From that day onwards, Chryssa would train with her savior every day for hours on end, and though at first she displayed little skill with the sword, over the years she would become a formidable fighter, able to trade blows with her mentor no longer as a student, but as an equal. She also discovered that, though it threatened her, the volatile power of the magicite inside of her could be harnessed to overcome her body's limits. Her mentor warned her against this however, telling her to use it only as a last resort, and so their training continued on as usual.

But other things would soon change in Chrysanthea's life. Eight years after her death and resurrection, her father died of sickness, and another governor was elected to manage the affairs of Ramnos, while Chryssa became the head of the household, as Andreas never had any other children. With only eighteen of age and far more interested in her swordplay than in the affairs of her family, the young head of the family left her father's - and now her- advisor, Edris, to handle everything, from their donations to charity to their patronage of various artists.

Over the course of two years, however, Edris conspired. He had strong ties to the Consortium still, and had vehemently opposed Andreas' decision to cut all ties with them only to be ignored. Slowly as to remain unnoticed, he put together a plot to rid the world of House Blackwood. One day, while Chryssa was out in the nearby plains training, a small force marched into Robert's Hall and slaughtered everyone in it before the city guard could intervene. Servants, artists and family members alike were slain, except of course for Edris himself, who played the part of the frightened survivor. The assassins were then apprehended, but at the same time, another group of assassins closed in on Chryssa and her mentor. They were numerous enough to overwhelm her, but both of them fought hard to survive. Ultimately, the Repentant was able to protect Chryssa, at the cost of her own life: the wounds she had sustained during the fight were lethal.

In her last moments, the Repentant told Chryssa her name, along with a story. The story of the Black Butterfly, who wielded the Sword of Retribution, Achlys, said to have been forged by an avatar of the Goddess herself. The Black Butterfly was a mantle passed on from generation to generation, destined to protect the innocent and guided by the hand of Datune. The woman confessed that it had a long time since Datune had spoken to them, as neither her, nor her mentor, nor her mentor's mentor had heard her voice. Even so, someone had to don the mantle, and she knew it was Chryssa's destiny, for it was Sualdir's edict and the will of the Gods, communicated to her by a Keeper of the Glass.

When Chryssa returned to the city, now carrying the armor and weapons of the Black Butterfly, she found out that her family was dead, and that Edris was found responsible for the conspiracy, tried, and promptly executed. The young woman was horrified, knowing that he had only managed this because of her refusal to handle the affairs of the family herself, and at that moment, she decided to surrender herself to her destiny. She donated Robert's Hall to be turned into an orphanage and gave what remained of her family's wealth to various charities before leaving Ramnos. Donning the armor, she wandered the countryside until eventually happening across one of the Repentant's scant temples, the headquarters of the Archean Chapter. There, she was taught the ways of the Repentant, their vows of poverty and their philosophy of non-attachment, as well as the importance of symbols such as the one she represented in their culture, to inspire others to follow in their footsteps and make the world a better place.

Two years afterwards, she left again and took to wandering across Eboris, doing what she could to protect the people and punish the wicked, while struggling to regularly obtain doses of that special concoction which she needed to survive. She has been doing this for five years, but feels that she has yet to find that 'greater destiny' that her mentor once told her about.
Fighting Style: One-handed swordsmanship, with a focus on agility and parrying
Abilities:
  • [Swordsmanship]: Chryssa is an exceptionally talented swordswoman, using Achlys together with a parrying dagger to deadly effect and taking advantage of her agility to overwhelm her foes with a variety of attacks from several different angles.
  • [Volatile Power]: Chryssa can harness the latent power of the magicite shards embedded within her to pull off incredible feats of strength.
  • [Blessing of Datune]: Perhaps most notably, Chryssa has access to that elusive power exclusive to the Repentant, the power to bring back the dead.

Limitations:
  • The use of a parrying dagger instead of a shield allows for impressive feats of defensive and offensive swordsmanship, but requires a great deal of ability and precision, and sacrifices the simple safety that a shield offers a warrior.
  • Adding to the above, as Chryssa relies on agility, her armor is not as heavy or reinforced as those worn by the Guardians or the Knights of Shotarr.
  • A burst of magicite power, while awe inspiring, leaves the user drained afterwards, and can easily lead to bodily harm if one is not careful.
  • In addition, the presence of magicite in Chryssa's body is a danger, and she needs to drink cleansing potions with regularity in order to keep the magicite from going out of control and killing her. On top of that, after drinking one she won't be able to harness its power for a time.
  • Chryssa is a swordswoman first and foremost. Her only means of attacking at a range is her limited supply of throwing knives.
  • The Blessing of Datune, while powerful, can only be used sparingly. Too many prayers of resurrection and she risks her life being extinguished in return.

Equipment:
  • [Armor of the Black Butterfly]: A simple yet elegant, almost dress-like suit of armor passed on to Chryssa by her mentor, this runeforged armor possesses strong enchantments that ward against magical attacks, making her a powerful asset against magicians.
  • [Achlys, Sword of Retribution]: A masterfully crafted black blade that is supernaturally sharp and enduring, and is inlaid with two enchanted rubies on he hilt, which grant it the power to either become wreathed in flames or emanate a thick white mist that obscures its user.
  • Parrying Dagger
  • Throwing Knives
  • Cleansing Potions


Optional Questionnaire
Personal Quest: None - her ideals and her service to the Repentant are all she has
Favorite Factions: Oadot's Chosen, the Honor Guild, the Wanderers
Least Favorite Factions: The Magi Consortium, the Enchanter Order, the Knights of Shotarr, the Order of the Fading Butterfly
Favorite Memory: Saving a family from a rogue magician while in the service of Datune
Goals: To live a pious life and redeem herself in the eyes of the Gods
Greatest Fear: Being the vehicle for another tragedy
Religion: The Pantheon

Accepted!

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

Postby Zarkenis Ultima » Thu May 21, 2020 12:43 pm

Tomia wrote:Accepted!


Nice! I'll get to work on putting together a character list.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread
Take a look at my latest roleplay! Come journey with us to somewhere in the dark.

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

Bringing this over from the last RP

Postby Absolon-7 » Thu May 21, 2020 1:39 pm

The Slayers of the Crypt Composition


Slayers. One word that strikes fear into the hearts of necromancers and sentient undead
Image
wherever they may be in Eboris. Compared to a continent of millions they are a very, very small fraction of its peoples but their deeds and reputation is known far and wide. Through their own accounts the official number of Slayers is consistently 500~750 in every decennial census, including students.

Hierarchy
Grandmaster- Highest officer of the entire organization and the most powerful and skilled of them all, capable of killing a hundred men (living or undead) in a single fight by themselves. Their role is to institute policy and carry out large scale operations against necromantic orders and the most powerful of undead. The position is appointed from one of the Marshals and lasts for life.
Marshals- A group of fourteen Slayers handpicked by the Grandmaster or nominated by the Councils and approved for their spot. The Grandmaster's direct subordinates that carry out his will and decisions. Each is an excellent warrior surpassing any normal Slayer.
The Mausoleum Councils- regional councils made of seven Slayers that oversee the mundane policies and priorities of the order. Their duties include the collection on information, assigning missions to Slayers, administration of the Slayer schools that feed their manpower, and regulating the smaller support staff for the Slayers in their schools and secret bases. Their meetings are held in the conference halls of their respective Slayer schools biannually but two always stays to act as the academy's principal and vice-principal.
Men-at-Arms- the vast majority of the order is made of men and women of this rank who have chosen to devote themselves to put the dead to rest in Chtholes name. While their quality varies each is an incredibly skilled warrior with years of training and combat skill among several others as such they are a level above your average fighter in some regards. A good portion of their career is spent hunting down the undead and those who create them of their own accord or by receiving assignments from the Councils transmitted through their magic crows.
Candles- the smallest group in the order but also the most valuable. The students of the Slayer schools live in their school's dormitories are fed and clothed by the order and are left to their own recreation when not being given lessons. Students may travel along with a Men-at-Arms for single assignment every year.


Armor of the Crypt Slayer Grandmaster

Recruitment & Training
Wherever they may be a Slayer is tasked to keep a lookout for potential recruits and to offer them a chance in joining the order. The training period for the Slayers of the Crypt is a four year course at one of their hidden schools and students live in dormitories, separated by sex, that are separate buildings from the school. The school themselves are modest compounds hidden in the far corners of the human realms and are often incredibly booby trapped to deter trespassers. Their instructors are usually retired Slayers or ones who are choosing to take a break for a year. During their four year curriculum, apprentices are given an incredibly rigorous course in academics but more importantly an extensive program in installing discipline through physical combat training which includes but is not limited to hand-to-hand self-defense techniques, wilderness survival, and general physical training to increase physical fitness to an acceptable degree for their age. Arguably the most important section of a Slayer's trove of knowledge is using their brain in sword fights. Their masters drill in to them a set of three different styles of fighting meant to focus on strong attacks, swift attacks, and dealing with groups. Each style has their own special techniques but the average Slayer usually hones one more then the others. Students are given three meals a day and given ample time for recreation and few holidays as over-stressed apprentices would make for poor Slayers. Occasionally they might be given a retreat led by an instructor to a major city or famous landmark.

School of the Bear - located in southern Eshon by the mountains that feed the twin rivers that converge.
School of the Cat - located in central Dascus.
School of the Crane - located on one of Treodor's islands.
School of the Griffon - located in southern Tashar.
School of the Manticore - located in the border between the Hurelan Freelands and Dascus.
School of the Viper - located in the border between Dascus and Antora.
School of the Wolf - located in eastern Tashar by the mountain's bordering Hercynia and the river valley.

Presence Throughout the Continent
Scattered throughout Eboris are several sanctuaries for the Slayers, formally called an Ossuary, that vary in size and condition. These locations are uncommon to a degree as having too many would derail the order's secrecy but there exist enough in human lands where the stubborn enough can find them. They range from small abandoned shacks that only have the bare necessities to secret levels in buildings that give luxurious amenities. What they all share is the option for a Slayer to relax and care for their wounds for however much time they might need.

On Nightshade Crows
Undoubtedly one of the most valuable assets of the entire order is a monopoly on a particular breed of super intelligent crow. Their origin and how they fell in the hands of the Slayers is a closely kept secret in the higher ranks of the Slayers but most don't really care and simply appreciate their versatility. First and foremost is ability to memorize entire dialogues, speeches, and messages and repeat them as many times as necessary. This is coupled with being able to have a photographic memory of landscapes they are ordered to fly over. However this only last in periods they are awake as their stored memory seems to reset upon every rest. They seem to have some sort of consciousness as several are reported to have quirks or general eccentricities in their personality. Another noteworthy facet of them is their higher stamina and vastly longer lifespan than an average crow. Their breeding, rearing, and training is the responsibility of a retired Slayer given the special rank of Aviator as they oversee each school's aviary of Nightshade Crows. At every Slayer apprentice's second year they are assigned a Nighshade Crow in a special ceremony.

Rituals & Practices
WIP
Last edited by Absolon-7 on Thu May 28, 2020 7:02 pm, edited 1 time in total.

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

Postby Zarkenis Ultima » Thu May 21, 2020 1:42 pm

Alrighty, put up a list with the currently accepted characters on the third post.
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread
Take a look at my latest roleplay! Come journey with us to somewhere in the dark.

PreviousNext

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Newne Carriebean7, Trapoletanius, Unitarian Universalism

Advertisement

Remove ads