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Lazarian
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Posts: 1534
Founded: Jul 14, 2013
Inoffensive Centrist Democracy

Postby Lazarian » Thu May 21, 2020 2:11 pm

Name: Festus Attore | "Father Merlot"
Age: 28
Gender: Male
Race: Human
Appearance (pics if possible):
Image

Festus is average height, about 5'9. He weighs 170 pounds, and his most distinguishing features are a slight beer gut and a perennial smile.

Mage?: Slightly.

Bio: Son of Giovanni Attore and Elena Attore, Festus was born as the third of seven children. The Attores were a Hurelan merchant family, operating a relatively successful caravan which traversed the route from Durnhal (the capital of Hurelan) to Halsha (the capital of Dascus). While the Attores fortunes varied dramatically from year to year, Giovanni and Elena were doting and caring parents to all their children. Early on, Festus demonstrated his nature as a speaker and comedian, always the joker of the family. However, he possessed very little "business sense" - always underselling goods, losing track of inventory, giving away items to his friends, and gambling his few earnings away. As much as Giovanni and Elena loved Festus, they knew that he could never be a part of their family business.

However, the Freelands are a place of many paths. While they may not be the most prosperous nation of Eboris, they are filled with a vast diversity of opportunities and trades. At eighteen, when Festus began to show glimmers of magic ability - card tricks that were legitimately magical, rather than sleight of hand - his parents decided to enroll him in the Dascian Consortium College of Valden, in hopes that his talent would develop into something greater.

Unfortunately, it did not. According to his professors, magic required dedication and discipline to hone to perfection - and needless to say, our partygoing hero was rather lacking in that department. While he was incredibly popular and well-loved among his friends and colleagues, Festus developed a reputation as a haphazard and careless mage, blundering through his studies and classes. After a practical final where he accidentally detonated a fireball in front of the Headmaster Mage (singing off most of the professor's beard and ruining two separate rows of desks) rather than setting a furnace alight, Festus was expelled for "an acute inability to ever become a serious practitioner".

Festus left the doors of Valden's College completely destitute, with the clothes on his back, a few schoolbooks, and little more. However, this did not dampen his enthusiasm for life. Temporarily living with his former colleagues, he bounced from place to place and job to job, interacting with individuals from all walks of life. Finally, after a few months, he landed stable employment as a barkeeper in the town. This fit him well - he entertained many with his stories, tricks, and enthusiasm for life. While he lacked in material possessions, a purse full of coin was worthless compared to a smile on a patron's face.

However, as the wheels of time turned onward, Festus found himself yearning for adventure. While there was nothing wrong with his current life, he saw the same patrons every day, the same streets every week, and the same city every month. It was a repetitive and stale existence, and he worried that he was wasting his one life. The world was a beautiful (if flawed) place, and he could do so much more. One day, he packed up his few possessions and departed Valden, bidding his many friends adieu. For a few years, he wandered the Freelands, travelling with various merchant caravans as a guard and troubadour.

On one such caravan, he ran into a man of the cloth - a monk under the alias of "Father Carignan". Unlike many of the pious and sanctimonious clergymen Festus had met before, Carignan was a joyous individual, filled with love, kindness, and passion. Every stop they made, he blessed the poor with good fortune, distributed drink and cheer, and inspired laughter and joy among the downcast. Fascinated, Festus grew quite close to Father Carignan over the journey. The two stayed up late into the night, discussing the meaning of existence, the purpose of faith, and the tenets of morality. Carignan argued that the true purpose of the clergy was for the many, rather than the few. The gods proudest creation were the common folk - the poor, the humble, the weak. A true priest, he argued, spent his life travelling the world to view as much of the gods' creation as possible, and to bring joy and blessings to the furthest reaches of Eboris.

At the end of the year-long journey, when they reached Durnhal, Father Carignan made Festus an offer. There was an Abbey of the Vine located in the countryside in the small town of Trennam, to the East. He admired Festus's love for people, life, and drink, and saw potential for an initiate to the order. It was hardly a decision at all. Days later, Festus proudly swore oaths to abandon physical possessions and wealth, and donned the purple robes of the Men of the Vine.

For the next three years, Festus spent his time working in the orchards and winery, travelling the land to distribute their treasures, and helping to organize and host any and all local festivals. It was quite possibly the most fulfilled he had ever felt, and he could have spent the rest of his life in the Freelands in devoted service. However, one rite of the Merry Men is Benthoral's Divination, a reading of the cards. The Abbot of the Feast (the leader of the monastery) takes aside every monk, once every three years, to determine their next path. No monk is meant to spend their entire life in one place.



As Festus sat at the table across from the abbot, the Abbot slowly drew the cards from the deck, laying them upon the table as he had done many times before. The elderly man reached towards the first, and flipped it with a smile.

"Ah. An upright Death." he mused, scratching his white head. Festus's eyes opened wide, slightly afraid, and the abbot laughed.

"Calm yourself, Father Merlot. The upright Death card is not a prediction for your untimely demise." he said warmly, taking another sip of the wine. In reply, Festus sighed in relief. The Cards were a rite meant for Priests with at least five years of experience, and he had not learned or practiced any divination whatsoever. Abbot Dolcetto continued, looking Festus squarely in the eyes.

"Rather, it signifies that your current path in life is coming to an end. I believe that we should keep this in mind as we continue." he finished, moving to the next. "Ah, the Page of Wands. A youth, with enormous excitement and curiosity for the world. Quite interesting."

Abott Dolcetto reached for the third card, flipping it over decisively. A Reversed Six of Cups.

"Ah, the Six of Cups, but reversed. A sign that you may be clinging to the past too tightly, Father Merlot. Your home, your brothers, your current role. It appears Benthoral may have greater plans for you." the old man said, scratching his bald head. Internally, Festus braced. He could almost predict the next card before it arose - and ironically, he was right.

"The Upright Six of Swords, young Merlot. I hardly need to pull the last card at all." the Abbot said confidently, downing a hearty draught of wine. "As you may know, this symbolizes a transition, although perhaps not happy. Benthoral has laid a path for you, friend. All that is left is to determine what is on it." he proclaimed, drawing the last card from the deck. He paused, holding it in front of his eyes, a slight hint of concern in his eyes.

"The Hanged Man. Sacrifice." he whispered solemnly, sliding it across the table. "I do not know exactly what awaits you, Father Merlot, but I cannot promise it will be as joyous as your time spent here. But Benthoral has been quite clear with his wishes."

He took a deep breath, and when the Abbot spoke, it seemed as if something else spoke through him. Thunder filled the normally quite man's voice, and his eyes were shut tightly. His voice echoed through the room, with incredible power for such an elder.

"Death - you must leave the Abbey and return to the world. The Page of Wands - your journey will be filled with much excitement and passion. The Six of Cups - you must let go of your current state in the world and embrace the new. The Six of Swords - you are not happy to leave what you love, but fate demands it. And finally, the Hanged Man. A great sacrifice awaits you, but you shall do so willingly when the time comes. This is fate's decree."


A month later, Festus left the abbey, sent on a missionary journey to wherever the road would take him. Much like his friend Father Carignan before him, he was sent off with a trade caravan. In three years he would return a changed man, with new wisdom and experiences. He departed with only his robes, his trusty staff, a pack of supplies, a lute, and a blessing. But in his heart, he was filled with resolve. Regardless of where he went, there would be a song and a smile. Regardless of the circumstances, the time, and the place - wherever he was, the blessings of Benthoral would follow.

Fighting Style: Bard. Festus fights with a quarterstaff, with a focus on defense. He is decently experienced at using it, as the roads of the Freelands can be quite dangerous.

Abilities:
  • [Silvertongue]: At certain times, people find themselves unnaturally compelled by Festus's words. He can persuade guards to let him into places he would not otherwise be allowed in, convince enemies to temporarily lay down their arms, and inspire men to acts of bravery and boldness.
  • [Transfiguration]: One of Festus's favorite party tricks is to turn water into wine. The common folk love it. He can also turn things into frogs for a short time, though this is literally never useful.
  • [Benthoral's Ballads]: Festus is an excellent musician and singer, as are most Merry Men. Some say that a Merry Man's music is magical, with the ability to raise spirits and dull pain. Others contest this bitterly, claiming that the Merry Men are merely a loud bunch of jesters misappropriating the name of a god. The effects of the songs seem to scale with the piety of the listener, strangely enough.
  • [Illusion]: Not everyone likes the Merry Men. While they're quite popular in the Freelands, some Dascian priests and nobles view them as heretical and a nuisance. To quickly escape from a bad situation or sneak into one place from another, Festus can transform his appearance into that of another, although this is both exhausting and imperfect, as it relies on his visualization of what he desires to transform into. It's also quite short-term.
  • [Pick A Card]: Festus was trained as a mage for some time, and it wasn't entirely useless. He can do many small tricks, such as teleporting objects small distances, making fireworks with his quarterstaff, and setting campfires. All of these spells have virtually no combat application.

Limitations:
  • [Just A Merry Man] - Festus is not a mighty knight, wise sage, or powerful arcane sorcerer. He's just a Merry Man with a cheery disposition, a smooth tongue, and some nifty magical tricks.
  • [Ill-Disciplined] - Sometimes Festus's spells work. Sometimes they fail catastrophically.

Equipment:
  • [Quarterstaff] A long quarterstaff, made from a sturdy beam of ash wood. Tipped with a cap of iron at the end, this serves as a deterrent to any bold robbers that would be so daring and profane as to rob a Merry Man. While this quarterstaff is much more commonly used as a walking stick than an actual weapon, it certainly can be devastating against unarmored or careless foes.
  • [Lute] A six-stringed lute, with nothing special about it. It produces the most sorrowful of dirges, the beautiful of melodies and the most merry of tunes, capable of bringing grown men to tears and stern warriors to revelry.
  • [Tarot Cards] A deck of Tarot Cards, said to read fate itself! Or perhaps just a fun thing to do. Nobody knows if the Merry Men can truly practice divination or whether this is yet another amusement, but they do it nonetheless.
  • [Monk Robes] The purple linen robes of a Man of the Vine. They provide little to no protection from sword or arrow, but they are quite soft and comfortable.


Optional Questionnaire

Personal Quest: Bring as much joy to the world as possible.
Favorite Factions: Merry Men of the Vine (of course), Faenar's Faithful, Oadot's Chosen, The Repentant
Least Favorite Factions: Haruza's Horde, The Magi Consortium, The Enchanter Order
Favorite Memory: Probably one of the countless nights sat around the tables with his brothers in the Abbey, filled with drink and merriment. The Merry Men live good lives.
Goals: Festus hopes to fulfill whatever destiny Benthoral has set out for him, and then return to the Abbey.
Greatest Fear: Festus is afraid that the Hanged Man symbolizes his untimely death. While he is willing to accept such a fate, he dreads it.
Religion: The Pantheon

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Tomia
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Posts: 15645
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 2:13 pm

Name: Dulen Varcan
Age: 42
Gender:Male
Race:Dwarf
Appearance: Dulen
Mage?:No
Bio: A master storyteller, a bomb wielding lunatic, that drunk dwarf in the corner, Dulen Varcan has been known by many descriptions and that is only fitting for a journeyman like himself. Dulen was born to a wealthy dwarven merchant families with deep ties to the bank of Ashar. Dulen like all his siblings was raised as a merchant but he also received a different type of education. Dulen's uncle Gurterd introduced him at a young age to the Street Crawlers and there Dulen learned the art of smuggling and dealing on the black market. From then on Dulen grew up spending most of his time on the streets of Ashar, to the chagrin of his parents. He smuggled, stole, and even occassionally got into a knife fight and loved every moment of it. Still, he never really abandoned his life of luxury and still had aspirations of joing the Bank of Ashar. When he was 21 he put the criminal life behind him and became an offical member of the merchants guild. Still the life of a desk sitting banker didnt suit him and so he tried his hand at real estate. This is when Dulen discovered two of his greatest passions wine and alchemy. He bought a vineyard that was on the decline due to the passing of the Merry Man who was running it and after the purchase Dulen visited the property and began to take great interest in the teachings of the order. A god that let you drink wine all day? Sign him up! Similarly he found fascinating books about not only the cultivation of wine but how to translate these skills to that of alchemy. Dulen spent thousands of coins to bring in proper equipment and tutors and after a few years he was both a dedicated merry men and alchemist. Still sitting around on his vineyard was not his desired destiny, instead he traveled the world, meeting new people and learning their stories. He got into some incredible fights whether they be on battlefields or in bars and it was through these adventures he found his final passion, storytelling. Dulen began writing as an outlet for all the great stories he had. He never expected anything to come of it but soon people began clamoring for more of his books. Novels such as The Tale of the Magi and Dragon Killer Chronicle are extremely popular across the different nations of the continent. Currently Dulen is representing the Bank of Ashar on an exploration of the newly found temple, hoping that it will produce more inspiration for another book.
Fighting Style: Alchemist, ranged fighter
Abilities:
  • Honey Tongued: His status as a Merry Man of the Vine gives him a supernatural aura that makes him far more persuasive than your average person.
  • Bombs Away:Dulen's status as an alchemist has many applications, one of which is bomb making. He makes various concoctions, some infused with magic and some not, that can prove incredibly useful on the battlefield.
  • Healing:Dulen crafts healing potions occasionally which give moderate boosts to stamina and can do things like close small wounds or mend minor breaks.
  • Wordsmith:Dulen is a renowned fiction writer and is very skilled with words.

Limitations:
  • Ammo- Dulen can only use as many bombs as he has on him and he can only carry so many
  • Ingredients- You can't make bombs without materials and so Dulen is reliant on prep and the availability of materials

Equipment:
  • Boom An incredible contraption built by one of Dulen's close friend Ruthan Galber. It is a custom made crossbow that is able to toss Dulen's bombs as far as a hundred yards.
  • Two daggers
  • Notebook
  • Satchel of Potions


Optional Questionnaire
Personal Quest:Recover a rare vintage that was stolen from him
Favorite Factions: Merry Men, Street Crawlers, Bank of Ashar
Least Favorite Factions:Guardians, Horde, Enchanters Guild
Favorite Memory:
Goals: Write a true epic, have stories worth telling
Greatest Fear:Being boring
Religion:Pantheon but somewhat agnostic

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

Postby Finland SSR » Thu May 21, 2020 2:29 pm

Lazarian wrote:Name: Festus Attore | "Father Merlot"

Looks good, accepted!
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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Theyra
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Posts: 5934
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu May 21, 2020 3:54 pm

Name: Ivaran Miaris
Age: 28
Gender: Male
Race: Elf
Appearancw: Ivaran
Mage?: No
Bio: Ivaran was born in the northern part of Athela to a Raeran and Naexi Miaris. While his mother Naexi worked a normal occupation, his father Raeran was apart of the Guardians and was a Knight Commander. Ivaran looked up to his father and wanted to be a Guardian like him. However, when Ivaran was nine, his father went on a mission and never returned. When the Guardians sent a team to investigate, they found the bodies of his men but, could not find his body. Not knowing what happened to his father, the Guardians declared him missing in action and offered gold for any information about his whereabouts. Ivaran took his father's disappearance badly and was made worse when rumors started to form about his father. At first, they were harmless until people started to question Raeran's loyalty to the Guardians. Some said that he survived the attack and chose to leave the guardians and the worse of them said that his father chose to side with mages and helped to kill his men. Ivaran responded with rage to these vile rumors and sometimes would fight other classmates that chose to believe and spread these rumors.

Under the tutelage of his teacher, Ivaran proved to be average in most fields expect combat where he had an innate skill with a polearm. Along with showing the ability to be quick on his feet, his teacher recommended that he should join the military and become a Guardian of the Light. Ivaran was happy at the news that he would be trained as a Guardian and was shipped to the capital with other recruits. He was quick to learn the ways of the Guardians and found comfort in the training and strived to become and Guardian like his father. He would often meditate and worked to hone his skills with polearms and purification. Eventually, he would pass the tests and became a true Guardian of Light. Ivaran was sent to the east and served under a Guardian by the name of Laeroth. Over the years the two worked closely together, and Ivaran considered Laeroth the closest thing he had to a father since his father disappeared, which Ivaran would never say to Laeroth's face.

The most memorable event he had in the east was when he and other Guardians had to track down a mage that was in charge of a Street Crawlers sect in Eastern Athela. This mage had once been allowed to live in Athela but, grew tired of the conditions that non-elves were forced to live in and turned to crime. Eventually, working his way to the top and was chosen to lead the sect. It took time but, Ivaran and Laeroth were able to track the mage down to the sect's headquarters in the abandoned warehouse outside of a major city. Fighting was intense as the Street Crawlers fought to protect their turf but, the Guardians won the battle, and the mage leader was killed. The sect quickly fell apart and was considered dead very soon after.

With this victory and his role in it, Ivaran was reassigned to an important post to the south and had a long goodbye to Laeroth. Soon afterward he would find himself attached to an expedition to an ancient temple where he will be working with others from other nations. Representing the Guardians though he will wary to be working with mages. He will bare it and maybe see what artifact this combined expedition will find that warrants a truce.


Fighting Style: Warrior
Abilities:
  • Polearm Master: Ivaran was been trained extensively with polearms and can use any polearm with great skill.
  • Agile: Ivaran is remarkably fast and fluid with his movements
  • Purification Cone Ivaran is able to project a magical suppression field in a 180-degree cone in front of him and reaches up to ten feet.

Limitations:
  • No shield: Ivaran has no way to defend himself from range attacks especially arrows.
  • Indoor fighting: While his glaive is useful in an open field, it can be unwieldy in small or in too narrow of rooms.
  • In the Front: His Purification Cone mainly works while a mage is in front of him, a mage could regain his power if they went to his side or behind him.

Equipment:
  • Dawnbreaker: A glaive that was forged specific for Ivaran and made from a strong but lightweight metal.
  • Pendant: Formally belonging to his father, it bears the symbol of the light and he wears it around his neck.
  • Lightweight Armor: A lightweight suit of armor that is strong as steel
  • Steel Dagger


Optional Questionnaire
Personal Quest: To find his father
Favorite Factions: Guardians of the Light
Least Favorite Factions: The Street Crawlers
Favorite Memory: Becoming a Guardian of the Light
Goals: To live up to his father's legacy
Greatest Fear: To become what he hates the most
Religion: The Path of Light
Last edited by Theyra on Thu May 21, 2020 6:10 pm, edited 1 time in total.

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

Postby Galnius » Thu May 21, 2020 3:56 pm

Name: Ella Aria
Age: 25
Gender: Female
Race: Human
Appearance: Ella
Mage?: Limited Magic
Bio : Ella is the oldest child of the large, tightly knit Aria family. With 8 sisters and no brothers, one would expect the older Ella to be a doting, motherly type figure. Those who think so would be horribly wrong. A fun loving child from the get go, she was always up to something, be it sneaking alcohol from the family brewery or brawling for sport with the local boys. She was rarely home during the day, and at night learned her father's magic and trade.

All in all she led a happy life. That is, until the day the Bank of Tashar put her family's business up for sale for failing to pay a rather ridiculous and trite fee. Ella was not broken here though. While her family went to farming, Ella decided it was high time to experience the world. She became a travelling merchant, selling potions and alcohol by the glass, bottle, and cask.

It was through this that she was introduced to many a member of the Merry Men. Together they, told stories, and fought off wild creatures. Occasionally she would travel alongside one for an extended time, and eventually it just seemed right to join the faction.

In recent days, Ella had been hired by a nearby merchant guild that she got along with to go on an expedition to a nearby ancient temple. Ella figured with the money as good as it was offered and the experience guaranteed to be memorable, she might as well take what was sure to be an easy, delightful trip.

Fighting Style: Pressure points, brawling, and contact debuffs
Abilities:
  • [Potion transferral]: Ella can transfer the effects of potions and poisons (and alcohol) that are affecting her by touch.
  • [Pressure Points]: Via accidental discovery while fighting Ella learned that some parts of the body numbed limbs when struck
  • [Iron Liver]: Due to the sheer amount of drinking alcohol and potions, her liver adapted to them. Potions, poisons, and alcohol all have half the affect on her that they would on a normal person, though the full effects that a normal person would have hit those who are transferred. This is both a bane and a boon, and allows her to drink most people under the table.
  • [Drunken Fist]: Due to the fact that she's usually drunk when she's fighting, inebriation or similar effects don't hamper her ability to fight. In fact, she becomes more daring, so it in some ways enhances it
  • [Life Surge Alchemy] A secret of the Arian family, this technique involves using a minor magic to infuse water with ones life energy. The effects vary depending on how Ella is feeling emotionally. They sicken if she is sad, heal if she is happy, send the drinker into a rage if she is angry, and make alcohol if she is drunk. She's usually drunk.

Limitations:
  • Range: She can hit you with her fists but only if you are close enough for her to beat you up
  • Heavy armor: She can't transfer stuff or beat you up until she cracks your shell.

Equipment:
  • [The Baby] A decently large oaken cast of alcohol she always has with her, and always keeps filled.
  • [Flasks] She has 6 metal flasks. 5 for potions. One larger one for alcohol.


Optional Questionnaire
Personal Quest: Buy back the family business.
Favorite Factions: The Merry Men
Least Favorite Factions: The Bank of Tashar
Favorite Memory: That time game night with her large family broke out into a fun spirited drunken brawl.
Goals: Make the best alcohol ever discovered, buy back the family distillery, and make a lot of new friends
Greatest Fear: Her dad dying before she can complete her quest
Religion: Worships Benthoral
Last edited by Galnius on Thu May 21, 2020 4:54 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.

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

Postby Absolon-7 » Thu May 21, 2020 4:31 pm

Theyra wrote:Name: Ivaran Miaris

The end of this apps needs a minor correction as we're not doing the Battle of haden hill anymore. Where doing a join expedition instead that has info on it in the OPs last two paragraphs.

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Awesomeland012345
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Posts: 350
Founded: Nov 01, 2019
Civil Rights Lovefest

Postby Awesomeland012345 » Thu May 21, 2020 5:03 pm

If I join this RP (I have never done any kind of RP before except for one-sentence ones on the RMB), how often do I have to be active? It doesn't specify in the description. Also, if I join and I'm horrible at it, will I be kicked out?
☆ All hail the Holy Awesomeness of Awesomeland012345! ☆ Cheddar

The founder and delegate of Cheddar Dispatches alllll haiillll the tunaaaa Become a dual citizen today! Join Cheddar! :) pls pls pls Take a poll! shh... secret easter eggs!

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Segral
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Posts: 1749
Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Thu May 21, 2020 5:08 pm

Name: Claire Dione
Age: 31
Gender: Female
Race: Thalari (thal'kal)
Appearance (pics if possible):
Image

Mage?: Magic? Who needs magic when you have weapons?

Bio:
When many think of the Thalari, the race of beastfolk that coat the entire continent of Eboris, they generally think of great dragons and eagles in the sky, lions proudly roaming the plains, and wolves that bound through the lush forest. However, beastfolk come in even stranger varieties than that. The Jam'el, or camelfolk of the Gules desert, who are a beacon of hope for lost travelers and merchants, and a beacon of fear for bandits and mercenaries. The Sav'el, or lizardfolk of the Great Swamp, the merriest bunch of bog-dwellers you will ever meet. And, off the coast of the Western edges of the continent; the marine beastfolk, the water Thalari.

The water Thalari come in many shapes and sizes. The Shark tribe of Lubago is the most well-known, but many more exist, from the travelling bards and minstrels of the Dolphin tribe, to the spry wandering thieves of the Sea Horse tribe, to the dark, open sea dwellers and savages that are the Anglerfish tribe. There are dozens of different tribes, ranging from five to twelve to three hundred to two thousand, each with their own cultures, traditions, and lifestyles. However, few tribes are wealthy enough in strength and numbers to successfully establish a permanent settlement, much less a village, and even further less a city.

Those that do succeed are often close to the shore, where the sun still shines and the ocean floor is not so far away. They use pre-existing caves, boulders, even coral to build their settlements. Occasionally, these settlements become populous centers of trade, commerce, and political power, such as the famous cities of Lubago and Amunda. They develop farms for fish, crustaceans, mollusks, and even seaweed, and use them to ensure proper conservation and balance within the marine ecosystem. Although they are far removed from their surface-dwelling counterparts, their reverence of Thalai and their dedication to protecting nature is just as strong, and to let so much as a tail of a hunted fish go to waste is a great sin. They too participate in the central council of the Antoran League, and have experienced growing political power and voice within the nation. However, some do have a tendency to swim to the beat of their drum; many marine Thalai, especially those who live in the deep, open seas, have been known to become ser'ana'thal, something that is occasionally a spot of tension within the Antoran League. They also have a tendency to engage in skirmishes with Treodorian ships of Storm Chaser, merchant, and pirate varieties alike, and these two factors make them much more sympathetic to Sarthares than the rest of the League, even if they lack the political power and cultural acceptance to voice it.

If you happen to be a sar'ena'thal in the waters of the League, there are a few options for you. You could become a merchant. You could become a criminal. You could join a faction or organization, provided that they have a branch in the ocean. However, if you're a woman, and willing to commit to life of chastity, then Zhoria might be the place for you.

Zhoria refers to both a clan and their settlement. The Zhoria are a group of women who have sworn away men and Thalai in favor of dedicating themselves to becoming experts in combat and war. They were originally founded in the year 724 by the namesake Thalari, Zhoria Qoit, a member of the now-extinct sawfish tribe who aspired to be a great warrior. In those less progressive times, many women were hailed as mages and academics, but the concept of a woman in the war was still one that was met with skepticism, and her dreams were crushed by a male-dominated society. To prove her worth, Qoit denounced the Thalai religion and traveled to various tribes, convincing women to join her cause. She especially focused on the open seas, where small, nomadic sar'ena'thal tribes such as the Anglerfish and Lanternfish felt marginalized by their religious counterparts and desired a better life. After decades of campaigning, Qoit and her followers founded the city and order of Zhoria at the edge of the shallow waters of the ocean, in hopes of establishing a dynasty of warrior women that would be renowned for their capability in battle.

The Zhoria persisted, and soon exploded in population and popularity. They became renowned for their speed, strength, and adaptability, becoming a core part of the League's army. Their most significant contribution to the war effort came in 750, during the legendary Antoran battle against the Horde. Despite the death of their founder along with the rest of the Sawfish and countless other tribes, their strength in defending the coastline and western edges of the continent against the Horde helped turn the tide of the battle and ensure a major victory within the conflict. However, due to reasons that are largely suspected to to be the result of sexism and Victor's Justice, the Zhoria's contributions to the war effort were largely minimized and downplayed as a whole, leading them to be a footnote in most history textbooks.

Naturally, this enraged the women of Zhoria, and gave rise to one powerful woman that would change their future forever; Ayhore Iena. Ayhore was the daughter of one the most capable female fighters in Zhoria, Valerie Iena, and was able to feed off of the angry sentiments of many Zhorian women and use it as push to bring herself to leadership. Under her rule, Zhoria essentially isolated itself as a city, letting natural coral and seaweed grow to hide the settlement and detaching all connections to other Thalari cities aside from trading relationships. Any unauthorized trespassers, whether above or below the water, were to be attacked on sight, leading to a tense relationship with the people of Treodor. Campaigning grew more active, and the borders became more inclusive to stimulate population growth, resulting in one of the only fully multicultural Thalari settlements in the continent. Those who practiced Thalai had previously existed in Zhoria in small numbers, but under Iena's rule, all women who wished to join the Zhorians were forced to sever their ties with natures and become sar'ena'thal in order to commit oneself fully to the warrior mindset. They were also forced to sever all ties with men. Before, the Zhoria had worked alongside men as colleagues and fellow warriors, but under Iena's word, Zhoria were to no longer associate with men of any kind. The only men allowed within the borders of the city were servants that were kidnapped and used for the purpose of reproduction only. They continued to battle in the war against the Horde, but remained as Zhorian-exclusive battalions instead of intermingling with the rest of the Antoran forces.

It was somewhat authoritarian and many frowned upon it, but one could not deny that Iena's regime was successful. Despite the ongoing war, the clan became one of great strength and wealth, both from their trade links and from looting the ships that dared offend their territory. They became known for their excellent craftsmanship, creating weapons and armor that were sought after by many marine tribes. Many women, especially sar'ena'thal women, were attracted to the Zhoria, partially due to the mysteriousness that they held. There existence was well-known, but they still felt myth-like in nature, like warrior goddesses of legend. But, they were very real, and easier to find than one might expect. One simply had to look hard enough. Or wait for the Zhoria to find them, they were always looking for women of talent to join their ranks. And talent did indeed brew. The stories of Treodorians who were brutally skewered during the Antoran-Treodorian conflict of the early 900's are enough to make you shiver in your sleep.

Since then, the city of Zhoria has existed in relative peace and prosperity. Things have continued to bustle, ships continue to be raided, and the all-female battalion still continues to fight for the League. Which brings us to our heroic warrior, Claire Dione.

Claire was born in 1287 to a servant father whom she does not speak of, and a warrior mother, both of whom were of the Pter'el, or lionfish tribe. War was in her blood, and she was practically trained from birth to become a warrior. She was swinging a sword by two, and had graduated to a small spear by four. However, her mother never got to see her only daughter graduate further; she was harpooned and killed by a Storm Chaser vessel that came to break up a particularly gory fight between the Zhoria and a group of pirates. The young Claire was mercifully too young to understand what had transpired at the time, and she was placed in the care of her rough, yet kind-hearted aunt Vargas. Vargas was also a fine warrior in her own right, and continued to push the young Claire to become a fine warrior. In her own words, "it was what my sister, bless her, would've desired". It was not an isolated desire; Claire too wanted to not just be a warrior, but a fine one, one that her clan and her late mother would be proud of.

Despite the burden of her mother's death weighing heavily upon her, she showed incredible promise in her teenage years, her dedication to combat unrivaled by many other young women vying for a spot among the Zhorian Battalion. Many were comforted when strained peace was finally created after years of infighting across Eboris, but Claire's personal quest never ceased. At 16, to initiate herself into adulthood and prove she was worthy of joining the ranks of the legendary warriors, she was tasked with hunting three fully-grown sharks and bringing them back to Zhoria by sunrise. She brought ten, and wounded another two.

Since then, she has been serving as a soldier for the past fifteen years of her life, participating in many skirmishes, partaking in dozens ship raids, and spending thousands of dreadful hours on town watch. It was a peaceful life, as peaceful as it could be for a warrior. However, in recent times, trouble has been rearing its head across Eboris. Holy artifacts have been appearing across the continent, and search parties have attempted to search in every corner of the land for these artifacts. The Antoran League has remained neutral in the conflict, but have still resisted attempts by foreign parties to search within their borders, with the Zhoria serving as coastal guard to protect underwater explorations and help secure the western edge of the territory. Soon, the wind caught news of a temple on the border of Dascus and Tashar, and a research team that had been formed to explore the area. While the Zhoria were initially reluctant to get involved, their current de facto leader, Risa Iena, decided to create a special exception to the isolationist rules, and came to the conclusion that at least one representative should be sent to the border to guard the team, provide support from the water, and help spread the Zhorian message. After a long vetting process, Claire was chosen for the task, and after weeks of travel, she has found herself in the midst of a massive event within history, one that is as unpredictable as it is exciting...


Fighting Style: Two-handed warrior.

Abilities:
  • Combat Experience: Claire has spent most of her life receiving expert training from great Thalari warriors, so it's no surprise that she is an expert in the field of combat. She does most of her fighting with her trusty pike, the blunt end of which also doubles as a staff for sparring. Occasionally, she switches this out for a large trident. Her fighting style is a very quick, rapid one, one that focuses on quick and efficient fence-like jabs over flashy swordfights. Her predominant method of attack is to catch and twist her opponent's blades into uncompromising positions with either her pike or her trident's prongs, and using that leverage to disarm the enemy and land a quick strike for the kill. If the situation calls for it, she can go one-handed on the weapon and use the other hand to carry a small shield for defense, but this makes her combat much clunkier and as a result, she prefers to stay two-handed.

  • Swimming Ability: As a Thalari of the sea, Claire is no stranger to swimming, and using the word "powerful" to describe her prowess would be a vast understatement. Her spines have the ability to fold against her body, creating a sleek form that cuts through the water with grace, reaching top speeds of over 15 modern-day miles per hour. Considering the fact that the average human can only swim roughly two modern-day miles per hour, the number is pretty impressive. This speed and swimming power allows Claire to become a fearsome combatant in the water, able to perform many difficult maneuvers, jumps, and ambushes that leave an opponent dizzy. Her spines, when not folded against her body, act as a natural buoyant and allow her to naturally tread water, protecting her from especially deep and quick currents as well. Need to stay in the water for a long time? No problem; gills on the side of her neck can help her breathe in the water indefinitely.

  • Toxic Spines: However, while her swimming and combat skills are impressive, there are many occasions where they are not enough. In these scenarios, she is forced to rely on her trump card; her spines. She has five large, flexible spines growing down her back, as well as a "skirt" of five other, thinner spines on her tail. These spines are all loaded to the tip with a neurotoxin that can have different effects depending on the dose. If one is merely pricked with a spine, the effects will be merely non-existent. However, if the spine's venom manages to reach the bloodstream, it can be dangerous. A human who is stabbed with one or two spines will result in pain, swelling, nausea, dizziness, and strong headaches. Humans stabbed with three to five spines will result in high fever, difficulties breathing and walking, slurred speech, and body numbness. Humans stabbed with more than five spines is relatively dangerous, and can cause unconsciousness, convulsions, temporary paralysis, and even death.

  • Siren's Glow: An interesting property of Pter'el women is their ability to catch and reflect light with their spines, scales, and tassels, which are soft ribbon-like structures that grow along a Pter'el woman's back. While Claire's tassels are rather short, they still glow just as well as any other, and combined with her scales and spines, she can create dazzling lights that have the ability to dizzy and disorient opponents. These lights have become infamous for hypnotizing lustful navigators lost at sea, and have lead to many a successful plunder for the warriors of Zhoria.

  • Land Adaptation: Finally, in the vein of many tribes of marine Thalari, Claire can shed the skin around her tail and close off her gills to reveal human legs and human lungs. This allows her to walk and fight on land, at the sacrifice of some of her swimming ability. This is usually not used often by Zhorian warriors that possess this ability, as most of their combat stays in the open water. However, it's certainly handy in extenuating circumstances.



Limitations:
  • Minimal Defense: Claire wears very little armor in battle, the only pieces on her body being plates to cover the upper half of the torso, light covering for the upper part of her tail and a helm for the face and head. This helps keep her extremely mobile in battle and prevents her armor from weighing her down. However, this also leaves much of her lower torso and the end of her tail exposed to blades and magic. Her reluctance to use even small shields in battle doesn't exactly help matters, and it leaves her in a compromising situation where she can easily sustain a grievous wound if she is not careful.

  • Breakable Weapons: It should be noted that Claire's weapons are not made of metal, but bone, thick bones reinforced with coral and animal sinew. As a result, while their offensive power should not be taken lightly, it also means that they have a tendency to break rather easily under aggressive force, which is never ideal in the heat of combat. She has a spare pike at the moment, but if her shield or trident breaks now, it will take a very long time to replace them.

  • Slow and Steady Wins the Race: Yes, while Claire's top speed is over fifteen miles per hour, it is unreasonable to expect any living being, whether human, Thalari, or goliath to constantly be at their maximum. She can only hold the top speed for so long, roughly two, maybe three minutes. After that, she needs to slow down or stop in order to recoup her energy for another burst. Good luck trying to fight underwater at that speed either; with a current, she'll be moving too fast to see clearly, let alone stab an opponent. Her top speed should only really be used for three things; acrobatic moves, running to something, or running away from it.

  • Sacrificing the Tail: Let's get one thing straight; shedding an entire tail hurts. It is incredibly painful for Claire to shed away her entire tail, although the pain does fade away quickly once the ordeal is done. It gives her the ability to fight on land, but really, what else good does it do? If she hasn't shed her skin in a long time, her legs will be weak and unused to the stress of walking on land, and no good for swimming either. Certainly, she is still a powerful swimmer with her legs, able to swim much faster than the average human, but she loses much of the pure swimming speed, precision, and grace afforded by her tail. Forget about making a massive jump, she's struggling to stay afloat in the current. This entire laundry list of flaws does not even take into account her lungs, which force her to come up for air and expose herself while swimming instead of being able to stay indefinitely in the water with her gills. The gills will re-open after roughly six hours, but the skin of the tail takes three days to regrow, a pain that most certainly does not fade away quickly.

  • Spines: While having the ability cover one's back and attack multiple foes with venomous spines does sound appealing, it can have many unintended consequences. For one, she only has ten spines, and only five of those are in a convenient location on her back. The rest are located on the side of her tail, which can make attacking a foe with them very difficult. Not to mention, these spines are shed if she sheds her tail, and take time to regrow. If the spine digs too deep into an object, it can easily bend, break, or even tear off completely, resulting in heavy bleeding and immense pain, followed by two weeks of regrowth. Additionally, the actual effectiveness of these spines can vary greatly depending on the victim's body mass and magical abilities. While three or four spines may be enough to kill a small dwarf, a goliath would most likely shrug it off as a mere fingerprick.

  • The Glow: In order for Claire to use her scales and tassels to create the signature dazzling effect, there needs to be light to reflect off of those scales and tassels. As a result, the power is completely useless in a dark area.

  • Night Vision: Additionally, Claire cannot see very well in dark environments. If there is a source of light, such as a torch or bonfire, then she can find her way through a dim cave relatively easily, but without any light, she is practically blind in the dark, and is forced to rely on her tassels to feel her way through an environment.


Equipment:
  • Weaponry: Claire carries three pieces of weaponry for battle. Firstly, there is her 10-foot long bone pike. It is made of long, thick bone harvested from the spine of a dolphin, topped with a fragment of human skull shaped into a razor sharp point. To reinforce and support the body of the pike, coral and animal sinew is used, and the entire structure is painted in red and white to match the colors of Pter'el. Secondly, there is her painted trident made of bone, which is her secondary weapon in battle. The thicker vertebrae bones make up the main shaft, while thinner, whittled ones harvested from large fish are roped together with threads to make up the prongs, allowing for thin, stiff spikes. Finally, there is her shield, a creation made of painted sea-turtle shells that is seldom used and almost brand new. She also has a second, more worn pike that she uses for hunting purposes.

  • Armor: Claire prefers to keep her armor light, wearing only a helm of coral, a series of shoulder and back plates to protect her neck and upper torso, and a skirt-like structure at her waist to protect the upper portion of her tail. Aside from the helm, all of this is made of tough, thick bone, harvested from various large fish, whales, sharks, and dolphins, and reinforced with their cartilage. It's fairly durable, but definitely not as tough as traditional steel.



Optional Questionnaire

Personal Quest: To live up to the legacy of her mother and her people. She does not simply want to be an adequate warrior, she wants to be a powerful warrior, one that her people are proud of and are inspired by.

Favorite Factions: She is not particularly inclined towards any Factions, but she thinks the Merry Men of the Vine are a very fun lot. She respects the Bank of Ashar for being a pillar in a fractured dwarven society, and the Honor Guild for their devotion to the truth. As well, she dislikes the Order of the Fading Butterfly quite a lot due to their practices of necromantic arts, and as a direct result, supports and respects the Slayers of the Crypt.

Least Favorite Factions: In particular, she despises the Storm Chasers, due to the many squabbles the warriors of Zhoria have had with them over the years, as well as the fact that their hands are stained with her mother's blood. Any Storm Chaser near her is bound to find themselves with a pike pointed at their throat. She also thinks The Foresters are a bunch of fools prohibiting progress from taking place, and finds them soft despite their common Thalari heritage. In addition, she does not respect the Magi Consortium due to their arrogant views of Thalari, and does not respect the Order of the Faded Butterfly, as she believes that death is a natural force that should not be disrespected or fought against. Finally, she cannot stand the Order of Evrouin despite being a sar'ena'thal, as she believes that they are simply a bunch of pampered, rich children who run around playing hero instead of contributing something meaningful to society.

Favorite Memory: The day of her initiation into adulthood, a day where she slayed ten sharks and brought them back to Zhoria as proof of her capabilities.

Goals: To represent and protect the interests of the women of Zhoria, as well as prove the woman's worth as a warrior and soldier, not just an academic or mage. As well, she wishes to learn how to read and write. It's a small, even stupid goal, but she earnestly wishes that she could. She never learned, and she can't help but feel frustrated every time she struggles to read the prices at a store.

Greatest Fear: Being accused of associating with a man. She never would, but eyes can trick themselves and rumors can fly quickly from loose lips, and to have such a blight on her honor would be disgraceful beyond all measure. It would exile her from her culture and her people.

Religion: None. It's not something she thinks or cares about.


My app is finished. Overall, the bio is a little more lore dump-y than it is personal, as a lot of it was dedicated to it fleshing out marine Thalari, so if I need to adjust it, I'm happy to do so.
Last edited by Segral on Thu May 21, 2020 6:10 pm, edited 5 times in total.
yea bro idk

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Tomia
Post Marshal
 
Posts: 15645
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 5:11 pm

Awesomeland012345 wrote:If I join this RP (I have never done any kind of RP before except for one-sentence ones on the RMB), how often do I have to be active? It doesn't specify in the description. Also, if I join and I'm horrible at it, will I be kicked out?

Activity really depends on who you interact with, but generally if you could post once or twice a week at least you should be fine. As for the second one, we have standards we enforce but we certainly wouldnt kick someone out who is learning and trying to improve. Asking questions and being open to feedback will get you a long way. Bottom line is newcomers are welcome :)

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Theyra
Negotiator
 
Posts: 5934
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Thu May 21, 2020 6:10 pm

Absolon-7 wrote:
Theyra wrote:Name: Ivaran Miaris

The end of this apps needs a minor correction as we're not doing the Battle of haden hill anymore. Where doing a join expedition instead that has info on it in the OPs last two paragraphs.


Sorry about that, edited

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

Postby Zarkenis Ultima » Thu May 21, 2020 6:40 pm

Theyra wrote:-snip-


Looks good with the edit done. Accepted.

Galnius wrote:-snip-


Bio looks fine, accepted.

Segral wrote:-snip-


Great work with the worldbuilding Seg! Accepted.

Awesomeland012345 wrote:If I join this RP (I have never done any kind of RP before except for one-sentence ones on the RMB), how often do I have to be active? It doesn't specify in the description. Also, if I join and I'm horrible at it, will I be kicked out?


I'll echo Tomia's words here. While we have a minimum quality standard as well as some guidelines (they're all in the rules), they aren't hard to follow, and we don't mind someone new to roleplaying. As long as you're willing to ask questions and learn you'll go a long way.

As far as activity goes, one thing you'll notice once you RP here in P2TM for some time is that roleplays tend to have a lot of activity when they start, but then simmer down as people drop out and plotlines begin to slow. So if you're not a very active player you might yourself finding it hard to keep up at first, but like Tomia said, as long as you're able to post once or twice a week you should be good overall.

Regarding apps don't feel intimidated by the length of some of the apps we've gotten so far. As long as you get something up around the size of, or not much smaller than, say, Dulen or Ella's apps, you should be fine, and even if it's not accepted on the first try there's nothing stopping you from another go and we'll be happy to offer feedback if it's necessary.
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Galnius
Post Marshal
 
Posts: 17515
Founded: May 15, 2013
Scandinavian Liberal Paradise

Postby Galnius » Thu May 21, 2020 6:44 pm

Zarkenis Ultima wrote:
Theyra wrote:-snip-


Looks good with the edit done. Accepted.

Galnius wrote:-snip-


Bio looks fine, accepted.

Segral wrote:-snip-


Great work with the worldbuilding Seg! Accepted.

Awesomeland012345 wrote:If I join this RP (I have never done any kind of RP before except for one-sentence ones on the RMB), how often do I have to be active? It doesn't specify in the description. Also, if I join and I'm horrible at it, will I be kicked out?


I'll echo Tomia's words here. While we have a minimum quality standard as well as some guidelines (they're all in the rules), they aren't hard to follow, and we don't mind someone new to roleplaying. As long as you're willing to ask questions and learn you'll go a long way.

As far as activity goes, one thing you'll notice once you RP here in P2TM for some time is that roleplays tend to have a lot of activity when they start, but then simmer down as people drop out and plotlines begin to slow. So if you're not a very active player you might yourself finding it hard to keep up at first, but like Tomia said, as long as you're able to post once or twice a week you should be good overall.

Regarding apps don't feel intimidated by the length of some of the apps we've gotten so far. As long as you get something up around the size of, or not much smaller than, say, Dulen or Ella's apps, you should be fine, and even if it's not accepted on the first try there's nothing stopping you from another go and we'll be happy to offer feedback if it's necessary.

Great, time to have a character get drunk and a skunk and not give a funk.
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Ceystile
Diplomat
 
Posts: 711
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Thu May 21, 2020 6:45 pm

I'm thinking about making a warrior medic type character, I usually play mages so I wanted to change it up a little bit.

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Awesomeland012345
Envoy
 
Posts: 350
Founded: Nov 01, 2019
Civil Rights Lovefest

Postby Awesomeland012345 » Thu May 21, 2020 7:09 pm

Zarkenis Ultima wrote:Regarding apps don't feel intimidated by the length of some of the apps we've gotten so far. As long as you get something up around the size of, or not much smaller than, say, Dulen or Ella's apps, you should be fine, and even if it's not accepted on the first try there's nothing stopping you from another go and we'll be happy to offer feedback if it's necessary.

That's a big relief. The description said a few paragraphs at most, and I took a look at a few of the apps and all I thought was, "Um. Do I have to do that?"
Anyways, I'll try to make mine as good as I can.
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The Anarcho-Syndicalist Commune
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Posts: 3481
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Thu May 21, 2020 8:33 pm

An excerpt from Antora: A Study of the Beastlands
By Darryl Mapreader


In Antora's far southeast lies the territory known to most from outside of the country as the Wastes, or the Pridelands. The various tribes within them know the land as Trara, which does have a loose translation in common as "Land of the Prides". It is primarily divided into three individual sections, the Jungle, Savannah, and Outlands, which is the area of the Gules ruled over by the Pridelords. Trara consists of the second largest collective region of Antora, only behind the Gules desert, and acts with almost complete autonomy from the main part of the League, even more so than the normal members of the confederation. It is very rare to see a representative from any of the Trar'el, the moniker that the various tribes within Trara go by, within the league council. This is not due to the unfriendliness of the tribes in general, but rather due to the utter distaste of any form of politics within Trar society. In fact, as long as one can hold a weapon and their own in combat, or accept defeat graciously, one will not find a more welcoming and friendly group of peoples on Eboris.

Before diving further into the Trar'el, one must understand the wildlife of Trara. It appears that the gods themselves saw their creations in other parts of the world, and decided they were not enough. Much of Trara's wildlife can be recognized as forms of other creatures on Eboris, but often bigger, badder, and with more tricks. The Trara Lion for example is closer to the size of a small elephant and sports saber teeth sharper than most swords. The Tembast, or Waste Mastodon, dwarves most other creatures on the planet, and are easily identified by their much longer tusks and twin trunks. Such variations are the norm for creatures in the waste.

The Trar'el are organized very differently to the rest of Antora's tribes. While in the Antoran north tribes are mostly separated by the species of their tribe, in Trara tribes, or Trar are mostly nomadic groups made up of several different Thalari species. Each of these groups holds to a caste system roughly comprised of a single chief and his family at the top, the tribal warriors and their families in the middle, and a thrall caste at the bottem that serves the upper tier. There are nuances to this however. In the jungled areas of Trara, for example, tribes move around less than their savannah and desert brethren, and becoming a warrior is a much more difficult process. Each tribe has their own process of anointing a warrior, but all the tribes recognize each others blessings.

Perhaps no symbol is more representative of this internal cultural split than the symbol of Trara when the Trar march to war. The crossed Farx and Scimitar. The Jungle Trar make skilled and deadly use of the curved sword, though their's is often far larger than what is found in the Empires of Man. The Farx meanwhile resembles a greatstaff with a large axe like blade attached to either end (See Prax's application picture for a visible example) that is often favored by the Savannah and Desert Trar.

The only form of combined government within Trara is the city of Gara which lies more or less on the border between the Jungle and the Savannah regions. This is the only permanent settlement within the region and is mostly inhabited by outsiders who use it as a trade hub with Trar that occupy territories close to the small city. The city is also occupied by the most revered and respected shamans throughout Trara, known as the Gara Council. Many a wannabe Pridelord seeks the advice of the council, and the council has control over the region when no king occupies it's throne.

This history of the Trar is primarily mythical, but seems to hold enough truth to it. The creation myth of the Trar'el states that the Trar first came about when the Thalai elevated various animal species from around the Wastes into Thalari. In particular among these elevated creatures were Ga, the White Lion, and Kar Ra, the Black Tiger. The pair were the greatest of allies, while also the fiercest of rivals, and all of the newly birthed Trar'el fell into either Ga's trar, or Kar Ra's trar. About 2/3s of the Trar'el followed charismatic Ga, while a third were impressed by and served the ambitious Kar Ra. Kar Ra established his domain within the Jungles while Ga ruled over the Savannah, and later parts of the Gules after defeating the legendary snake lord Kathis. For years Ga and Kar Ra would defend the Pridelands in tandem while also struggling with each other for internal control. Finally, when both were old and sought the warriors death the Thalai required of them, they sought each other out for one final duel. It was a vicious and brutal fight, fought with tooth and claw rather than with Farx and Scimitar. In the end, Ga struck a killing blow, and for a grand minute, reigned as sole king of Trara. This is why the title is now known as Trar'Ga.

Following the deaths of the first Pridelords, the various Trar'el split into their own much smaller tribes. The various species inhabited their original positions under Ga and Kar Ra. The Tigers, Jaguars, Ocelots, and Dholes occupied the Jungle, while the Lions, Panthers, Cheetah, Hyenas, Caracals, Jackals, and the small but enigmatic Blackfooted Cats occupied the Savannah and Desert. These tribes intermixed and lived within mixed groups for the most part. Though hybrid offspring are more than often plagued by horrible birth defects, it is not uncommon to see a pridelord take several wives of other species, though his primary wife will almost always be of his own. Over time, the tribes warred among themselves, as Ga and Kar Ra did, though none gained supremacy. This was until a lion of the line of Ga, named Thorka, used unconventional tactics and trickery to unite the tribes of Trara. After being granted the consent of the Gara Council, Thorka was crowned Trar'Ga, the first to truly hold the position.

Time went on as it does, and a few centuries after Thorka, the second Trar'Ga was crowned, the Panther Queen. Her true name lost to time, she remains to date the only female to hold the title of Trar'Ga and did so mostly by assuming regency of her husbands Trar when he fell ill. It was by a close vote that she was granted her title, and only through the loyalty of a fanatic group of warriors was she able to keep her throne. She was slain shortly after however by auxilary forces of the Demonic Horde.

Her son, Kalik, was already of age and was quickly crowned Trar'Ga in order to keep order within Trara. This marks the only time that a Trar'Ga has directly succeeded their parent. Kalik, recognizing the threat the Demons posed, made the first alliance in Trara's history with outsiders. Making a pact with Antores, the Gryphon King, he and the Trar'el fought alongside the armies of Antores as equals and remained allied after the Demonic invasion was over. Following the death of Kalik, the Trar'el joined the newly formed League with even more autonomy than most of the other members, in a deal known as the Pact of Lions and Wolves, due to the two groups who brokered for both sides. Since then, things have proceeded within the wastes more or less as a routine since the Demonic invasions, with Trar'Ga being few and far between when they do appear. The following accounts for my year spent within a Trar...




Name: Soren Longtalon, Heir to Count Kuneer and the Duchy of Tyto
Age: 26
Gender: Male
Race: Thalari, Hoo'el, Tyto
Appearance (pics if possible):
Image

Image

Mage?: Yes, but very unskilled and used more as a side talent to his other abilities.

Bio:
Long before the Ouranocracy established dominance over many of the Thalari tribes capable of flight, indeed, long before many of the modern nations of Eboris arose, the forests of Hycernia were known as the Umbraweald. So great in number were the giant pines of the great forest that day never reached the forest floor and the entire area was pitched in eternal night. In this realm of darkness, many disturbed creatures roamed in search of food and other such neccesities. It is believed that the recesses of the Umbraweald were among the last hiding places of Demonic survivors after the Demon Wars. Within these darkened woods, only two of the civilized races could truely establish a foothold. Wayn'el, the batmen, and the Strigon, a combined force of the various Owl tribes. United solely by their hatred of the Bats, the Owls fought viciously and effectively, in the end all but wiping the batmen from the face of Eboris. This was accomplished through an act that lead to most other Thalari tribes shunning the owls existence. The Owls abandoned the Thalai, engaging in total war with the bats. To the Thalari of Antora, the Umbraweald became a cursed land, a spited one.

In the dark centuries between their victory over the bats and the arrival of Zahhak, the Strigon Council, which ruled over the Owls, broke down. Though most of the outside world knows Owlmen under one name, Hoo'el, there are in fact two distinct tribes of Owlmen in the world. Strigans, or in High Antoran, St'el, and the Tytos, or Bar'el. Strigans are notable for being larger and more war like, while the Tyto are more agile, cleverer, and one of the very few beastmen groups that abandoned the thalai who have more than one child per generation capable of using magic. Using their wits and the strategic terrain of the Umbraweald to their advantage, the Tytos drove out the Strigans, forcing most to become refugees in Dascus, where they have become somewhat renowned as smiths. Now with truely no competition left in their kingdom of darkness, the Tytos truely abandoned their old ways, adopting a method of governance similar to the infant Tasharen Empire. Abandoning the name Bar'el and the tribal structure, the Umbraweald became a feudal realm known as the Duchy of Tyto, made up of 14 constituent counties with numerous baronies underneath them.

In the remaining years as an independent state, Tyto built many great "castles" within the giant pines of the Umbraweald. These fortresses were carved into the trunk of trees and could be larger than even some Dwarven Fortresses. Most citizens of the Duchy however lived in small hanging huts from branchs known as Rovels. The country mostly farmed domesicated animals and mushrooms that grew on the forest floor, through use of slave labor they captured from outside countries like Eshon. The mountains kept any reprisals out of the territory, and life was good in the Umbraweald. Also in this time period, a new minor faith arose among the Tytos. A syncretic belief of Faenar mixed with elements of the Thalai, the worship of Alba arose among the Duchy.

After these centuries of peace, a new development in Tyto society arrived in the form of Zahhak the Dragon King. Upon his arrival at the duchy, he gave the Duke of Tyto, Ezyl III, Count Kuneer, an ultimatum. Bend the knee and accept the new ideology that Zahhak brought, or burn. Ezyl, a weak willed and feeble ruler, accepted without hesistation, allowing for the formation of the Ouranocracy. Slowly, over the remainder of Ezyl's reign, the power of the Tyto was slowly contained. Forced out of 8 of the counties in the duchy, The Tyto strongholds in the remaining six became over populated, which lead to an outbreak of Pellet Pox. At the founding of the Ouranocracy, Tytos made up 75% of the population. By the time the plague and subsequent famine were over, they barely made up a tenth. Among the victims was Ezyl III, which lead to his great nephew succeeding his titles. On what would become their great cultural holiday, the Tytos coroneted Furcata I, to lead them through the dark times ahead.

Furcata fought talon and beak to cling on to his powers, as did all of his succesors for the next 300 years. Though there was no lost love between the Dragonkind and the Tyto, the two found themselves forced into a peculiar alliance in the Hycernian political game. The Tyto would use their knowledge of advanced metallurgy and forest architecture to form the backbone of the old Hycernian military, as well as build the great canopy cities that dominate the kingdom. In return, the Dragons gave the Tyto absolute control over their own land and turned a blind eye to the worship of Alba. Neither side ever trusted each other, and prepared at every oppourtunity to wipe the other away, but the constant pressure of other power hungry tribes forced them to work together.

As time wore on, Tyto presence in the military slowly decreased, as did the hold of Zahhak's descendants. The end result of this was the Dragons, as all dynastys eventually do, falling to the Eagle tribe. This spelt disaster for the Tyto. Of all the other tribes and groups in Hycernia, none held more animosity for the Tyto than Kh'el. While the new king wouldn't dare make any direct moves against the Duchy yet, the current Duke, Auran II, began his preparations. War would once again come to the Umbraweald, and this time it would be the Tyto fighting for survival. Fate has a fair hand for Auran however, as during this trying time, his firstborn son was hatched.


Soren was born in Bubo, the capital stronghold of the Duchy and the jewel of Kuneer. An heir was the one thing the Duke needed to truely secure his position, and Soren gave him that. The youth was sheltered for most of his childhood within the deepest chambers of Bubo, for good reason. Though the Eagles would not dare make a move against any previous ally of the Dragonkings until their rule was secure, they had many vassal tribes that would gladly do the work for them. Chief among these groups were the Po'el, the Ravens. Led at the time by the third Raven King Zan, the Ar had long aligned with the Eagles, riding the more powerful tribes coattails straigh to the top. As fellow dwellers below the canopy, they were the perfect enemy for the Tytos.

Indeed, around Soren's 5th birthday, he was kidnapped by a strike force of Ravens from within Bubo, and brought back to the odious capitol of the Raven tribe, Carron. There he was kept as a prisoner for nigh on two years. Somehow, through the cruel nature of his captors, Soren retained his innocence and optimism. Near the second anniversary of his captivity however, a night that the Po'el would refer to for the next two years as "Eve of Suffering" struck Carron. That night all of Hycernia was reminded of the cruelty and ruthlessness of Tyto. Auran II, the Duke of Night descended upon the Raven capital with nearly the entire Tyto military. They struck silently and quickly, rescuing Soren, while also killing any young raven male and smashing any eggs they found. The Ravens suddenly found themselves secondary to the crows in their own city, and the entirity of the Po'el swore revenge upon the Duchy for the future.

From then on, Auran realized that sheltering Soren would only lead to further disaster. Soren instead was entered into a strict training regimen that included tutoring in a variety of subjects and advanced martial training. The young dukeling however kept his spirits up. Unlike the brooding disposition of his father, Soren remained cheery, optimistic, and energetic through the training. While his father dreaded the day that war would once again come to the Tyto, Soren eagerly awaited it. He remained confident in his ability and the Duchy's ability to fend off their enemies in the Ouranocracy and reestablish the Tyto as the rulers of the Umbraweald.

As predicted, war arrived. The Ar'el, desperate for revenge nearly two decades after the Eve, attempted to attack a Tyto tree fort known as Nyroc. They underestimated the preparation of the Tyto, however, and once again the Raves found themselves massacred by the Duchy. Only the Raven King himself, now a younger ruler known as Roc, and his honor guard escaped to bloodshed. Realizing that he could not return to Carron and keep his life, Roc fled Hycernia for better grounds in Eboris to stage his return. Tasked by his father, Soren and his own guard pursued the former Raven King out of the Umbraweald. The trail has since led him to Haden Hill, where the Raven King now supposedly fights for Dascus.

Fighting Style: Monk/Warrior- His fighting style mostly revolves around metal weapons affixed to his own talons.
Abilities:
  • [Tyto Martial Arts]: The presence of talons on the hands of the Tytos make use of sword and shield difficult. Instead, Tyto's typically affix metal coverings to their talons and fight with a peculiar jumping martial arts style that keep's their body contastly moving and flying to swiftly dispatch enemies.
  • [Minor Umbramancy]: Soren has a tiny degree of magical talent, which is used mostly as a stealth aid when necessary.
  • [Advanced Hearing]: Tyto biology, namely the shape of their face and their internal ear structures give Tyto's one of the best senses of hearing on the planet.


Limitations:
  • Nocturnal- Tytos are ultimately a nocturnal tribe who normlly operate in the forever darkened lower layers of Hycernia. As such, they don't do well with day time, with bright light bothering them greatly.
  • Reputation- Tyto's carry a certain stigma as a race in general. With a reputation on being even more hardcore on the racial supremacy thing than even other Hycernians and two genocides under their belt, most people aren't exactly friendly with them.


Equipment:
  • Talon Covers- Sharp, metal cover used to make Tyto talons into deadly weapons in Combat
  • Leather Armor


Optional Questionnaire
Personal Quest: To hunt down the escaped former Raven King Roc
Favorite Factions: The Ko'el, and he has taken a liking to the Wanderers.
Least Favorite Factions: The current Ouranocracy
Favorite Memory: His father rescuing him on the Eve
Goals: To re-establish either the Dragons or the Tyto's to the throne of Hycernia
Greatest Fear: The depths of the ocean. He is a creature of the sky.
Religion: The worship of Alba, laid out in the spoilered lore.




Brought over my new lore for the Wastes and my second app
Last edited by The Anarcho-Syndicalist Commune on Fri May 22, 2020 12:10 pm, edited 2 times in total.

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Auropa
Diplomat
 
Posts: 538
Founded: Jan 07, 2014
Ex-Nation

Postby Auropa » Thu May 21, 2020 9:40 pm

taggity tag-tag : D

Can we app more than one character? I've got a fun idea for a pair of wanderers that I'm thinking of trying out

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Tomia
Post Marshal
 
Posts: 15645
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu May 21, 2020 9:42 pm

Auropa wrote:taggity tag-tag : D

Can we app more than one character? I've got a fun idea for a pair of wanderers that I'm thinking of trying out

Great to see you and of course!

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

Postby Zarkenis Ultima » Thu May 21, 2020 10:41 pm

Awesomeland012345 wrote:That's a big relief. The description said a few paragraphs at most, and I took a look at a few of the apps and all I thought was, "Um. Do I have to do that?"
Anyways, I'll try to make mine as good as I can.


Yeah, no need to make a big ol' chonker, a small but serviceable app will do :P

The Anarcho-Syndicalist Commune wrote:---


Hey man, welcome back. Would you mind making some edits to the lore dump? We're using the old maps, so the wastes would be the easternmost region, not the southernmost (that would be the desert), and would be smaller than the desert (some of the other regions also look bigger than the wastes on the map but that can simply be construed as the tribes there holding more land than apparent).

At the time of the demon invasion the League did not exist and was only founded in the aftermath of it, so that would be something to note as well.

Owl boi was accepted in the old one and it doesn't look like anything changed, so no reason not to accept him again :P

Auropa wrote:taggity tag-tag : D

Can we app more than one character? I've got a fun idea for a pair of wanderers that I'm thinking of trying out


Hey Auro! Fancy seeing you here :P
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The Anarcho-Syndicalist Commune
Minister
 
Posts: 3481
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Fri May 22, 2020 8:21 am

Zarkenis Ultima wrote:
Hey man, welcome back. Would you mind making some edits to the lore dump? We're using the old maps, so the wastes would be the easternmost region, not the southernmost (that would be the desert), and would be smaller than the desert (some of the other regions also look bigger than the wastes on the map but that can simply be construed as the tribes there holding more land than apparent).

At the time of the demon invasion the League did not exist and was only founded in the aftermath of it, so that would be something to note as well.

Owl boi was accepted in the old one and it doesn't look like anything changed, so no reason not to accept him again :P


No problems on that stuff, is there a link to the maps because I can't find it, also it was to my understanding that the desert was not wholly controlled by Antora

Other than that I will make said edits when I have time

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

Postby Zarkenis Ultima » Fri May 22, 2020 9:19 am

The Anarcho-Syndicalist Commune wrote:
Zarkenis Ultima wrote:
Hey man, welcome back. Would you mind making some edits to the lore dump? We're using the old maps, so the wastes would be the easternmost region, not the southernmost (that would be the desert), and would be smaller than the desert (some of the other regions also look bigger than the wastes on the map but that can simply be construed as the tribes there holding more land than apparent).

At the time of the demon invasion the League did not exist and was only founded in the aftermath of it, so that would be something to note as well.

Owl boi was accepted in the old one and it doesn't look like anything changed, so no reason not to accept him again :P


No problems on that stuff, is there a link to the maps because I can't find it, also it was to my understanding that the desert was not wholly controlled by Antora

Other than that I will make said edits when I have time


Sure thing, here (I'll pester one of the other Co-OPs to put them up in their reserves :P). As you can see the part of the desert controlled by Sarthares is relatively small and the Gules is still the biggest region. We could say that the wastes controls a large portion of the easternmost area of course, which would probably bump them up to second largest.
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Tomia
Post Marshal
 
Posts: 15645
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri May 22, 2020 9:54 am

Hey everyone! If your app has been accepted you're invited to the discord!
https://discord.gg/BdwaVe

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Sarderia
Ambassador
 
Posts: 1854
Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Fri May 22, 2020 2:00 pm

Thinking of bringing this back from the previous RP... it needs to be heavily revamped though.
Takkan Melayu Hilang Di Dunia

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Tomia
Post Marshal
 
Posts: 15645
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri May 22, 2020 2:27 pm

Sarderia wrote:Thinking of bringing this back from the previous RP... it needs to be heavily revamped though.

To add to that, I will say I'll really need to you tone done the villainous aspects and his powers this time around. If that doesn't work for you I recommend just taking a new direction.
Last edited by Tomia on Fri May 22, 2020 2:28 pm, edited 1 time in total.

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Awesomeland012345
Envoy
 
Posts: 350
Founded: Nov 01, 2019
Civil Rights Lovefest

Postby Awesomeland012345 » Fri May 22, 2020 2:33 pm

Name: Tarkin Oskrato
Age: 26
Gender: Male
Race: Human
Appearance:https://cdn.discordapp.com/attachments/712778349033816104/715023631813443624/Garik.png
Mage?: no
Bio: (I'll try my best)
From a young age, Tarkin always dreamed of becoming a dragon killer. Who didn't? He and his friends would play in the streets, pretending to be courageous knights, killing dragons and fighting evil villains. Every night when he came home, he told his parents about his imaginary conquests. And every night, they told him that they were too poor to afford anything that would help him defeat a dragon. And even if he did manage to get the equipment, he would have to travel far from home, leaving his old parents to fend for themselves. And if he could overcome those obstacles, he lived in the Kingdom of Dascus. Dascus was where most mages came from, and where corruption was at it's highest. People would expect him to be a mage, not a dragon killer. And even if he was granted one of those highly wanted positions, someone who wanted his position would probably murder him in the dead of night.

But there was one thing that he could do.

He liked messing around with all the plants and rocks and all sorts of things that he could find. Tarkin had first heard about this from a few strangers passing through town, and wanted to make a "healing potion". After much trial and error, he discovered how combining certain natural items he could release energy. He could feel it in his blood. This was what he was meant to be. Mostly all he discovered was how to blow thing up. But he also found a few choice potions that could heal small injuries, some acids, and some that gave out warmth and light, like a portable fire in a glass.

He knew this was what he wanted to be. But he still wanted to be a dragon killer.

And so then the dragon came. At first Tarkin thought it was a bird circling from high in the sky. But as it soared closer and lower, he realized it was a dragon stalking it's prey: him and his village. The town guards had already sent a messenger for help. But they probably wouldn't get there in time. This was his moment. He would grab his potions, kill the dragon, and live happily ever after.

Unfortunately, as he tossed the explosive bottle against the shiny black hide, the dragon only became more distressed. It sprayed out a stream of unrelenting fire. Tarkin jumped into the stream, dousing the flames. The marks of the flames would scar him for life. Running to his house, he grabbed all he could carry and ran. When he reached a nearby inn, he was too tired to do anything besides pass out in the barn. Waking up the next day, he chugged all his potions, returning him to full strength.

He had nothing to go back to. His town was in ruins. He would have to survive on his own. At least, that's what he thought until he met the Repentant. They were the ones who the messenger had called to for help. By the time they had ridden close to the town, it was in ruins, and the dragon was long gone. They could do nothing but return to the inn for some rest. They saw the bravery in Tarkin, and accepted him as one of their own. They trained him in skills with a dagger; they didn't have anything else to spare.

He became happy living with them, defending towns and capturing thieves. He eventually forgot about his past life, the dragon, his town. But his group of Repentant were old, and they all started settling back down, dying of old age, or simply overexerting themselves. Tarkin had no one else but himself. He defended towns by himself, living off of the belongings of the criminals he defeated.

And one day, from the belongings he had taken, he found a book, full of recipes for secret potions. Questioning the raider he had taken it from, he learned that it was from an ancient temple nearby, and that there would be an expedition to explore it. A cool potion book was there, what else could there be? Tarkin decided to find out...

Fighting Style: Close range. Tosses potions and hopes that you go down with them. If that doesn't work, he tosses potions at your face and stabs you in the feet (you would't expect that, would you?).
Abilities:
  • [What are you do - AGH!]: Tarkin has unconventional fighting methods due to not training with formal alchemists (much less ones who fight). He'll toss a potion in the sky, run to catch it, and then ignores it and tosses a potion at you
  • [Defense]: Tarkin has trained with a dagger for many years. He can defend hims.elf against a swordsman with just a dagger.

Limitations:
  • He's scarred for life, which makes him pretty noticeable.
  • He doesn't have any formal training with potions, which means that he's not completely adept with them.
  • He's just your average guy who can make potions and fight with a dagger. He's not a superhero.

Equipment:
  • [Potions]: He carries a variety of potions ranging from explosive to healing.
  • [Dagger]: He can stab you with his dagger.
  • [Notebook and quill]: He carries around a book with a note of all the potions that have worked for him.
  • [Potion book]: He carries a mysterious potion book filled with hundreds of potions that was stolen from the ancient temple.


Optional Questionnaire
Personal Quest: None.
Favorite Factions: The dragon killers, the repentant
Least Favorite Factions: Anyone who tries to kill him
Favorite Memory: None
Goals: To live happily and not die. And hopefully to get some cool stuff from the temple.
Greatest Fear: Has no idea.
Religion: Religion? What's that?


*gasp*
That took me four hours. It better be good.
Last edited by Awesomeland012345 on Wed May 27, 2020 3:27 pm, edited 4 times in total.
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Tomia
Post Marshal
 
Posts: 15645
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Fri May 22, 2020 3:09 pm

Awesomeland012345 wrote:
Name: Tarkin Oskrato
Age: 26
Gender: Male
Race: Human
Appearance: (sorry no photo, also this might not be good enough) A skinny white guy.
Mage?: no
Bio: (I'll try my best)
From a young age, Tarkin always dreamed of becoming a dragon killer. Who didn't? He and his friends would play in the streets, pretending to be courageous knights, killing dragons and fighting evil villains. Every night when he came home, he told his parents about his imaginary conquests. And every night, they told him that they were too poor to afford anything that would help him defeat a dragon. And even if he did manage to get the equipment, he would have to travel far from home, leaving his old parents to fend for themselves. And if he could overcome those obstacles, he lived in the Kingdom of Dascus. He would be expected to a mage, or would get murdered in a week.

But there was one thing that he could do.

He liked messing around with all the plants and rocks and all sorts of things that he could find. Tarkin had first heard about this from a few strangers passing through town, and wanted to make a "healing potion". After much trial and error, he discovered how combining certain natural items he could release energy. He could feel it in his blood. This was what he was meant to be. Mostly all he discovered was how to blow thing up. But he also found a few choice potions that could heal small injuries, some acids, and some that gave out warmth and light, like a portable fire in a glass.

He knew this was what he wanted to be. But he still wanted to be a dragon killer.

And so then the dragon came. At first Tarkin thought it was a bird circling from high in the sky. But as it soared closer and lower, he realized it was a dragon stalking it's prey: him and his village. The town guards had already sent a messenger for help. But they probably wouldn't get there in time. This was his moment. He would grab his potions, kill the dragon, and live happily ever after.

Unfortunately, as he tossed the explosive bottle against the shiny black hide, the dragon only became more distressed. It sprayed out a stream of unrelenting fire. Tarkin jumped into the stream, dousing the flames. He was scarred for life. Running to his house, he grabbed all he could carry and ran. When he reached a nearby inn, he was too tired to do anything besides pass out in the barn. He chugged all his potions, returning him to full strength.

He had nothing to go back to. His town was in ruins. He would have to survive on his own. At least, that's what he thought until he met the Repentant. They were the ones who the messenger had called to for help. By the time they had ridden close to the town, it was in ruins, and the dragon was long gone. They could do nothing but return to the inn for some rest. They saw the bravery in Tarkin, and accepted him as one of their own. They trained him in skills with a dagger; they didn't have anything else to spare.

He became happy living with them, defending towns and capturing thieves. He eventually forgot about his past life, the dragon, his town. But his group of Repentant were old, and they all started settling back down, dying of old age, or simply overexerting themselves. Tarkin had no one else but himself. He defended towns by himself, living off of the belongings of the criminals he defeated.

And one day, from the belongings he had taken, he found a book, full of recipes for secret potions. Questioning the raider he had taken it from, he learned that it was from an ancient temple nearby, and that there would be an expedition to explore it. A cool potion book was there, what else could there be? Tarkin decided to find out...

Fighting Style: Close range. Tosses potions and hopes that you go down with them. If that doesn't work, he tosses potions at your face and stabs you in the feet (you would't expect that, would you?).
Abilities:
  • [What are you do - AGH!]: Tarkin has unconventional fighting methods due to not training with formal alchemists (much less ones who fight). He'll toss a potion in the sky, run to catch it, and then ignores it and tosses a potion at you
  • [Defense]: Tarkin has trained with a dagger for many years. He can defend hims.elf against a swordsman with just a dagger.
  • [Prediction]: For many years, Tarkin has studied evildoer's movements and can now accurately predict them. He can 50% of the time he knows if someone will attack depending on what knowledge he has.

Limitations:
  • He's scarred for life, which makes him pretty noticeable.
  • He doesn't have any formal training with potions, which means that he's not completely adept with them.
  • He's just your average guy who can make potions and fight with a dagger. He's not a superhero.

Equipment:
  • [Potions]: He carries a variety of potions ranging from explosive to healing.
  • [Dagger]: He can stab you with his dagger.
  • [Notebook and quill]: He carries around a book with a note of all the potions that have worked for him.
  • [Potion book]: He carries a mysterious potion book filled with hundreds of potions that was stolen from the ancient temple.


Optional Questionnaire
Personal Quest: None.
Favorite Factions: Why should he care?
Least Favorite Factions: Same as above.
Favorite Memory: None
Goals: To live happily and not die. And hopefully to get some cool stuff from the temple.
Greatest Fear: Has no idea.
Religion: Religion? What's that?


*gasp*
That took me four hours. It better be good.

Hey Awesomeland, this is good! A few things, all of which can be fixed and don't make this a bad app by any means.
1. The prediction ability is a bit much and its not clear where or how he gets this power, so I would just do away with it.
2.Since they are involved in your bio(which is well done btw) you should probably list the repentant and the dragon killers among favorite and least favorite factions for example
3. There are some grammar mistakes in the bio for example "And if he could overcome those obstacles, he lived in the Kingdom of Dascus. He would be expected to a mage, or would get murdered in a week." The meaning of this is unclear. You should work on trying to flesh out your descriptions of situations or environments in the future.
4. I'm unclear what you mean by scarred for life, how he came to be this way and how it serves as a limitation.
5. Even if you can't find a picture(we can help you with that later) more of a clear description of things like hair color, height, and other characteristics would be helpful.

Overall, great job for a first try! if you need any help with the edits let us know!

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