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Heroes of Legend and Fable (OOC/Signup)

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Charmera
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Heroes of Legend and Fable (OOC/Signup)

Postby Charmera » Sat Jan 06, 2018 10:00 am

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Heroes, figures of legend and myth made flesh. By performing magnificent deeds, exemplary individuals are reincarnated as Heroes, with abilities matching their actions in life. Heroes can grow in strength with each new deed worthy of advancement.

Heroes are chosen by the Judges and given greater Blessings by those same beings. Please a judge and you can advance yourself. Heroes are made for greatness and times like this scream out for a new renaissance of Heroism.


What is a Hero?
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A hero is a person who exemplified themselves in life, died and reincarnated as a Hero. Heroes are ageless and recover from wounds faster than they did in life but they can be slain. In addition a Hero who is not in the process of accumulating deeds will begin a "Fall". Heroes get a single Blessing and a single Fatal Flaw upon reincarnation. Heroes can earn more blessings by completing Quests.

Blessings are either new powers or augmentations of what a hero could do in life. For example a Hero may gain titanic strength. Another hero may have been a mage and might gain a Blessing which augments their spell-casting.

A Hero does not need to be a virtuous person in life, they merely need to accomplish something significant. Slaying a Dragon with a wooden spear might qualify one to become a hero, but also discovering a cure to a horrible disease or taking over an entire kingdom.

Heroes also have an Aura, which makes it obvious a person is a hero when you're looking right at them. This aura can be disguised or muffled, but it is hard for a hero to blend in.

Magic
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To Cast magic, Four conditions must be met.
- You must have a mental picture of what you want the spell to do.
- You must speak the spell words
- You must point in the direction the spell needs to go with your hand, staff or finger.
- Some Powerful magic (mind control, major summoning) requires a true name of the subject.

There are Eight opposing schools of magic.
- Creation --- Energy-
- Transformation --- Preservation -
- Transportation --- Conjuration-
- Mental --- Soul -

Magic Spells

Each School of magic has ten basic spells. Each spell can be modified by the addition of more keywords, like Fireball or Firebolt . The basica spell can also modify other spells. A spell which the caster cannot interpret in their mind will not work.

So, basically, you want to translate what you want to do into a phrase, then translate that into magic speak.
So "Fireball" becomes "Rax[insert magic word you make up here]
The more you want to do, the more complicated it gets. "Fireball with Explosion" becomes "Raxkel Thun"
When you post, put both the english and the magic speak in the post.
Also keep in mind the longer the spell the more time you give your opponent to act.


Creation magic is the magic of creating tangible nonliving objects
Weapon = Skieel
Wall = Ron
Shape = Jiel
Golem = Gur
Wheel = Kiul
Tool = Tel
Water = Vas
Shelter = Por
Moving = Seeh
Food = Mun


Energy magic involves projecting energy
Push = Zon
Pull = Xant
Beam = Quar
Bolt = Tol
Lash = Shax
Lightning = Zun
Fire = Rax
Frost = Cron
Explosion = Thun
Light = Ruun


Transformation magic involves transforming things into other things.
Beast= Wrent
Transmute= Tansu
Grow= Gren
Shrink= Sisa
Disguise= Mutel
Stronger = Grekan
Weaker = Soquish
Plague = Soquan
Return = Sansu


Preservation preserves the natural order or restores things to their original state.
Heal= Aula
Shield= Ona
Reflect= Zua
Counter= Tanua
Armour= Rama
Resist= Eani
Fix= Exia
Ward= Wana
Bind= Rena
Reinforce= Ianmia


Transportation moves objects or yourself.
Jump= Rel
Fling= Zop
Speed= Qun
Slow= Tuni
Throw= Tupa
Blink= Wuk
Slide= Quish
Hover= Woo
Roll= Len
Fly= Swoi


To conjure a being of great power, you require their true name and a sacrifice. Rituals to summon powerful beings take more time depending on it's power.
Demon= Zankarak
Angel= Aeneal
Dragon= Draken
Spirit= Amanu
Gremlins= Grekgrek
Unsummon= Suna
Hero= Hero
Giant= Grak
Monster= Runk
Animal= Amak


Typically mental mages gain the ability to merely think their spells to activate them. Most newcomers have to settle for mouthing them.
Read Thought= Ashik
Message= Mik
Dream= Zaenek
Illusion= Kinu
Doppelganger= Sumu
Copy= Kekan
Invade= Rexak
Defend Mind= Crok
Inspire= Wron
Command= Rak


Soul magic is an odd catagory, with many strange spells ending up here.
Raise Dead= Hekat
Divination= Terat
Command Plants= Mukatti
Command Dead= Hekat-Nun
Transfer= Trakan
Blood= Kekar
Potion= Brokan
Curse= Kisaur
Boon Other= Broki
Tentacle= Ketu

The World

The World consists of three pricipal landmasses: Aezaran, Nolion and Thalmar. There are also plenty of minor continents and island groups.

Thalmar, the central continent, is perhaps the most diverse and is mostly isolated from the other two by political and geographical boundaries. Thalmar's history, geography and political climate is complex and varied. Typically Thalmar is divided into five main regions.

The North
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A cold land of forests, mountains and tundras broken often by lakes, rivers, swamps and small seas. The North extends from the glacial frost caps of Thalmar to the Dark Marshes that border with the Center. The North is a harsh landscape and lends itself to either tribal confederations or petty kingdoms. The common monsters and plagues of the North are the Fire Giants who raid villages, the roving undead who once answered to the call of the Lichlord, and the goblins and ogres who infest the mountains.

Thalmar was once plagued by a warlord named Ocar Tamn, whom by a coalition of tribes was defeated. The Warlord returned as a Hero and became the first Lich after putting his soul into a black box. He managed to take huge swaths of territory before his soul was cast into the fires of the Great Forge and set ablaze.

The East
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The east, a land of dense forest, rolling hills and temperate climates, is home to two major political Federations. The First is the Eastern Federated Empire, a group of ex colonies, territories and client states bound by a facsimile of the old unified Glorious Empire. The other major political unit is the Union, a similar federated group of tribes, clans and monsters who call the forests home. Both have been in a state of cold war for a time, fighting proxy wars in the small kingdoms and other neutral states which still exist.

Besides the politics, the East generally suffers from bandit groups of Orcs, gnolls and ogres. The Dark forests to the extreme east of the continent contain creatures of fae and magic. Expeditions go regularly into the far east, but they never get that far and rarely return alive.

The Center
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The self proclaimed "Center of Civilization" is a large number of fractious and rival city states. Each vies for power against the others and many seek to unite the Center. Mountains, rivers and fertile plains are spread liberally across the Center. The Center also enjoys a more advanced level of technology, using steam to power wondrous contraptions.

The Center is home to problems which are more hidden and insidious. Demon Cults, Serial Killers, Ballroom Vampires, Graveyard Ghouls, monsters which stalk the night and fiends in the shape of humans.

The West
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The West is one of the new and more prosperous regions, with maritime trade with the mysterious Farlanders being commonplace. Merchants and traders are common, however dungeons and ruins are too. The Forgotten Ones once build a wonderous civilization in the west, and most cities are built on the ruins of these once great lands. A deal more tropical and warm than the other parts of the continent, the West is the land of opportunity.

Danger here is not scarce. Pirates, Sea Monsters, Dragons, strange things from Aezeran, oddities from Nolion and the raids from the Lizard Cultists of the Forgotten Metal Gods from the seas. The life in the west is a life on the knife’s edge.

The South
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The South is a warzone, where the dispossessed and unwanted of the other nations join under the banner of the Sun Crusade to reclaim the Southlands and defend against the Metal Ones. The Metal Ones have been at war with the nations of Thalmar for centuries.

The South is of course home to the war, but there are also strange beasts and the ruins of the Forgotten Times to explore.


Races
Human
Elf
Dwarf
Orc


Race APP:
Code: Select all
Race name:
Appearance:
Culture:
History: 


Rules

1. Basic RP stuff, don't god-mod, OP word is law, don't post till your app is accepted and don't be a jerk.
2. I'll be handing out the "levels" once you complete quests. You don't gain Heroic levels until I or a Co-OP hands them out and you don't gain the effects of those until I or a Co-OP approve the level up form.
3. Feel free to flesh out and describe the world as you want. I've left things a little vague so that you can interpret things as you want, so long as they don't clash with already established information. I'll create another thread or a wiki where we can track the lore and background we come up with.
4. In PvP or any disagreement, if you can't come up with a solution yourself, I'll adjudicate the result. In the case of PvP it'll probably be randomly determined.
5. I'll be releasing "expansions" which will give the world more breadth as we go on (Kinda like World of Warcraft) as well as more quests as we proceed.

Application

Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Race:[/b]
[b]Nation and Region of Origin:[/b] (Give us a brief description of where your character is from. Feel free to make up nations or places within one of the five regions.)
[b]Heroic Level:[/b] (Everyone starts at level 1. Heroes gain heroic levels when they complete quests. Each Heroic level either enhances an existing ability or gives the hero a new one.)
[b]Heroic Abilities:[/b] (Everyone Stats with One, unless you opt to take no magic in which case you start with two)
[list]
[*] [b][Ability One Here][/b] (And a description here)
[*] [b][Ability Two Here][/b] (And a description here)[/list]
[b]Heroic Weakness:[/b] (A fatal flaw. Like Hubris or an achilies heel.)
[b]Magical Ability:[/b] (Yes or No)
[b]Magical Disciplines:[/b] (You may choose up to two)
[b]Bio:[/b]
[b]Morality:[/b] (Give a description of what your character will and will not do)
[b]Likes:[/b]
[b]Dislikes:[/b]
[b]Theme Song:[/b] (Optional, but cool)
[b]RP Sample:[/b]


Level Up Form

Code: Select all
[b]Name of Hero:[/b]
[b]Name of Quest Completed:[/b] (Link to the final post in that quest chain here)
[b]Ability Change/Addition:[/b]


Starting Quests


Adventure bellow the Deep
The brilliant Archaeologist and scientist Varrus Kivenstin has found a passage into the fabled underwater Star Temple of the ancient Forgotten Gods in the west. The Forgotten Gods were beings of metal who once ruled the world, now little more than a myth. He requires the protection of a hero or two while he investigates the Temple.
Status: Uncompleted


Red Moon in Blackgate
The secretive Vampire and Werewolf clans of the Center city of Blackgate are preparing to make their move for dominance over the continent. They are planning a ritual which will create a second moon of blood which will permanently block the sun's rays. How they plan to fuel such a ritual is as of yet a mystery.
Status: Uncompleted
Recommendation: Group


Removing Obstacles
Janna Kerst is a member of the royal family in the East and is looking for a hero willing to eliminate her family members so she can inherit the throne. The only catch is that her three brothers are all powerful mages who have hidden in three towers.
Status: Uncompleted


The Dragon King of the North
Izzar Kronahak, A mad Dragon Necromancer and once ally of Ocar Tamn, has claimed the Castle of Kheral and is calling himself the King of the North. Such an insult to the Northern nations cannot be tolerated and so a bounty has been placed on the head of the "Dragon king".
Status: Uncompleted
Recomendation: Group


The Fortress of the South
Sazzarahan, the First of the Fortress Cities to be reclaimed by the Crusade, is close to falling after days of siege. However a sudden magic spell has created a barrier to the Crusaders efforts. Heroes have been requisition from within the army and without to get in and shut down the barrier.


Quest APP
Code: Select all
Hook: (A description of what hooks the questers in)
Solo or Group?:
Last edited by Charmera on Sat Jan 06, 2018 10:27 am, edited 1 time in total.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Charmera
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Postby Charmera » Sat Jan 06, 2018 10:26 am

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Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Turmenista
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Postby Turmenista » Sat Jan 06, 2018 10:54 am

Interesting. Might give this a go.

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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Sat Jan 06, 2018 11:24 am

I said I'd be here, so here I am :P I'll put up an app once I hammer out the details for a character in my head.
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The Assorted Saharan Outposts
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Postby The Assorted Saharan Outposts » Sat Jan 06, 2018 12:09 pm

I'll read this later, but for now I'm definitely tagging this.
RP Types I Enjoy: God RPs (anything involving deities), alt history, medieval.
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Tomia
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New York Times Democracy

Postby Tomia » Sat Jan 06, 2018 12:10 pm

Tomi is here!

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Nuridia
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Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Sat Jan 06, 2018 11:34 pm

Tagged! My other RPs aren't doing so well and Tom turned me on to this and this looks amazing. Plus it has wizards, so I'm in.

Warning, I have a job and probably won't be able to post daily.
Uru, Queen of Diamonds.
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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Jan 07, 2018 2:22 am

Name: Sylanna Lightrose, the Blazing Heart, Champion of Issgard, Phoenix of the North
Age: 213
Appearance: Here
Race: Elven
Nation and Region of Origin: Sylanna hails from the elven city-state of Issgard, located in the snowy forest of Svellholt in the northernmost region of Thalmar. Issgard is a very ancient domain and a prosperous one that has managed to survive fire giant raids, foreign invasions from the other kingdoms of the area and even the rise of Ocar Tamm, and it is renowned for its Sundancers, elite elven warriors who are as deadly as they are resolute and just, and who are treated as nobility.
Heroic Level: 100
Heroic Abilities:
  • [Heart of the Blaze]: The first blessing Sylanna received after her reincarnation was the Heart of the Blaze, a force stored within her chest which marks her as an ally of the elements. Flames will not hurt her, and if she wills it, she may call upon their aid in battle or outside of it, though the fires she summons will not be the same called upon by elemental mages, but the raw, savage and pure force of nature.
  • [Oath of the Sundancers]: Sylanna's noble sacrifice drove her patron Judge to grant her yet another boon, this time one to aid her in keeping intact her oath of never surrendering: the power of snatching an impossible victory from the jaws of defeat. Essentially, the more stacked the odds are against her, the stronger Sylanna will become. While not making her invincible by any means, this blessing can, with some luck, provide the elven warrior with the strength she needs to overcome a powerful foe.
Heroic Weakness: Upon being reincarnated as a Heroine, Sylanna's headband became the object of her power, due to its status as a relished keepsake and a symbol of everything she stood for. Thus, should it be removed from her, she would lose her heroic abilities until such a time that she recovered the headband and donned it.
Magical Ability: No
Magical Disciplines: N/A
Bio: An orphaned elven girl from the northern city of Issgard, Sylanna was clothed, fed and educated by the elderly caretakers of the city orphanage, a lonely institution that was barely used and often ignored or even considered as a place of bad luck by the rest of the city's population. As soon as she was old enough to hold a blade, she enlisted in the city's guard to receive basic training and watch that law and order were upheld within. For years, she served as an exemplary guardian, protecting Issgard and its surroundings from beasts, raiders and all sorts of criminals, eventually proving herself as a truly fearsome warrior by leading the city guard and holding back a large group of fire giants intent on raiding the city, stalling them long enough for the Sundancers to arrive. Witnessing the young elf's prowess firsthand and hearing of the deeds she'd carried out before they arrived, a female warrior called Lyen took Sylanna under her wing, training her to bring out her true potential and turn her into a worthy member of the Sundancers.

For a long time after that, Sylanna continued to serve Issgard's royalty, this time training and fighting alongside the city's noble knights and growing ever stronger. During that time, Lyen and Sylanna became as mother and daughter, their bond growing and becoming stronger the more Lyen trained Sylanna and the more they fought together. However, the moment to truly test their limits soon came, brought about by a man whose name is dreaded even today: Ocar Tamm, the Lichlord. Both Sylanna and her surrogate mother fought valiantly on the side of life, holding back the tide of undead as the heroes of those days rose to the challenge and took the battle to the Lichlord himself. Through their effort and that of countless other elven warriors, Issgard survived, but as the dust settled, while Sylanna herself remained alive, Lyen had perished in battle, leaving her adoptive daughter quite distraught.

After that, thinking that some time away from home and a task to keep her mind occupied would do her well, Sylanna's superiors shipped her off to a small cluster of colonies that the elves of Issgard had established on the north-western shores of the East. There, though dejected, the noblewoman continued to serve her kind to the best of her ability, and as the seasons passed with her in the company of the hard-working and cheerful colonists, she managed to overcome her loss and enjoy life once more, befriending the colonists and learning and mastering many arts during her time there. More years passed, the colonies becoming decently-sized and prosperous towns that welcomed travelers and adventurers from other lands and races. But this was not to last. Seeing the prosperity of Issgard's colonies, the Eastern Federated Empire gave them an ultimatum: submit or be wiped from their domains in the East. Naturally, this was unacceptable: the lands occupied by the colonies did not actually belong to the Empire, and neither they nor the royalty of Issgard were eager to surrender something they had poured so much effort into.

What followed was a conflict known as the War of the Whispering Woods. The Empire's forces were vastly greater than the army that the colonies had been able to gather, but, taking advantage of the dense forests of the East through guerrilla tactics and their greater affinity for nature, the elven forces were able to slow down the imperial army, unable to halt its advance or meet them head-on, but inflicting great losses during each skirmish. However, during what was to be the decisive victory for the elven army, the imperial host changed its tactics, burning down the forest that separated them from the town of Lundgard and ending the battle in a near-complete annihilation of elven forces.

Sylanna, along with a handful of other survivors, arrived at Lundgard, bearing terrible news instead of cheers of victory. The civilians paled: reinforcements from Issgard had not arrived yet, and the imperial army would not wait for them to arrive. However, rather than simply surrender the city, Sylanna came up with a plan that, while suicidal, would drive back the Empire and buy more time for Issgard's forces.

Soldiers from the Empire reached Lundgard and were met by a small force of survivors, recruits, armed men and women and even adventurers that had chosen to fight for a just cause instead of evacuating with the rest of the civilians. House by house, street by street, they fought to halt the Empire, inevitably falling but making their lives very costly to take. Eventually, Sylanna herself fell on the edge of an Imperial soldier's sword, marking the end of the battle, and the defeat of Lundgard's resistance. However, it did not mark the Empire's victory. As soon as Sylanna's lifeless body fell to the ground, the entire town became a smoldering inferno, courtesy of a powerful spell weaved together by all of the magicians and elders that inhabited the city, a spell set to be activated once the champion's life was extinguished. Caught in the hellfire, most of the invading force perished, and the few soldiers that survived retreated in order to regroup and decide their next move, thus ending the Empire's advance.

By and large, the story of the War of the Whispering Woods ends there. The bulk of Issgard's forces arrived in time thanks to the time bought by the brave Sundancer, driving the Empire's army so far back that the war became too costly for the Empire to maintain without risking losing too many resources and being vulnerable to an offensive from the Union. The Empire backed off, agreeing to relinquish enough resources to rebuild Lundgard as part of the peace treaty between them and Issgard, and no more fighting was to be had. New Lundgard was built, and in a large garden by the town square, a statue was erected in Sylanna's honor. She was a heroine to all but the Eastern Empire and the Judges.

Or so it was thought.

Five years after her death, Sylanna rose from the Earth, her ascension heralded by the appearance of ashes in the wind and by a beam of light that descended from the sky. She was right in front of her statue when it happened, and though none of the people around her had known her in life, none of them could ignore the similarities between the statue of the elven champion and the reincarnated noblewoman, nor could they ignore the imposing aura that she emitted. It was more than evident: Sylanna Lightrose had been chosen by a Judge and reincarnated as a Heroine.

After getting through the shock of her own reincarnation, Sylanna was overjoyed to hear that her deeds had saved the elven colonies from the Empire, and for a time, she remained there. However, the colonies were now strong and didn't need the Heroine, now having their own host of Sundancers to guard them. Thus, she left. Having no intention of mingling with the other nations of the East, and not yet willing to head home, she traveled through the Center and the West, doing odd jobs and helping whoever needed her help, though she did not do anything noteworthy during her short time traveling. Recently, however, she has finally decided to head home, sensing that her people will need her assistance in facing a threat the likes of which had not seen in a long time: the Dragon King.
Morality: Having been a Sundancer for much of her life and molding her moral code accordingly, Sylanna is your typical knight. Firmly against violence towards civilians and non-combatants, she will however keep going after her enemies as long as they're still able or willing to hold a blade. Underhanded tactics are frowned upon, but tolerated when absolutely necessary. Kicking puppies or taking candy from children is a no-no. Getting shitfaced is fine, as long as you're willing to accept the consequences. It should be noted that big-name evil-doers and people who earn her grudge usually don't get the standard knight's mercy. Standard elven "take care of nature" mentality applies as well, to a fault; as demonstrated, she is not above scorching a large area if it'll stop a deadly invasion from causing even more damage.
Likes: Children, drinking, exotic foods, the countryside, the arts.
Dislikes: Unnecessary fighting, failing her duties, large cities, pollution, most easterners, boredom.
Theme Song: To be added
RP Sample: -boops Charm-
Last edited by Zarkenis Ultima on Sun Jan 07, 2018 10:33 pm, edited 1 time in total.
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Charmera
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Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Sun Jan 07, 2018 9:03 pm

Nuridia wrote:Tagged! My other RPs aren't doing so well and Tom turned me on to this and this looks amazing. Plus it has wizards, so I'm in.

Warning, I have a job and probably won't be able to post daily.

That's fine. Just try to get up posts when you can.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Zarkenis Ultima
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Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Jan 07, 2018 10:34 pm

App is done.
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Indo-pasif archipelago
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Posts: 1300
Founded: Jan 12, 2013
Democratic Socialists

Postby Indo-pasif archipelago » Mon Jan 08, 2018 3:41 am

Name: Aelfred Wychwood, the Decaying Druid, the Vengeful Emissary, Nature's Wrath
Age: 37 years old
Appearance:
Image

Race: Human
Nation and Region of Origin: Aelfred was one of the many Forest People that travels across the forests and the woods of the eastern region of Thalmar. Specifically, Aelfred came from the Nomads of The Glasloch, the group that inhabited marshes and moors of Glasloch at the that bordered the edge of the easternmost city of the central region. While the Nomads used to live there as a happy and carefree society, what left now is a wasteland, fouled spiritually by Aelfred's acts and polluted by the industries of the near by city.
Heroic Level: 1
Heroic Abilities:
  • [Blighted Hand] The corruption that ran within his soul tainted his magic during his life, and spreads to other upon his death. The very touch of Aelfred's hand twisted and transformed the trees and the animals into a mockery of nature. The effect of his touch to a sentient being is much like a snake poison, sending them to a delirium and atrophies their muscle. Luckily, the effect of his touch is cleansed by the light of the sun, and will be gone within a day bathing under the sun.
Heroic Weakness: The Judges, aware of Aelfred's circumstances, have put a limit on him to prevent the destruction of nature in Thalmar. Entering an untouched wilderness would strip Aelfred from his magic, leaving him without any magic whatsoever. Of course, once civilization actively uses it resource (ie. a permanent village that depends fully on a nearby wood, or a mined mountain, etc.) Aelfred is no longer held powerless.
Magical Ability: Yes
Magical Disciplines: Soul and Transformation
Bio:
Like the other Forest People, Aelfred spent his childhood growing among the tall trees and frolicking animals. Moving from marshes to marshes and trees to trees, his early life was the peaceful one typical of a Forest People. Along with his peers, Aelfred was taught how to communicate with nature around him and to maintain them. But anyone could see that Aelfred was, a bit different from the other kids. Where others associated with the preserving and creative nature of Life, Aelfred seek to be one with its more violent aspect. The Nomads were a very open minded people and they treated his way of thoughts with interest, if with a slight concern. After all, plague and storms and droughts are as natural as herbs and tree canopies and rainfalls.

Aelfred was taught the Lores of The Forest along with the other young Nomads. During these lessons, the elders took a particular interest in Aelfred's aptitude in magic. Where other masters the Art of Preservation, Aelfred excelled at the Art of Transformation and Art of The Soul. The later part was even more curious for the elder as they had never seen such magic before. His specialty put him in the ranks of the Nomads ranger that was tasked to help the innocents around them or to guard the hursts and the moors from anyone that wish to exploit them selfishly. Once more Aelfred show his peculiar mind. Unlike others that limit themselves to defensive stances, Aelfred struck potential enemy preemptively and brought vengeance to those that escape his watch.

Although most city dare not to enter the realm he was guarding for fear invoking his wrath, a Governor of an industrial city wanted none of this nonsense. The marshes were rich with bitumen and oil sand, and they were determined to extract it. Believing they could fight Nature's Wrath with iron and fire, they sent an army to raze down the forest and send away the Nomads. Before they could even push further than a night riding into the moors, Aelfred arrived to fight them.

Under the protection of the thick armor and with the power of steam by their side, the Governor laughed at the Druid, for he had come alone with no army. But the Druid had the nature by his side, and it was enough. Before the Governor knew, hundreds of vines and roots had entangled the joints and the wheels of his machines. Various creatures of the wood, mutated and twisted by both Aelfred's magic and the pollution spewed from the exhaust of the steam machine, jumped out of the shadows and struck down the marching soldiers. The clash between machine and nature ran for weeks, desolating acres and acres of the moor. Aelfred aware of the destruction he had wrought, and even though to him nature would survive it, adapting to any change and destruction in the world, he would soon ran out of resource as the flora and fauna were killed and spoiled. So he concocted a plan to end the fight.

On the seventh day of the battle, Aelfred deliberately let himself caught and cornered by the Governor's army. Warily, they put him to a cage and brought him back to the city so he might be dragged through the graveled street and shamed by anyone walked by. They took precautions to make sure he wouldn't be able to use his magic and make a commotion. They cut him from the forest that is the source of power of a Forest People, and put him in the middle of filth and waste to strip him away from his power.

Or so they think.

Aelfred domain was not of the forest, but of the decaying trees and sick animals that are hurt by the rampant perversion of the natural cycle. By putting him in the center of their corruption, they did not strip him of his magic. They only give him an access to a colossal power to be used as he wish. Thus, when the Governor held a feast for his claimed victory, the Druid cast the largest curse he ever devised.

In the next morning, there was nothing left to the city but a barren wasteland, rusting ruins, and blistered, bloating corpses. at the center was a skeleton, bare and white, but clean of any filth or diseases that seem to have spread anywhere in the city. Months afterward, foreign spores spread disease from one city to another, followed by swarms of cockroaches and maggots that grew from the destruction around it. In the chaos of the Plague and calamity, the people forgotten about what happened to the city, save for the fact that it is no more. The Judges however, do not forget, and declared that Aelfred's act was worthy enough to grant him the title of a Hero. He is then sent back to the mortal realm. Taking his mantle once more as the Decaying Druid, Aelfred now travels to brought the wrath of nature to those deserving of it. Specifically, Aelfred is coming to a certain undead lord to bring him back to the cycle of life and death.

Morality: Delving into the chaos that is Aelfred's thought is a unique experience. He cares not for the well-being of mortals around him, nor the direct consequence of his acts. His main focus is to prevent the sacred forest he has been banned from by destroying their would be invader, be it an expanding city, a band of lumberjacks, or an industry moghul. That said, he is not a force of pure evil, as he simply sided with the world and nature. His opposite stance against civilization is only to those that forsake the world for their own selfishness, and act as the avenger for Mother Nature. The same malediction that he brought to the shining and glorious cities of Man would also befallen to the dark lords and liches that dare to spoil the forests of the world. In short, as long as you have no problem living in the wood like the Forest People did, he would not have problem with you too. If you dare to corrupt the nature around you, he will be there to turn it back against you.

Likes: Rain, woodlands, wolves, a nice ballad or tale.
Dislikes: Undead creatures, necromancy, factories, the city at the Center of Thalmar.
Theme Song:
RP Sample: Young Bloods :P
Last edited by Indo-pasif archipelago on Wed Jan 17, 2018 9:23 am, edited 4 times in total.
I picked the Anarchist Hog

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The Assorted Saharan Outposts
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Founded: Dec 13, 2015
Ex-Nation

Postby The Assorted Saharan Outposts » Mon Jan 08, 2018 4:09 am

Oh, shoot, there's a race app. Okay. I feel I should mess with that first just so..ye. That'll come up eventually
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Charmera
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Postby Charmera » Mon Jan 08, 2018 7:44 am

Zarkenis Ultima wrote:App is done.

App is accepted :P

Indo-pasif archipelago wrote:Name: Aelfred Wychwood
Age: 37 years old
Appearance:
Race: Human
Nation and Region of Origin: Aelfred was one of the many Forest People that travels across the forests and the woods of the eastern region of Thalmar. Specifically, Aelfred came from the Nomads of The Glasloch, the group that inhabited marshes and moors of Glasloch at the that bordered the edge of the easternmost city of the central region. While the Nomads used to live there as a happy and carefree society, what left now is a wasteland, fouled spiritually by Aelfred's acts and polluted by the industries of the near by city.
Heroic Level: 1
Heroic Abilities:
  • [Ability One Here] The corruption that ran within his soul tainted his magic during his life, and spreads to other upon his death. The very touch of Aelfred's hand twisted and transformed the trees and the animals into a mockery of nature. The effect of his touch to a sentient being is much like a snake poison, sending them to a delirium and atrophies their muscle. Luckily, the effect of his touch is cleansed by the light of the sun, and will be gone within a day bathing under the sun.
Heroic Weakness:
Magical Ability: Yes
Magical Disciplines: Soul and Transformation
Bio:
Morality:
Likes:
Dislikes:
Theme Song:
RP Sample:

==WIP==

Hey IPA! This app is looking good so far
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

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Utceforp
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Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Mon Jan 08, 2018 8:20 am

I was thinking of making a race of magitech robotic servants to the Metal Ones that gained sapience and fled north. Would this be acceptable, and is there any other lore about the Metal Ones that I should know prior to making an app for them?
Signatures are so 2014.

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Charmera
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Postby Charmera » Mon Jan 08, 2018 8:35 am

Utceforp wrote:I was thinking of making a race of magitech robotic servants to the Metal Ones that gained sapience and fled north. Would this be acceptable, and is there any other lore about the Metal Ones that I should know prior to making an app for them?

Well it should work. The Lore behind the metal ones should allow for a race of lesser magitec robots.

I'll tg you with some relevant details.
Last edited by Charmera on Mon Jan 08, 2018 8:36 am, edited 1 time in total.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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The Greater Dutch Imperium
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Founded: Jan 01, 2018
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Postby The Greater Dutch Imperium » Mon Jan 08, 2018 8:35 am

You had me at "magic".
Not the biggest fan of game mechanics because they often confuse me but I'll work it out.
"You are a monster." -Rey to Kylo Ren
"Yes, I am." -Kylo Ren to Rey

"Let the past die. Kill it, if you have to. That's the only way to become what you are meant to be." -Kylo Ren

"It's treason, then." -Darth Sidious to Mace Windu

"Be careful not to choke on your aspirations, Director." -Darth Vader

"No, I am your father!" -Darth Vader

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Utceforp
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Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Mon Jan 08, 2018 10:06 am

Charmera wrote:
Utceforp wrote:I was thinking of making a race of magitech robotic servants to the Metal Ones that gained sapience and fled north. Would this be acceptable, and is there any other lore about the Metal Ones that I should know prior to making an app for them?

Well it should work. The Lore behind the metal ones should allow for a race of lesser magitec robots.

I'll tg you with some relevant details.

Okay, thanks.
Signatures are so 2014.

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Turmenista
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Postby Turmenista » Mon Jan 08, 2018 10:27 am

I might go with an Orc hero. Don't know right now.

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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Mon Jan 08, 2018 10:36 am

Woo, first hero on the rooster and on the northern mission :P

Turmenista wrote:I might go with an Orc hero. Don't know right now.


Orc Hero best hero
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Union Princes
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Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Mon Jan 08, 2018 1:11 pm

Name: Ludwig Cornelius "Jack" Churchill
Age: 30
Appearance: Image
Race: Human
Nation and Region of Origin: Hailing from the "Center of Civilization", Jack is from the city of Landorium, a maritime coastal city-state boastful of its navy and engineering. Famous for its Landon Bridge that connects the east and west of Landorium. Also home of the Bestiary Cult, an underground religion whose membership is made up entirely of Huntsmen.
Heroic Level: 1
Heroic Abilities:
[*] [Wildersense] By choosing the Wolf as his animal patron, Jack enjoys having his five senses heighten to extreme levels, especially when it comes to scent and hearing. Even his sixth sense has increased in strength making Jack extremely difficult to outsmart.
[*] [Borne Of Blood] A trait that every hunter like him has. This ability allows Jack to regain his strength and stamina by devouring the blood of his slain prey. It could be any kind of blood, whether from a vampire, ghoul, or demon. It also grants extreme endurance to the bearer, allowing people like Jack to run, jump, and fight for days on end without the need to sleep or eat.[/list]
Heroic Weakness: Jack is still a mere mortal, even with his abilities, he can still sustain injuries. He is also extremely vulnerable to "Blood Madness". "Blood Madness" is dangerous phenomenon that drives people insane when they kill too much do to the amount of blood they smell. Effects include: madness, amnesia, delusions, loss of strength, and sometime turning into the very beasts that they worship. For example, if Jack succumbs to "Blood Madness", there is a chance that he becomes a werewolf that has to be killed for he will still be driven to slaughter.
Magical Ability: No
Magical Disciplines: N/A
Bio: WIP I'm gonna do this last.
Morality: Jack is very straightforward with his goals. He doesn't lie, cheat, nor steal though he will loot corpses for supply and does the occasional haggling when it comes to prices. Jack does only one thing: he kills. Getting paid and protecting his own fellow countrymen is just the icing on the cake. Jack is not above having personal vendetta's against people and expects others to be just as trustworthy as he is. True Neutral to Chaotic Good.
Likes: Classical music (violins and piano), reading, painting, taking walks, fishing and hunting with fellow huntsmen
Dislikes: dishonesty,treachery, witchcraft, corruption, making mistakes
Theme Song: To be Added
RP Sample:https://forum.nationstates.net/viewtopic.php?f=31&t=432708
Last edited by Union Princes on Mon Jan 08, 2018 4:30 pm, edited 9 times in total.
There is no such thing as peace, only truce between wars

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The Greater Dutch Imperium
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Posts: 128
Founded: Jan 01, 2018
Ex-Nation

Postby The Greater Dutch Imperium » Mon Jan 08, 2018 1:25 pm

Name: Mei-Ling Korra, Champion of Koguryeo, Shield of Seulyang, Hero of the Winter Siege
Age: 27(Appearance), 47(Actual Age)
Appearance:
Race: Homo Sapiens Sapiens
Nation and Region of Origin: She hails from the East, from a small and relatively insignificant kingdom sandwiched between the Federation and the Union.
Heroic Level: 1
Heroic Abilities:
  • [Hero of the Winter Siege]: Her role leading the Resistance against the First Order(that sought to destroy the Kingdom of Koguryeo and replace it with a Federation-friendly dictatorship) during the Battle for Seulyang during the Winter Season and a furious blizzard earned her the nickname "Hero of the Winter Siege" among her troops and civilians loyal to the Kingdom. She would die in that battle and serve as a Martyr that would bring about the end of the First Order. In an ironic twist on that nickname, she now finds that her body is unnaturally cold. Cold to the touch, cold to be around, everything about her is cold except for her emotions, oddly enough. She is extremely well suited to cold environments and to a degree hot environments(she's basically a human air conditioner) and ice-based magic is simple for her to learn and use.
Heroic Weakness: Quite simply, despite her military past and everything she's seen and done, she is still unsure of herself and her purpose. Someone could easily exploit her feelings and use them against her.
Magical Ability: Yes
Magical Disciplines: Energy and Preservation.
Bio:
Morality: Probably Lawful Neutral. Despises crime and would never stoop so low, never attacks first unless she's absolutely sure she has to, but if you f*ck with her or the people she cares about you'll be lucky to have a quick and painless death.
Likes: Helping Others, Dispensing Justice, anything sweet, snow(for obvious reasons)
Dislikes: Criminals, vegetables, sand(not b/c it's the opposite of snow, b/c it's annoying).
Theme Song: Let It Go Sorry nope dead meme
RP Sample: Long story with a complicated answer, but I don't got any.

Work in Progress.
"You are a monster." -Rey to Kylo Ren
"Yes, I am." -Kylo Ren to Rey

"Let the past die. Kill it, if you have to. That's the only way to become what you are meant to be." -Kylo Ren

"It's treason, then." -Darth Sidious to Mace Windu

"Be careful not to choke on your aspirations, Director." -Darth Vader

"No, I am your father!" -Darth Vader

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Charmera
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Posts: 18729
Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Mon Jan 08, 2018 2:55 pm

Union Princes wrote:Name: Ludwig Cornelius "Jack" Churchill
Age: 30
Appearance: (Image)
Race: Human
Nation and Region of Origin: Hailing from the "Center of Civilization", Jack is from the city of Landorium, a maritime coastal city-state boastful of its navy and engineering. Famous for its Landon Bridge that connects the east and west of Landorium. Also home of the Bestiary Cult, an underground religion whose membership is made up entirely of Huntsmen.
Heroic Level: 1
Heroic Abilities:
[*] [Wildersense] By choosing the Wolf as his animal patron, Jack enjoys having his five senses heighten to extreme levels, especially when it comes to scent and hearing. Even his sixth sense has increased in strength making Jack extremely difficult to outsmart.
[*] [Borne Of Blood] A trait that every hunter like him has. This ability allows Jack to regain his strength and stamina by devouring the blood of his slain prey. It could be any kind of blood, whether from a vampire, ghoul, or demon. It also grants extreme endurance to the bearer, allowing people like Jack to run, jump, and fight for days on end without the need to sleep or eat.[/list]
Heroic Weakness: Jack is still a mere mortal, even with his abilities, he can still sustain injuries. He is also extremely vulnerable to "Blood Madness". "Blood Madness" is dangerous phenomenon that drives people insane when they kill too much do to the amount of blood they smell. Effects include: madness, amnesia, delusions, loss of strength, and sometime turning into the very beasts that they worship. For example, if Jack succumbs to "Blood Madness", there is a chance that he becomes a werewolf that has to be killed for he will still be driven to slaughter.
Magical Ability: No
Magical Disciplines: N/A
Bio: Nobody knows how to join the Cult of Beasts and Jack is no exception. Whatever life he had before becoming a cultist is no longer relevant. Now, Jack walks in the street of Landorium as a gentlemen but prowls in it as a predator. Like every other hunter, he patrols the alleys and walkways in search of enemy cultists, demons, and invading monsters. Indeed, the only reason why Landorium is spotless of black magic is because of Jack and her fellow hunters purging witchcraft to the ground. But even these selfless actions won't stop the holy church and other religious heads from portraying them as dangerous foes. Only the government will see the Bestiary Cult as a source for "perfect janitors" when it comes to dealing with witchcraft.
Morality: Jack is very straightforward with his goals. He doesn't lie, cheat, nor steal though he will loot corpses for supply and does the occasional haggling when it comes to prices. Jack does only one thing: he kills. Getting paid and protecting his own fellow countrymen is just the icing on the cake. Jack is not above having personal vendetta's against people and expects others to be just as trustworthy as he is. True Neutral to Chaotic Good.
Likes: Classical music (violins and piano), reading, painting, taking walks, fishing and hunting with fellow huntsmen
Dislikes: dishonesty,treachery, witchcraft, corruption, making mistakes
Theme Song: To be Added
RP Sample: "I'm the best at what I do and what I do best isn't very nice."

Several things:
1. Heroes have to have died and been resurrected, your bio doesn't really reflect this. It's a bit lacking in general, and one cult keeping an entire city completely free of black magic seems a little much.
2. Your weakness isn't that fatal, and it seems like it'd hurt other people more than Jack
3. The rp sample is supposed to be an actual sample of your rp, either you link to another NS rp you've done or write several paragraphs in character.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Mon Jan 08, 2018 3:23 pm

Ok, I'll see what I can do. I was struggling on the last bit.

As for the one cult keeping the city clean, I'm still building on the lore and so far, the only reason the city is pretty clean was because of sheer brutality of the cult hence its bad rep.

Any tips/recommendations for proper weakness?
Last edited by Union Princes on Mon Jan 08, 2018 3:25 pm, edited 1 time in total.
There is no such thing as peace, only truce between wars

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Charmera
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Posts: 18729
Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Mon Jan 08, 2018 3:29 pm

Union Princes wrote:Ok, I'll see what I can do. I was struggling on the last bit.

As for the one cult keeping the city clean, I'm still building on the lore and so far, the only reason the city is pretty clean was because of sheer brutality of the cult hence its bad rep.

Any tips/recommendations for proper weakness?

Ah alright, I guess that makes sense then.

Silver could work if you're going for a werewolf type character.
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Union Princes
Senator
 
Posts: 3985
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Mon Jan 08, 2018 4:32 pm

Charmera wrote:
Union Princes wrote:Ok, I'll see what I can do. I was struggling on the last bit.

As for the one cult keeping the city clean, I'm still building on the lore and so far, the only reason the city is pretty clean was because of sheer brutality of the cult hence its bad rep.

Any tips/recommendations for proper weakness?

Ah alright, I guess that makes sense then.

Silver could work if you're going for a werewolf type character.


You know what. That just gave me a new idea. Thanks.
There is no such thing as peace, only truce between wars

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