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Bentus
Senator
 
Posts: 4320
Founded: Dec 18, 2013
Iron Fist Consumerists

Postby Bentus » Sun Oct 14, 2018 6:20 pm

Name: Tari Erdove
Age: 26
Gender: Female
Race: Human (East Archipelago)
Appearance (pics if possible):
Image

Statistics: (All stats are at 1 by default, you have 8 points to distribute and you can only put 5 points maximum at the start to any stat)
Strength: 4
Agility: 4
Endurance: 2
Magical Prowess: 2

Bio:
Tari began earning herself a rebellious streak from the moment she could walk. While her father had once been a formidable sailor, a wound had led to his discharge and relegation to the slums by the dock. Feeling betrayed and becoming cramped in the confines of land-bound life, cooped within the tall walls of the Keep, Tari’s father decided to try his hand at the life of a smuggler – a decision which began him on the path to piracy. Tari was born as a result of his new-found life of illegitimate wealth – her mother being a waitress at one of the shadier pubs by the docks. Her father relished the freedom from the shackles of a life that was not his own, and the ill-gotten earnings ensured that Tari’s family had enough to live – although never much more. Even when she was still a child, Tari found herself taking after her father, stealing from stalls in the market and the deep pockets of passing merchants. At first, the trinkets that she managed to find were worth little more than pocket change, but the young girl quickly discovered that she had a gift for acquiring what wasn’t originally hers.

But ultimately, a life of crime never pays, and reality would eventually catch up with Tari’s father.

When she was 11, her father left on a voyage and never came home. Some said that he was caught in a navy sting, while others said that a sea-wyrm or a kraken sunk his ship with all hands. Others still, in whispered voices, wonder if he simply found a pretty face in another port, leaving his wife and family behind. Tari’s mother did what she could to support the small family, but finding honest work was hard for the widow of a pirate and she would end up dying not two years later. It was on her death bed that Tari vowed to never allow her life to lie in anyone’s hands but her own. She sold whatever trinkets or goods that she could scrounge together and headed to the docks to sign up for the first crew that would take her.

But instead of finding a chance to start a new life, Tari was instead laughed from pier to pier. Nobody was willing to take a child on for a voyage, seeing the thin orphan as little more than another mouth to feed. Even the local navy, always eager for new recruits, wouldn’t accept her when she tried to lie about her age. Forced to struggle to make things meet on the edge of the sea, Tari stole what she could to survive, suffering a beating for her efforts whenever she was caught. She scavenged for crumbs for a year until she got caught trying to steal from a drunken sailor in one of the city’s countless taverns.

Unfortunately for her, it turned out that the man was a pirate in habor and was surrounded by the rest of his crew. They easily caught the hungry girl, and were on the verge of beating her half-to-death for the crime of trying to steal from them when their Captain intervened.

He was a domineering man, tall and strong from a lifetime spent taming the sea. Swirling and menacing tattoos stretched out across his arms, and a bushy beard masked an abundance of scars across his features. The Pirate Captain, irritated at his own relaxation at the tavern having been interrupted, assessed the cause of the commotion. Tari – tired, hungry and with a black eye already – nevertheless looked up at the looming figure with an unflinching defiance. She expected to receive a far worse beating than she’d ever received before, but refused to allow herself to show a single sign of weakness. When in the gutter and with nothing to her name, she nevertheless still clung to her pride. Feeling a sense of anger and rage at the hand that life had dealt her, Tari did something which in retrospect was borderline insane: she took a deep breath, and hurled a glob of spit onto the Pirate’s boot. An uneasy silence descended on the tavern, the crew absolutely stunned that some port runt would disrespect none other than the Captain Farwind with such an act. They all shifted uneasily, bracing themselves for the Captain’s fury to be unleashed.

However, instead of unsheathing his sword, the Captain burst out into a hearty laugh that echoed throughout the tavern. Slapping the stunned girl on the back – half bowling her over in the process – he proceeded to ask her for her name and who her family was, offering to buy her a meal in return for her story. In no position to turn down a warm plate of food, Tari eagerly accepted. That night would end with her agreeing to join the Captain’s crew under his wing, the older man having taken a firm liking for her spirit.

Tari would prove herself to be a determined sailor, throwing herself at any job that needed doing with a relentless enthusiasm and an optimistic sense of adventure. It was a few years before she was allowed anywhere near combat, but Tari also took quickly to the unique chaos of shipboard fighting. Her usual sparring partner was the Captain’s son, Frey, and the pair kicked off a firm friendship as the only two children on the vessel. As kids, they would imagine the world around them on the ship’s deck during their scarce free time. Sometimes Frey was a damsel in distress for Tari to save, or at other times they would fight against an invisible dragon as it swooped down at rained fire around them. However, inevitably the duo grew older, and the wide-eyed imagination of their childhood began to subside. Ultimately, Tari earned herself a position within the crew, becoming immersed in a new family on board the ship, but Frey became increasingly distant.

Tari was engrossed with a life of piracy, taking after the Captain as he were her own father. The wide open sea and promise of adventure and bounty were her dream come true, the exact opposite of the suffocating limitations of her previous life. So what if some people needed to get hurt along the way? Nobody was truly innocent in the world, and they had to look out for themselves first. Unfortunately, this wasn’t a world view that Frey could easily subscribe to. The two’s former friendship turned icy and cold, with Tari practically usurping Frey’s position by his father’s side. His determined criticism of his father and their actions as pirates irritated her to no end, and Tari often wondered why he was even allowed to remain as part of tue crew. Sometimes a heated argument or shouting match would devolve into blows, with the two young crewmembers having to be pulled apart from one another and confined to the brig. This continued for some time, until eventually the inevitable happened, and the fast-paced life of a pirate caught up to Captain Farwind.

It was a solemn occasion, with the Captain having been adored by his crew and respected by his peers. But, when his will was pulled from its chest and read aloud, shock and surprise were the dominant emotions. Eyes turned collectively to Tari and Frey, with the latter having just been given his father’s position and ship. Everyone had expected the Captain to have announced Tari as his successor, and the revelation had made her jaw drop to the deck. A wave of anger and fury rose up in the young woman’s chest, her fists clenching in a rage as she saw what she considered her fair reward being stolen from before her eyes. Turning to her former friend, Tari pulled her sword and challenged him a duel without a second thought. However, instead of a clash of blades and spilled blood, Frey quietly declared that he would refuse the door, forfeiting his inheritance on the spot.

The man’s decision nearly stunned Tari more than the contents of the will, leaving her silent and confused as Frey merely asked to be dropped off at the nearest port. Struggling to put together a response in her confusion, Tari muttered in agreement, and thus became – for the first time – Captain Erdove of the Malestrom. Tari would go on to enjoy a fairly successful career as Captain, but this would hardly be the last time that she would encounter her childhood friend. In fact, it was in one later encounter with Frey that Tari’s life would once again find itself knocked from its course and sent into uncharted waters. In fact, the little shit went as far as to burn his father’s former ship to the ground, leaving Tari with nothing to her name. A Captain without a ship was about as worthless as a boat without its rudder and Tari quickly found herself once again standing on her own.

It was in a drunken, self-pitying stupor that the spark of an idea first gripped her. The Maelstrom had established her as a known pirate, but it was her first taste of the real dream that she had been chasing, of the fame that came with success. Tari was determined to prove that she was more than just some fancy parlour tricks. Arrogance and ambition demanded that she make a real name for herself, to outshine the deeds of her real father once and for all. She was determined to accomplish something so audacious that nobody would be able to ignore her, to pull off a heist of truly grandiose proportions.

Tari would have to steal from a God. Or at least the closest thing that the mortal world could offer.

Legends and tales flow across the archipelago’s trade routes almost more freely than coin and loot, and many of them whisper about great monsters and demons hiding beneath the waves. One great beast is said to sit on a hoard of unimaginable treasure, the plunder of a thousand trade fleets and just as many offerings to the deified being. Gold, silver and magical artifacts that each found their final resting place either on the bottom of the ocean, or in a cavern deep within the Isles – never again to be seen by mortal eyes. Among these was the mythical Icarus, a ship which can capture the wind as it rides the waves, a craft which was supposedly faster than any other to grace the open ocean, and which was confined to the tales of history until Tari decided to take it for herself. It is for this deed that Tari’s name is whispered in taverns throughout the islands. Many brush it aside as hogwash, anyone can write the name of an old boat on a new hull after all. But what none can deny, is that today Tari is captain of the fastest ship in mortal hands, and a damn fine thief and smuggler for anyone willing to pay her price.

Or at least she was, until she went ahead and lost her ship for a second time.
Heroic Boon: N/A
Abilities:
  • [Pirate Captain]: Having spent much of her life aboard a ship – and some of that time aboard a ship in less than amicable conditions – Tari is an adept sailor and (according to her) the best Captain in the Archipelago. Sure, she may not have a crew or a ship at the moment, but she can still easily hold her own in the close confines of a boarding action, or the chaotic improvised fighting of a tavern brawl.
  • [Flexible Charisma]: Fairly charismatic, Tari has a certain knack to seeing her glass as being half-full while convincing those holding her at gunpoint that they have a vested interest in her wellbeing. She has talked or weaselled her way out of a tough situation on more than one occasion, and while her efforts may inevitably come back to bite her with some cost associated with them, she was never under any illusions for the average life expectancy for someone in her line of work. It’s easy to sell your soul if it means a few extra days of freedom on the waves.
  • [Sharing is Caring]: Tari is a capable thief, and believes that sometimes good business demands that you acquire what sometimes doesn’t strictly belong to you. Unfortunately much of her attempted heists end in a mad dash for the door, but at least she can make it half-way to a successful robbery.
  • [Iron Stomach]: Prepare to be drunk under the table.

Limitations
  • Being a pirate means that Tari has plenty of enemies that would love to see her head on a pike, forcing her to constantly keep an eye out for a knife heading straight into the small of her back.
  • She’s not a member of the Legion (yet) and so does not have a boon of her own.
  • Tari is only human, so she can die just as easily as anyone else. Not to mention she doesn't have any of the handy-dandy innate abilities of some of the other races.

[/list][/box]
Equipment:
  • [Crossbow, bolts and quiver]
  • [Cutlass and scabbard]
  • [Travel bag and associated contents]


Optional
Likes: Alcohol (especially Rum, of course), taverns, sailing, freedom, a good fight, money, fame, long romantic walks on the beach
Dislikes: Authority figures, nobles, being looked down on, holier-than-thou goody-two-shoes, not having her ship, being in prison, rules, not getting paid
Greatest Fear: Living a forgettable life
Theme: Shiver Me Timbers
Last edited by Bentus on Sun Oct 14, 2018 9:32 pm, edited 4 times in total.
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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Democratic Socialists

Postby Nuridia » Sun Oct 14, 2018 8:08 pm

This RP looks LIT, I'm in!
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Tomia
Post Marshal
 
Posts: 15627
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Sun Oct 14, 2018 9:04 pm

Am thinking I might do an apprentice if anyone would be interested in one

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Democratic Socialists

Postby Nuridia » Sun Oct 14, 2018 9:06 pm

I'm making a blind witch/wizard who was cursed as a baby by her father's scorned mistress, and that's why she's blind. Besides that I'm stumped for bio. But I got a race app up.


Group Name: Vampires (also called nightwalkers or The Damned)
Region Inhabited: The Northern Reaches (for the lack of sun and heat)
Group Appearance: They come in many shades, but their skin usually takes on the pale or ashen hue of a corpse and the ones who were darker of skin when alive tend to have deep gray skin while vampiric. Besides that, they look like the creature they were when they were alive with the addition of long fangs where their canines used to be, and a certain gaunt look to the face and some of them even have glowing eyes.
Description/Lore: They say that the first vampires were born from a spell gone horribly wrong. A group of ambitious young wizards were trying to find a way to bring the death back to life with magic. However these experiments were conducted in secret because it's forbidden even by the laws of magic to tamper with the laws of life and death. Undeterred, the wizards continued on for years with many failed attempts and even the deaths of some of the practitioners, but one day as all hope was lost they finally succeeded. They finally brought a group of corpses back to life, but the necromancy didn't bring back their souls or free will. Only their bodies.
Furious by this betrayal to their domains, the gods of death and life decided on a most gruesome punishment indeed. But then seeing them wander around confused, aimless, brought back here by no will of their own they pitied the poor creatures, however they were still destroyed, their souls sent away to the afterlife. The gods were not so kind to the wizards and cursed them with a kind of living death, so that they would know the suffering that they inflicted on the rest and peace of the slumbering dead. They were not dead nor were they alive, they were human yet they were not, and they could no longer enjoy the simplicity of food or even true sleep. They could no longer truly live but yet were not allowed to die, unless dispatched from the world. Instead they were required to feed upon blood to survive, and like the dead they would forever live in darkness and shadow. Of course there were ways of protecting themselves from the sun so they could go out in the day, but it still remained difficult for them. They had retained some of their wizarding gifts though.
Innate Abilities: All vampires have the ability to transform into either a bat or a raven, although bats are more common. Their senses are also supernaturally heightened, such as sight, smell, strength, hearing and speed. Other powers such as minor psychic powers, the ability to turn into mist, and even flight without bat form takes training.
Innate Weaknesses: BEsides their inability to go out in direct sunlight without protection, their need for blood means that finding food is often difficult. If they've gone too long without feeding, they get very weak and can't use many of their powers...plus their probability of burning in the sun increases. And a very hungry vampire can go into a frenzy and attack anybody nearby, especially if they're a newborn.
Additional info:
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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New Finnish Republic
Minister
 
Posts: 2653
Founded: Mar 30, 2015
Ex-Nation

Postby New Finnish Republic » Sun Oct 14, 2018 10:48 pm

Faction Name: The Hunt
Faction Region(s): The Northern Reaches
Description/Lore: The Hunt is a group of adventurers and hunters that specialize in hunting down and exterminating the various beasts and creatures that often terrorize the residents of villages scattered across the northern region. While they are often paid for their services, they do not do this for monetary rewards but rather for the sense of excitement that comes with it as well as a sense of duty to protect those unable to defend themselves. While members are relatively free to do as they wish within the organization including leaving the group, a single member known as the Hunt Master will dictate which prey the group will go after. The Hunt Master is selected by other members of the group once the current one either is killed or steps down from the position.
Races that are part of the faction: Mostly humans and elves dominate the group, but a few other races have joined the group over the years.
Additional Info: While the group primarily deals with creatures and beasts, from time to time they will confront bandit groups should they cross paths.




Name: Edward Brunwulf
Age: 25
Gender: Male
Race: Human (Northern Reaches)
Appearance:
Image
Statistics:
Strength: 5
Agility: 2
Endurance: 4
Magical Prowess: 1
Bio: For most of Edward's life, every day has been one of trial and adventure. His parents, members of The Hunt, taught him from a young age of the importance of a sharp blade and an even sharper wit. Given that it was a seldom occurrence for members of the Hunt to remain within the group after having children, Edward was often by his parents' sides. His father, a skilled swordsman, taught him everything he had learned over his many years about martial combat, ranging from the sword and shield to his own two fists. His mother, an excellent tracker, showed him how to be aware of his surroundings as well as knowledge on all of the various beasts and monsters they often encountered on the adventures. Eventually, his parents began to allow him to join them on the various expeditions, where Edward would find himself at odds with whatever prey the group had set their sights upon.

As the years went on, Edward developed from a small child into a strong and capable young man. Thanks to the teachings of his parents as well as experience in aiding The Hunt on their quests, Edward had garnered a relatively high regard within the group. There were rumors that he would eventually become the next Hunt Master, but the young man was quick to dismiss these rumors whenever they reached his ears. While he enjoyed the company of those he had grown up with, he wished to experience something else in his life besides hunting down the beasts that made the Northern Reach their home.

And thus, when the news came to him that his parents intended on retiring and spending their days on a small farm in the southern areas of the Northern Reach, Edward decided that he too would leave the group in search of adventures elsewhere on the continent. While his parents wished for him to stay with The Hunt, they as well as the rest of the group including the Hunt Master respected his wishes, providing him with enough funds to make it to the Republic of Velathri, located in the Western Heartlands, where the Paean Legion was located.

While it pained his heart to leave his past life behind, Edward never looked back once as he made his way out join the Paean Legion where he sought to make a name for himself. When he arrived, he was quickly welcomed within the guild, his past experiences providing him an advantage over some newer recruits who otherwise came from more mundane backgrounds. His Boon was awarded to him, giving him the ability to temporarily increase his physical prowess. This Boon proved extremely useful to him, as it allowed him to compensate in battle with human opponents, something he was at first mostly unfamiliar with. After some time, he was promoted to the rank of Blue.

Thanks to said promotion, his Boon was allowed to grow, although after the ritual was over he was confused to find no difference from before. Frustrated, Edward continued to take on quests, chalking the situation to some kind of fluke. It would be some time later that he would find out there was no fluke, and instead he had inherited a rather unique ability.

While camped out in the wilderness with several other members of the guild on their way back from a quest, Edward was on watch while the rest of the group were sound asleep. A quiet yet all-too-familiar snapping noise of a twig being broken caught his attention, and soon Edward found himself staring into the glowing eyes of several wolves that had appeared from the darkness. Edward drew his sword and was prepared to warn the others, when his mind suddenly was filled with a calming presence. Confused at first, Edward stared at the wolf closet to him, its size indicating it was clearly the pack's leader. Once more, a sense of calm reached him, to which prompted Edward to call out to the animal, asking it was responsible for the sensation. The wolf nodded its head, before locking eyes with Edward once more. Instantly, the image of bandits sneaking through the nearby forest, clearly on their way to ambush the party, filled his mind. Realizing that the wolf was alerting him of the oncoming danger, Edward stuttered out a thank you to the creature, who promptly filled his mind with a sensation of respect before it and the rest of the pack disappeared into the darkness. Not wasting a single moment, Edward alerted the rest of the party, giving them ample time to take the bandits by surprise.

Edward was commended for the incident, although some doubts were raised about just what else could occur as his Boon was increased. Edward had worries as well, but given that his Boon had caused him no troubles thus far, tossed these concerns to the side and focused on doing what he could for the guild once more.

Heroic Boon: Wolf's Blood - Edward's Boon grants him an increase of physical prowess in terms of strength, speed, and endurance. In addition to this, Edward has the ability to communicate, albeit primitively, with wolves.

Abilities:
  • [Martial Combat]: Edward has become more than familiar with the art of combat. While his fighting methods are geared towards taking on beasts and other creatures, Edward's skill against armed opponents is something he is relatively proficient at, albeit with room for improvement. He prefers the use of the longsword, but can generally manage most melee weapons if the situation requires it.
  • [Tracker]: Edward is very effective at tracking prey, be it man or beast. Where most would see no traces of movement, Edward has developed an eye for minute details that can provide a trail for him to follow.
  • [Wildlife Expert]: Given his past life of hunting various creatures, most of which are deadly if not dealt with properly, Edward has a very intimate knowledge of most wildlife, specifically those that dwell within the northern regions of the continent.

Limitations:
  • Close Quarters: Edward never took an interest in learning how to use the bow or throwing dagger, nor does he have the ability to use magic. Thus, he is restricted to fighting within arms reach of his opponents, something that can easily put him at a disadvantage in many situations. In addition to this, his endurance is not infinite, thus should he find himself outnumbered or outmatched, he can quickly become overwhelmed.
  • Unorthodox Fighting Style: Due to the fact that most of his experiences in combat were against creatures, Edward has developed a fighting style that often casts aside some basic concepts that normal swordsmen would possess. While he is actively doing what he can to improve upon this, against an experienced fighter Edward can easily set himself up in dangerous situations.

Equipment:
  • Northern Armor - A style of armor unique to the northern areas of the continent, the armor consists of a mixture of plate, chain, and leather as well as enough warmth to keep one comfortable even in the chilliest of conditions. Should it be needed, certain parts can be stripped down if the environment is too hot for Edward.
  • Steel Longsword - A sword designed for two handed use, capable of both slicing through flesh and light armor as well as piercing through weak points in heavier armor. Edward can wield it with one hand should he need the other to hold a torch or any other object, however his efficiency with the weapon will decrease when this is done.
  • Steel Buckler - A small shield worn along Edward's left forearm, it is used less as a solid mass to hide behind but rather a tool use to deflect small projectiles and deflect oncoming blows. It's size allows Edward to wield his sword without getting in the way, yet when needed Edward can bring the shield into his hands to use more effeciently in combat.
Last edited by New Finnish Republic on Wed Oct 31, 2018 11:55 pm, edited 1 time in total.
Known mostly as Finn, but also known as a few other things I can't put in a signature by those who know me.

American who got left too long in the sauna.

Proud to spread Spurdo Nationalism from sea to shining sea.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 20648
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Mon Oct 15, 2018 4:14 am

Group Name: Anatines
Region Inhabited: Everywhere there is water, except for the Southern Bog
Group Appearance: https://encrypted-tbn0.gstatic.com/imag ... VAkArx2fGu
Description/Lore: The Anatines were the original sentient inhabitants of the Southern Bog, long before humans ever arrived. Having lived in the dark, infested swamps for hundreds of generations, they had perfectly adapted to living in the poisonous environs. Once coalesced into burrowed villages and tribes, the Anatines became masters of their natural environments, becoming adapt at medicinal applications of plants and insects, as well as their more arcane or dangerous uses. The whole make-up of Anatine society was basically drug-fuelled for a large part of their history, with leaders drinking potions to make them smarter, hunters improving their reflexes, and soon-to-be-fathers and mothers using potions to improve their chances of childbirth. In this society, potion-masters were of supreme importance, and they served both in their potion-making capacity and as religious leaders. Another staple of Anatine society was the high number of poisoned politicians, as high-grade poisons were readily available. The longer this society progressed, however, the more immune its members became against all kinds of poisons, which eventually left the poison-making in the hands of a few very capable individuals.

Anatine society had coalesced into somewhat of a federation when the first humans arrived. The first humans, of course, were totally unaware that Anatines were sentient. Their language was unclear, and their villages were unrecognisable to the human eye as anything other than burrows. The Anatines also did not build roads, as the many waterways of the bogs served as the fastest method of transport. This led to plenty of misunderstandings, especially as humans began to cut down trees for their own settlements, damming certain important waterways and trampling Anatine burrows for construction. Almost from the first day of their arrival, Anatines went on the defensive. What followed was a guerrilla war that was nothing short of horrendous, and completely asymmetrical. Anatines would attack dams in order to free up waterways for transport. Humans would retaliate by burning down parts of the bog, especially where certain rare and valuable plants grew. Human settlers imposed monopolies on those plants, forbidding the Anatines from farming them. In return, the Anatines literally poisoned the well, sneaking into villages at night to drop extremely potent poisons into water supplies, ranging from hallucinatory to outright lethal. Humans then began hunting the Anatines for their valuable pelts in repercussion. The Southern Bog was an extremely hostile warzone, attracting mercenaries and hunters looking for a fight.

Eventually, the humans won out. Their physical stature meant that they would always win in a 1-on-1 fight. The traditional weapon of the Anatines, the blow dart, did nothing against plate armour that was brought in later. The humans were even helped by Anatine turn coats, who did the humans’ bidding in return for safety. These Anatines checked water supplies for poisons and made antidotes whenever possible. They would also teach the humans the ancient Anatine martial art, known as Defensin, which employed the venomous barb on their ankles. Faced with destruction of all their burrows, the Anatines finally relented, accepting human overlordship over the bog.

The peace only lasted for a short while, though. After a few years of mutual integration, humans began to distrust their new Anatine brethren. They generally lived in small villages outside the main settlements, and the human government of these cities was perpetually wary of Anatine rebellious armies forming without their knowledge. Anatines were always suspect, even those who showed loyalty to the humans. Whenever someone died unexpectedly, or even through disease, Anatines would usually be blamed. A new human settlement of 100 people was found dead one day, with men, women and children having perished in unnatural contortions. Fearing foul play, the humans started to burn down villages around the human settlement. In truth, the humans had encroached on the territory of a particularly vicious venomous beetle, a swarm of which had eradicated the settlers. To be fair, there were indeed Anatine rebellious groups, who did indeed murder politicians and enemies, although blaming almost all deaths on the Anatines was unfair.

Just years before our story starts, the combined governments of the bog settlements issued a declaration banning Anatines from the bog. Some Anatines relented, but others fought again, engaged in a desperate struggle for their ancient homeland. That struggle is still on-going, although most Anatines have been removed from the bog. After the terrorisation and burning of large parts of the bog, many communities left voluntarily, following the waterways towards other parts of the continent. Families would settle wherever there was water, and wherever there was work for them to do. Generally, they were used as messengers, but their small stature and tiny hands made them perfect for some forms of manual labour as well. Those with knowledge of potions and poisons found employ in higher courts, although they were always viewed with suspicion. Whenever there was any kind of upheaval, Anatines would usually bear the brunt of the unrest, as they still do today.
Innate Abilities: Anatines are superb natural swimmers, and can cross enormous distances through bodies of water. They carry a venomous barb in their ankles, and being venomous themselves, they are immune to many poisons and potions, especially those of Southern Bog origin. With electrolocation they can sense muscle contractions in their direct environment, which can help them locate living things.
Innate Weaknesses: Anatines are small of stature, not much larger than a human child. As such, they have a huge physical disadvantage against most other, bigger racial groups. They also need to be close to water, as they can dry out quickly.


Name: Broken Melody
Age: 34
Gender: Male
Race: Anatine
Appearance (pics if possible): https://encrypted-tbn0.gstatic.com/imag ... dTot_ce8gJ
Statistics: (All stats are at 1 by default, you have 8 points to distribute and you can only put 5 points maximum at the start to any stat)
Strength: 1
Agility: 3
Endurance: 3
Magical Prowess: 5
Bio: Broken Melody was born just before the Peace between Humans and Anatines, and grew up during the more peaceful years. His parents lived in a small village, a day’s ravel from the nearest human settlement. Their area had known relative peace even during the war, and Broken Melody grew up knowing only prosperity. Sometimes he would visit the human settlements with his parents, but most of the time, they remained in their village. As the village was the main producer of a special type of herb, and since his mother was the primary potion-maker using that herb, it was only logical that Broken would inherit his mother’s occupation. So, from an early age, he was trained in the brewing of potions and poisons.

When the peace broke down, the village Broken lived in first tried to resist. This was, of course, fruitless, and within the first weeks of fighting it was overrun completely, burned to the ground together with all the species of special herb that grew there. His mother was killed, and he and his father were captured, sold into slavery separately. Broken was sold to a band of traveling merchants who kept a whole cage of Anatines, trying to sell them as they made their way to the Urban Center. Thus, families were ripped apart without mercy, without regard to their bonds. About half-way through the journey, Broken was sold to an Elvish lord ruling over a human population. The Elf was old and obese, rather spending his day drinking and whoring than caring for his subjects. His new Anatine potions master suited him perfectly. Broken could brew a powerful beer with hallucinatory elements, as well as various powders and substances that would make one delirious. Under the influence of these substances, the Elf lord withdrew himself more and more from governing. This was actually better for the kingdom, as his far more moral and capable children took over the helm.

Eventually, the Elf lord died, strangled by a human prostitute who wanted freedom for humankind. She was apprehended and executed, but the public would rather blame the Anatine potions master. After all, Anatines were not to be trusted, and humans would never do such a foolish thing. The children of the lord, knowing full well that the Anatine did nothing wrong, chose to take the easiest option out. Instead of executing Broken as well, they sold him to the Legion. That way, he could stay away from the kingdom while also not being punished for something he did not do. Early in the morning, with the sun slowly rising above the green hills, Broken left the city with a trade caravan, on his way to the legion.
Heroic Boon: Natural Knowledge: Even when faced with unknown plants or insects, Broken instinctively knows how they could be used in potions and poisons.
Abilities:
  • Venomous Barb: Like all Anatines, Broken Melody as a venomous barb in his ankles which excrete a powerful venom.
  • Electrolocation: Broken can sense muscle contractions in his immediate environment.
  • Potions master: Broken Melody knows of many ingredients and many combinations of those ingredients. He is adapt at brewing potions and poisons with varying effects.

Limitations :
  • Of small stature: Broken Melody is very small compared to other sentient races. He is at a constant disadvantage when fighting others, and would succumb quickly if put up in an equal 1-on-1 fight.
  • Slavery and suffering: Broken Melody is technically a slave of the Paean Legion, having been sold to them by the children of the lord he used to serve. He has no choice but to follow the commands of the legion.
  • Anatine mistrust: Anatines are generally mistrusted by others, and well-known for being possible assassins and poison-brewers. They are often suspected of crimes they did not commit.

Equipment:
  • Potion-making tools
  • Herbology tools
  • Books on Potions and Poisons
  • Flasks and bottles
  • Blowgun and darts


Optional
Likes: Water, nature, plants, swimming, brewing, herbal tea, marshes and bogs
Dislikes: Humans, the Sun, hot days, drugs
Greatest Fear: Death or imprisonment for a crime he did not commit
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.

Lack of a real name means compensation through a real face. My debt is settled


Part-time Kebab tycoon in Glasgow.

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Absolon-7
Diplomat
 
Posts: 917
Founded: May 11, 2014
Father Knows Best State

Postby Absolon-7 » Mon Oct 15, 2018 2:40 pm

Alright time for a lightning roud of OP duties!

Finland SSR wrote:Name: Simion Valerin

Accepted fin minus 0.2 points for arquebus snark tho

Higher Japan wrote:Name: The Albion Federation
Name: Tia Rosalia

I'm going to have to say no to this because the faction and parts of her bio don't fit thematically well with a medieval setting we're going for. Although, with a few adjustments in word choice and events I can see her working.

The Republic of Atria wrote:Name: Aayla Surath

Accepted

Yokotari wrote:Faction Name: The Cult of Hozrai
Name: Ryo Beiceran (Actual: Cyran Hozrai)

Faction and Character Accepted, nice to another High Elf.

Turmenista wrote:Group Name: Lycans
Name: Luca Greyfoot

Racial Group and Character Accepted

Bentus wrote:Name: Tari Erdove

Accepted, tho i'd get rid of that stray [/list][/box] below limitations ;)

Nuridia wrote:Group Name: Vampires (also called nightwalkers or The Damned)

Racial Group Accepted. The blind witch/wizard sounds cool too.

New Finnish Republic wrote:Faction Name: The Hunt
Name: Edward Brunwulf

Faction and Character Accepted

Great Confederacy of Commonwealth States wrote:Group Name: Anatines
Name: Broken Melody

I like the concepts for both but before I can accept I have to point out that The Legion nor the area it resides in have slaves or would do any business concerning them no matter the race. I'd suggest perhaps that they escaped slavery and the Paean Legion was the only place they could find work if that works for you?


As for other matters I still haven't decided a date for the IC to begin but regardless a new geologic layer won't form by the time it goes up so it should be soon-ish. Meanwhile I'll be working on the bestiary and on stand by for all questions.

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Segral
Ambassador
 
Posts: 1746
Founded: Sep 06, 2017
Inoffensive Centrist Democracy

Postby Segral » Mon Oct 15, 2018 3:03 pm

Name: Oberon Klask
Age: 24
Gender: Male
Race: Human
Appearance:
Image


Statistics:

Strength: 4
Agility: 3
Endurance: 2
Magical Prowess: 3

Bio:
Oberon Klask was born to two wealthy merchants from the states of Nur. His parents were the owners of a successful shoemaking enterprise, where they traveled by cart and horse to different states and cities to sell their wares, often camping at desert oases, mountain campsites, and small prairie towns. Very rarely did they spend more than a few days in one place, and free seconds were just as rare, spending their time travelling and making shoes.

While he did not have many opportunities to spend time with his parents, one of the few ways he could bond with them was through martial arts. His father was a former champion prize fighter, who picked up his style from staff-fighting bedouins in the Tejis Desert. Oberon quickly turned out to be a worthy fighter, often challenging local campers, merchants and villagers to best him in a fistfight. Few could even put up a fight, and even fewer could win.

Life continued on, an endless cycle of work, fighting, and travelling, until he was sixteen, out on a brief break in Nur. That's when he made the biggest decision of his life, one to become a monk. He had always been fascinated by religion and culture, and had begun growing tired of the nomadic life. Somewhere else would be better, a calmer, more simple lifestyle, better for his mind and his training.

He was quickly accepted into the Church, shaved his head, and took his vows. For four years, he remained a faithful monk, practicing sexual abstinence, staying within the walls of the monastery, and devoting his life to God. He was respected by the priests and bishops for his calm demeanor, stately manner, and his willingness to follow the rules, quickly becoming one of the senior monks by the time he was twenty.

However, his life changed when he met Cardinal Joseph, an old Cardinal Priest, who, unbeknownst to the Church, had begun practicing magic in secret. Looking for a worthy disciple for whom to pass his spells and clerical abilities to, he approached Oberon in secret, with an entrancing proposition; one to learn magic beyond his wildest dreams and learn secrets that he could never find again.

It was too tempting to pass up.

For three years, in secret, often at the cluttered home of the Cardinal, Oberon was taught how to use holy and clerical magic, how to use runes and artifacts to amplify his power, and the different methods of blessing. It was hard, and not much progress was made at the beginning, but eventually, his mind grew to become patient, to become willful as he threw his body at every task he could muster.

However, he became too bold, too daring, and one day, he attempted to preform a complex ritual, one to harness the power of the sun to create a field of dazzling light. He did it under the cover of darkness, in an abandoned rectory. But he was too inexperienced, aimed too high, and botched the ritual, lighting a massive bonfire in the rectory. One that spread to the rest of the church, burning down the entire building.

The building blazed for three hours before collapsing, flames suddenly smothered once the building collapsed. Luckily, the monastery was left intact, but the damage was done, the church in Nur was destroyed, killing two priests and a bishop that were inside. Devastated at what he had done, he raided his dormitory of his magical and physical possessions, and fled under the cover of darkness with the help of a stolen horse.

For months afterwards, Oberon took up a single, nomadic lifestyle under a three-month vow of silence, his mind still horribly distraught. However, through meditation and practice of his magic, he managed to come to terms with what happened and continue forth, training to become a powerful magician and fighter. Eventually, he decided to put these skills to the test, and join the Paean Legion.


Heroic Boon:
  • Meditation: When Oberon needs to power his own body to make his potential stronger, he can undergo meditation to enhance his body. Once reaching peak mental clarity and strength (through clearing his mind of all thoughts), he can give himself very large boosts to his physical strength, speed, and instincts, as well as his magical abilities.


Abilities:
  • Holy Magic: From his many years as a monk in Ashar, Oberon is able to tap into a form of Holy/Divine Magic, which he can use to his ability. He often uses this magic to heal, invigorate, and shield his allies and himself, as well as preform versatile support charms needed to keep the battle going. He channels this through holy artifacts, spells, and meditation. He can also preform ritual and prayer-based magic, using runes and sigils to help him preform more complex, powerful and versatile magic, with more complex rituals needed for more complex spells.

  • Martial Arts: Oberon is also a skilled martial artist, having trained his mind and body during his years as a nomad. He is in powerful physical and mental condition, and is skilled in martial arts and physical combat.


Limitations:
  • Cleric: Much to his own chagrin, Oberon...can't use offensive magic. He can only heal and use supportive magic, meaning that he is forced to play a support role, and can't really do much fighting on his own.

  • Weak Magic: While versatile, his healing spells are not very powerful yet. They can heal wounds, burns, maybe a broken bone or two, but anything more advanced will take rituals and additional help to complete. Many of his other charms and spells share this power ceiling, making them similar in power level. For example, his shield charms can withstand animal attacks, but after enough strong swings or magic, they will shatter.

  • Meditation: Meditation requires calm emotions, a sense of peace, and the ability to cleanse the mind of all emotions and thoughts. Which is easier said than done on a battlefield. Oberon can achieve it in battle, but it takes time and defensive measures from his allies.


Equipment:
  • 6-ft Wooden Staff: A durable, oak staff meant for clubbing, as well as drawing runes and sigils in the ground and natural environment.
  • Tomes: A thick, magical spellbook containing his clerical spells.
  • Prayer Book: A smaller, pray-based spellbook that is meant for blessings and magic on the divine side.
  • Amulet: An silver amulet engraved with the image of a closed eye. Allows him to channel and enhance his magic.
  • Cross: A wooden cross attached to a necklace. Same purpose as the amulet.
  • Holy Water: Several flasks of holy water. Meant for use in rituals and complex blessings.


Optional
Likes: Religion, roaming the world, meditation, tattoos, sleep, campfires, the sun, meat, children
Dislikes: Wearing shoes, wearing a shirt, spiders, settling/non-nomadic lifestyle, the moon, clouds, atheists
Greatest Fear: Being confined to a life of settlement.
Last edited by Segral on Mon Oct 15, 2018 3:39 pm, edited 2 times in total.
yea bro idk

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Higher Japan
Senator
 
Posts: 4975
Founded: Oct 06, 2016
Inoffensive Centrist Democracy

Postby Higher Japan » Mon Oct 15, 2018 4:01 pm

Alright then, what parts of the app do I need to modify?
We don't use NS stats
A -0 civilization, according to this index.
Mod warning counter:
Unofficial: 1
NOTICE: As of 14/10, the empress has officially been granted greater control of the government, including military and financial sectors. That is all, have a good day.

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Democratic Socialists

Postby Nuridia » Mon Oct 15, 2018 6:30 pm

DONE!

Name: Pandia Arjumi, called Pan.
Age: 23
Gender: Female
Race: Human
Appearance (pics if possible): 5’7, slender build, heart-shaped face, coffee-bean skin, black hair and brown eyes. Often dresses like a traditional wizard.
Statistics: (All stats are at 1 by default, you have 8 points to distribute and you can only put 5 points maximum at the start to any stat)
Strength: 1
Agility: 1
Endurance: 2
Magical Prowess: 4
Bio: Pandia was born the only child of Thoran and Saskia Arjumi (nee Harszhan), growing up in a small port town in the Archipelago. Since her town was a bustling trade route, things were rather prosperous and peaceful and the young girl's days were spent reading, writing, playing with friends or gathering herbs and other items for her mother. Saskia was a powerful witch and she was the head of the small community of witches that resided in her village, very religious and devoted to the gods. In fact, she named her daughter Pandia (meaning "all-divine") because she believed that all the gods had blessed her. Thoran was a former wizard hopeful who now worked as a traveling salesman, and Pan often accompanied him on his routes. Her mother would teach her magic, and curious child that she was...she devoured it almost as if it were ripe cherries.

Unfortunately things wouldn't go so well for her after a certain age. Her father had taken to one of his clients, a beautiful young woman who ran a nearby bake shop and would often give Pan sweets when they stopped by. Thoran would take a bit longer at this stop after a while, but Pan didn't comprehend exactly why until a little later in her wife. The baker was in fact a dark wizard who had become smitten with Thoran and believed that he had with her as their affair continued. But he never had any intention of leaving his wife, and eventually broke things off. Now as you can imagine, that didn't sit too well with the mistress who tried all manner of things to bring Thoran back to her. The magical means of course were intercepted and stopped by a furious Saskia, who had thrown her husband out of the house as soon as she found out what happened. Thoran with his daughter in tow were confronted by the woman one day in town, and when he again refused to be with her...her punishment was rather gruesome. Swearing that if he would not look upon her, he would not look upon anything ever again. Although it didn't affect him directly, it was far more painful in that Pan was the target. At first it seemed to be some powerful stun spell that was easily undone by her mother, but the child began to show signs as the days went on. By the end of the first week, her vision started to get slightly blurry and nothing that even Saskia did could fix it. As the weeks dragged, Pan's vision worsened further until at last she was completely blind. Now a happy, active child suddenly faced with realization that her world was now forever dark didn't sit well with her. She became withdrawn, isolated and lashed out, her parents at a loss. They tried every magical option they could think of, but nothing worked. So Pan was raised to adapt to her new disability, and her magic became her senses. With great difficulty, she managed to get back to many of the tasks that she enjoyed with her mother even teaching her a spell that would make her books read aloud to her.

Her magical aptitude was always Pan's proudest accomplishment, and when she was old enough she and her parents had saved up enough money to send her to the wizardry school in the capital...although she would have a much more difficult time of it now having lost her sight. Already having been taught to write when she could see, it was simply a matter of remembering the shapes of the letters and sigils to duplicate them. She managed to graduate and be one of the top five in her class, and now that she was a full-fledged wizard she would set out on her own. It was difficult to find a party that would take her given her inability to see, but the Company had been more than willing. She's been with them for about a year and a half now and already made some friends, although she tends to isolate herself when working.
Heroic Boon: Second Sight: She's able to "see" by aura, she can sense the aura of living objects nearby and although she can't see them physically, she's able to sense their power levels, size and species this way.
Abilities:
  • [(Elemental Magic)]: : The ability to use magic to manipulate and conjure the elements. Earth, Air, Fire, Water and Lightning
  • [ (Wards/Abjuration)]:: Pan's specialty is magical shields, wards, rings and protection spells. Her defenses are some of the strongest ever seen, although not impenetrable...she's often taken along in battle to shield the rest of the party.
  • [Enchantment] : The ability to add magic to items to make them stronger or give them a boon of some kind.
  • [Potion Making]: What it says on the tin.

    (Note, you do not have a maximum or minimum of 2 abilities. Include both your character’s mundane abilities and any magic they have. If you don’t need all those, delete them. If you need more, copy and paste.)

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • (Besides being freaking blind, she's as much a human as anybody else and as such subject to very human limitations. She has to rely on aura sensing and determining other ways to avoid attacks...so an airborne attack would most likely take her completely by surprise.


Equipment:
  • [Wizard’s Staff]
  • [Enchanted Robes]
  • [Grimoire]
  • [Magic Ring]
  • [Cerberus (her sighthound, he’s not magical and he only has one head.)]
    (Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)


Optional
Likes:
Dislikes:
Greatest Fear:
Last edited by Nuridia on Sat Oct 20, 2018 10:50 am, edited 5 times in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Mon Oct 15, 2018 9:52 pm

Once we start off, anyone wanna like, I dunno, talk to Luca?

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Finland SSR
Post Marshal
 
Posts: 15219
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Mon Oct 15, 2018 10:09 pm

Higher Japan wrote:Alright then, what parts of the app do I need to modify?

Your bio doesn't fit a medieval setting, there were no such thing as secret police or professional scientific experimentation at the time.
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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Absolon-7
Diplomat
 
Posts: 917
Founded: May 11, 2014
Father Knows Best State

Postby Absolon-7 » Tue Oct 16, 2018 5:11 pm

Higher Japan wrote:Alright then, what parts of the app do I need to modify?


Well, essentially what Finland SSR said. A few chunks don't really mesh well with a medieval setting such as having divisions, secret police, and other more modern motifs and concepts. And her bio sounds more akin to a sci-fi setting than a fantasy one.


Segral wrote:Name: Oberon Klask

Accepted

Nuridia wrote:Name: Pandia Arjumi, called Pan.

Accepted, tho I'd like to know what you mean by "The Company". Do you mean the Paean Legion or is that the name of the specific party she's in?

Turmenista wrote:Once we start off, anyone wanna like, I dunno, talk to Luca?

I wouldn't mind Roxana talking to Luca.



As for OP announcements, the IC will open up sometime between tomorrow and Friday so look forward to that.
Last edited by Absolon-7 on Tue Oct 16, 2018 5:21 pm, edited 1 time in total.

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Democratic Socialists

Postby Nuridia » Tue Oct 16, 2018 6:19 pm

Absolon-7 wrote:
Higher Japan wrote:Alright then, what parts of the app do I need to modify?


Well, essentially what Finland SSR said. A few chunks don't really mesh well with a medieval setting such as having divisions, secret police, and other more modern motifs and concepts. And her bio sounds more akin to a sci-fi setting than a fantasy one.


Segral wrote:Name: Oberon Klask

Accepted

Nuridia wrote:Name: Pandia Arjumi, called Pan.

Accepted, tho I'd like to know what you mean by "The Company". Do you mean the Paean Legion or is that the name of the specific party she's in?

Turmenista wrote:Once we start off, anyone wanna like, I dunno, talk to Luca?

I wouldn't mind Roxana talking to Luca.



As for OP announcements, the IC will open up sometime between tomorrow and Friday so look forward to that.

Whoops, I thought that was the name of the Legion...an old RP i was in had a similar organization.
Last edited by Nuridia on Tue Oct 16, 2018 6:21 pm, edited 2 times in total.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Absolon-7
Diplomat
 
Posts: 917
Founded: May 11, 2014
Father Knows Best State

Postby Absolon-7 » Tue Oct 16, 2018 6:54 pm

Nuridia wrote:Whoops, I thought that was the name of the Legion...an old RP i was in had a similar organization.


lol, okay then. That's understandable.

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Danceria
Postmaster-General
 
Posts: 10696
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Tue Oct 16, 2018 7:02 pm

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

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

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

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

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Andsed
Postmaster-General
 
Posts: 12674
Founded: Aug 24, 2017
Left-wing Utopia

Postby Andsed » Tue Oct 16, 2018 7:03 pm

Guten TAG peeps.
#Mod Transparency!


LOVEWHOYOUARE~

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Bla Ary
Chargé d'Affaires
 
Posts: 352
Founded: Jun 22, 2017
Ex-Nation

Postby Bla Ary » Tue Oct 16, 2018 8:53 pm

All my olfd bffs from p2tm? ON A SINGLE RP?


TAGGETY TAGGED.

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Pasong Tirad
Postmaster-General
 
Posts: 11184
Founded: May 31, 2007
Left-wing Utopia

Postby Pasong Tirad » Wed Oct 17, 2018 12:19 am

Tag! Will have an app up by this weekend!

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Tomia
Post Marshal
 
Posts: 15627
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed Oct 17, 2018 9:17 pm

Will app my character and the Kal tomorrow
b]Faction Name:[/b] Tevar
Faction Region(s): Heartlands
Description/Lore: Tevar is an old kingdom which traces its lineage back to the Healst Empire, that once ruled over nearly the entire Heartlands over a thousand years ago. Specifically Tevar is said to have descended from the Terarian province a land that was famous for the production of warriors for the empire's army. Tevar has notably continued that legacy as it is a state that is dominated by its military culture. Situated near a small river onto of two hills within the Greater Atrium, Tevar's capital city of Tevasheen rules over a number of villages and smaller cities. Tevar is ruled by an autocratic organization of warriors known as the Kal in honor of the nation's deity Kalrah. Kalrah, the god of war, embodies everything the Kal seek to be, honorable, strong, and ruthless in battle. The Kal rule their country with an iron fist, having little tolerance for dissent. Tevar does not have a standing army outside of the Kal but it is a strong custom that every man learn to fight as part of their childhood. The leader of the Kal, known as the Kalkahra, rules the country, and that person is chosen by the Honored Council, a group of powerful and respectful warriors who rule alongside the Kalkahra. The people of Tevar live by a strict moral code and tend to be hardened and invested in their country's success. Lately they have begun to clash with the Tyranny as its aggressive expansion has brought it closer and closer to Tevar's boarders. This has created somewhat of a hostile atmosphere for elves' within its boarders.
Races that are part of the faction: Mostly humans, but elves, orcs and other species also live within Tevar. The capital city in particular has an elvish community referred to as Harmashok
Additional Info: Tevarins speak Tev primarily, but nobility and warriors speak the common tongue.

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Absolon-7
Diplomat
 
Posts: 917
Founded: May 11, 2014
Father Knows Best State

Postby Absolon-7 » Fri Oct 19, 2018 9:41 pm

Tomia wrote:Faction Name: Tevar

Faction Accpeted


https://forum.nationstates.net/viewtopic.php?f=31&t=452145
The IC is up everyone, as promised! Now go get 'em!
Last edited by Absolon-7 on Fri Oct 19, 2018 9:41 pm, edited 1 time in total.

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Verwood Island Archipelago
Attaché
 
Posts: 76
Founded: Oct 29, 2016
Ex-Nation

Postby Verwood Island Archipelago » Fri Oct 19, 2018 11:09 pm

Tag

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Zarkenis Ultima
Post Czar
 
Posts: 43258
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sat Oct 20, 2018 1:34 am

Here's my apps finally. I'm planning another character in addition to this one, but seeing as it's taking me forever to get these up, here :P

Name: Issgard
Dominant Group: Snow Elves
Region: Northern Reaches
City Size: Large City
Notable features: The city of Issgard, heart of the Dominion of the same name, sits at the northwest of the Northern Reaches, and is hailed as the birthplace of the Snow Elves, who proudly consider themselves an entirely different group from the High Elves of Thapsus, despite the fact that their main differences are in hair, eye and skin color, as well as a higher tolerance for the cold. One side is protected by the Skywall, while the rest is protected by a massive frozen lake under which all sorts of horrors lurk. A single bridge leads into the walled city, and the path leading to it is lined with watchtowers. Relatively close to the city are various small mining and farming towns which provide food and metals for the Snow Elf civilization. Built into the mountains overlooking the city is the castle of Vadris Moran, seat of Issgard's monarch, capable of housing the city's entire population within its walls and widely reputed to be an impregnable fortress.
Age of City: ~1500 years
Major Industry: Steelworking


Name: Sylanna Sundancer
Age: 27
Gender: Female
Race: Snow Elf
Appearance: Here
Statistics:
Strength: 5 - Heroic
You've exceeded your mortal peers, wielding strength unattainable by mere training. A small knife is powerful like a halberd in your hands, and your bare hands themselves are deadly arms.
Agility: 6 - Blinding
You're so fast a regular person couldn't hope to catch you, and even if you got surrounded, you're agile enough to dodge all of their swings. A wild beast might get you, but it wouldn't be easy, and if it's a forest or a city, forget about it - you can just head for the canopy and be done with it.
Endurance: 3 - Tough
You can get into a decent rumble and probably won't come out any worse for wear. Pretty good, though not outstanding.
Magical Prowess: 2 - Incompetent
You're only slightly better than before. Maybe you can do a little bit on your own, or if there's something else doing it for you, you can direct it a bit instead of letting it act on instinct. If you're operating a magical artifact, maybe it's less prone to malfunctioning. You still suck at this though.
Bio:
Sylanna Sundancer, a middle-ranking member of the Paean Legion renowned as one of the more talented warriors to join in recent history, wasn’t always a powerful knight. Humble in her origins, once upon a time the snow elf was just a small girl, the fate of her parents unknown. She was raised by the elderly caretakers of Issgard’s lonely orphanage; despite the stigma often associated with orphaned children, who weren’t thought to be able to contribute much to the community on account of lacking a parent’s dedicated guidance, the members of the institution immediately realized there was something peculiar about her: the Wisp that had bonded with her had the same snowy, pure white aura around it as the rest of the snow elves’ companions, but it exuded a strange warmth. The caretakers didn’t know how to address this, however, so they raised her the same as the others, watching as she grew into a bit of a guardian figure for the other children around her.

Thus, it was no wonder that, as soon as she was capable of holding a sword, she volunteered to join the Wardens, Issgard’s elite warriors, who served as the city’s guardians. Naturally, such a tall request from such a young girl was thoroughly ignored. However, one of the Wardens took an interest in the girl due to her peculiar Wisp, and took her under her wing. While the elven woman wouldn’t let Sylanna join the Wardens, she would teach the girl swordplay, as well as the use of other weapons. Impressed with how quickly she took to the art, her mentor, Lyen, put in a good word for her, and before her puberty was over, Sylanna joined the soldiers standing watch on the outskirts of Issgard. It wasn't the Wardens, and it was far from a glamorous job, but it got her used to a chain of command and gave her some welcome experience.

At first, she was stationed on one of the outermost towers that lined the path leading to Issgard's entrance, which meant that quiet days of patrolling the snowy plains were the norm: this close to one of the mightiest civilizations in the Northern Reaches, few creatures, thinking or otherwise, dared approach with the intent to cause harm. Though she did see combat now and then, it was usually a matter of fending off a pack of wild beasts that wandered too close to Issgard, or hunting down the odd monster or group of bandits that threatened the nearby village of Liosgard, and she was never alone during these times, fellow elven guards fighting alongside her during every skirmish.

Still, these occasions did allow her to show off her prowess with the sword and the lance, and seldom did she do so more prominently than when she wound up saving her captain's life during a battle against a sizable force of nomadic raiders from further inland, earning not only his favor, but the respect of even the most apathetic of her colleagues. While this garnered her quite a bit of renown not just in her company, but in the surrounding garrisons and the city's guard in general, it would also cause issues later down the road. The guard captain, a handsome elf by the name of Rennis, took an interest in Sylanna, and the girl, not yet breaking twenty and inexperienced in such things, quickly became fascinated with his charms after he had begun courting her. Their romance quickly blossomed, but as it became a publicly known matter, outraged guardsmen cried foul at the situation, believing favoritism to be an imminent result of such a relationship.

In the end, Sylanna decided to take matters into her own hands and end her relationship with Rennis before requesting to be sent elsewhere, not wanting either of their careers to suffer because of their closeness. Dismayed by her decision, the captain nonetheless understood, and they separated on good terms, Sylanna being sent off to the distant garrison of Austborg, to reinforce the Dominion's first line of defence against the tribes of the East and any other threats that approached their territories. While at first things were quiet, perhaps unusually so, the fortress was taken by surprise one day, when suddenly an army of reanimated corpses stormed its walls. Not expecting such an attack, the garrison's forces failed to organize a proper resistance in time, and the captain was struck down by the undead horde after riding out to meet them.

With its leader slain, it seemed Austborg would fall. But Sylanna, who had become the captain's second in command during her time there, quickly rallied the remaining forces and retreated to the inner areas of the keep, mounting a desperate defence against the undead. Under her leadership, the snow elves managed to stall the invading force long enough for the Wardens to arrive and rout the forces of the undead, saving much of the garrison's forces in the process. Due to the exemplary skill and bravery she displayed during this time of peril, as well as Lyen's personal endorsement, an invitation was extended for Sylanna to join the Wardens at the unprecedented age of twenty-two.

Alas, her time with them was not to last. At first, while regretting not being able to save more of her comrades, the snow elf warrior was overjoyed at the offer, quite pleased to see her childhood dream realized and also believing that this was her greatest chance yet to try and make a difference for her people. But she quickly realized this was not the case. While she had idolized the Wardens in her childhood, it soon became apparent that their role as guardians was the only role they were allowed. More and more cases of undead warriors besieging border towns and garrisons occurred, and yet the Wardens were only sent in to drive off or contain the threat, and were kept close to the center of the Dominion otherwise, standing watch over Issgard and the royal fortress of Vadris Moran.

Sylanna quickly grew fed up with this, and simply left the city one day. Traveling the Northern Reaches, she recruited many a warrior from nearby human realms and from the nomadic Orcish clan, Zarokin priests from the South and even adventurers from the Paean Legion, uniting them under a single cause, to rid the world of such a threat. They stormed the undead and tracked the necromancer responsible for everything to a large underground ruin known as Fellhollow. Large undead abominations hidden in the shadows ambushed them as they entered the cave; in a desperate charge, the snow elf led a vanguard to the heart of the cave, where the necromancer awaited, while the remaining forces stayed back and held the monsters back for as long as possible. A brief yet frenetic battle ensued, and the necromancer fell upon Sylanna's sword, instantly ending the undead threat. Thanks to this decisive victory, the undead monsters protecting the dark sorcerer's lair fell to the ground, the magic animating them now gone, saving the warriors who were still alive.

Weary from the battle, Sylanna led the battered, but proud remains of her small army back to Issgard to rest and spread the good news. Upon arriving, the elven knight discovered that a force much larger than that protecting the necromancer had attempted to invade the Dominion, being stopped at the border by the full might of the Wardens in a long and arduous battle where, despite having the advantage, the elves could only claim victory after the undead army fell apart suddenly. Hearing this, Sylanna understood the importance of the role of the Wardens, and also came to see that it wasn't the life she wanted. Though she was hailed a heroine and rewarded handsomely, Sylanna decided to leave her homeland, splitting the reward among the adventurers who had assisted them and traveling southwest with them to join the Paean Legion.

Upon reaching the Heartlands and undergoing her ceremony, Sylanna had to start from the bottom the same as every other recruit. But far from complaining about it, she worked hard to climb up the ranks, taking several jobs and completing them flawlessly with the aid of her boon. Thanks to her skill and dedication, she reached the Purple rank three years after joining, her boon growing ever more powerful. However, she took a temporary leave after news that her childhood mentor, Lyen, had succumbed to illness. Sylanna returned to her homeland to pay her last respects to the woman she had once come to consider her mother, and stayed there for a year, doing various things in addition to simply mourning Lyen's passing: visiting the orphanage and checking on her former colleagues, to name a few. Recently, she returned to the Heartlands, ready to pick up the Purple cloak once again.

Heroic Boon:
Heart of Light - Sylanna's boon strengthens her innate connection with the sun, which in turn strengthens her while in its presence. The physical boost that this grants her varies depending on the sun's height: at dawn, it is minimal, but when the sun is at its zenith, Sylanna's speed and strength increase exponentially. In addition, she has the sun's protection, making fire cause no harm to her.
Abilities:
  • [Solar Wisp]: Sylanna's Wisp is a spirit of the sun, and allows her to harness its fire and wreath herself or her weapons with it.
  • [Spirit Spitfire]: The Wisp also has the ability to shoot a ball of spiritual fire at enemies, much like every Wisp.
  • [Combat Expert]: Sylanna is a highly talented warrior both with the sword and the spear, though she obviously favors the former. In addition, she knows how to hold her own in a fistfight, though she prefers not to resort to that if at all avoidable.

Limitations:
  • Fear factor aside, the fire Sylanna can summon is no more powerful than a mundane flame, on account of her lack of magic affinity.
  • The spitfire is very imprecise and has a short range that makes it viable only in point-blank.
  • Using the wisps energy is very draining on vitality and using it too much forces the wisp to rest until it naturally recuperates.
  • Besides her armor and her agility, which gives her a chance to dodge, she has no protection from ranged attacks, being a melee fighter.

Equipment:
  • [Ornate Elven Armor]
  • [Elven Longsword]
  • [Steel Buckler]
  • [Winged Spear]
  • [Standard Supplies]
Last edited by Zarkenis Ultima on Tue Apr 16, 2019 7:03 pm, edited 1 time in total.
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Verwood Island Archipelago
Attaché
 
Posts: 76
Founded: Oct 29, 2016
Ex-Nation

Postby Verwood Island Archipelago » Sat Oct 20, 2018 7:05 am

Name: Telsor Codan
Age: 24
Gender: Male
Race: Human
Appearance: Five feet, nine inches tall and weighs in at 148 pounds. Dark brown hair, blue eyes and a light stubble.
Statistics:
Strength: 3
Agility: 4
Endurance: 4
Magical Prowess: 1

Bio:

Image

Telsor Codan is a courier/messenger/procurement agent/scout by turns

Hailing from a working class district of the Merchant State of Nur at the Urban centre Telsor grew up on his father's (a former sailor) stories of far flung lands and thus a wanderlust was instilled within him. Despite his father's hopes that his son might excel academically and achieve scholastic greatness, Telsor was restless and instead spent his time hanging around the regional office of the Legion eager to hear stories of adventure. Despite his youth, Telsor's easy going nature made him likable to those who came and went and it wasn't long before he was being entrusted with messages and errands to run throughout the city. Inevitably he became a guild member on leaving school and began undertaking tasks far beyond the city walls.

Telsor's easy going nature and down to earth self confidence let's him be at ease whether discussing sport results at a local ale house or negotiating with a senior merchant at a respectable coffee house. His time with the guild has given him a decent array of contacts throughout the land as well as a passing familiarity with the land, it's people and factions.

An accomplished, runner, climber and swimmer Telsor is also an adequate horseman and can survive in the open.

Preferring to rely on intelligence, agility and endurance to get a job done Telsor is no warrior but he can handle himself well enough. He carries a short sword, dagger and small cross bow all of which he is capable of using. If deprived of these Telsor has a practical understanding of unarmed combat (in the form of kick boxing) and can also put a quarter staff to good use as well.

Smart, worldly wise and physically fit Telsor is often clad in a soft brown leather armour and a dark green travelling clock whilst on the rode. His clothes are both versatile and durable.


Heroic Boon: Sixth sense functions in two ways. The first is to alert Telsor immediate danger (someone waiting around the next corner who means to do him harm etc). The second is to alert Telsor if someone, to whom he is speaking is deceiving him, and to what extent.

Abilities:
Running
Swimming
Kick boxing
Climbing
Area knowledge
Short sword
Cross bow
Quarterstaff
Wilderness survival
Negotiate/bargain
Horsemanship
Sleight of hand



Limitations:
Too much of a generalist
Sixth sense doesn’t provide precise details of the threat or deception but an awareness that something isn’t right (and possibly the vaguest hint of the hazard)


Equipment:
Short sword
Dagger
Cross bow and ten bolts
Iron rations
Soft leather armour/boots
Travelling cloak
Coin pouch with a few silver pieces
Leather travelling satchel


Optional
Likes: Travelling the world and seeing new places
Dislikes: Being in the same place for an extended period of time
Greatest Fear: Not living life
Last edited by Verwood Island Archipelago on Sun Oct 21, 2018 9:01 am, edited 9 times in total.

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Absolon-7
Diplomat
 
Posts: 917
Founded: May 11, 2014
Father Knows Best State

Postby Absolon-7 » Sat Oct 20, 2018 10:25 am

Zarkenis Ultima wrote:Name: Issgard
Name: Sylanna Sundancer

Faction and Character Catccepted

Verwood Island Archipelago wrote:Name: Telsor Codan

I just need a few minor things edited for this app before accepting it. First, i'd like you to remove anything in parentheses and to add a [/box] to the end abilities, limitations, and equipment as the coding is a tad off. Second, limitations is more like limitations of what they can do rather than personal hangups like "not liking guild politics". Third Short sword, Cross bow, Quarterstaff aren't really abilities unless you mean he has a proficiency with them. Finally, I'd like you to put a description on what their sixth sense can do and you can add what it can't to limitations.
Last edited by Absolon-7 on Sat Oct 20, 2018 10:47 am, edited 1 time in total.

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