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Beyond Light's Reach (Fantasy, OOC, OPEN)

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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Jun 25, 2019 7:18 pm

Skyggeheim wrote:
Tomia wrote:Ya that should be fine

Sorry, peek the latest edit. She'll be Hercynian.

That works too

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The Republic of Atria
Postmaster of the Fleet
 
Posts: 24509
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Tue Jun 25, 2019 7:25 pm

Slides in on magic boot

App on the way. Will be up either tonight or on the morrow. Depends on my attention span.

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Skyggeheim
Envoy
 
Posts: 281
Founded: Apr 30, 2018
Ex-Nation

Postby Skyggeheim » Tue Jun 25, 2019 7:25 pm

Tomia wrote:
Skyggeheim wrote:Sorry, peek the latest edit. She'll be Hercynian.

That works too

Final question: has Hercynia warred with any other nation recently?

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Zarkenis Ultima
Post Czar
 
Posts: 43664
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Jun 25, 2019 7:27 pm

Skyggeheim wrote:
Tomia wrote:That works too

Final question: has Hercynia warred with any other nation recently?


Not sure about full blown war but it's safe to say there's been border skirmishes with Tashar to the south.
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North America and the Pacific Islands
Envoy
 
Posts: 214
Founded: Oct 13, 2015
Inoffensive Centrist Democracy

Postby North America and the Pacific Islands » Tue Jun 25, 2019 7:50 pm

Name: Keith Adlington
Age: 20
Gender: Male
Race: Human
Appearance (pics if possible):
https://www.pinterest.com/pin/422986589992003733/

Mage?: No
Bio: Keith Adlington. Described as cunning, mischievous, celebrant and above all else, handsome. Keith Adlington is a young man from the island kingdom of Tredor and, unsurprisingly, a pirate aboard the underwhelming ship Thieving Pelican. Before turning to the petty life of piracy, he lived the noble life. His father is a renowned statesman for the Royal Court which made his family popular but evenly unpopular. Keith’s antics growing up only furthered the enemy of his family’s disdain. Wether picking petty fights or wooing the girls, Keith was never not pissing on something someone cared about. This caused his father, who does care for Keith, to make a decision in favor of savoring his political clout. At 17, Keith’s father forced him into the Royal Trading Company as a privateer with hope discipline would come from his son’s time at sea. A month after joining the crew of the Integrity, Keith was sailing the seas in defense of the Kingdom’s trade ships and routes.

The months spent at sea hardened Keith, but his seemingly unfailing ability to cause ruckus did not cease. Keith found himself being reprimanded almost every week, however; Keith made up for his disciplinary shortcomings by being an excellent sailor and local leader for the crew of the Integrity. The Captain let Keith’s antics continue for as long as they were petty in nature. Keith’s humor also lifted the spirits of the crew which made their journey of the seas more bearable. Therefor, Keith was generally well-liked amongst the crew and he seemed to fit in. He was beginning to enjoy the privateer life and discovered his love for the seas.

However, a year and a half after his privateer journey begin, his life altered again. In dangerous straits the Integrity pursued an infamous band of pirates aboard the Darkhorse. The vessels closed in on each other and the crews of both vessels prepared for combat. Unknown to the Integrity, they had sailed into a devious ambush as two Royal Trading Company vessels awaited for them to sail in range. The opening salvo of fire from the Integrity was met with the full salvos of three warships, the Integrity fought but stood no chance against the betrayal. The vessel began to break apart while Keith was still fighting. He was knocked unconscious by debris.

Keith awoke days later in a tavern bed. The grim smile of an overweight pirate stood over him. For a third time, his life was about to change. The Captain of the crew, if he could be called that, explained to Keith that he knew who he was and where he hailed from. He also explained, without remorse, that Keith’s father had been assassinated by the same ambushers of the Integrity. Keith, understanding that he was essentially an undesirable among the Kingdom, returned to the Great Seas with questions. A life of piracy was the natural answer, for now. Even if his time aboard the Thieving Pelican is lackluster, it was a needed band aid for the hole in Keith’s heart.



Fighting Style (Warrior, Mage, Archer, etc): Like a Pirate. Keith doesn’t fight fair and will do what’s necessary to win an engagement.
Abilities:
  • Excellent Sailor: Three years of sailing the Great Seas has molded Keith’s early adulthood. Underway with the elite crew of the Integrity was the perfect learning environment for any young sailor. A future of sailing is for Keith and guarantees he’ll be a renowned Skipper.
  • Local Leadership: Keith has displayed a natural ability for leadership and has proven himself a leader in combat scenarios.
  • Iron Stomach: Keith will out-drink you, your brother, father, mother, uncle, and the Gods.

Limitations:
  • Inner Demons: Keith his haunted by the death of his father and the excommunication from his old life. He hopes his Mother and sisters are alive
  • Overconfident: While bright, Keith is young and his relative success in seafaring has inflated his ego. He could easily miscalculate his chances of success and lose.

Equipment:
  • The Impartial Heirloom weapon passed down between the men in his family. Build from an extremely rare metal with world class durability.


Optional Questionnaire
Personal Quest: To Uncover the Assassins of Ugo Adlington
Favorite Factions: The Wanderers
Least Favorite Factions: Stormchasers
Favorite Memory: Kara’s Lovely Bed
Goals: Captain of his own Vessel and Crew
Greatest Fear: Truth of his Mother and Sister’s Whereabouts
Religion: The Pantheon
Last edited by North America and the Pacific Islands on Tue Jun 25, 2019 7:57 pm, edited 2 times in total.
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Skyggeheim
Envoy
 
Posts: 281
Founded: Apr 30, 2018
Ex-Nation

Postby Skyggeheim » Tue Jun 25, 2019 8:01 pm

Name: Danica Tryss
Age: 26
Gender: Female
Race: Thal'Kal Beastfolk
Appearance (pics if possible): Danica
Mage?: No. She is magically-enhanced, but has no magical ability of her own.
Bio: The Dragoness of the East was not always the icon of Beastfolk strength that she is today. Once, she was a young girl. Simply one of hundreds in a Hercynian Ko'el tribe who was bound for the relatively simple life that being a female in a tribal society entailed: find a mate, gather resources and aid building the homestead, and bear children to carry on the family name. This, however, did not necessarily appeal to Danica. She always felt she was more athletic, more aggressive, and stronger than her counterparts. She would often be caught wrestling and practicing hunting with the boys, rather than learning weaving or farming with the girls. She was good, too. The elders saw potential in her; they valued her strength and tenacity, even if that was not the original path that was set for her. She was officially permitted to practice with the males of the tribe in their warrior games.

This culminated in an event known as the "Trial of Spires". The males of the tribe are sent on a week-long expedition into the mountains near where the tribe lived. Their task was to return with a trophy of some sorts: a tooth of a massive beast, an ear-necklace from mountain bandits, and so on and so forth. Danica initially struggled in the Trial, having to flee several beasts that were far mightier than her. However, this changed drastically when she encountered the most terrifying monster that a promising young warrior could be faced with: a dragon. It snarled and raged at her as she approached, blowing flame throughout its lair as a warning. But she noticed something, it was not anger or hatred in the dragon's eyes. It was fear. The dragon had been wounded, and was losing its will to fight slowly. When it had exhausted itself trying to scare Danica off, it simply slumped and awaited what it thought would be its eminent demise. And yet, Danica could not bring herself to strike the killing blow. The dragon had an intelligence in its she did not expect. So, she pressed her hand against the dragon's snout...and felt a bond. She took the remaining five days in the Trial to help nurse the dragon back to decent health, and build her relationship with it.

When she returned, she brought with her the greatest trophy that any in her tribe had ever seen in their lifetime: a live dragon. Moreover, a live dragon that she rode atop. The elders interpreted this as a sign that a long-standing prophecy amongst the Ko'el was fulfilled. They believed that once every several hundred years, one warrior would rise above all other Ko'el. Their strength and prowess in battle would be such that they themselves would become a dragon, and ascend being merely a Ko'el, and they would forever be known as the Ascendant. Of course, this cannot be taken entirely literally, but the elders saw it as a clear sign.

Thus, at the incredibly young age of 15, Danica was given the blessing of dying magicks. Her strength and speed were linked with that of her dragon, which she named Tayne. They share an unbreakable bond and, when fighting together, are a fearsome duo.

For the last 11 years, Danica has worked tirelessly to fulfill her role as the warrior that was promised. She is still only just breaking into her prime, but is a fearsome warrior already.

Now, she leads a small contingent of Hercynian Elites to observe and report on the happenings near the temple, hoping to uncover something that will aid her in both her quest and the standing of Hercynia.
Fighting Style (Warrior, Mage, Archer, etc): Warrior when on the ground.
Abilities:
  • Dragon Rider: As explained, Danica is a dragon rider. She can soar atop Tayne and wreak fiery havoc on her opponents.
  • Ko'el Magick: As part of the ritual to fully convert her to the Ascendant from the prophecy, Danica's body has been imbued with ancient draconian magic in the form of runic tattoos that coat her entire body. Her strength, speed, and reflexes are enhanced. She has also grown fangs that are longer than normal for the Ko'el.
  • Vicious Combatant: Since she began her training, Danica has learned to fight to the absolute death. Her bond with Tayne has only strengthened this primal need. Regardless of the conditions, she fights like a cornered animal.

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • Danica is still young. She is not a seasoned combat veteran, nor is she some form of magical entity. She can be bested in combat, and a smart enough warrior will know how to use her vicious nature against her.
  • Danica's bond with Tayne is a double-edged sword. On one hand, it gives her strength and speed that far surpasses other Ko'el. However, it also links their mentality and well-being. If Tayne is gravely wounded, Danica will feel her own energy sapped from her body, and vice versa. This creates a fighting style of co-dependence between the two, where they work to protect one another.
  • Danica has sacrificed the ability to transform into a smaller dragon in order to bond with Tayne.

Equipment:
  • The Serpent Blade: A magical blade bestowed to powerful warriors of the Ko'el. It is a bastard sword, and can be wielded either one-handed or two-handed. Its runic enchantment allows the user to light the sword on fire.
  • Heater Shield: A fairly regular heater shield, other than it has been double-reinforced with folded steel.
  • Asunder: A runed two-handed axe formerly belonging to her captain: Qor'nath. Danica was given this weapon when Qor'nath died in battle. The weapon arcs lightning from wounds it inflicts and, when slammed into the ground, will create a localized lightning storm around the user, incinerating those unfortunate enough to be nearby.
  • Tayne: Not necessarily equipment, but Tayne is approximately 60 feet from head to tail with a wingspan of about 55 feet. He has classic dragon abilities, including fiery breath. However, considering the fact that he is smaller than any true dragon, he benefits more from speed and rapid attacks than brawling with his enemies. Tayne highly prefers fighting from the air rather than fighting on the ground.


Optional Questionnaire
Personal Quest: Return the Ko'el to greatness, by whatever means necessary.
Favorite Factions: None. She serves the Ko'el. If you are not with them, you are against them.
Least Favorite Factions: The Order of Evrouin
Favorite Memory: The first time she flew through a thunderstorm on top of Tayne.
Goals: Depose the Eagle King of Hercynia, and become the rightful ruler.
Greatest Fear: Failing the prophecy.
Religion: Thalai.
Last edited by Skyggeheim on Fri Sep 06, 2019 10:41 am, edited 3 times in total.

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New Neros
Powerbroker
 
Posts: 7676
Founded: Mar 14, 2015
Left-wing Utopia

Postby New Neros » Tue Jun 25, 2019 8:22 pm

shall read the op and make a character, as expected
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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Jun 25, 2019 8:23 pm

New Neros wrote:shall read the op and make a character, as expected

Hey Neros! glad to have you!

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

Postby Turmenista » Tue Jun 25, 2019 8:47 pm

Now comes the worst part of writing an app.... bios.

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The Republic of Atria
Postmaster of the Fleet
 
Posts: 24509
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Tue Jun 25, 2019 8:48 pm

Name: Francis Lars
Age: 28
Gender: Male
Race: Human
Appearance: Face
Typical outfit and weapon
Mage?: Not really, no.
Bio: A few generations ago, a small order was founded on one of the outskirts of a human kingdom that was once under the siege of men and beast alike. Bandits and beasts roamed nearly everywhere outside of the heavily guarded walls of the city. The king of said city had decided enough was enough and ordered his greatest warriors and alchemists to find some way to clear the countryside at any cost. At first the group decided to go go out and simply slay all everything, but that proved to be faulty, as almost half of the group was killed within a week of their expedition. The king still demanded results, and told them to come up with something, as it was growing ever more costly to have traders come out and help keep the city's supplies going.

The surviving soldiers and alchemists then devised a dangerous plan. The alchemists would alter the very blood of the remaining warriors. Several of them revealing that they had departed ways with The Order of Evrouin and had ideas on how to make a better warrior. In theory it would make them stronger and faster than any warrior could ever be by pumping magicka directly into their blood. And the survivors of the procedure were indeed faster and stronger than those that had come before them. The warriors then set out, carving a swath through any of those who stood in their way. Within a few short months, the bandits had cleared out, spreading rumors of the blood soaked men wearing little more than leather chest armor, besting bears in single combat. The city was grateful for their bloody saviors. Regular trade resumed soon after and the remaining warriors were held as heroes.

But they refused to let their newfound skills dull and grow fat from luxury. They had stumbled upon a mighty secret and the world could always use more hunters protecting more fragile men and women from the horrors that lie in wait. With permission from the king and as much gold as they could ever need, they found the old bandit camps and started to turn them into a small village. They were nicknamed the Bloody Hunters, as they were often seen covered in blood, both theirs and not, and they were recruiting. The blood procedure was perfected over time, now with almost no risk of the person undergoing it dying, and they began to recruit. They welcomed all who wished to join, be they man, Beastman, Dwarf or even Elf. Even though they had no Elves actually join, they welcomed all who would hunt to act as a bulwark against beast and evil men. For decades this continued, the Bloody Hunters growing far more refined in their knowledge and skills.

Francis was born into this culture. and began his training as soon as he could walk on his own. His toys replaced with practice knives, and the his schooling being heavily focused on anatomy of beasts and men and how to beast bring about their demise. From a rat to a dragon, they hammered in the vital areas and how to best ensure their deaths. Francis listened with intent, and practiced as much as he could. There would be nothing he couldn't kill. As he trained and reached the age of 16, he was considered to be a fine candidate for the blood altering ritual. It would take several hours, though as all those who undergo it, he passed out and awoke after it had been completed. The next step was to rejuvenate with the blood of his first kill. In this case, it was but a simple deer, but he drank from the creature's blood and felt refreshed. Like he had just gotten a perfect night's rest.

The final step his induction and acceptance as an adult in their eyes was to have a weapon crafted specifically for you. Before his family had joined the Bloody Hunters, they were farmers. As such, the weapon smiths began to fashion him a weapon based on a harvesting scythe. They were very clear that it was not a weapon, it was something akin to his arms or legs, another part of him that needed to be taken care of and practiced with until it was automatic. Francis nodded and agreed to these stipulations. As soon as the blade was done, Francis devoted all of his time to mastering his weapon. Sparring with various other hunters, learning where the best place to be was, when and how using the weapon at it's full length versus the handle on the base of it's blade.

When he wasn't practicing, he had been sent on contracts to deal with beasts and men alike with a group of two other hunters. This was his life, and he enjoyed it. His travels let him see other lives and he simply couldn't see it. A town guard seemed far too dull. Merchants had to do so much math and remember all that they carried on top of worrying about thieves. The life of a soldier seemed too rigid for him, no he was content with the freedom that his lifestyle offered. For years he worked his best, starting from a lowly New Blade, eventually graduating to a fully fledged Hunter, and working towards becoming a master hunter. Which required either the death of a great beast such as a dragon, or a recommendation from a high noble or king stating that he had done valiant work for them.

After several more years of hunting, the hunter's Village had been hearing rumors of some strange temple and armies amassing to attack. Francis was one of the Hunters sent to investigate these claims.

Fighting Style: Warrior
Abilities:
  • [Hunter Training]: Francis is an elite Hunter and has been heavily trained in the art of hunting men and beast.
  • [Blood Thirst]: Hunters have the ability to absorb and drink blood to quickly heal their wounds.
  • [Hunter Blood]: Hunters have Magicka enhanced blood that grants them increased strength and speed.

Limitations:
  • Fire: Fire significantly slows the rate of healing for Hunters due to it cauterizing their wounds.
  • Lack of range: While a fantastic melee fighter, he's only got the range of his melee weapon.
  • Very light armor: Hunters don't wear much armor, as it impairs their movement. While harder to hit, they have far less direct protection as a result.

Equipment:
  • [Heavy Scythe]: Francis's signature weapon, a weapon that has it's blade forged from a highly sturdy and magnetic metal. Said blade also having it's own handle and collapsible handle for close quarters fights.
  • [Backpack:]/b] Pretty self explanatory. A basic backpack for carrying whatever might need to be carried


Optional Questionnaire
[b]Personal Quest: Arise to the rank of Grand Master Hunter
Favorite Factions: The Wanderers
Least Favorite Factions: The Holy Order of Fire
Favorite Memory: Being granted his weapon for the first time.
Goals:
Greatest Fear: Burning to death.
Religion: Avid follower of Zoros
Last edited by The Republic of Atria on Tue Jun 25, 2019 9:32 pm, edited 3 times in total.

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

Postby New Finnish Republic » Tue Jun 25, 2019 8:53 pm

Reserved in preparation for an archer or a rouge, whichever of the two I eventually decide upon
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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Zarkenis Ultima
Post Czar
 
Posts: 43664
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Jun 25, 2019 9:00 pm

Skyggeheim wrote:---


So the OP will likely have some comments about this app but I wanted to ask one question in particular: does Danica have wings? Since a big part of Hercynian culture is the supremacy of winged beastfolk and all.
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The Anarcho-Syndicalist Commune
Senator
 
Posts: 3522
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Tue Jun 25, 2019 9:12 pm

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

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

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

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

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

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

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

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

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


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


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


Optional Questionnaire
Personal Quest: To seek glory and honor so that he may return to his homeland and assemble the greatest Trar ever seen.
Favorite Factions: He doesn't really have an opinion on most factions, but is on generally friendly terms with the Foresters and the Dragon Killers
Least Favorite Factions: The only faction is actively antagonistic with is the Bank of Ashar, after his duel with one of the Bank's chosen arena champions the Blue Knight
Favorite Memory: Slaying the Tembast and his manhood ceremony that followed, which lasted for three glorious alcohol and drug fueled days.
Goals: To one day become the first Trar'Ga in over a century.
Greatest Fear: Deep Water. Legends of Kraken and Leviathans that the Gullfolk and other navally oriented Tharians report on have frightened Prax ever since he was a small cub.
Religion: The Thalia
Last edited by The Anarcho-Syndicalist Commune on Thu Jun 27, 2019 4:49 pm, edited 1 time in total.

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Kaziimar
Envoy
 
Posts: 236
Founded: Mar 06, 2019
Ex-Nation

Postby Kaziimar » Tue Jun 25, 2019 9:20 pm

This is a work in progress.

Name: Damiana Florevian, called Mia for short
Age: 17
Gender: Female
Race: Human
Appearance (pics if possible):
Mage?: Yes, mage in training
Bio : Born in Dascus to a single mother, Flora Florevian (her father had been a pirate), Mia had a quiet and relatively simple life. Her mother ran the Golden Flower Tavern, a local hotspot where many people of note would gather for drinks and if you want to pick up news, go to the Golden Flower and you're sure to find out. Flora had a bit of a talent for using herbs, flowers and fruits to make her own wines and enhance the flavor of liquors, and her daughter was named after the damiana herb, a yellow flower that produces a liqueur that's a cross in flavor between an orange and a fig. She knew from an early age that she wished to be a wizard one day, and would spend the pennies she saved up on her very first spellbook, studying during her time off from helping her mother in the family business. Damiana did well enough on her own, using her magic to make her job and household chores easier but in order to truly advance she knew that she would need the help of a seasoned wizard. One day when she was fifteen, she actually met one when he came in with a group of companions and ordered a drink. His name was Dorian Hylan and he was a retired adventurer, having a meeting with his old buddies simply to reminisce. While cleaning the bar, Damiana set their drinks down in front of them by levitating them so she wouldn’t have to stop her current task, and during the whole day the two of them would exchange glances...just before he left, she mustered up the courage to walk up to him and asked if he would teach her magic. Impressed by her boldness, he agreed and after being given some time to prepare, the two of them had been traveling together ever since, but not before Dorian had put his name forward for election for the Consortium which was his reason for coming back to his home town.
Fighting Style (Warrior, Mage, Archer, etc):
Abilities:
  • [Fire Bolt]: (Can conjure magical fire as an offensive weapon)
  • [Insert Ability Here]: (Insert description of ability here)
    (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):
  • (Insert Limitation)
  • (Insert Limitation)
    (Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)

Equipment:
  • [Insert Equipment]
  • [Insert Equipment]
    (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 Questionnaire
Personal Quest:
Favorite Factions:
Least Favorite Factions:
Favorite Memory:
Goals:
Greatest Fear:
Religion:

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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Jun 25, 2019 9:24 pm

The Anarcho-Syndicalist Commune wrote:-snip-


I like what you did here, great work! Just to double check, would the savannah mentioned be bordering the Gules Desert? The character I'm planning hails from there so it would be good to know.
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P2TM Community Discussion Thread

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The Anarcho-Syndicalist Commune
Senator
 
Posts: 3522
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Tue Jun 25, 2019 9:30 pm

Zarkenis Ultima wrote:
The Anarcho-Syndicalist Commune wrote:-snip-


I like what you did here, great work! Just to double check, would the savannah mentioned be bordering the Gules Desert? The character I'm planning hails from there so it would be good to know.


Precisely. The way I imagined the Waste was the northern half of it was Jungle ruled by Tigerfolk and to a lesser extent Jaguarfolk, with a quarter of it being Savannah ruled by Lionfolk and to a lesser extent Panther and Cheetahs, and finally the southern most quarter of it being the tip of the Gules, typically ruled by lesser Jaguars and Caracals who pay tribute to the Lions.

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Sraelyn
Spokesperson
 
Posts: 184
Founded: Jan 02, 2017
Ex-Nation

Postby Sraelyn » Tue Jun 25, 2019 9:34 pm

Consider me interested, might app a mage whose magic consumes flesh in order to function, be it his own or somebody else's. Would that be fine? Should I attribute it to some magic abnormality or a type or curse? Not sure what's the status of the latter in this setting.
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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Jun 25, 2019 9:39 pm

North America and the Pacific Islands wrote: Keith Adlington

App is pretty good, biggest concern is how this character will fit in with the plot. How/why did you see them being at the battle of Haden Hill?

Skyggeheim wrote: Danica Tryss

Great app, have a few thoughts though.
1) Since Danica is thal’kal she should technically have the ability to transform into a dragon, but you haven't mentioned this. Is it your idea that she would be giving that up by bonding with the dragon? If not I would like that to be the case for balance and for you to just add that to the limitation.
2)It's been pointed out to me that a dragon rider could be somewhat OP compared to other characters. I think there is some merit here. So I was thinking of some conditions that would ease that. I think if we establish that not every mission will be suitable for Danica to bring her dragon, and maybe that the dragon is a wyvern rather than a high dragon(Absolon will flesh this out when he gets to the Bestiary) and thus is somewhat small for a dragon would be helpful. Just listing weaknesses for the dragon in general is what I'm getting at.

The Republic of Atria wrote:[b]Francis Lars

Accepted, nice work Atria

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

Awesome app, am very impressed, accepted

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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Jun 25, 2019 9:44 pm

Sraelyn wrote:Consider me interested, might app a mage whose magic consumes flesh in order to function, be it his own or somebody else's. Would that be fine? Should I attribute it to some magic abnormality or a type or curse? Not sure what's the status of the latter in this setting.

Eh, admittedly that sounds like it would be a little strange/gross in practice. Think you would be cool making a necromancer instead?

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Galnius
Post Marshal
 
Posts: 17541
Founded: May 15, 2013
Democratic Socialists

Postby Galnius » Tue Jun 25, 2019 9:46 pm

Sounds like I can use my mute elven thief here sweet.
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Rastrian
Spokesperson
 
Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Tue Jun 25, 2019 9:55 pm

I am most definitely interested. I don't currently have time to read the OP in great detail, but consider this a tag for me to put an app in later. Like I say, this is an awesome concept. #Hyped
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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Tue Jun 25, 2019 10:10 pm

Name: Arwin Tannhäuser
Age: 25
Gender: Male
Race: Ana'el (felid Thal’gol beastfolk)
Appearance (pics if possible): See below.
Image

Mage?: No
Bio:
Arwin lived comfortably in Tashar for much of his life, proud to call the Dwarven city of Ashar his home. His family was one of the very few beastfolk families that seemed to have their things together in such a faraway land, making an above-average living in the city despite being far away from the rest of their kind. His father was a banker, as was his father's father, and so on, all career workers for the Bank of Ashar, where they enjoyed clout in very high places. This meant that Arwin, who already lived quite comfortably, pretty much had his early life spoon-fed to him by his father's purse and his mother's tutelage, and was indoctrinated early on to succeed his father in the business aspect of the Bank. He was exposed to some of the best education that Tashar could offer, where his natural talent of speaking and negotiating deals came out and was quickly noted by the bank. Despite his reluctance to do so, Arwin eventually landed himself an entry level position in the Bank of Ashar at his father's behest once he turned 15, effectively living on his own while his mother and father retired to lavish countryside estates atop a large sum of money.

Now living by himself in the city and forced to rely on his own labor rather than any money his parents gave him, Arwin grinded for years within the bank, eventually landing himself his first promotion when he was 16. One promotion turned into two, and by the time he was 18, he had his own supervisory position within the Bank, moving from overseeing mining operations within the city, to overseeing areas of trade to other states on Eboris, to actually traveling to some of these states himself on behalf of the Bank to negotiate deals. By the time he was 21, Arwin and his antics were well-known by many people within the Bank, namely, a certain desk clerk named Trish, whom he had an on-and-off relationship with—still a work in progress.

Then, right in time for his 24th birthday, right when he thought he could get away with retiring early atop a large sum of money, the Dwarves of the bank gave Arwin a new, special job... "special salesman." Effectively functioning as a courier, Arwin had to pay for his own training in preparation for meeting with the more unsavory of customers to the Bank for deals, many of which were quite dangerous in nature. While Arwin adjusted to his new job as a "courier" or "special salesman," so too did he learn more about the strange trade related to various artifacts that were being unearthed, which sections of the Bank seemed to be at the forefront of in terms of sale. He even was selected to represent the bank at the temple at Harden Hill, but once he found himself himself in the middle of the crossfire involving several armies, he began to wonder why the Bank was even interested in such a standoff at all..

Fighting Style: The Rogue. Specializes in small blades like daggers and short swords, as well as martial arts.
Abilities:
  • [Silver Tongue]: Arwin is a shrewd diplomat, salesman and trader. He combines his charismatic personality with his silver tongue to paint himself as someone who is simply hard to say "no" to. This skill will come in handy if Arwin needs a favor of others, if he needs to defuse a situation, or simply get out of an an unwanted deal.
  • [Ana'el Physiology]: As a Ana'el, Arwin harbors many feline features that can prove to be useful later on, including longer and more powerful leg muscles that allow him to run quickly to evade trouble or take great falls. He has sharp teeth and claws, as well as a heightened sense of smell and hearing, compared to humans. His sense of perception is also superior to humans, as he can see better in low light situations and detect movement faster. Finally, he is able to balance more easily and almost always land on his feet thanks to his tail, and is able to fit into tight spaces.
  • [Agent Arwin]: Arwin's work as a courier/special salesman for the Bank of Ashar often involves him making deals with rather unsavory individuals. As such, he made all the necessary precautions to ensure he wouldn't be caught lacking if things got hairy, so to speak. The combat training he paid for gave him some of the finest self-defense tactics and training the Bank could offer, especially when it comes to wielding short swords and knives. He also was partially trained in a certain Elven martial art that focuses disarming opponents and defense over offence.
  • [Freerunner]: Arwin is also skilled in the ancient art of "running away," practiced since time immemorial. When this skill is utilized, he can quickly get from one point to another in as complex of an environment as a city in the fastest and most efficient way possible, such as by rooftop.

Limitations:
  • [Brains but No Brawn]: At about 5'5", Arwin isn't the tallest of people, nor is he the strongest. Most of his advantages in terms of mobility are outweighed by his lack of raw physical prowess.
  • [I'm a Salesman not a Fighter]: Arwin was trained to be able to disarm opponents and defend himself, and is most competent with these two things when wielding a sword. This doesn't mean he is good at fighting in all-out, one-on-one combat with a proper sword and armor. His forte is strictly on the business side of things, not actual fighting.

Equipment:
  • [Clothes]: Pretty much self-explanatory. I don't need to explain this much. Gloves and goggles included.
  • [1x Small Rucksack]: Not too big, but not too small, this rucksack contains pretty much anything one could need for long cross-country trips, including basic survival necessities and toiletries, a bedroll, a canteen, and a map of Eboris...and money. Also contains identification papers pertaining to Arwin's status within the Bank of Ashar in case people really want to see it, but this bag can really hold anything he needs.
  • [1x Journal]: Quill and ink included.
  • [Dwarven Timepiece]: For telling the time.
  • [Short Sword]: Carried on the hilt in a decorative scabbard. Won't help much against anything larger than another short sword.


Optional Questionnaire
Personal Quest: Learn more about the Bank of Ashar's role in the trade of artifacts
Favorite Factions: Bank of Ashar, The Merry Men of the Vine
Least Favorite Factions: Faenar's Faithful, Street Crawlers
Favorite Memory: "That one time, when Trish and I and the others were celebrating a promotion I got, when we went out to the lake and saw all the stars in the sky and had a kiss."
Goals: Rise up the ranks of the Bank of Ashar, learn more about the artifacts, retire wealthy, finally fall for that one desk clerk he was crushing on. Not in any particular order.
Greatest Fear: A deal gone wrong
Religion: The Pantheon
Last edited by Turmenista on Tue Jun 25, 2019 10:26 pm, edited 1 time in total.

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The Anarcho-Syndicalist Commune
Senator
 
Posts: 3522
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Tue Jun 25, 2019 10:24 pm

Turmenista wrote:-snip-


Not OP, just noticed that we have some conflicting lore with Beastfolk. I called Snake folk Ka'el in my app. Do you want to change that or should I?

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

Postby Turmenista » Tue Jun 25, 2019 10:25 pm

The Anarcho-Syndicalist Commune wrote:
Turmenista wrote:-snip-


Not OP, just noticed that we have some conflicting lore with Beastfolk. I called Snake folk Ka'el in my app. Do you want to change that or should I?


I'm changing it.

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Tue Jun 25, 2019 10:32 pm

Looks interesting, may not join but i always enjoy fantasy settings.

If i do join expect a drunk alchemist.
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