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Tomia
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Posts: 15653
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed Jun 26, 2019 10:07 pm

Rastrian wrote:
Absolon-7 wrote:Yes you'd be correct they cant move efficiently on land and having some sort of squire works. But what I was thinking since their race is a master of selective breeding I thought that there could exist some sort of biosuit (think like a reverse diving suit) from magical seaweed that could act as a pair of legs for em. It would be a rare item for them but it would allow your merfolk to involve themselves on land and your character could've somehow acquired one.

Hmm... Now that is an interesting idea. If the Storm Chasers have a presence in the upcoming battle, with their large Merfolk contingent, it's not unfeasible that Nalas might just steal a pair o' legs. Having a set at the beginning of the whole set of events would be a little odd, to be frank, as he's only brought things to keep others away and which hold some sentimental value to him, but yeah, detailing how he might come about some would be a good plan.

I think this solution works for me. As for your previous question about having a plan. I could create a quest line for merfolk but still I think generally getting around could be a pain. But if you have some thoughts about how it can work I'll accept it offically.

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Rastrian
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Posts: 191
Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Wed Jun 26, 2019 10:12 pm

Tomia wrote:
Rastrian wrote:Hmm... Now that is an interesting idea. If the Storm Chasers have a presence in the upcoming battle, with their large Merfolk contingent, it's not unfeasible that Nalas might just steal a pair o' legs. Having a set at the beginning of the whole set of events would be a little odd, to be frank, as he's only brought things to keep others away and which hold some sentimental value to him, but yeah, detailing how he might come about some would be a good plan.

I think this solution works for me. As for your previous question about having a plan. I could create a quest line for merfolk but still I think generally getting around could be a pain. But if you have some thoughts about how it can work I'll accept it offically.

It being a pain to get around on land, as far as I'm concerned, adds another layer to Nalas' character, that being that he sees it as important to involve himself in the events occurring on the land, but yearns to be able to go back to the sea if it is ever safe for him to do so. So I think I'd like for it to be kind of difficult.
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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed Jun 26, 2019 10:31 pm

Rastrian wrote:
Tomia wrote:I think this solution works for me. As for your previous question about having a plan. I could create a quest line for merfolk but still I think generally getting around could be a pain. But if you have some thoughts about how it can work I'll accept it offically.

It being a pain to get around on land, as far as I'm concerned, adds another layer to Nalas' character, that being that he sees it as important to involve himself in the events occurring on the land, but yearns to be able to go back to the sea if it is ever safe for him to do so. So I think I'd like for it to be kind of difficult.

Cool I like that honestly, look forward to the creative solutions he comes up with. One of the more amusing ones would be him riding on the back of one of the larger chars :P

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Zarkenis Ultima
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Posts: 43289
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Wed Jun 26, 2019 10:33 pm

Tomia wrote:
Rastrian wrote:It being a pain to get around on land, as far as I'm concerned, adds another layer to Nalas' character, that being that he sees it as important to involve himself in the events occurring on the land, but yearns to be able to go back to the sea if it is ever safe for him to do so. So I think I'd like for it to be kind of difficult.

Cool I like that honestly, look forward to the creative solutions he comes up with. One of the more amusing ones would be him riding on the back of one of the larger chars :P


Neferis could help there. Though she won't be happy about it :P
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Rastrian
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Founded: May 15, 2019
Ex-Nation

Postby Rastrian » Wed Jun 26, 2019 10:34 pm

Tomia wrote:
Rastrian wrote:It being a pain to get around on land, as far as I'm concerned, adds another layer to Nalas' character, that being that he sees it as important to involve himself in the events occurring on the land, but yearns to be able to go back to the sea if it is ever safe for him to do so. So I think I'd like for it to be kind of difficult.

Cool I like that honestly, look forward to the creative solutions he comes up with. One of the more amusing ones would be him riding on the back of one of the larger chars :P

Now that would be cool! A sort of Hodor-Bran situation, eh? Only if Bran was a weird, scaly, probably moist fish-guy thing.

Zarkenis Ultima wrote:
Tomia wrote:Cool I like that honestly, look forward to the creative solutions he comes up with. One of the more amusing ones would be him riding on the back of one of the larger chars :P


Neferis could help there. Though she won't be happy about it :P

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I'm an ATHEIST COMMUNIST from AUSTRALIA with CELTIC HERITAGE, ASPERGERS and a keen interest in FLAGS.
Pro: Communism, secularism, democracy, communalism, unions, mutual respect of people as humans, science.
Anti: Capitalism, theism's stranglehold on society, dictatorship, enforced respect (SJWs, anti-blasphemy laws etc.), creationism.
I will respect you. If your ideas are stupid, I won't respect those, and don't ask me to.
Fairly poor socialist country, recently revolted against a monarchistic state and with an economy rising slowly.
I am a fan of classical, experimental and indie music.
Will eat Brussels Sprouts, but only raw ones. I cannot abide cooked ones.

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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Wed Jun 26, 2019 10:48 pm

Skyggeheim wrote:Traven Faust

Think you could explain a bit more about the corrupted arm in the app? Comes out of no where in the abilities section imo. And do you imagine his card throwing ability to be magic? Or is he a mage that just doesn't really just use his magic? Seems like his mage background in general is somewhat ignored in bio.

Solid char though, nice work

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Absolon-7
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Posts: 935
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Wed Jun 26, 2019 11:43 pm

Name: Rudolph Thorbecke
Age: 24
Gender: Male
Race: Human
Appearance:
Image
Image

Mage?: Yes
Bio: The Kingdom of Toradel was a perfectly average kingdom nestled in a thriving river valley and while it was human dominated land it had a fair amount of elves and beastfolk who called it home. It was ruled by a dynasty of water mages that steered the nation to a stable peace hoping to keep it neutral in larger conflicts as it had the unfortunate luck to be bordering the expansionist Tashar. The kingdom was more developed and organized then the average fiefdom in Tashar and this made it a victim of envy but it was protected on two sides by rugged mountains which acted as a natural shield. It was in this land Rudolf was born to the royal family as the firstborn crown prince. His father was a wise if eccentric man who made sure to not keep little Rudolf sheltered from his future subjects and he had a pastime for blacksmithing. Aside from outing into the city Rudolf was raised as any other child of a king and occasional lessons for his inherited magic but at his 8th birthday in the dead of knight tragedy struck.

His uncle, jealous of his brother, had sneaked in an elite retinue from Tashar and began slaughtering the palace guard and any of the royal family he could find. One of the last surviving guards sneaked Rudolf, his mother, and his father outside the capitol. While the king was a powerful mage that would've made short work of the coup he had been stricken with a terrible sickness a day before the birthday and his personal healing mage had not yet arrived. Left with only a meager fraction of their wealth and belongings the family and guard escaped to Dascus through a secret mountain pass and could only watch as Tarsharan troops marched into their valley. Initially they sought to seek asylum with the King of Dascus but decided against it as the former king was sure his brother would send assassins. Instead they settled into a quaint town and Rudolf's father opened a blacksmithing business.

The culture shock was too much for his mother as she lost her former cheerfulness and playful smugness and was now left a shy and nervous wreck. His father, as eccentrics are apt to do, persevered on and their guard would stay on as a helper. Rudolph would have to get used to eating less every day and overall grow rough to match the new hardship. The next few years were hard but doable for the family and eventually the new strangers were accepted as any other citizen of the town. At age 14, Rudolf brought a dying man from the side of the road to the town physician and the man in a delirium revealed himself to be a Slayer of the Crypt. Rudolf found out more information then he should've from pestering the delusional man and once he healed up he jokingly offered a chance for the boy to make something of himself.

Rudolf wanting power accepted without a doubt and after a poignant goodbye to his parents he went with the man, named Ezekiel, to one of the Slayer Schools, specifically the School of the Wolf. The training period for the Slayers of the Crypt was a four year course at one of their hidden schools and contrary to young Rudolf's belief the school was anything but fun. The training in sword arts and the rigorous studying were almost an insurmountable obstacle. As he was a mage in the making he was also given extra lessons to refine his magic to the upmost degree. Nevertheless it was not a complete nightmare as he met many peers like him who had their own reasons for joining and several would become life long companions in the future. Ezekiel was his personal tutor and taught Rudolf many techniques that were at most a year or two ahead but the determined boy took them in stride after weeks of failure.

The next few years Rudolph grew into a young man and rose through the ranks in the school and along the way he would find himself involved in many tumultuous events a young student like him had no right to. In in the final year before the Final Examination the organization as a whole was targeted by a nefarious lich that had long orchestrated the strike. Five of the seven Slayer schools were besieged by hordes of the undead and the teachers in his school had no choice but let the students fight as they themselves went after the Lich himself who was personally besieging the School of the Wolf. Unbeknownst to them he had killed a single Slayer before and revived him to be his champion. This undead Slayer sneaked into the school himself to turn the apprentices to more undead thralls for his lord. It was up to Rudolf and the other two of the top three ranked apprentices to face him and after a fierce battle one of them lay dead, the other was crippled, and Rudolf ended up trapped behind debris and all because of a mistake Rudolph made early in the fight.

In this moment of desperation it was his anger which activated the purest form of his magic and with his accumulated knowledge he coated his sword with his the spilled water of a large tank. It was manipulated to be pressurized to such extreme levels of a running current that it let him slice apart the debris freeing himself from the wreckage. With one last burst of water propelling him forward he struck the Lich's champion from behind as he was triumphantly fleeing. Rudolf would not know the aftermath of his first kill as he was knocked out from the draining attack and it wasn't until he woke up a day later that he learned all the schools survived and the lich was slain by Ezekiel. His master was grievously wounded but with the help of a mage his wounds were more or less healed but he would never be fit for combat again. The rest of the year would pass by and leave Rudolph with a haunted feeling in his psyche.

He eventually passed his Final Examination on his fourth year and was given an official armor set for the Slayers and from then on impunity to act on the organization's behalf. After a goodbye to his peers and Ezekiel he went off to visit his parents after so long separated but it wasn't long before he had to leave them again as the life of a Slayer is a transient one. Some years passed but something was off as he found himself thinking he had gained the personal power he had so long desired but he was no closer to retaking his homeland. He would regularly receive assignments and even come close to death several times with it being all in a day's work but still he was no closer. Did he make a mistake joining the organization all those years back? Clearly since he had no resources or methods to liberate his homeland.

But there was always one thing he could do: kill his uncle. He wouldn't need an army nor nation for that. He set off back to Toradel to kill his uncle but he had the misfortune of receiving an assignment to kill a newly awakened vampire. He would face off against the vampire and slay it in its keep but only barely as he himself was severely wounded. On a rain filled night he limped across an empty road before collapsing on the side just like his master all those years ago. It was only through a traveling priestess of Oadot's Chosen that saved him as the young woman did everything she could to heal him back to health.

He woke up some time later and through his blurry vision could only see the priestess' smile before he slumbered once again. The next time he woke up he found that he had been left in the care of one of the priestess's relatives and she herself had left some time ago. Rudolph then went out to the last know location of the priestess to properly thank her for her good deed. Through some investigation he had heard that the woman had went to volunteer as a healer for the sick and wounded in the armies gathering at Haden Hill to do battle. Rudolph hurried to the hill hoping to catch the priestess in one of the armies there posed for battle. If he could at least thank her that would be enough but the budding battle would mean his services would extend to keep her from harm's way.

Fighting Style: Spellblade
Abilities:
  • [Slayer Combat Arts]: During their four year curriculum, apprentices are given an incredibly rigorous course in academics but more importantly an extensive program in installing discipline through physical combat training which includes but is not limited to hand-to-hand self-defense techniques, wilderness survival, and general physical training to increase physical fitness to an acceptable degree for their age.
  • [Slayer Sword Arts]: Arguably the most important section of a Slayer's trove of knowledge is using their brain in sword fights. Their masters drill in to them a set of three different styles of fighting meant to focus on strong attacks, swift attacks, and dealing with groups. Each style has their own special techniques but the average Slayer usually hones one more then the others. Rudolph himself favors the strong style.
  • [Adept Water Magic]: Rudolph was taught water magic in keeping with tradition of the Thorbecke dynasty and in his precocious years he was given basic lessons in utilizing his inborn magic to manipulate water to simple forms such as floating orbs or sending a small bucket worth of water at someone. It was in his Slayer school days where his knowledge was put to its limits where he had to extensively learn to use water magic. His mage training started later then most so his skill can match to other mages of a similar age but he has made to by focusing on a small amount of specialized spells.
    • Torrent of the Deep- His most powerful spell that manipulates a large amount of water to coat his blade and manipulate it so it becomes an incredibly pressurized extended blade that can slice even stone cleanly.
    • Wave's Dance- Twin gushes of water erupt from his feet for a few seconds to propel him forward for a rush attack but the spell's execution is quite clumsy and inaccurate.
    • Fool's Drink- A close range spell that uses a moving hand to send high speed water at a foe's face to drench them in a moment of distraction.
    • Pool's Grace- A simple healing spell that uses a vase's worth of water to sooth pain, mend minor gashes, and heal bruises.

Limitations:
  • His extensive combat art gives him a vast resource to defend himself and survive with but the generalized nature of the education leaves it broad with no above average proficiency in most skills.
  • His sword arts training preference to the strong style were more geared towards dealing with the undead and as most are unthinking corpses, overly emotional spirits, or egotistical vampires this leaves him less then experienced with fighting more calculating foes that would be able to outwit him.
  • His water magic usually needs and existing source of water for him to manipulate and it needs to be the appropriate amount depending on the spell's requirement in order for it to be conducted proficiently. He would be able to use his life force but this leaves him incredibly drained especially with his more powerful spells.

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


Optional Questionnaire
Personal Quest: To kill his uncle for ruining his family's life
Favorite Factions: The Crypt Slayers, Oadot's Chosen, The Wanderers
Least Favorite Factions: Faenar's Faithful, The Street Crawlers
Favorite Memory: As a child, his father placing him on his shoulders and acting as his steed one day when he was thrown off by a horse gifted to him.
Goals: Liberate Toradel from Tashar and restore his father to the throne
Greatest Fear: Being turned to an undead
Religion: The Pantheon
Last edited by Absolon-7 on Fri Jun 28, 2019 5:55 pm, edited 4 times in total.

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Sarderia
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Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Thu Jun 27, 2019 3:10 am

Question - do magic and alchemy needs incantations to work? Is it Harry Potter-style (using wands), Gandalf-style (using staffs which produce spells and lights), or is it Doctor Strange-style? (By the Crimson Bands of Cyttorak! By the Wands of Watoomb! By the Eye of Agamotto!)
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Finland SSR
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Posts: 15224
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Thu Jun 27, 2019 3:14 am

Sarderia wrote:Question - do magic and alchemy needs incantations to work? Is it Harry Potter-style (using wands), Gandalf-style (using staffs which produce spells and lights), or is it Doctor Strange-style? (By the Crimson Bands of Cyttorak! By the Wands of Watoomb! By the Eye of Agamotto!)

I'm not sure on magic, but alchemy doesn't require incantations, I think, because it's reliant on brewing potions and other magical items rather than direct attacking.
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Sarderia
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Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Thu Jun 27, 2019 3:15 am

Finland SSR wrote:
Sarderia wrote:Question - do magic and alchemy needs incantations to work? Is it Harry Potter-style (using wands), Gandalf-style (using staffs which produce spells and lights), or is it Doctor Strange-style? (By the Crimson Bands of Cyttorak! By the Wands of Watoomb! By the Eye of Agamotto!)

I'm not sure on magic, but alchemy doesn't require incantations, I think, because it's reliant on brewing potions and other magical items rather than direct attacking.

But doing it still requires magic, does it? And an alchemist must be a common mage at first, at least looking into the Mage Consortium's lore.
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Gudmund
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Founded: Aug 02, 2018
Liberal Democratic Socialists

Postby Gudmund » Thu Jun 27, 2019 3:30 am

Still working on an app, but I do have some questions. What is the average lifespan and general population for each race? Do the races have different birthrates? Can magic/artifacts/alchemy be used to extend or revert age? Is there any nuke equivilent in this world (i.e. a massive dragon, big demon horde, magic artefact)?
Civilisation:
Tier 8, Level 3, Type 7
An 8.625 civilization - according to this index
▬▬▬▬▬▬▬▬▬▬▬
Leader: Albani Gudmund
Setting: FT (2060+), the ruling nation of a non-human, low population, galactic Empire spanning just beyond its solar system. Primarily using advanced, mass-produced droids to handle most menial tasks and to fill the ranks of its military alongside living soldiers.

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Great Confederacy of Commonwealth States
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Posts: 20726
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Thu Jun 27, 2019 3:39 am

Absolon-7 wrote:Name: Rudolph Thorbecke


Please tell me you named him after who I think you named him after.
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


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Sarderia
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Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Thu Jun 27, 2019 4:02 am

Absolon-7 wrote:
Sarderia wrote:Is it okay for an alchemist to join the Magi Consortium, be a Grand Mage, and join the battle?

An alchemist could join the Magi Consortium but they couldn't be a Grand Mage since alchemists aren't technically mages.

Tomia wrote:The Consortium organizes itself through colleges that are spread across the country, each dedicated to a different magical disciplines. Each college is run by a Grand Mage who together make up a ruling council overseen by the Arch Mage.


I thought this includes Alchemy...
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Finland SSR
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Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Thu Jun 27, 2019 4:09 am

Sarderia wrote:
Finland SSR wrote:I'm not sure on magic, but alchemy doesn't require incantations, I think, because it's reliant on brewing potions and other magical items rather than direct attacking.

But doing it still requires magic, does it? And an alchemist must be a common mage at first, at least looking into the Mage Consortium's lore.

I'm not sure where you get that. Alchemists can join the Mage Consortium, yes, but, while alchemy and magic are both mystical disciplines which employ Magika, alchemists are different from mages - the former use Magika imbued in matter and extract it through experiments, while the latter have an ability to manipulate Magika outright.

Sarderia wrote:
Tomia wrote:The Consortium organizes itself through colleges that are spread across the country, each dedicated to a different magical disciplines. Each college is run by a Grand Mage who together make up a ruling council overseen by the Arch Mage.


I thought this includes Alchemy...

Alchemy isn't a discipline of Magic, it's a separate mystical discipline like Rune making and Nullification.

Gudmund wrote:Still working on an app, but I do have some questions. What is the average lifespan and general population for each race? Do the races have different birthrates? Can magic/artifacts/alchemy be used to extend or revert age? Is there any nuke equivilent in this world (i.e. a massive dragon, big demon horde, magic artefact)?

I didn't work on the lore for the races, so I can't answer the first two questions myself - Tomia or Zarkenis Ultima should be able to answer them as soon as the go online, however. As for the latter two questions: extending a person's life expectancy is definitely possible, alchemists could do that through potions, for example, while magic is varied enough that healing mages definitely have something like that; I'm not sure what you mean by a nuke equivalent when you list things which are nothing similar to nuclear weapons, but powerful magical artifacts are a thing and it's what the set-up for the IC is about (the nations of Eboris entering an arms race for ancient relics and artifacts which could change the balance of power in the continent).
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Great Confederacy of Commonwealth States
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Thu Jun 27, 2019 4:52 am

Name: Bethelomet Marter
Age: 57
Gender: Male
Race: Dwarvish
Appearance:
Image
Mage?: Yes
Bio:
Bethelomet Marter was born the fourth son of Bethelomet Fedan, bannerman and huscarl to the King in Ashar. For Dwarvish nobility, the career paths of noble boys are laid down quite clearly: the first son inherits his father’s positions, the second one joins the army, the third one goes into banking, and the fourth joins one of the many guilds. So, Marter, being the fourth son, had to pick a profession at an early age. Or rather, his family had to, and for the prestige of it they picked for him the Great Mason’s Guild of Ashar. From about his seventh year, Marter did not see his biological family often. He was incorporated into the Guild, which would become his new family.

Much is expected of the members of the Mason’s Guild. The expertise and know-how of the Masters is among the most prised in the world, and its export is a major source of revenue for the city. The arcane knowledge is highly secretive and kept behind lock and key, meaning the Guild operates much like a monastic order. Its students learn both Dwarvish, Common and the ancient tongue of Runes, which is only known to true runesmiths. Every word is a word of power, and knowing those words well is the key to being a proper runesmith.

The Guild is also, despite its pretences, a deeply political organisation. Together with the Bank of Ashar, it has some of the deepest connections to the outside world through its export of knowledge. This makes the Bank and the Guild political allies in favour of the empire, but only in that field. The Guild is older than the Bank, and a far more conservative institution than the Bank. The Guild mistrusts the Bank as merciless opportunists, while the Bank thinks of the Guild as stuck-up semi-aristocrats.

The reputation of the Guild, while prestigious abroad, is not helped domestically by the interference of the Enchanter Order. While the emperor is happy to leave Ashar to its own devices, the empire never allows rogue mages, and so the Guild is routinely put under the thumb of the imperial apparatus. It routinely ‘contracts’ young and enthusiastic runesmiths to work for its many military projects. Thus, Marter was at one time selected to do a five year tour of duty to help rebuild many of the imperial strongholds. The art of Runic Masonry is an old one, and inscribing walls, towers and gates with ancient runes often gives them more strength or other abilities. The south wall of the capital Varum, for instance, was given runes of slipperiness, which makes them nigh unscalable by adversaries.

During this five year tour, Marter got his first glimpses of the outside world. He saw trade, cities, peoples, but also war and destruction. These years reinforced his idea that the Dwarves were the superior race, as the Dwarven city of Ashar was tightly run and not subject to the same disasters as other, less advanced cities. The sewer system in place in Ashar made a huge difference, after all, and many other places lacked these advancements.

After his five year tour, Marter returned to the Guild to get his mastership. As a test, he was given a wall of sandstone and a catapult. He had to reinforce the wall to be able to withstand a catapult ball, while he availed himself of its protection. Afterwards, he had to imbue the catapult with the runic power to bring down his own wall. The motto of the Guild, “what goes up must come down”, was embodied by this process, and Marter passed the test with flying colours.

After passing the test, Marter became a Master Runebuilder, and he used this new position to try and influence the politics in his town. As a Dwarven supremacist, the was keen to see Ashar with more independence. This got him into hot water not only with his own Guild, but also with the Bank of Ashar. Eventually, this got him banished from the city, and he begrudgingly left. Having been banished, he travelled the world, selling his expertise in the creation of fortifications and the construction of siege engines to the highest bidder, serving on many a lord’s court. Eventually, however, a few years ago, the empire of Tashar got back into contact with him. They would be able to overturn his banishment, by imperial order, if he served for another five years in their army. Marter accepted.

He thought this tour would, again, mainly focus on repairs and maintenance, but he was wrong. Tashar was uniting its forces for a larger offensive campaign. Marter was now constantly helping in the construction of siege engines, ever bigger devices to bring down walls and fortifications. Eventually, Marter found himself attached to a field army leading the siege battalion headed for Haden Hill. There, he has to prepare for the inevitable battle to come.
Fighting Style: Mage, siegemaster
Abilities:
  • Master Runesmith: Marter has been trained in the mystical art of runecrafting, and knows it better than almost any other craftsman.
  • Citadel Builder: Marter, being a member of the Mason’s Guild of Ashar, has been trained in the art of raising large, magical fortifications. Working as an engineer for the Tashar Empire he has gained a lot of experience in this field, and his defensive works are among the pride of the world.
  • Siege Engineer: What goes up must come down. Marter knows how to build a defensive work, and he knows how to knock them down. He has the knowledge of his Guild when it comes to building the rune-powered siege engines of his ancestors, a talent which has brought him to be attached to the field army of Tashar.

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • Marter is an older man, an older Dwarf, and as such is not as active and fit as the youngsters might be.
  • Marter is not a fighter, not in the slightest. He has not been trained in any martial art, be it magical or non-magical.

Equipment:
  • Book of Runes: Defence
  • Book of Runes: Siege
  • Cane of the Guild
  • Runemaster falchion


Optional Questionnaire
Personal Quest: Lobby the Emperor for independence of Ashar
Favorite Factions: The Ashar government
Least Favorite Factions: The Bank of Ashar
Favorite Memory: Completing the Master’s Test of his guild
Goals: Serve the empire of Tashar, hone his skills
Greatest Fear: The death of the Dwarves as an independent folk
Religion: Magika
Last edited by Great Confederacy of Commonwealth States on Thu Jun 27, 2019 4:53 am, edited 2 times in total.
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.

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The Anarcho-Syndicalist Commune
Minister
 
Posts: 3484
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Thu Jun 27, 2019 5:05 am

Zarkenis Ultima wrote:
Tomia wrote:Cool I like that honestly, look forward to the creative solutions he comes up with. One of the more amusing ones would be him riding on the back of one of the larger chars :P


Neferis could help there. Though she won't be happy about it :P


Prax could also help with that

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

Postby Skyggeheim » Thu Jun 27, 2019 5:51 am

Tomia wrote:
Skyggeheim wrote:Traven Faust

Think you could explain a bit more about the corrupted arm in the app? Comes out of no where in the abilities section imo. And do you imagine his card throwing ability to be magic? Or is he a mage that just doesn't really just use his magic? Seems like his mage background in general is somewhat ignored in bio.

Solid char though, nice work

I suppose he’s not a mage then. I was unsure about the naming conventions of what he technically would be since his runes directly contribute to his combat. He has no latent magical ability, his card throwing is regular human talent. I guess his fighting style is...trickster?

And I’ll expand on the arm in the bio. The base of why he can use it is there(a flubbed rune corrupted his writing hand with extreme amounts of energy), but I’ll explain why he can use it.

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Kaledoria
Ambassador
 
Posts: 1578
Founded: Jul 06, 2010
Libertarian Police State

Postby Kaledoria » Thu Jun 27, 2019 6:58 am

Edit: After seeing the lot of people already in, I'm withdrawing.
Last edited by Kaledoria on Sun Jun 30, 2019 9:06 am, edited 3 times in total.

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Absolon-7
Diplomat
 
Posts: 935
Founded: May 11, 2014
Corrupt Dictatorship

Postby Absolon-7 » Thu Jun 27, 2019 9:21 am

Great Confederacy of Commonwealth States wrote:
Absolon-7 wrote:Name: Rudolph Thorbecke


Please tell me you named him after who I think you named him after.

Yes

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Tomia
Post Marshal
 
Posts: 15653
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu Jun 27, 2019 10:14 am

Great Confederacy of Commonwealth States wrote:[/b] Bethelomet Marter

Great app, accepted

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Zarkenis Ultima
Post Czar
 
Posts: 43289
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Thu Jun 27, 2019 12:31 pm

Gudmund wrote:Still working on an app, but I do have some questions. What is the average lifespan and general population for each race? Do the races have different birthrates? Can magic/artifacts/alchemy be used to extend or revert age? Is there any nuke equivilent in this world (i.e. a massive dragon, big demon horde, magic artefact)?


I'm afraid I don't have exact numbers to give you for the population part, but it's stated that humans and beastfolk are the most numerous, while dwarves are the scarcest - elves and merfolk would be somewhere inbetween. Human and merfolk lifespan is around 70, elf around 90 and dwarf around 60 - human birthrates are as normal, dwarves reproduce a bit more often, and elves a bit less often. For beastfolk you can assume lifespans and birthrates similar to humans, with a little variance based on what animal they're related to - dragonfolk would reproduce less often but live longer than rodentfolk, for instance.
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Tomia
Post Marshal
 
Posts: 15653
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu Jun 27, 2019 3:06 pm

Skyggeheim wrote:
Tomia wrote:Think you could explain a bit more about the corrupted arm in the app? Comes out of no where in the abilities section imo. And do you imagine his card throwing ability to be magic? Or is he a mage that just doesn't really just use his magic? Seems like his mage background in general is somewhat ignored in bio.

Solid char though, nice work

I suppose he’s not a mage then. I was unsure about the naming conventions of what he technically would be since his runes directly contribute to his combat. He has no latent magical ability, his card throwing is regular human talent. I guess his fighting style is...trickster?

And I’ll expand on the arm in the bio. The base of why he can use it is there(a flubbed rune corrupted his writing hand with extreme amounts of energy), but I’ll explain why he can use it.

Ya mages are strictly people who can access magic and create magika. Runesmiths aren't mages. And that makes sense looking forward to reading it
Last edited by Tomia on Thu Jun 27, 2019 3:08 pm, edited 1 time in total.

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Torrocca
Postmaster of the Fleet
 
Posts: 27412
Founded: Dec 01, 2011
Democratic Socialists

Postby Torrocca » Thu Jun 27, 2019 3:10 pm

Ooh, this looks very nice! Just a quick question, though: what're the technology levels like here? Something akin to the 1300s of OTL, or something else?
Communist now and forever.
"The life of a single human being is worth a million times more than all the property of the richest man on Earth." - Che Guevara
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New Finnish Republic
Minister
 
Posts: 2653
Founded: Mar 30, 2015
Ex-Nation

Postby New Finnish Republic » Thu Jun 27, 2019 3:11 pm

Name: Emile Petit
Age: 22
Gender: Female
Race: Human
Appearance (pics if possible):
Image
Mage?: No
Bio: Born as an orphan within the slums of Halsha, Emile was forced from an early age to learn how to survive in the harsh and unforgiving city known to show no mercy. In order to put food into her stomach, she often found herself stealing from the various vendors and shops that filled the streets. While there were countless close calls, she seemed to always escape from anyone who caught her thanks to both her quick wits and her ability to perform feats of impressive agility.

As the years went by and the small frail girl began to develop into a woman, her skills as a thief grew as well. Moving on from simple theft of pieces of bread and meat from the street vendors, she began to do more lucrative actions such as pickpocketing and simple break in robberies in the middle of the night. While these actions brought greater rewards, they also brought greater risks.

Whether it was the result of being caught in the act by her victims or fellow thieves that wanted competition removed, she found herself needing to defend herself on more than one occasion. Thus, she found herself using knives as both of means of defense as well as intimidation when needed. While she was far from the level of skill as a trained warrior, she became fairly proficient in using the small concealable weapon.

Eventually, however, she bit on more than she could chew when she attempted to pickpocket a lavish looking woman walking down the streets seemingly unguarded. She managed to indeed steal the small purse she carried as well as the jeweled necklace that hung around her neck, but unknown to her a trio of guards dressed as commoners suddenly surrounded Emile, quickly capturing the surprised thief with little effort.

It turned out that the women had been a noble, a baroness by the name of Lady Daspit, tasked with a secretive meeting with the local branch of the Street Crawlers. Such deals between the nobility and the criminal organization was commonplace in the corrupt capital, as both the various nobles as well as the leaders of the organization often used one another to further their own political aims.

Thus, when the noblewoman saw the thief apprehended before her, instead of sending her off to the stockades she instead decided to bring the girl along with her to the meeting, providing the organization with what she saw as a potential recruit in an effort to assist in getting what she wanted. While the negotiator from the Street Crawlers was hesitant in the offer, he eventually decided to allow Emile into the organization on the terms that Emile would serve the baroness when called upon.

And so Emile officially became a member of the Street Crawlers, where she would be trained by the various men and women who held a wealth of knowledge for her to gain from. While the concept of leadership was hazy at best, there were certainly members who held more weight in decisions than others. One of these individuals was the man who accepted Lady Daspit's offer, Edward Longfellow.

In addition to others within the local group, Edward was instrumental in teaching Emile new skills that helped her perform the various tasks that was demanded of the organization, on how to pick complicated locks, how to better conceal one's presence, and how to use one's charm and wit to talk oneself out of tricky situations. While the goal of the organization was strictly to avoid violence, as such acts often lead to further issues for them, it was an inevitability that there would be times that one would need to fight their way out of situations.

Therefore, Emile was taught in addition to the means of thievery she became adept at the means of self defense. Thanks to the training of Edward and the others, she became proficient in the use of dual wielding and throwing knives, hand-to-hand combat, and even the use of smoke bombs and other improvised magical explosives. While it was a rare occurrence that she needed to use them, they certainly became useful when she had to use them.

For several years, Emile worked as an agent of the Street Crawlers, accomplishing tasks that ranged from simple robberies to things as complex as infiltrating the courts of nobles and gathering information to use as blackmail by their clients. And as their initial agreement had been, many of these missions had been in the service of Lady Daspit, who gradually increased her influence in the city with the help of the various contracts made with the organization.

In this time, Emile's influence in the organization increased as well due to her practically flawless performance in the various contracts that had been assigned to her. Eventually she turned from a pupil into an instructor, training new recruits of the organization into competent members of the organization. She was also trusted with more risk involved yet much more profitable contracts, which is what eventually led her to Haden Hill.


She and a handful of other operatives were tasked with acting as representatives from the organization, being available for whatever contracts that was offered to them in exchange for their services.


Fighting Style: Rouge
Abilities:
  • [Slight of Hand]: Emile is the master of distraction. Whether it's stealing the keys from an unsuspecting guard, slipping incriminating evidence into the pockets of some unwitting target, or hiding a slipping a wielded dagger behind an unknowing back, she is able to slip past the detection of all but the most aware. In addition to this, she has a natural abilities with locks and is capable of breaking through practically anything outside of the arcane.
  • [Golden Tongued]: Emile is extremely skilled in the art of persuasion. She can use both her charms and her looks to convince others to give what she needs, whether it's information, favors, or anything else that can be persuaded. In addition to this, she is the master of manipulating others with false information, able to plant seeds of distrust among the ranks of her targets.
  • [Shadow Walker]: Emile can hide her presence to make her practically invisible in even the most obvious of places. Using a combination of light steps, using shadows to hide her, and taking advantage of her targets blind spots, she can sneak into even the most heavily of guarded locations should the conditions be right.
  • [Rouge Fighter]: Emile is proficient in the use of small bladed weapons, namely daggers and short swords. She can both wield and throw them accurately, using her speed and agility to reach the weak spots of her slower armored opponents. In addition to this, she is not afraid to use underhanded tactics such as smoke bombs, poison, and other pieces of equipment to further incapacitate her opponents.

Limitations:
  • Lightly Armored- Because she relies on speed and agility in combat, Emile wears only light armor to provide her protection. While enough to lessen the damage of glancing blows, should a direct hit land on her from any attack the consequences can be severe. In addition to this, she is limited by her choice of weaponry, as she needs to rely on attacking exposed points in her opponents in order to succeed in combat.

Equipment:
  • Dual Daggers
  • Throwing Knives
  • Reinforced Leather Armor
  • Smoke Bombs
  • Firebombs


Optional Questionnaire
Personal Quest: Acquire A Contract
Favorite Factions: Street Crawlers
Least Favorite Factions: The Knights of Shotarr
Favorite Memory: Training with Edward
Goals: Secure more influence in the Street Crawlers
Greatest Fear: Being captured
Religion: The Pantheon, Faenar
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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Tomia
Post Marshal
 
Posts: 15653
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Thu Jun 27, 2019 3:21 pm

Torrocca wrote:Ooh, this looks very nice! Just a quick question, though: what're the technology levels like here? Something akin to the 1300s of OTL, or something else?

I would say typical medieval tech like, got, Dragon age, Witcher etc so standard tech plus things that can be advanced because of magic.

New Finnish Republic wrote:[b]Emile Petit

Great app Finn, accepted, I think her and Brialya would have very interesting interaction :)

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