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Theorra (Fantasy RP, OOC, Always Open)

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The Republic of Atria
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Founded: Nov 12, 2013
Capitalist Paradise

Theorra (Fantasy RP, OOC, Always Open)

Postby The Republic of Atria » Mon May 28, 2018 5:07 pm

Welcome to the world of Theorra. A world as beautiful as it is dangerous. The first of the realms: the Elves of Osynehil brought with them beauty and magic. The second of the realms: The Dwarves of Nolrhia brought with them technology and progress. The last, but certainly not least of the realms: the Empire of Man: Aframus. Bringing with them fire and grit. The realms co-existed mostly peacefully. The Elves protected by their mastery of the arcane, Dwarves by their war machines and massive cities, and the humans by their mastery of pyromancy. All was more or less peaceful until an outbreak of undeath. The deceased were not staying that way and none can understand why. This afflicted all kingdoms. Putting down the shambling wrecks was obnoxious enough, but even when their bodies were all but ashes, they still returned.

Meanwhile the curse only seemed to get worse, though each of the realms did their best to deal with it. Many Elves moved to the trees, the Dwarves made giant mausoleums to house the bodies, and the humans just kept incinerating the bodies where they popped up.

Which takes us to now. As the undead's numbers continue to increase, more and more of every race have decided that running for the hills might be the best option. Others argue that merely delays the issue. While the politicians argue and bicker about the best solution, more and more people Elf, Dwarf, and Human alike began to grow weary of not doing something to find a permanent solution.

Enter you. An Elf, Dwarf, Human, or something else trying either to survive the onslaught of undeath or find a permanent solution to it.

IC





Major Races


Pretty much what you expect appearance wise. Elegant, functionally immortal people with knife shaped ears. They come in two varieties. High Elf and Wood Elves. High Elves rely more on their enchantment magic and craftsmanship whereas Wood Elves rely more on martial prowess and more aggressive magic. They're the least advanced race on Theorra, but the most magically gifted. Elf magic is far more stable and possesses more utility than human magic. Elf magic typically involves creating powerful wards and enchanting their equipment to make up for their lack of technology. Though spells to aid in moving quicker like Haste and a short ranged teleport have started growing in popularity among the Wood elves. Thanks to their nearly infinite lifespan, Elves tend to be very skilled in many areas. Woods Elves tend to be extraordinarily skilled with their blades and bow in comparison to humans and dwarves. While somewhat haughty, they've since lessened their condescending thoughts on the other races due to the need for survival. While both humans and Dwarves tend to be as rude to the Elves as they are to them, no one can doubt that an Elven enchantment or healer is nothing short of fantastic.

Typically Elves are armed with elegantly crafted and enchanted blades and bows. Armor is typically light and quite sturdy for it's weight. They're fond of hit and run tactics rather than direct conflict. They operate in small squads of warriors trained over decades to perfection.


Short, loud, and almost always with with a big beard. The Dwarves are incredibly industrious to make up for their lack of magical talent. With the elves and their tracking arrows, the humans and their propensity towards setting everything on fire, the Dwarves make machines. Large stone and metal machines that move on their own. Being the creators of weapons beyond bows and blades: fire arms. While far from elegant, a Dwarven rifle is just as effective at killing as a fancy Elven bow. Strangely enough, the Dwarves are the least effected by the undead scourge. Their stone cities and war machines make dealing the the walking corpses quite easy. Their relationship with the other two races in quite odd. They loathe Elven construction, but are more than happy to teach the humans how to properly cut lay stone. The human's technique wasn't as good as theirs, even after being taught, but it got them to stop making their homes out of wood. Dwarves are found in larger human cities, while some humans started moving in with the Dwarves for safety from the undead.

Dwarves love their rifles and cannons. It's rare to see a dwarf without a firearm of some sort. Melee combat is uncommon, but heavy armor and weapons are used. Large axes and hammers are the majority of Dwarven sense talking sticks. Typically Dwarves use their heavy war machines to simply plow through anything that tries to stop them. Usually with destructive results.


The most spread out race of Theorra. Living in the cold, heat, and every place inbetween. Humans are known for being stubborn, strong willed, and sometimes insane. This belief held by Elves and Dwarves alike is compounded when the humans invented their own magic: Pyromancy. Not that it didn't suit them. The dwarves were the first to meet them, and showed the humans proper stone and metal working. One could tell from human architecture where they took inspiration from the Dwarves. Most Elves didn't see the humans as worth spending too much time on. Figuring that the humans would quite literally burn themselves out, only to be surprised that they spread as quickly as the fire they wielded. Human villages were everywhere and showing up all the more frequent. Some Elves finally gave in and decided to see what the humans had. The first thing they noticed was that not all humans shared the same opinion on anything. In fact it was common to see one praising the Elves and another shouting obscenities at them in the very same village. Even when it came to the magic the humans invented, they were divided on it. Some believe it was blasphemous to some deity, other saw it merely as a tool, and other even worshiped it. Were it not for the fact that humanity's biggest problem is themselves, it's likely they would control the entire planet.

Humans use whatever weapons they have access to. Lacking in quality, they make up for in quantity. Archers are less skilled than Elven ones, but outnumber the Elves 5 to 1. One notable exception is the preferred weapons of pyromancers. In order to prevent pyromania, pyromancers can use staves to limit how much of their power they use. Though some still opt to carry only a knife.






Magic


There are many types of magic on Theorra. There are 2 major types of magic.

Elemental: Earth, wind, fire, and water magic makes up the most basic for of magic. Though there has been rumors of some people developing lightning magic to add to the roster. Elemental magic is most often used for battle, though water is the most common element used by healers and in desperate times, people are finding that elemental magic can be used for many other purposes beyond making your enemies dead. A good battle wizard is a beautiful thing to have, and a terrifying thing to be on the receiving end of. Elemental magic when used liberally can be intoxicating and cause it's user to undergo magic addiction and crave the use of their abilities more and more.

Mystical: A much more broad field encompassing everything from enchantments to illusions and summoning. These forms of magic were created by the elves, and adapted by humanity to better suit their needs. Humans lack the lifespan required to master more than one field, though there have been stories of humans finding a way around their limited lifespan in these final days by making clever use of what they can learn. Elven mages are typically the masters of this type whereas humans find much more success with elemental magic. Though in these desperate times, both humans and elves are willing to do anything to survive.





Major Cities


Osynehil: The functional capital for the Wood and High Elves. Less a city and more a gigantic elegantly crafted camp. The Elves made sure their capital represented their beauty and elegance. Few Humans and Dwarves have seen it in person, as the Elves are fiercely protective of it. A sprawling camp of tents woven from the finest cloth and enchanted to last eons. Though many Elves have chosen to abandon their home to both return to their roots as Wood Elves and get as far away from the Undead as possible. Some have even reluctantly decided to seek out living in the much more heavily fortified cities built by the Dwarves and Humans.

Nolrhia: The Dwarven capital. A massive city carved deep into a huge mountain. The hardy Dwarves did everything in their power to ensure their city would outlive even the Elves and it shows. The cursed corpses haven't even made it beyond the base of the mountain their city was carved into, let alone breach the thick stone walls and numerous defenses the city holda. Inside the city is a massively deep and oddly well let city. By far the most advanced city on the planet. Lifting platforms, motorized vehicles, and other marvelous inventions can be found here. Despite this, the city is simply not built to accommodate the much taller Humans and Elves. As such they typically only visit for a few days before leaving. Typically for trading.

Aframus: The Human Capital. Less glamorous than the Dwarf and Elf capitals, but no less functional. The Humans named it in honor of their first ruler and a statue of the Dwarves that first introduced them to stone and metal working is in the center of the city. There are two notable differences between the Human's Capital and the others: the population is the most diverse on the planet. You'll not find a city with all three races living, mostly, happily alongside each other. The second oddity in the city is it's defenders which also act as it's guards. Knights clad with more hard leather than metal, wielding a sword in one hand and fire in the other. These knights, known as the Phoenix Order, are pyromancers given training with a blade to maximize their effectiveness against threaten both living and unliving.

The Deadlands: What was one a bustling hub of commerce and culture now almost completely overrun by the Undead. The collapse of this area was what spurned the major empires into panic and disarray. Though some mad men still venture out there in search of treasures that were left behind.




Hope you didn't mind reading at least some of that. Welcome to Theorra! You'll find the apps just below the rules. If you have any questions, feel free to ask them here or over TG. If you were in the previous version of the RP, I'm perfectly okay with you reposting your apps.

Da Rules
  • I am more than happy to welcome races beyond the ones I've made. But please try to make them in line with the others.
  • Keep things PG-13. You all should know this.
  • Traditional RP etiquette. No godmodding, metagaming, ect.
  • Please try not to make G/Mary s(t)us. Everyone's got strengths and weaknesses.
  • Please let me know if you're not going to be able to post for a bit so other people don't get held up.
  • Have fun!

Applications


Character App
Code: Select all
[b][u]Race:[/u][/b]

[b][u]Name:[/u][/b]

[b][u]Age:[/u][/b]

[b][u]Gender:[/u][/b]

[b][u]Appearance:[/u][/b] (Pics are preferred)

[b][u]Bio:[/u][/b]

[b][u]Skills:[/u][/b] (What physical training does your character possess?)

[b][u]Magic:[/u][/b] (If any. What type of Magic is the character practiced in?)

[b][u]Equipment:[/u][/b] (What gear does your character carry around most of the time?)

[u]Optional[/u]

[b][u]Likes:[/u][/b]

[b][u]Dislikes:[/u][/b]

[b][u]Theme Song:[/u][/b]

[b][u][url=http://tvtropes.org/]Tropes:[/url][/u][/b]


Race App


Code: Select all
[b][u]Race Name:[/u][/b]

[b][u]Race Capital:[/u][/b]

[b][u]Race History:[/u][/b]

[b][u]Race Appearance:[/u][/b] (Pics are preferred. What do they look like on average?)

[b][u]Notable Race Abilities:[/u][/b] (What abilities do they have that makes them different?)

[b][u]Magic:[/u][/b] (Can they use magic and if so, what types? Feel free to use a form of magic I've not yet explained!)


City App

Code: Select all
[b][u]City Name:[/u][/b]

[b][u]Primary Populations:[/u][/b] (What races lives most in the city?)

[b][u]Appearance:[/u][/b] (Describe it, or post a pic)

[b][u]City History:[/u][/b]
Last edited by The Republic of Atria on Sat Jun 09, 2018 7:28 pm, edited 3 times in total.

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

Postby The Republic of Atria » Mon May 28, 2018 5:08 pm

Race: Human

Name: Ulric Lonnigan

Age: 32

Gender: Male

Appearance: Face
Armor
Melee Weapon
Blunderbuss

Bio: Ulric was born to a poor town known as Reiksburg to a hunter for a father and enchantress for a mother. Despite the town being poor, ugly, and out of the way of most trade routes, the people made due. There was always enough to eat, and he never wanted for much. It also had the advantage of being well out of the way of the undead swarm that ravaged most of the planet. He got a very basic education, learning basic math and how to read until he was considered of age to learn the town's secret: It was founded by a group of warriors who sought to ensure humanity had an elite fighting force that none knew about. Many knew of the battle wizards that guarded many a city, and Aframus's legendary Phoenix Order, but few knew of the Reiksburg Hunters.

One he turned the ripe age of 12, he was inducted into the Hunters, and took to the training like a fish to water. Learning how to fight, take care of wounds, anatomy of many of the creatures that roamed the lands and even slightly dabbled in the town's version of blood magic. All in preparation to turn him into one of their warriors. One he mastered the martial basics his training became more specialized, with it being focused on enhancing his strengths and covering up his weaknesses while the older members of the town designed a weapon specifically for him as with every hunter. The weapons were created unique to the individual based on their fighting style and designed to be unconventional to be as difficult to fight against as possible. Ulric was granted a large scythe with a collapsible handle that he could have on his back, while wielding the blade that could be connected mid swing. His preferred sidearm was a blunderbuss.

When he completed his training, it was time for him to undergo the town's most sacred ritual: Blood Enchantment. His blood would slowly be drained, enchanted and put back into him. This had the effect of greatly increasing his body's physical abilities and granting him a instinctual spell that all Hunters knew: Haste. Allowing him to dash short distances with such speed that it seemed like he was invisible. And not a day too soon, while he was preparing to go on his journey across Theorra as his final rite of passage, the undead swarmed the tiny town. And while it's hunters fought valiantly, they were scattered as the town fell to the scourge of corpses.

Ulric was angry that his town had been destroyed by something as disgusting as the undead. Anger turned to bloodthirst as he unleashed his fury upon the corpses who took his home away from him, sadly to no avail, as for every ten he cut down, thirty more would join and he was forced to retreat and roam from city to city trying to find some place the was trying to take the fight to whatever was causing this atrocity. Just as he was about to give up hope, he felt something magical luring him on a strange path.

Skills: Reiksburg Hunter: Ulric has an incredible level of combat training due to his upbringing. While he can use most weapons with a good degree of skill, he's by far the most effective when using his beloved scythe and blunderbuss.

Magic: Minor Blood Magic: By no means a legitimate mage, but Ulric has some ability with blood magic. With it, he can consume the blood of animals and people if needed to quicken the healing of his injuries.

Ichor: Ulric's blood has enchantments that increases his speed and strength to superhuman levels. Boasting the strength of 4 men and speed to match. The blood also causes his injuries to heal much faster than a normal human.

Equipment: His blade, blunderbuss and the clothes on his back.

Optional

Likes:

Dislikes:

Theme Song:

Tropes:




Character List

City List


Additional Races:

Last edited by The Republic of Atria on Fri Jun 15, 2018 5:13 am, edited 13 times in total.

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Tomia
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New York Times Democracy

Postby Tomia » Mon May 28, 2018 5:09 pm

First!

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Indo-pasif archipelago
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Democratic Socialists

Postby Indo-pasif archipelago » Mon May 28, 2018 5:43 pm

A wild tag appears!
I picked the Anarchist Hog

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Asardia
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Founded: Dec 25, 2017
Scandinavian Liberal Paradise

Postby Asardia » Mon May 28, 2018 5:59 pm

Race: Human

Name: Annora Allegrodo

Age: 25

Gender: Female

Appearance:
Image


Bio: Annora was born in the human capital of Aframus to two parents who both specialized in pyromancy. The Allegrodo family were exceptionally gifted in Fire Magic, even being able to create Lightning, another form of magic. Annora lived a rather privileged life. Her family was well off and able to fend for themselves. Annora received fierce combat training from her father and grew up as a bit of a tomboy. She loved to fight and often got into trouble with the local neighborhood children. Annora's father was a former member of the Phoenix Order, and because of that, Annora also wanted to get into the Order. She worked day and night to become a stronger fighter and become more gifted with her fire magic. Annora went to school close to her father's barracks, and was able to learn the basics to allow her to survive. By age 15, Annora was a more than capable martial artist and was slowly learning how to improve her pyromancy. Magic did take its toll on her, as one day when she was 17, she fell sick and was unable to even move for weeks. But she came out of that stronger than ever. It was also around this time that Annora discovered her skills with Lightning magic. But not too long later, the undead would converge upon the Allegrodo family as they were traveling outside the city. Although wounded, Annora and her parents escaped and was able to return to Aframus, where she swore to take revenge and become strong enough to challenge those who fought her and her family.


Skills: Martial Arts Mastery. Annora is very skilled in martial arts, mainly due to the intense training she received from her father. She can fight with many mages one on one and possesses the stamina to fight in prolonged battles. However, due to being a woman, she still is physically weaker than the male mages she may face, but she makes up with her ability with the sword. Annora is well gifted in sword combat, and is a good tactician and strategist.

Magic:

Pyromancy: Annora knows how to wield fire magic and due to her family's heritage, is able to use fire magic that exceeds those of other fire magic users.

Lightning Magic: Annora is also gifted in the rare magic of Lightning, being able to summon it at will. Using Lightning Magic, Annora can also enter into what's known as the Electrical Enhanced Condition, drastically increasing her speed, endurance, and senses. She is able to react at superhuman levels and can create electrical constructs, basically objects created from electricity, such as shields. She can also infuse her sword with lightning, increasing its power. Using Lightning also granted Annora the Subtle Enhancement, which improves her 5 senses a little, allowing her to sense when things are out of place.

Equipment: A sword, and two knives. She carries a pack of healing potions just in case she needs it.

Optional

Likes:

Dislikes:

Theme Song:

Tropes:
Last edited by Asardia on Tue May 29, 2018 3:31 pm, edited 3 times in total.
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

5pb wrote:"I'm cutting it off," Ayano raised an axe above her head

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

Postby The Republic of Atria » Mon May 28, 2018 6:16 pm

Asardia wrote:Race: Human

Name: Annora Allegrodo

Age: 25

Gender: Female

Appearance: (Pics are preferred)


Bio: Annora was born in the human capital of Aframus to two parents who both specialized in pyromancy. The Allegrodo family were exceptionally gifted in Fire Magic, even being able to create Lightning, an extremely rare form of magic. Annora lived a rather privileged life. Her family was well off and able to fend for themselves. Katherine received fierce combat training from her father and grew up as a bit of a tomboy. She loved to fight and often got into trouble with the local neighborhood children. Annora's father was a former member of the Phoenix Order, and because of that, Annora also wanted to get into the Order. She worked day and night to become a stronger fighter and become more gifted with her fire magic. Annora went to school close to her father's barracks, and was able to learn the basics to allow her to survive. By age 15, Annora was a more than capable martial artist and was slowly learning how to improve her pyromancy. Magic did take its toll on her, as one day when she was 17, she fell sick and was unable to even move for weeks. But she came out of that stronger than ever. It was also around this time that Annora discovered her skills with Lightning magic. But not too long later, the undead would converge upon the Allegrodo family as they were traveling outside the city. Although wounded, Annora and her parents escaped and was able to return to Aframus, where she swore to take revenge and become strong enough to challenge those who fought her and her family.


Skills: (What physical training does your character possess?) Martial Arts Mastery. Annora is very skilled in martial arts, mainly due to the intense training she received from her father. She can fight with many mages one on one and possesses the stamina to fight in prolonged battles. However, due to being a woman, she still is physically weaker than the male mages she may face, but she makes up with her ability with the sword. Annora is well gifted in sword combat, and is a good tactician and strategist.

Magic: (If any. What type of Magic is the character practiced in?)

Pyromancy: Annora knows how to wield fire magic and due to her family's heritage, is able to use fire magic that exceeds those of over fire magic users.

Lightning Magic: Annora is also gifted in the rare magic of Lightning, being able to summon it at will. Using Lightning Magic, Annora can also enter into what's known as the Electrical Enhanced Condition, drastically increasing her speed, endurance, and senses. She is able to react at superhuman levels and can create electrical constructs, basically objects created from electricity, such as shields. She can also infuse her sword with lightning, increasing its power. Using Lightning also granted Annora the Subtle Enhancement, which improves her 5 senses a little, allowing her to sense when things are out of place.

Equipment: (What gear does your character carry around most of the time?) A sword, and two knives. She carries a pack of healing potions just in case she needs it.

Optional

Likes:

Dislikes:

Theme Song:

Tropes:



Looks pretty good. A few minor things though. Please delete the stuff in parenthesis, and lightning magic isn't extremely rare. It's not super common for sure, but that's about it! Fix that and you're good to go!

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Asardia
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Founded: Dec 25, 2017
Scandinavian Liberal Paradise

Postby Asardia » Mon May 28, 2018 6:23 pm

The Republic of Atria wrote:
Asardia wrote:Race: Human

Name: Annora Allegrodo

Age: 25

Gender: Female

Appearance: (Pics are preferred)


Bio: Annora was born in the human capital of Aframus to two parents who both specialized in pyromancy. The Allegrodo family were exceptionally gifted in Fire Magic, even being able to create Lightning, an extremely rare form of magic. Annora lived a rather privileged life. Her family was well off and able to fend for themselves. Katherine received fierce combat training from her father and grew up as a bit of a tomboy. She loved to fight and often got into trouble with the local neighborhood children. Annora's father was a former member of the Phoenix Order, and because of that, Annora also wanted to get into the Order. She worked day and night to become a stronger fighter and become more gifted with her fire magic. Annora went to school close to her father's barracks, and was able to learn the basics to allow her to survive. By age 15, Annora was a more than capable martial artist and was slowly learning how to improve her pyromancy. Magic did take its toll on her, as one day when she was 17, she fell sick and was unable to even move for weeks. But she came out of that stronger than ever. It was also around this time that Annora discovered her skills with Lightning magic. But not too long later, the undead would converge upon the Allegrodo family as they were traveling outside the city. Although wounded, Annora and her parents escaped and was able to return to Aframus, where she swore to take revenge and become strong enough to challenge those who fought her and her family.


Skills: (What physical training does your character possess?) Martial Arts Mastery. Annora is very skilled in martial arts, mainly due to the intense training she received from her father. She can fight with many mages one on one and possesses the stamina to fight in prolonged battles. However, due to being a woman, she still is physically weaker than the male mages she may face, but she makes up with her ability with the sword. Annora is well gifted in sword combat, and is a good tactician and strategist.

Magic: (If any. What type of Magic is the character practiced in?)

Pyromancy: Annora knows how to wield fire magic and due to her family's heritage, is able to use fire magic that exceeds those of over fire magic users.

Lightning Magic: Annora is also gifted in the rare magic of Lightning, being able to summon it at will. Using Lightning Magic, Annora can also enter into what's known as the Electrical Enhanced Condition, drastically increasing her speed, endurance, and senses. She is able to react at superhuman levels and can create electrical constructs, basically objects created from electricity, such as shields. She can also infuse her sword with lightning, increasing its power. Using Lightning also granted Annora the Subtle Enhancement, which improves her 5 senses a little, allowing her to sense when things are out of place.

Equipment: (What gear does your character carry around most of the time?) A sword, and two knives. She carries a pack of healing potions just in case she needs it.

Optional

Likes:

Dislikes:

Theme Song:

Tropes:



Looks pretty good. A few minor things though. Please delete the stuff in parenthesis, and lightning magic isn't extremely rare. It's not super common for sure, but that's about it! Fix that and you're good to go!


Sorry. I edited the app
Last edited by Asardia on Mon May 28, 2018 6:24 pm, edited 1 time in total.
If money is where you find happiness you'll always be poor
Often its not the driver but the passengers that find the right path

North German Realm wrote:Cantello. HE's empire looks like a Persian rug more than a flag, ngl

5pb wrote:"I'm cutting it off," Ayano raised an axe above her head

"Wait wait wai... FUCK!"

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G-Tech Corporation
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Posts: 63964
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon May 28, 2018 6:25 pm

Hmm. Interesting. Interesting indeed.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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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 » Mon May 28, 2018 6:28 pm

Asardia wrote:
The Republic of Atria wrote:

Looks pretty good. A few minor things though. Please delete the stuff in parenthesis, and lightning magic isn't extremely rare. It's not super common for sure, but that's about it! Fix that and you're good to go!


Sorry. I edited the app


No problem at all! Welcome aboard!

G-Tech Corporation wrote:Hmm. Interesting. Interesting indeed.


Why, thank you very much.

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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Mon May 28, 2018 6:28 pm

Race: Human

Name: Tristan Sylvannian

Age: 22

Gender: Male

Appearance: Here

Bio: Tristan was the fourth scion of two members of the Sylvannian bloodline, a renowned family of cryomancers that was rumored to be an offshoot of one of the royal families and wielded some influence in the city, though not as much as during the family's heyday. Born seven years before his eldest sibling, one of his two sisters, Tristan did not receive much attention from his parents, leading him to develop a more independent attitude compared to his siblings; however, despite this lack, his early childhood was a fairly happy one, and he would often play out in the snowy fields with his siblings and the other children.

Eventually, as Tristan's siblings grew, they were steadily separated from him, taking up responsibilities befitting their age and status. First was the older of his two sisters, who was to become the head of the family once their parents passed away, a strong leader and cryomancer and a keeper of their legacy. Next was his older brother, who, upon reaching a certain age, opted to join the Hunters, a group that served as both the main military force of Vadris Thaia and as one of its most important survival mechanisms, in the sense that the hunting parties sent out were vital for the city's continued sustenance. By the time that the younger of Tristan's sisters was sent off to learn how to exploit her an'weith among Vadris Thaia's Builders, however, Tristan had plenty of things taking up his time. For one, as he was fast approaching the age in which he would have to choose his path in life and had expressed interest in joining the Hunters, his older brother began giving him some basic combat training from what he had learned. At the same time, his parents, while unwilling to teach him cryomancy until they were sure he would be ready for it, had begun showing him various exercises to mentally prepare for it, and he eagerly took to them, hoping to one day make his family proud.

When Tristan finally reached the age of 13, his path was already decided. Like his brother before, he went to train with the Hunters, perfecting his combat technique and learning how to handle not only the spear and the sword, the Hunters' main weapons, but also the flintlock pistol, a weapon that had been incorporated into the Hunters' standard gear in the last century due to the arrival of dwarven immigrants, many of whom were skilled blacksmiths and gunsmiths. Despite struggling to get the hang of the pistol--particularly due to its complicated loading procedure--the boy excelled with melee weapons thanks to his older brother's training, and he took to the Hunters like a fish to the water, spending the next couple years training arduously, until eventually he was old enough to participate in the city's hunting parties.

Tristan's life with the Hunters continued for a few years, and all the while he continued to prepare himself for learning to harness the an'weith. But shortly after he turned sixteen, news of his eldest sister's fate soon reached him and his brother: her will turned out to be too weak and, overwhelmed by the White Breath's soothing whispers, she fell into icy slumber like so many cryomancers before her. The young woman's body, perfectly preserved by the cold and almost ressembling a statue, was moved to the city's graveyard, and Tristan's brother was recalled by their parents in order to replace his slumbering sister as the future head of the family, leaving the boy alone with the Hunters.

Needless to say, the oldest sister's tragedy was quite a blow for the morale of the Sylvannians, and Tristan in particular, in more ways than one. Leaving aside the obvious mourning for a sibling who, while not too close to him, was still a part of his family, there was the fact that her fate caused his father and mother to shy away from teaching their youngest child the art of cryomancy. Far from having been dissuaded by what happened, however, Tristan's resolve to learn it had increased: he felt he would be betraying his sister's memory if he was too afraid to try and learn the same things she did. Thus, for a long time he insisted, but it appeared to yield no results. Eventually, though, it turned out that his brother once more would be the one to teach him, walking him through the basics while taking the utmost care not to let Tristan throw himself head first into something he could not control. But the boy proved himself to be quite capable, and before long he mastered the basics, slowly trying out new things by himself, but always with care and restraint.

His newly acquired knowledge of cryomancy raised his standing among the Hunters quite a bit, as not all of them handled the an'weith, and most of those who did could only accomplish fairly simple things with it; most wielders of the White Breath in Vadris Thaia tended to either be teachers of the art, Builders, or else fulfilled other necessary functions within the city. Thanks to this, he gained some renown in the city, bringing his family's name to the light once more and earning the praise of his parents and siblings. All was well.

Some years passed, and as the young Thaian turned 21, he began craving adventure beyond what his life with the Hunters could offer, both to see more of the world and to further raise his family's name. For a while he had been aware of the undead curse, and had even been dispatched a couple of times to subdue some risen bodies and toss them into Lake Aldanar, but only upon approaching the immigrants who had moved to the Winter Hold for safety did he realize the full extent of the curse's impact on the rest of the world. Determined to help those in need, Tristan decided to start a journey to the South, hoping to find a worthy cause along the way.

Skills: Tristan is a highly skilled fighter in general, excelling with both the spear and the shortsword, though he prefers the former by far and is more skilled with it. He knows how to use and reload a dwarven flintlock as well, and has various skills related to his profession as one of Vadris Thaia's Hunters, including things like tracking, climbing and stealth, as well as survival skills and knowledge on how to best slay various beasts and monsters.

Magic: Tristan is exceptionally talented in the art of cryomancy, not to mention he has plenty of training on how to hold its subduing effects at bay. Some of the things he can do with magic are creating walls and other small structures, conjuring weaponry made of ice, channeling the cold through his weapons or his own body, using ice to attack directly or even causing sharp icicles to hail down from above, though magic of that caliber can prove to be very draining and dangerous to use. Tristan uses his magic in a more creative and tactical way instead of aiming to simply overpower any obstacles, as befitting his profession, though this does not mean he lacks firepower, figuratively speaking.

Equipment: Tristan wears fur clothing over leather armor with metal plates sewn into it here and there, and carries an ornate spear suited for both hunting and melee combat, a shortsword, a skinning knife, and a flintlock pistol with related tools and some ammunition; the spear is strapped to his back and the shortsword is sheathed on his hip, while the pistol hangs opposite to the sword in a leather holster and the knife rests on a sheath near his ankle. In addition to his weapons, he has a pair of leather pouches, some rations and some coins.



City Name: Vadris Thaia, known variously as the Winter Hold and the City at the End of the World

Primary Populations: Humans, with dwarven and elven minorities, though the latter are a very, very rare sight.

Appearance: The city of Vadris Thaia itself looks like this. Flanked by a range of massive, snowy peaks on one side and a treacherous icy lake on the other, the natural fortress that is the city has only one "easy" way out, a heavily guarded bridge used mostly by hunting parties and the occasional envoy. Beyond the bridge and surrounding the lake are a series of massive icy towers which keep watch over the city and the nearby boreal forests, which are the main source of food for the city. Beyond what has been previously described, remaining landmarks of the city-state's territory are the graveyard, located near the city itself and housing hundreds of unmarked graves and ice statues; and the castle of Vadris Moran, the Hall of the End, a massive fortification built on the side of the mountain which houses the ruling clan of the city, and which is designed to protect the city's population for an indefinite amount of time in case of a siege.

City History: Vadris Thaia, the northernmost inhabited settlement known to any of the three races, is as ancient as it is mysterious, with no living beings who possess accurate knowledge of when it was founded and few who would dare to try and guess; some go as far as to claim that it predates Aframus. Further adding to the mystery, it is also unknown if the Winter Hold was built before the Hall of the End, or the other way around. What is known is that, among the humans who first ventured to the end of the world to build their city, there were those who grew so attuned to their environment that they developed a type of magic that was completely new compared to the elemental magic that mankind could handle back then. This magic, which allowed them to shape their icy surroundings to their will, was called An'weith, or White Breath in the language of Vadris Thaia, and known to the rest of the world as cryomancy. However, such power had a steep cost: An'weith attacked the instincts and passions of man, eventually lulling the weak into a death-like, icy slumber, allowing only the strong-willed and vigorous to wield it safely. The effects are slow and manageable in most cases, however.

The first to attain this power was revered by the people of that land, who hailed him as king. Whether those people had a ruler before or not is unknown, but it is evident without even checking the records that this kind of power was used quite abundantly in the construction of both the city and Vadris Moran, with the King of the Winter Hold, Alrik the First himself, leading these efforts most of the time. A bridge was built above Lake Aldanar, and massive watchtowers were erected to protect Vadris Thaia from any sort of enemy. The people organized hunting parties to venture into the nearby forests and plains to hunt the gargantuan beasts that dwelt there for their flesh and fur, or used their wit to trick and capture the giant fish that prowled under the waters of Lake Aldanar; some among the Thaians even used their magic to isolate patches of terrain from the effects of the elements, using the soil to grow crops to feed themselves.

After the tale of the foundation of Vadris Thaia and Vadris Moran, the millenary story of the city of cryomancers once again becomes shrouded in shadow. Thousands of years of history, of culture and of war are recorded in the gelid archives of the Winter Hold, but only in vague detail. Many other realms, human or otherwise, declared war on Vadris Thaia, seeking to enslave or extinguish the cryomancers, to make a show of their power, or for other political or personal reasons, but none managed to make it past the Aldanar Bridge thanks to the cryomancers and expert hunters of the city, with Vadris Thaia never succumbing to foreign ambitions. Over the centuries, many bloodlines of powerful cryomancers served as the royal family of the Winter Hold, though with enough time, these families inevitably died out due to the subduing effects of the power they wielded. Despite this, however, the internal politics of Vadris Thaia were always relatively peaceful, with things like coups and revolution attempts being few and far inbetween, and most rulers being far from tyrannous or bloodthirsty. In particular, the Thaians' worship of the northern elements as a benevolent force served as a means of social cohesion that kept internal conflicts to a minimum.

In recent times, Vadris Thaia has had a steady increase in population, primarily due to the arrival of refugees who flee from the undead curse that plagues the world of Theorra. While the rest of the realms were plunged into chaos and fear due to the rise of the undead, however, Vadris Thaia, much like Nolrhia, remained relatively unaffected by it; as there were no other large population centers nearby, the people only had to fear their own dead, which usually passed away either in their homes with plenty of forewarning or out in the wilderness, and the few undead that did prove to be an issue were simply frozen solid and put away or thrown into the lake by the Thaians to become food for the abyssal creatures who lived there. However, the stories brought from the outside world by the refugees, along with the adventurous spirit of some of the younger hunters of the city have recently caused some Thaians to migrate to other parts of the world in search for adventure or purpose.
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Tomia
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Founded: Apr 13, 2013
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Postby Tomia » Mon May 28, 2018 6:32 pm

City Name: Belrah

Primary Populations: Human

Appearance: This

City History:
Belrah is an ancient city, but one that few have ever visited. It is a city with along proud history, but one that is rife with turmoil. In fact, the city that currently stands as Belrah is the fourth such iteration, the previous four being burnt down due to various civil conflicts. It's founders, House Belrah, created the city thousands of years ago. The Belrah's dedicated their city to their god, Hagar, the god of light and purity. They built massive monuments to him, offered sacrifices, and dedicated their lives to his satisfaction. They believed that it was Hagar's doing that their family possessed extraordinary magical abilities. Some of their decedents wielded fire so naturally they believed it could be nothing other than the work of the god himself. With these abilities, the Belrah's ruled over the city with an iron fist for generations. One day, a prince of the Belrah family betrayed their traditions, he mocked Hagar, and demanded that humans live for themselves and not the whim of a god. A bloody civil war ensued between the prince and his family, and this war resulted in the first destruction of the city.

The ancient texts claim the fires burned for months, and in the city's place stood only ashes for years. After a few centuries the city was finally fully rebuilt, but it was a shadow of its former self. The city was rebuilt using old stories and drawings passed down through the generations, but it never had the same strength or stability that the original did. It was plagued with unrest and constant civil wars, a place where warlords ruled and bickered for petty power.

However, all of this changed three hundred and thirty seven years ago. At that time, a man who claimed to be a descendant of the Belrah family, under the name of Agar Belrah. Agar believed that the city of Belrah had a greater purpose that was being squandered. He desired Belrah to be the city of light, a haven for those who sought to rid the world of monsters and evils. Agar established the Church of the Light, an organization that didn't worship a god, as much as they did the literal sun and the light that it produced. This church was not just a building where people worship however, it was much more than that. The church began building an army, training people to use fire magic, and taking care of the city that they had rebuilt from the ashes.

Agar knew he could not hope to rule the city through the church alone however, so he raised up a few local families that he trusted to the level of noble houses. These five great houses, the Marods, Karrs, Tarrenwinds, Ashen, and Torvens. These houses each cultivated their own skills and styles, each becoming powerful factions within the church. Since the rise of Agar and the Church of the Light, the city's main function has been to serve as home base for monster hunters, and those who dedicated their life to fighting evil.

In recent years, Belrah has been on the front line of the war against the undead, taking a very militant attitude especially compared to other cities and factions. Belrah has become increasingly isolated and wary of strangers over the years. And there is even talk about unrest and disagreement among the noble houses.

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Helowi
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Posts: 661
Founded: May 20, 2017
Ex-Nation

Postby Helowi » Mon May 28, 2018 7:01 pm

Race: Elf

Name: Enialis Galanodel

Age: 28

Gender: Male

Appearance:
Image


Bio:

Skills: Amazing hunter, good sharpshooter, has traveled quite a bit around the land.

Magic: No magic.

Equipment: Bow and a quiver of 20 arrows, leather armor, a series of maps, backpack, rations for a week.

Optional

Likes:

Dislikes:

Theme Song:

Tropes:

WIP
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Novas Arcanum
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon May 28, 2018 7:03 pm

Could I make a race app for Dark Elves?

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

Postby The Republic of Atria » Mon May 28, 2018 7:07 pm

Novas Arcanum wrote:Could I make a race app for Dark Elves?


Go for it.

Zarkenis Ultima wrote:Snip


Tomia wrote:Snip


Looks good guys! Yer in!
Last edited by The Republic of Atria on Mon May 28, 2018 7:09 pm, edited 1 time in total.

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Novas Arcanum
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon May 28, 2018 7:40 pm

WIP

Race Name:Arameri,Amn,or colliqually Dark Elves

Race Capital:The Dark Citiadel of Nighthold

Race History:The history of the Arameri is one of tragedy and overcoming of adversity. The Dark Elves once no different than their brethren the High Elves

Race Appearance: (Pics are preferred. What do they look like on average?)

Notable Race Abilities: (What abilities do they have that makes them different?)

Magic: (Can they use magic and if so, what types? Feel free to use a form of magic I've not yet explained!)

City Name:

Primary Populations: (What races lives most in the city?)

Appearance: (Describe it, or post a pic)

City History:

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The Fallen Jedi
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Posts: 15729
Founded: Jun 06, 2013
Ex-Nation

Postby The Fallen Jedi » Mon May 28, 2018 7:55 pm

Race: Elf (Specifically a Wood Elf)

Name: Thâurion

Age: 135 Years Old

Gender: Male

Appearance: Thâurion

Bio:
Thaurion was born and raised in the Elven Capital of Osynehil, about 15 years after the beginning of the Undead Plague. Son of Andir and offspring of Aphadrien who were well renowned in their own right, with Andir well known for his swordsmanship and archery while Aphadrien was known for her prodigy in Elven magic. As he continued to grow, Thaurion's skill with a sword and bow continued to flourish and while he was capable of using elven magic, it was not his strong suit and would usually take time for his magic to make any effect: It was becoming increasingly obvious that the direction Thaurion was going down would lead him down the path of the warrior, like his father before him.

Over the years would Thaurion's knowledge of both Wood and High Elves continue to flourish. As the child of a Wood and High Elf respectively, Thaurion had access to a wide variety of teachings, with many Elven Warriors teaching him the ways of Wood Elves, while his mother would invest time in teaching him the power of Elven Magic however, as Thaurion was set on becoming an elven warrior he would be taught the basics of elven magic that allowed him to enhance his weapons and equipment.

At age 95, nearly forty years after his coming of age, Thaurion began to grow uneasy of the ever increasing hordes of the undead as well as growing fed up with the bickering of the elven leaders. Eventually this boiled up to a point where Thaurion, bidding his family farewell would he embark on a journey with a group of Elven Refugees to the Conclave of Ardenthor. Due to his training in archery and swordsmanship would Thaurion be one of many who helped protect the majority of the refugees from any roving undead that wandered the land.

As would be expected, Thaurion and the vast majority of the refugee caravan arrived to the Ardenthor Conclave, which was a meager hideaway for about two hundred elven refugees who had either feared for the safety of their lives or had also grown annoyed with the endless squabbling of their leaders like Thaurion had been. During his stay, Thaurion learned much from other elves who shared their own stories and their knowledge with the newly arrived refugees however a new call has begun to beckon towards him: a desire to embark on adventure.


Skills:

  • Archery: As his preferred method of combat like most elves, Thaurion is a prodigy in regards to his ability to use a bow and arrow against his foes. This, combined with the enhanced hearing that most elves inherit makes Thaurion capable from striking his foe from a distance in which they cannot hear or see him move.
  • Blade Combat: While taught to most elves but used only as a secondary method requiring close range combat, Thaurion is a reasonably skilled prodigy in the art of swordsmanship. This combined with his archer makes Thaurion versatile in his ability to combat foes from afar or up close.

Magic:

  • Basic Elven Magic: While not able to cast long range enchantments, or wards for that matter, Thaurion is skilled in basic level elven magic which allows him to heal his allies, sharpen his blades, and on occasion teleport short distances if given enough time to perform said feat.

Equipment:
  • Valkyrie: Passed down throughout the ages, Valkyrie is an heirloom belonging to the family of Aphadrien and passed down to Thaurion after his coming of age. Enhanced by a powerful spell enhancement that had been cast by his father long ago, this sword is said to be sharpened to the point that a simple touch of the blade will lead to blood being shed.
  • Skyfire: Handcrafted by Thaurion himself, as tradition for his coming of age, the Skyfire Bow has served Thaurion well over the years, fine tuned through magical enhancement this bow is said to be as quiet as night when fired. The arrows that are used by the Skyfire are usually enhanced to leave a bigger impact on it's foe.

Optional

Likes:

Dislikes:

Theme Song:

Tropes:

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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 » Mon May 28, 2018 8:10 pm

The Fallen Jedi wrote:Race: Elf (Specifically a Wood Elf)

Name: Thâurion

Age: 135 Years Old

Gender: Male

Appearance: Thâurion

Bio:
Thaurion was born and raised in the Elven Capital of Osynehil, about 15 years after the beginning of the Undead Plague. Son of Andir and offspring of Aphadrien who were well renowned in their own right, with Andir well known for his swordsmanship and archery while Aphadrien was known for her prodigy in Elven magic. As he continued to grow, Thaurion's skill with a sword and bow continued to flourish and while he was capable of using elven magic, it was not his strong suit and would usually take time for his magic to make any effect: It was becoming increasingly obvious that the direction Thaurion was going down would lead him down the path of the warrior, like his father before him.

Over the years would Thaurion's knowledge of both Wood and High Elves continue to flourish. As the child of a Wood and High Elf respectively, Thaurion had access to a wide variety of teachings, with many Elven Warriors teaching him the ways of Wood Elves, while his mother would invest time in teaching him the power of Elven Magic however, as Thaurion was set on becoming an elven warrior he would be taught the basics of elven magic that allowed him to enhance his weapons and equipment.

At age 95, nearly forty years after his coming of age, Thaurion began to grow uneasy of the ever increasing hordes of the undead as well as growing fed up with the bickering of the elven leaders. Eventually this boiled up to a point where Thaurion, bidding his family farewell would he embark on a journey with a group of Elven Refugees to the Conclave of Ardenthor. Due to his training in archery and swordsmanship would Thaurion be one of many who helped protect the majority of the refugees from any roving undead that wandered the land.

As would be expected, Thaurion and the vast majority of the refugee caravan arrived to the Ardenthor Conclave, which was a meager hideaway for about two hundred elven refugees who had either feared for the safety of their lives or had also grown annoyed with the endless squabbling of their leaders like Thaurion had been. During his stay, Thaurion learned much from other elves who shared their own stories and their knowledge with the newly arrived refugees however a new call has begun to beckon towards him: a desire to embark on adventure.


Skills:

  • Archery: As his preferred method of combat like most elves, Thaurion is a prodigy in regards to his ability to use a bow and arrow against his foes. This, combined with the enhanced hearing that most elves inherit makes Thaurion capable from striking his foe from a distance in which they cannot hear or see him move.
  • Blade Combat: While taught to most elves but used only as a secondary method requiring close range combat, Thaurion is a reasonably skilled prodigy in the art of swordsmanship. This combined with his archer makes Thaurion versatile in his ability to combat foes from afar or up close.

Magic:

  • Basic Elven Magic: While not able to cast long range enchantments, or wards for that matter, Thaurion is skilled in basic level elven magic which allows him to heal his allies, sharpen his blades, and on occasion teleport short distances if given enough time to perform said feat.

Equipment:
  • Valkyrie: Passed down throughout the ages, Valkyrie is an heirloom belonging to the family of Aphadrien and passed down to Thaurion after his coming of age. Enhanced by a powerful spell enhancement that had been cast by his father long ago, this sword is said to be sharpened to the point that a simple touch of the blade will lead to blood being shed.
  • Skyfire: Handcrafted by Thaurion himself, as tradition for his coming of age, the Skyfire Bow has served Thaurion well over the years, fine tuned through magical enhancement this bow is said to be as quiet as night when fired. The arrows that are used by the Skyfire are usually enhanced to leave a bigger impact on it's foe.

Optional

Likes:

Dislikes:

Theme Song:

Tropes:


DAMN UMGAK WUTELGI

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

Postby New Neros » Mon May 28, 2018 8:20 pm

You know I'm down, let be binge read lore for an hour.
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Turmenista
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Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Mon May 28, 2018 11:58 pm

Copy pasting apps, standby

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Turmenista
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Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Tue May 29, 2018 12:01 am

City Name: Fallowmire, or, as the locals call it, Muns Xytisthoxtriss (Don’t worry about pronouncing it)

Primary Populations: Humans, Dwarves, Formicans (native)

Appearance: Fallowmire is a large and fairly busy city built into a large, lone mountain (or volcano) of the same name. Situated deep inside of the mountain itself, the city is connected to the outside world and other mining settlements inside of the mountain via long, sprawling tunnels similar to subways, built by the Dwarves, of course. It covers two distinct biomes due to its size and proximity to the coasts. There is a warm, coastal forested zone on the windward side of the mountain that is relatively fertile and quite large thanks to frequent rains, and is used by local farmers and ranchers to grow food and livestock (which it gladly sells to the city for money.) There is also a colder, much drier and somewhat desert-like area on the leeward side of the mountain, where the large numbers of Formicans originated from.

The actual entrance to the city itself is known as the Sun Gates, a large, armored structure built into the windward side of the mountain, featuring a large number of tunnels that regularly take supplies and people to and from the interior of the mountain. Deep inside its walls lays the huge subterranean city of Fallowmire, that is remarkably well lit. It is immediately recognizable to first viewers for its ubiquitous Dwaren-Human architecture and bustling streets, and for its rather chilly interior. While guard posts, guild halls, and blacksmiths are abundant in the city, it also notably has a rather large amount of pubs and inns, for some reason. A massive citadel-like building known as the "Bancho Hall" serves as a sort of "castle" for the ruling band of Fallowmire (I’ll get to this later.)

The farther downwards into the mountain one would go, the more likely they would be to find ancient underground ruins and reservoirs, some of which are simply sealed-off catacombs housing large amounts of unidentified bodies (in light of the whole dead coming back to life issue) or deep, unexplored dungeons. For obvious reasons and considering politics in Fallowmire, exploring these vast barrows and keeps is largely unregulated and may pose significant opportunities to gain clout, but at the same time it is highly discouraged by most people due to the dangers it possesses. Regardless, people do it anyways. While no one has, as of yet, yet found a definite end to the caves of the mountains, exploration attempts are frequent and often tragically lost. Other underground caverns and systems are simply just mineral reserves that have not yet been found by the Dwarves.

However, the farther upwards one would goes into the mountain, the colder it will become and more likely they would be to find a Formican. These rather repulsive numerous insectoid beings live in an uneasy peace with the Humans and Dwarves, mostly choosing to staying up in their expansive colonies in relative isolation, or reluctantly living amongst their more humanoid brethren in human buildings. Most Formicans live in honeycomb-shaped tenements built into the walls to conserve space, which are able to be easily constructed, destroyed, or exited from, for a Formican, of course.

City History: Fallowmire came into being almost totally by chance. Groups of dwarves and human architects, miners, and mercenaries with nothing better to do went on an expedition to find the fabled “mountain of gold," which was situated somewhere near the coasts. After wandering through the seemingly endless salt flats and chilly deserts of the leeward side of the mountain, the bands of travelers came across the mountain of Fallowmire and, using their intuition with construction combined with powerful machinery and careful negotiation with the locals, created the first underground settlement of Fallowmire, built into one of the great and mysteriously hollowed out caves of the mountain.

Over time, the settlement would grow exponentially in both population and size, as word quickly spread all throughout Theorra about the city's greatness. Those in power in Fallowmire especially would reap the benefits of the increased clout as they attempted to assert their control over what would've otherwise been a lawless, wild land in the desert. To rectify the growing sense of lawlessness in Fallowmire, the domed "Bancho Hall" was established to house the leading gang in Fallowmire, otherwise known as whoever was tough enough to take out the previous gang from leadership.

As Fallowmire's market grew to unprecedented heights, as did the power of these pseudo-warlords and their desire to take the throne in the Bancho Hall: mixed groups of Humans and Dwarves would often fight each other over control of the city, sometimes in solely human groups, others in solely Dwarven groups, and others in mixed bag groups. The groups would continue to fight, even up until today, though a large number of the fighting stopped upon the discovery of life inside the caves.

Or, rather, above it.

Huge numbers of a sentient race of insectoids known as Formicans had chosen the above ground peaks (and several areas inside of the mountain itself) of Mount Fallowmire to be their home, and it was only now that the Dwarves and Humans of Fallowmire realized that they had actually stepped into someone else's home. The mountain, actually named Xytisthoxtriss by the Formicans, had been inhabited for centuries, and a few of the lonely insectoids weren't as happy to see life outside of the mountain as their guests were. A few brief skirmishes between the Formican militias and several warbands and squads of Dwarves and Humans took place for about a year, before an uneasy peace was signed between the three races. Since then, the Formicans themselves started creating their own bands and parties to take the spot as the ruling party of Fallowmire on the Bancho Hall, ready to gain access to the city's massive coffers and clout.

The rising up of the dead, to say the least, shocked many in Fallowmire, who sough to rectify the rising up of the dead by locking them up in huge ancient catacombs beneath the mountain, further increasing the dangers of travelling deeper into the depths of Fallowmire. Nontheless, due to its relative safety from the threat, many inhabitants of Fallowmire still go about their daily businesseses, and some, such as the Formican Mercenary Xytriss Xeizzaz and his merry squadron, still actively attempt to gain that sweet spot on the Bancho Hall from the ruling party.


Race Name: Formicans

Race Capital: Fallowmire, or Xytisthoxtriss

Race History: A species of repulsive, dexterious, and industrial insectoids, the Formicans are the original inhabitants of Mount Xytisthoxtriss, with the earliest records of their existence in the mountains stretching back for thousands of years, perhaps even longer. Unlike how most races would assume so, the Formicans did not have a queen nor a king. In fact, they lived in a democratic environment very similar to a Republic, and in relative peace and isolation from the outside world in huge hives stretching for several miles in all directions built inside the mountain itself. The life of a Formican was rather simple: The Formican youth, known as grubs, were taught all of their basic necessities by their parents almost as soon as they hatch from eggs, and would grow to take the mantle of whatever task their predecessors had done before. Due to their rather industrious and hardy nature, the Formicans quickly modernized themselves, though without the heavy machinery of the Dwarves, life was still in relative antiquity, for quite a long time.

Some Formicans, hungry for battle or fighting, often left the walls of Mount Xytisthoxtriss, most of which never returned, however. It wasn't until the dead that lay piled up in ancient catacombs underneath the mountain began to rise up that the Formicans quickly realized the importance of having a strong military and not just mercenaries and warbands, however. With a veritable army of undead underneath their very feet, several Formicans began to worry about whether or not their time in this mountain was limited or not, and whether or not they needed to leave.

It wasn't until the arrival of humans and Dwarves to the mountain that the Formicans truly realized they weren't alone in the world. A few Formicans even attempted to fight their new neighbors, though unsuccessfully thanks to the Dwarven war machines. As such, an uneasy peace was made with the inhabitants of the so-called Fallowmire rather quickly, and many Formicans have been living in harmony with the humans ever since. For all they were concerned, the Dwarven war machines and human pyromancy powers were helping out greatly with keeping the dead... dead, in the catacombs below.

Race Appearance: Xytriss Xeizzaz, an example of a typical Formican

Notable Race Abilities: Aside from being able to theoretically wield four weapons at once due to their four arms, Formicans are know to be incredibly nimble, dexterous, and industrious, able to create elaborate structures both underground and above ground in short amounts of time. One notable ability is their ability to climb tough surfaces like walls, making them natural climbers. They possess hard, outer exoskeletons which they seasonally molt, serving as natural armor.

Magic: No magical abilities of note.


Race: Formican

Name: Xytriss Xeizzaz

Age: 23

Gender: Male

Appearance: Xytriss Xeizzaz

Bio: Xytriss Xeizzaz is a name that many Formicans know very well, at this point. A rather ordinary and otherwise insignificant Formican, Xytriss quickly defied his previous expectations of becoming a blacksmith by instead becoming one of the most notorious mercenaries that had ever lived within the walls of Xytisthoxtriss. As such, he began training with a self-proclaimed "militia" known as the Golden Shells, which was more or less just a fancy title given to a bunch of Formicans with swords. From there, Xytriss developed his signature technique of using a combination of a sword, shield, and several knives to work his way up the ranks of the Golden Shells skill-wise and prestige-wise, whilst also trying his hand (or hands) with a bow a few times.

Judging by his performance in tournaments, duels and challenges as a grub, Xytriss had shown his capability in battle to be a formidable and ferocious fighter from the very beginning. This helped him greatly in gaining fame and celebrity status within the Golden Shells, eventually culminating into becoming a Thane of The Golden Shells, a position that very few could manage to achieve. His skill with his multiple-weapon technique that very few Formicans could manage to replicate quickly became legend, but his carefree antics and overwhelming sense of pride drew ire from the senior members of the Golden Shells, one, in particular: Zazzax; a weathered veteran of past conflicts and adventures, and a member of Xytisthoxtriss' elite, who saw in his underling only his inability to lead the Golden Shells into battle which greatly outweighed his skill with the blade. Looking to redeem himself and prove Zazzax wrong, Xytriss set out into the world on a path of self-reflection, wielding his trusty sword and shield as he left the mountain of Xytisthoxtriss behind.

As one of the first Formicans in centuries to venture outside of the mountain in search of life and purpose, Xytriss's journey was symbolic, but at the same time not really necessary. A few weeks after he left, the dead that had been previously stored in ancient catacombs beneath the mountain began to rise from their graves, disturbing the peace that many Formicans had become so used to. Concurrently, the existence of humans and dwarves in the mountain in the so-called "Fallowmire" settlement seemed to spice things up as well. So, when Xytruss returned to the Mountain, life had since changed, and the Formicans were gradually making themselves more prevalent into the humanoids' society. One noteworthy example was with the Bancho Hall; whoever's gang controlled the seat in there effectively controlled the entire city, and the Golden Shells were only one of many groups all attempting to vie for control over the Bancho Hall.

But first, some catching-up was needed.

Upon returning home, Xytriss immediately challenged Zazzax for control over the Golden Shells, easily beating his former superior and subsequently beheading him, taking his mantle as the leader of the Golden Shells. Ever since that day Xytriss had involved himself heavily with Golden Shells affairs and made several unsuccessful attempts for the Bancho Hall, leading him to look elsewhere - especially outside of the mountain - for some help in taking that sweet spot at the Bancho Hall...

Skills: Xytriss is a very skilled fighter overall, though preferring to remain within melee range most of the time. Over the years, he developed and perfected his own fighting style, utilizing all four of his limbs to wield not only his signature sword, but also a shield and several daggers and throwing knives. Formican biology grants him unprecedented skill in climbing, while he also is knowledgeable on how to locate weak armor spots and probe them with his sword, thanks to his training in fighting armored Formicans.

Magic: No magic abilities whatsoever.

Equipment: Due to the Formican's armored exoskeleton, no heavy armor is necessary, though Xytriss does opt in on carrying light armor and sheaths for holding his weapons and other supplies. He carries a bandoleer of several daggers which double as throwing knives, which he is capable of using with his two secondary arms. His primary arms are capable of carrying his signature sword and trusty shield. While the iron shield is nothing too special (save for the fact that it's lighter than most, for some reason), the sword itself is a spectacle to behold, and is essentially two weapons in one. On one side, the broadsword carries a fairly sharp edge to it capable of cleaving through most everything, provided it's a strong swing and the target is fleshy and unarmored. This makes the sword absolutely brutal in slashing attacks and adds a bit of oomph to Xytriss's swings. The other end is a fairly menacing hooked end that, can easily snag enemies and reel them in if caught or, conversely, make for a neat and barbaric decapitation tool in the large, round groove located between the hooked end. The long hooked end allows for the easy hooking of enemies and trapping of weapons, making it quite the nasty weapon for close quarter combat even if it is limited to slashing.

Theme Song: Sorry it's not a fantasy song this was on my playlist and I guess it was okay

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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 May 29, 2018 9:53 am

Turmenista wrote:
City Name: Fallowmire, or, as the locals call it, Muns Xytisthoxtriss (Don’t worry about pronouncing it)

Primary Populations: Humans, Dwarves, Formicans (native)

Appearance: Fallowmire is a large and fairly busy city built into a large, lone mountain (or volcano) of the same name. Situated deep inside of the mountain itself, the city is connected to the outside world and other mining settlements inside of the mountain via long, sprawling tunnels similar to subways, built by the Dwarves, of course. It covers two distinct biomes due to its size and proximity to the coasts. There is a warm, coastal forested zone on the windward side of the mountain that is relatively fertile and quite large thanks to frequent rains, and is used by local farmers and ranchers to grow food and livestock (which it gladly sells to the city for money.) There is also a colder, much drier and somewhat desert-like area on the leeward side of the mountain, where the large numbers of Formicans originated from.

The actual entrance to the city itself is known as the Sun Gates, a large, armored structure built into the windward side of the mountain, featuring a large number of tunnels that regularly take supplies and people to and from the interior of the mountain. Deep inside its walls lays the huge subterranean city of Fallowmire, that is remarkably well lit. It is immediately recognizable to first viewers for its ubiquitous Dwaren-Human architecture and bustling streets, and for its rather chilly interior. While guard posts, guild halls, and blacksmiths are abundant in the city, it also notably has a rather large amount of pubs and inns, for some reason. A massive citadel-like building known as the "Bancho Hall" serves as a sort of "castle" for the ruling band of Fallowmire (I’ll get to this later.)

The farther downwards into the mountain one would go, the more likely they would be to find ancient underground ruins and reservoirs, some of which are simply sealed-off catacombs housing large amounts of unidentified bodies (in light of the whole dead coming back to life issue) or deep, unexplored dungeons. For obvious reasons and considering politics in Fallowmire, exploring these vast barrows and keeps is largely unregulated and may pose significant opportunities to gain clout, but at the same time it is highly discouraged by most people due to the dangers it possesses. Regardless, people do it anyways. While no one has, as of yet, yet found a definite end to the caves of the mountains, exploration attempts are frequent and often tragically lost. Other underground caverns and systems are simply just mineral reserves that have not yet been found by the Dwarves.

However, the farther upwards one would goes into the mountain, the colder it will become and more likely they would be to find a Formican. These rather repulsive numerous insectoid beings live in an uneasy peace with the Humans and Dwarves, mostly choosing to staying up in their expansive colonies in relative isolation, or reluctantly living amongst their more humanoid brethren in human buildings. Most Formicans live in honeycomb-shaped tenements built into the walls to conserve space, which are able to be easily constructed, destroyed, or exited from, for a Formican, of course.

City History: Fallowmire came into being almost totally by chance. Groups of dwarves and human architects, miners, and mercenaries with nothing better to do went on an expedition to find the fabled “mountain of gold," which was situated somewhere near the coasts. After wandering through the seemingly endless salt flats and chilly deserts of the leeward side of the mountain, the bands of travelers came across the mountain of Fallowmire and, using their intuition with construction combined with powerful machinery and careful negotiation with the locals, created the first underground settlement of Fallowmire, built into one of the great and mysteriously hollowed out caves of the mountain.

Over time, the settlement would grow exponentially in both population and size, as word quickly spread all throughout Theorra about the city's greatness. Those in power in Fallowmire especially would reap the benefits of the increased clout as they attempted to assert their control over what would've otherwise been a lawless, wild land in the desert. To rectify the growing sense of lawlessness in Fallowmire, the domed "Bancho Hall" was established to house the leading gang in Fallowmire, otherwise known as whoever was tough enough to take out the previous gang from leadership.

As Fallowmire's market grew to unprecedented heights, as did the power of these pseudo-warlords and their desire to take the throne in the Bancho Hall: mixed groups of Humans and Dwarves would often fight each other over control of the city, sometimes in solely human groups, others in solely Dwarven groups, and others in mixed bag groups. The groups would continue to fight, even up until today, though a large number of the fighting stopped upon the discovery of life inside the caves.

Or, rather, above it.

Huge numbers of a sentient race of insectoids known as Formicans had chosen the above ground peaks (and several areas inside of the mountain itself) of Mount Fallowmire to be their home, and it was only now that the Dwarves and Humans of Fallowmire realized that they had actually stepped into someone else's home. The mountain, actually named Xytisthoxtriss by the Formicans, had been inhabited for centuries, and a few of the lonely insectoids weren't as happy to see life outside of the mountain as their guests were. A few brief skirmishes between the Formican militias and several warbands and squads of Dwarves and Humans took place for about a year, before an uneasy peace was signed between the three races. Since then, the Formicans themselves started creating their own bands and parties to take the spot as the ruling party of Fallowmire on the Bancho Hall, ready to gain access to the city's massive coffers and clout.

The rising up of the dead, to say the least, shocked many in Fallowmire, who sough to rectify the rising up of the dead by locking them up in huge ancient catacombs beneath the mountain, further increasing the dangers of travelling deeper into the depths of Fallowmire. Nontheless, due to its relative safety from the threat, many inhabitants of Fallowmire still go about their daily businesseses, and some, such as the Formican Mercenary Xytriss Xeizzaz and his merry squadron, still actively attempt to gain that sweet spot on the Bancho Hall from the ruling party.


Race Name: Formicans

Race Capital: Fallowmire, or Xytisthoxtriss

Race History: A species of repulsive, dexterious, and industrial insectoids, the Formicans are the original inhabitants of Mount Xytisthoxtriss, with the earliest records of their existence in the mountains stretching back for thousands of years, perhaps even longer. Unlike how most races would assume so, the Formicans did not have a queen nor a king. In fact, they lived in a democratic environment very similar to a Republic, and in relative peace and isolation from the outside world in huge hives stretching for several miles in all directions built inside the mountain itself. The life of a Formican was rather simple: The Formican youth, known as grubs, were taught all of their basic necessities by their parents almost as soon as they hatch from eggs, and would grow to take the mantle of whatever task their predecessors had done before. Due to their rather industrious and hardy nature, the Formicans quickly modernized themselves, though without the heavy machinery of the Dwarves, life was still in relative antiquity, for quite a long time.

Some Formicans, hungry for battle or fighting, often left the walls of Mount Xytisthoxtriss, most of which never returned, however. It wasn't until the dead that lay piled up in ancient catacombs underneath the mountain began to rise up that the Formicans quickly realized the importance of having a strong military and not just mercenaries and warbands, however. With a veritable army of undead underneath their very feet, several Formicans began to worry about whether or not their time in this mountain was limited or not, and whether or not they needed to leave.

It wasn't until the arrival of humans and Dwarves to the mountain that the Formicans truly realized they weren't alone in the world. A few Formicans even attempted to fight their new neighbors, though unsuccessfully thanks to the Dwarven war machines. As such, an uneasy peace was made with the inhabitants of the so-called Fallowmire rather quickly, and many Formicans have been living in harmony with the humans ever since. For all they were concerned, the Dwarven war machines and human pyromancy powers were helping out greatly with keeping the dead... dead, in the catacombs below.

Race Appearance: Xytriss Xeizzaz, an example of a typical Formican

Notable Race Abilities: Aside from being able to theoretically wield four weapons at once due to their four arms, Formicans are know to be incredibly nimble, dexterous, and industrious, able to create elaborate structures both underground and above ground in short amounts of time. One notable ability is their ability to climb tough surfaces like walls, making them natural climbers. They possess hard, outer exoskeletons which they seasonally molt, serving as natural armor.

Magic: No magical abilities of note.


Race: Formican

Name: Xytriss Xeizzaz

Age: 23

Gender: Male

Appearance: Xytriss Xeizzaz

Bio: Xytriss Xeizzaz is a name that many Formicans know very well, at this point. A rather ordinary and otherwise insignificant Formican, Xytriss quickly defied his previous expectations of becoming a blacksmith by instead becoming one of the most notorious mercenaries that had ever lived within the walls of Xytisthoxtriss. As such, he began training with a self-proclaimed "militia" known as the Golden Shells, which was more or less just a fancy title given to a bunch of Formicans with swords. From there, Xytriss developed his signature technique of using a combination of a sword, shield, and several knives to work his way up the ranks of the Golden Shells skill-wise and prestige-wise, whilst also trying his hand (or hands) with a bow a few times.

Judging by his performance in tournaments, duels and challenges as a grub, Xytriss had shown his capability in battle to be a formidable and ferocious fighter from the very beginning. This helped him greatly in gaining fame and celebrity status within the Golden Shells, eventually culminating into becoming a Thane of The Golden Shells, a position that very few could manage to achieve. His skill with his multiple-weapon technique that very few Formicans could manage to replicate quickly became legend, but his carefree antics and overwhelming sense of pride drew ire from the senior members of the Golden Shells, one, in particular: Zazzax; a weathered veteran of past conflicts and adventures, and a member of Xytisthoxtriss' elite, who saw in his underling only his inability to lead the Golden Shells into battle which greatly outweighed his skill with the blade. Looking to redeem himself and prove Zazzax wrong, Xytriss set out into the world on a path of self-reflection, wielding his trusty sword and shield as he left the mountain of Xytisthoxtriss behind.

As one of the first Formicans in centuries to venture outside of the mountain in search of life and purpose, Xytriss's journey was symbolic, but at the same time not really necessary. A few weeks after he left, the dead that had been previously stored in ancient catacombs beneath the mountain began to rise from their graves, disturbing the peace that many Formicans had become so used to. Concurrently, the existence of humans and dwarves in the mountain in the so-called "Fallowmire" settlement seemed to spice things up as well. So, when Xytruss returned to the Mountain, life had since changed, and the Formicans were gradually making themselves more prevalent into the humanoids' society. One noteworthy example was with the Bancho Hall; whoever's gang controlled the seat in there effectively controlled the entire city, and the Golden Shells were only one of many groups all attempting to vie for control over the Bancho Hall.

But first, some catching-up was needed.

Upon returning home, Xytriss immediately challenged Zazzax for control over the Golden Shells, easily beating his former superior and subsequently beheading him, taking his mantle as the leader of the Golden Shells. Ever since that day Xytriss had involved himself heavily with Golden Shells affairs and made several unsuccessful attempts for the Bancho Hall, leading him to look elsewhere - especially outside of the mountain - for some help in taking that sweet spot at the Bancho Hall...

Skills: Xytriss is a very skilled fighter overall, though preferring to remain within melee range most of the time. Over the years, he developed and perfected his own fighting style, utilizing all four of his limbs to wield not only his signature sword, but also a shield and several daggers and throwing knives. Formican biology grants him unprecedented skill in climbing, while he also is knowledgeable on how to locate weak armor spots and probe them with his sword, thanks to his training in fighting armored Formicans.

Magic: No magic abilities whatsoever.

Equipment: Due to the Formican's armored exoskeleton, no heavy armor is necessary, though Xytriss does opt in on carrying light armor and sheaths for holding his weapons and other supplies. He carries a bandoleer of several daggers which double as throwing knives, which he is capable of using with his two secondary arms. His primary arms are capable of carrying his signature sword and trusty shield. While the iron shield is nothing too special (save for the fact that it's lighter than most, for some reason), the sword itself is a spectacle to behold, and is essentially two weapons in one. On one side, the broadsword carries a fairly sharp edge to it capable of cleaving through most everything, provided it's a strong swing and the target is fleshy and unarmored. This makes the sword absolutely brutal in slashing attacks and adds a bit of oomph to Xytriss's swings. The other end is a fairly menacing hooked end that, can easily snag enemies and reel them in if caught or, conversely, make for a neat and barbaric decapitation tool in the large, round groove located between the hooked end. The long hooked end allows for the easy hooking of enemies and trapping of weapons, making it quite the nasty weapon for close quarter combat even if it is limited to slashing.

Theme Song: Sorry it's not a fantasy song this was on my playlist and I guess it was okay


As creepy as they were before. Accepted.

User avatar
Charmera
Post Marshal
 
Posts: 18729
Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Sun Jun 03, 2018 10:54 am

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

Imperial--japan's Witchy Friend.

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

Postby The Republic of Atria » Sun Jun 03, 2018 2:59 pm

Charmera wrote:Taggity


Welcome aboard Charm, got any character concepts in mind?

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Frostyr
Lobbyist
 
Posts: 21
Founded: May 31, 2018
Ex-Nation

Postby Frostyr » Sun Jun 03, 2018 9:46 pm

Race: Human

Name: Gustav Krausser

Age: 23

Gender: Male

Appearance: With Armor
For Face Sorry if the face is hard to see, hard to get good art.

Bio: Born in the Northern city of Volkirsch to a noble family of economists, Gustav was quickly noted for taking a different stance then his peers. Doing much better with history courses rather than his family's preference to mathematics, as well as having notedly relished the military lifestyle, Krausser was recommended by various members of the elite to be sent to the Military Academy in Aframus to perhaps earn his notoriety in a different take rather than with money.
Gustav's did well with his lessons in physical combat, war magic, as well as tactical schooling, taking a headstrong and determined lifestyle to do his best. However, his fiery mindset caused for some concerning ideas amongst people in his life. He continuously developed stronger feelings of pro-humanocentric ideals, nationalist feelings for the expansion of the human race, and various other political feelings, and his headstrong mind caused him to voice his mind many times. His superiors, however, seeing the value with keeping him as a soldier, decided to ignore his developing ideas in hopes that they would eventually fade...
Years acting as a soldier for humanity gave him the option to enroll to train to become a member of the Phoenix Order, and further build his training with swordsmanship and pyromancy. Eventually doing phenomenally, he was granted the special rank of a Phoenix Knight. However, a little over a year working as an elite guardsman, the Plague of the Undead struck Theorra. Seeing this crippling blow to the Human superpower, Gustav saw this as a crisis with which he could capitalize, politically, anyway. He spread his ideas on foreign persons causing the Plague, and the necessary expansion of the military and imperial strength of humanity being necessary grew. His radical nationalist movement grew, giving grave concern to various leaders of Aframus as more and more people became intrigued. Eventually, seeing as it had become necessary, Gustav's title as a Phoenix Knight was stripped, along with his given sword and armor, and his political movement was urged to slow before further consequences grew.
Gustav was enraged by the great catastrophe to his name, and the dispersion of his support base. Few remained, but with Gustav bearing a new spark of anger in his soul, he has decided to set out and spread his name, to rebuild his support and enforce his ideals throughout a new and glorious human empire.

Skills: Years of training and experience as a student, soldier, and guardsmen has provided Gustav with plenty of skill with standard-issue weapons and heavier armor. Combining his experience as a soldier with a fiery and determined mind, as well as with plenty of educational knowledge of war, his tactical expertise has grown to be quite substantial as well, making him dangerous in direct combat as well as with leadership positions.

Magic: Pyromancy: Having practiced for years in training and in the field, one of Gustav's most deadly aspects is his proficiency with combat-based pyromancy. Abilities such as launching streams of flames, sensing the flames of humans around him, and covering his weapons with blazing flames, his experimentation in the art and interest in developing new abilities provides for a deadly use of improvisation when using such battle magic. A sense of psychological warfare can also be seen with his abilities, as the warrior strikes a sense of fear with the addition of flames covering his body and armor when using the magic.

Equipment: Stripped of his previous plated armor and sword given by the Phoenix Order, Gustav now carries a one-handed War Axe, personalized to his liking, as well as a new set of plate armor, also personalized, both of which were funded by the Krausser family.

Optional

Likes: History, human nationalism, the military life and military buildup.

Dislikes: The Undead, his competitors, and those who demean his military ideals.

Theme Song: For Whom the Bell Tolls-Sabaton

Tropes:
Playing with Fire


City Name: Volkirsch

Primary Populations: Humans

Appearance: Although weather is usually seen as bleak and snowy, many great halls and exquisite buildings can be found here, as families of great economic value have continued to poor time, effort, and money into seeking new ways to make markets more pleasurable to expand their fortunes. Terrian Square is one of the biggest showcase for the nature of the city, a great market filled with nobles and entertainers alike.

City History: Originating as a northern fortress village as a bastion for human expansion, Volkirsch grew slowly yet steadily. It was originally founded by General Sermine Terrian, one of the chief figures responsible in colonizing northern territory for human tribes, who originally underestimated the value of his land. Ruled over harshly, Volkirschans grew into a hardy, strong people. However, after years of development, this hardiness aided them more then in just the realms of survival: it expanded the business of the area greatly.
Originally heavily isolationist, the people of Volkirsch realized the benefits of opening their land to other races and peoples, and began lifting some of the heavy restrictions on immigration, and soon, more and more people flooded into Volkirsch for opportunity. Great minds of politics and money were born with the rapidly expanding population, and now, coming up with newer ideas to deal with Undeath, Volkirsch has relied on the freezing temperatures to stop the corpses from any effectiveness, and leaving graveyards in the dangers of the cold.

It's nice to hopefully become a part of such an awesome story so far, and if you ever need help, Im always willing, especially with making new races! (Despite my character's pro-human ideals :P )
Last edited by Frostyr on Sun Jun 03, 2018 9:47 pm, edited 1 time in total.

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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 » Mon Jun 04, 2018 6:29 am

Frostyr wrote:
Gustav Krausser and Volkirsch

Looks good, and thanks! The whole point of the RP is to have a bunch of characters who might not like each other much, work together to stop the plague. All the while banting with each other about who's better at what they're doing.

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