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Dragon Hearts: A Land United(Fantasy OOC Open)

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Tomia
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Dragon Hearts: A Land United(Fantasy OOC Open)

Postby Tomia » Mon Aug 02, 2021 4:03 pm

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"The Dragons are gone, but have left us their hearts. A chance for redemption, a chance to know true power."


Before the world of mortals came to be, the first plane of existence known as Dragonia was a place ruled by powerful and ancient dragons. These dragons were not mere beasts, they were intelligent and sophisticated creatures who were capable of incredible feats of magic. It was not a conscious action on their part, but the energy released by their magic slowly coalesced and created a new realm entirely. After thousands and thousands of years of intelligent life who worshiped the dragons like gods. Humans, dwarves, elves, orcs, and even rare species such as gnomes and fairies. Soon the dragons found themselves taking mortal form, and through this process created a new species whose descendants today are known as the Dracion. Dragons existed peacefully with the mortal races for a long time, helping them develop and grow their civilizations through magic. However, this peace was not destined to last. Soon, mortals grew jealous of dragons, and their power. They sought to harness it for themselves. These mages worked diligently and soon found a very dark source of magic, a dragon’s very soul. While Dragons would never die of old age, that did not mean they couldn’t be killed. After much effort, and corrupting a number of kings, the mages waged war against the dragons and successfully killed a small number of them.

The dragons in both disappointment and outrage, decided they were better off without the mortal races and with their collective power, separated their worlds forever. The mortal world, now known as Etheria, was now on its own. That was tens of thousands of years and that dark past is but legend now. Now the dragons have truly become gods in the eyes of mortals.

Two hundred years ago, a crisis occurred that shook the world of Ethera. A powerful Dracion nation, Dravico, was attacked by demonic creatures who had seemingly come from nowhere. These hellish beings layed havoc on the surprised Dracions who pleaded with the rest of the kingdoms for help. Soon, the kingdoms united and the demons were driven into extinction, but the damage done to Dravico was irreversible. The kingdom collapsed, and the Dracions who lived there scattered to other places. Today, the land is an anarchic and wild territory, filled with beasts, bandits and small settlements struggling to maintain a livelihood. It is called the Dravico Ruins, often abbreviated as the Ruined Lands.

However rumors are now floating about that could change the ruined lands forever. You see while the dragons themselves are no longer present on Ethera, they are not completely absent. Their essence remains in a very rare set of artifacts, the dragon hearts. These stones, when possessed by someone with a powerful natural affinity for magic, allows the user to transform into a powerful dragon. Many of these stones are possessed by ruling families, and if someone could find the dragon heart that once belonged to the rulers of Dravico, they could build a new kingdom and bring order and peace to the region.

This is where our adventure begins. A nearby country, the Tazar Confederation, has called for a hero expedition into the Ruined Lands. The danger is great, but the reward is a new kingdom.


Tazar Confederation- The confederation is the land that sits directly north of the Ruined Lands. The confederation was once a colony of Dravico, where humans and elves were often captured by nearby nations and enslaved to toil in the mountainous mines. They were also often conscripted to fight the local dwarven tribes that inhabited the northern mountains. A little over three hundred years ago however, revolts sparked across the Tazar mountain range. A young warrior who had recently been forced into slavery, rallied all three enslaved and embattled races of the region into rebellion. This brave warrior came to be known as Raffiri the Liberator. Raffiri managed to forge a coalition between the three races despite deep and bitter rivalries between them. Together they waged a guerilla war against Dravico, and with the aid of the nearby human kingdom of Granris, the rebel races drove the dracon out of the Tazar region, and vowed to rule it themselves. However this victory did not erase the violent history between the different races. However, Raffiri and the inner circle that had formed during the war, who represented all the different races, forced a compromise. They would be a confederation, with three different rulers, each representing their own race. Each race would be given a region of the kingdom to govern. The humans were given the rolling plains of the west, the Elves got the woodlands of south and the east, and the Dwarves ruled the northern mountains. Each race is allowed to select their ruler how they see fit. This system has worked for many centuries however it is not without its tensions. The three races are still constantly via for influence and supremacy, and their cultural differences have only widened with time. Most divisive is the very nature of Raffiri. Because very few slaves could read and write, the few accounts that exist of Raffiri are conflicting. Their race and even their gender is disputed, but most controversial is their race. Naturally each race claims Raffiri as their own, and this has been the source of many heated arguments in the past.


Kingdom of Granris- Granris is one of the oldest nations in the world, and it is the home of a sprawling and largely cosmopolitan kingdom. While Granris is primarily a human kingdom, it is the home of many different species, all who tend to congregate within large and sprawling cities. Granris sits to the west of Tazar, and while it is smaller in size is larger in its population. Granris may be the home to many races, but its human royal family has long supported the human region of Tazar known as Rona. Since the very founding of Tazar Granris has held substantial interest in human politics in the region, some would say too much. Granris is also very much known for its culture. The capital city of Seir is well regarded for its famous library and the prestigious Magi Academy which trains its students in various magical arts. The current royal family is House Joastar, who are on somewhat shaky political ground as they are a fairly new dynasty. The old house of Treg had ruled Granris for centuries before their bloodline tragically ended during the Dravico war. After almost a century of in-fighting and short lived dynasties, Gregor Joastar managed to win the throne which his grandson Victor currently holds. Victor’s political situation with the other great houses however is tenuous at times, and he and his royal advisors are constantly looking for opportunities to shore up their legitimacy. The dragonstone of House Treg was lost during the war, and with the rumors swirling of one being discovered in the ruined land, the Kingdom of Granris is greatly interested in recovering this rumored stone.

Norada- Norada is a set of fairly large islands off the eastern coast of the continent, often referred to as the Elvish Isles, however the Elves much prefer their name for the isles which translates to common roughy as “Freedom”. The Elves of Norada are a sea faring people, ones who are often thought of as temperamental and free spirited. They differ here significantly from their inland relatives of the Numa Republic, who are often more restrained and logic centric, as well as those of Tazar who are somewhat a mix of the two cultures. The elves of Norada live a somewhat anarchic lifestyle. They do not have formal governments as much as they have tribal families that have informal alliances and ties through marriage or other familial bonds. Noradan elves often find many inland customs such as monogamy, organized religion, and even law to be alien and bizzare. For that reason Noradans who visit the inland for reasons other than raiding, such as trade or settlement, can often find themselves in a bit of trouble with the locals. Very few from outside the Isles have ever visited them, but all know of their reputation for sailing, hunting, and fierce warrior mages who focus on natural and elemental magic.

Numa Republic- An elven country to the south of the ruined lands was once known as the Numa empire and it ruled a great deal of the continent for sometime. However the elves of the empire were viewed by history as a cruel and warlike people, who used their knowledge of the arcane to wreck untold misery on the rest of the world. Many elves from Numa today blame the dragons departing their world on this fact. When the empire began to crumble as all empires inevitably do, the elves that remained sought to rebuild their country into something better. After a bloody civil war, the beginnings of the republic began to take shape. A few hundred years later and the elves of the Numa Republic have built a well educated and (mostly) peaceful society. The Numanian elves believe it is their responsibility to suppress their violent urges, so that one day the dragons will return to their world. Numan elves are often seen as well educated and worldly, if also pompous and cunning. While Numa may be peaceful in the traditional sense of armies, Numan politics is anything but. Numa’s capital, Nermis, is rife with corruption, backstabbing(both literal and metaphorical) and dynastic-like politics that can be corrosive to a republic. While it is undeniably imperfect, many elves see it as a shining light for the rest of the world which is stuck in its militaristic and barbaric ways.

Scalandia (Empire of Scales)- The most powerful nation of Dracon. The Dracon are descendants of both humans and dragons who have developed dragon-like traits such as their eye color and shape, scale-like skin, and the ability to breath out the elements. Dracon often have a bit of a sense of superiority, believing themselves to be the chosen people of the Gods and Scalandia embodies that idea. Their empire spans much of the South Western part of the continent, and is a fairly militaristic and imperial land. They have a number of colonies, and strongly emphasize individualism and meritocracy within their society. They are ruled by a dynastic empire, but there is a strong tradition of the ruler choosing their most talented heir rather than the oldest, which is also true of the imperial senate which is made up of representatives of noble families of which there are fifteen. These fifteen families are divided into three “houses” that represent the aspect of society they are tasked with governing. There is the House of the Coin, the House of the Sword, and the House of the Pen, tasked with the economy, military, and diplomacy respectively. Culturally Scalandia is known for the strange duality of strict adherence to manners and courtesy in public but caring little for the idea of taboos and modesty behind closed doors. For this reason there are an infinite number of scandalous rumors about both the royal family and the nobles families of the three houses.

Skyiron Isles: A chain of islands off the southern coast of the continent, named so because of the plentiful deposits of meteoric iron, or “sky-iron” that can be found there. The isles have been home to a branch of the Ironbright clan of dwarves for centuries, although there are small groups of other clans and a handful of different races that could be found there as well. Because of its location, the Isles serve as a natural planetarium due to the clarity of the skies above (being away from the cities and thus much of the pollution that obscures the stars), making it a favored visiting spot for astronomers and other such scientists.
The Ironbright dwarves, famous for their metalsmithing and engineering prowess have made good use of the rare and plentiful supply of meteoric metal both within their above-ground settlements as well as the subterranean natural caves that many call home. The isles are home to machines and weapons and innovations seldom found anywhere else, and have made quite the fortune from the exporting of these works to other kingdoms. They largely subsist off fish, fruits and exported foods as well as what can be hunted.

The particular branch of the clan that lives here are sometimes known as the Blue Ironbrights due to their proclivity to have bluish or sometimes completely blue skin, ranging from a simple bluish tint in otherwise normal skin to bright sky blue and even a deep bluish-black. The leader of the isles is King Warwick Ironbright, known to outsiders as Old Ironbelly due to his propensity of wearing a meteorite breastplate and his steadfastness of spirit.

The Goldwire clan are talented gold and silversmiths, their jewelry and decorative items renowned even among dwarves.


Way of the Dragon- The dominant religion in the world of Ethera is centered around the humans' revenant belief that dragons are their creators and that magic is their creator’s greatest gift. Those who follow the Way of the Dragon believe that their purpose is to use magic to build a better world, so that their creators might one day return to live amongst them. Specifically they worship a pantheon of dragons, all who represent ideals and elements of nature. Each dragon has their own sect of the religion which in turn has its own traditions and beliefs. Each sect also practices and hone specific magical skills based on their deities' aspects. These clerics draw power directly from their faith and are often regarded as some of the most powerful mages on the continent.


Major gods of the Pantheon:

Mathari- King of the Dragons, God of Creation and Sunlight

Fyrasil- God Of Battle and Lightning

Atia- Goddess of Time, Darkness

Tira- Goddess of Freedom, Moonlight

Vitious- God of Honor, Fire

Adona- Goddess of Growth, Earth

Phannos- Goddess of Death, Ice

Onean- Goddess of Art, Water

Vymir- God Of Victory, Steel

Mydona- Goddess of Mercy, Wind

Iara- Goddess of Love, flowers


Magic: Magic has many sources in Etheria, those who devote themselves to a religious sect draw their power from their faith, others have innate abilities granted by birth, and others still gain their power from enchanted objects that harness magical power from other sources such as nature or powerful magical creatures. Most countries regulate magic to some extent, usually through academies or by recruiting them in the service of the nation wherever that service be militaristic or scientific in nature.


- Two years ago in Scalandia, the noble family of Suzar was expelled from the House of the Sword, being accused of practicing and encouraging forbidden magic. Numerous members were executed and the rest were exiled from the empire.

-In Rona, the human region of the Tazar Confederation, the royal family is busy preparing for the marriage of their eldest son, Hector, to the Elven princess Rosaline of the Yarishi region of Tazar. Many within the country are hopeful this marriage will encourage unity and cooperation between the two regions and throughout the Confederation.

-The Magi Academy in Seir recently lost an ancient artifact that had been recovered from the Ruined Lands after the demonic invasions. It is a portrait of the last royal family of Dravico, one of the only paintings to survive the war. The Magi Academy has offered a substantial reward for the portrait, believing it to have been taken by bandits after a caravan was attacked.

-The Night of Roses is one of the continent’s most widely regarded holidays that celebrates the Goddess Iara. Traditionally beautiful parades of flowers are displayed throughout cities and villages alike and it is a night where people are encouraged to express hidden romantic feelings.

-Rumors are spreading that the tribes of Norada are preparing a raid on the mainland, which has caused many to seek to avoid the eastern coast at all times. The Knights of Vymir, a religious sect that is dedicated to protecting the continent are said to be building fortifications in preparation for war.

- Mages in black robes, the traditional garbs of the Followers of Phannos, have been seen attacking travelers and abducting villagers at night. This has cost many countries to ban the followers and even put out bounties for them. No one currently knows what the purpose of the abductions is for but the remains of some of the abducted individuals that have been found are a horrifying sight.


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Code: Select all
[b][u]Name:[/u][/b]
[b][u]Age:[/u][/b]
[b][u]Gender:[/u][/b]
[b][u]Race:[/u][/b]
[b][u]Appearance (pics if possible):[/u][/b]
[b][u]Alignment:(Lawful/Neutral/Chaotic & Good/Neutral/Evil)[/u][/b]
[b][u]Bio (Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):[/u][/b]
[b][u]Fighting Style (Warrior, Mage, Archer, etc):[/u][/b]
[b][u]Abilities:[/u][/b]
[box][list][*][b][Insert Ability Here]:[/b] (Insert description of ability here)
[*][b][Insert Ability Here]:[/b] (Insert description of ability here)
(Note, you do not have a maximum or minimum of 2 abilities. Include both your character’s mundane abilities and any magic they have. If you don’t need all those, delete them. If you need more, copy and paste.)[/list][/box]
[b][u]Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):[/u][/b]
[box][list][*] (Insert Limitation)
[*] (Insert Limitation)
(Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)[/box]
[b][u]Equipment:[/u][/b]
[box][list][*][b][Insert Equipment][/b]
[*][b][Insert Equipment][/b]
(Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)[/list][/list][/box]
Last edited by Tomia on Mon Aug 02, 2021 6:22 pm, edited 2 times in total.

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Tomia
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Postby Tomia » Mon Aug 02, 2021 4:03 pm

Reserved

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Ceystile
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Inoffensive Centrist Democracy

Postby Ceystile » Mon Aug 02, 2021 4:32 pm

taggy tag!

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Postby Ceystile » Mon Aug 02, 2021 8:21 pm

WIP

Name: Rembrandt Haviland, known to his family and friends as Rem
Age: 23
Gender: Male
Race: Human/Fae Hybrid (fire-sprite)
Appearance: He's a tall man, standing at 6'6 with deep brown skin, a broad nose, full lips and slightly pointed ears. His features have a bit of an "elfin" cast to them and he has blazing yellow eyes as well as very curly, flaming orange-red hair which he usually keeps pulled back. He's sometimes mistaken for a Dracon due to his unusual hair and eyes, something which annoys him at times.

Alignment: Chaotic Good
Bio: Rem is the eldest of seven children, his full siblings are a younger sister named Fiammetta (Fia) and one other sibling born to Branden Haviland, a human knight, and Enya Haviland, a fire-elf traveling healer from the Noradan Isles. Due to his mother's ancestry, Rem has grown up with quite the mixture of ideas, seeing that his parents adopted a non-monogamous lifestyle and had two other primary lovers that lived with them, so Rem often counts himself as having four parents, his other four half-siblings having come from these relationships. Although he didn't see much unusual about his family, he knew that they stuck out amongst the more traditional structures in the elvish part of the Tazar Confederation that he called home. But the elvish monarch of Tazar didn't seem to mind as Branden was a brave and valiant warrior and did his job well on top of being loyal. Seeing as his father served the king, Rem spent a lot of time at the royal palace whenever he got called to the capital. It was difficult being amongst the proper Tazarin court, and Rem and his siblings were no strangers to snide comments about their parents and themselves, but the king was kind to them and he recognized Rem's inborn talent for art at a young age.

Rembrandt spent much of his time drawing and painting anything that took his fancy, he especially loved bright and colorful events like storms or the lavish parties that the elven court would sometimes hold. wanting to capture the beauty of the moment forever. When he started learning magic from his mother and the mage teachers, it'd been no surprise that art became his main conduit. His paintings were so lifelike that others would comment on seeing themselves actually within these moments, and by the age of fourteen he'd gained some attention and renown amongst the court. One day, the king approached Rem with the request to paint a portrait of him, which the young man obliged. The king, being impressed by the execution decided to allow Rem to apprentice with the principal court artist, Ailen Irilis, whom he' studied under for eight years before becoming a court artist in his own right just last year.
Things seemed to be looking up for the young man, he made art because he dreamed of a world without the stress and strife of war, a place where people could be safe and happy, and he looked forward to the day where that could happen. He'd been a dreamy sort, head in the clouds and all until tragedy struck one day. Rem had been in charge of his siblings that day and decided to take them all to play by the river, as they often did when they were very little children. A storm had begun to brew some time later, but it started as mere grey clouds and rain. Normally the children would be rounded up and taken home but they'd begged him to be allowed to stay outside for a little while longer and besides, he always enjoyed capturing storms on canvas.
He sat at a vantage point on the hill to get some painting done, taking his eyes off of them for a few moments until he heard a shriek. Two of his younger siblings, a twin boy and girl had been swept out by the current while playing. Rem rushed as fast as he could to go and rescue them, but was only able to save his sister. His brother had been pulled under the choppy water despite his and some of his older siblings' best efforts, and the boy was only found after it'd been too late. To this day, Rem blames himself for taking his eyes off them, for not making them go inside sooner and that broke something within him. He fell into a deep depression for over a year, he didn't even take up his painting.

Fighting Style: Mage
Abilities: In addition to some fire abilities, Rem's primary ability is his artistry, the ability to cast spells by painting and drawing.
[Paracosm]: The ability to paint powerful illusions into existence, changing the appearance of an area by making changes to his canvas and shrouding it in magic. Although these illusions are quite strong, somebody who's sufficiently strong either magically or mentally can break through them (they can also be destroyed by destroying the painting)

[Sympathetic Magic]: Kinda works like a voodoo doll, Rembrandt paints a portrait of a person by using a part of them in the pigment (usually blood), thus creating an enchanted picture. Whatever happens to the picture also would happen to the person in real life, but this would only work if Rem could get a hold of their blood to mix in with the paint and nobody is just handing out their blood around here.

[Spellcasting]: (Your usual garden variety spellcasting, except it's channeled through the use of painting except incantations)

[Pyrokinesis]: Due to being half fire-fairy, Rem has a certain level of control over fire. He can both create and manipulate flames.


Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
(Time: This unique brand of magic takes time to cast, if Rem is stopped from finishing the art piece then the effect is either halted or deaded entirely.)
(Supplies: Rem needs paper and paint or some other drawing implement to cast his spells, if he doesn't have access to these things he can't use that form of magic.)
(Water: Even when forced to rely on his fire magic, it can be counteracted with water magic)


(Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)

Equipment:
[Insert Equipment]
[Insert Equipment]
(Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)
Last edited by Ceystile on Mon Aug 02, 2021 11:53 pm, edited 1 time in total.

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Tomia
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Postby Tomia » Mon Aug 02, 2021 9:31 pm

Name: Raeden Hollister
Age: 22
Gender: Male
Race: Human
Appearance: Raeden
Alignment: Lawful Neutral
Bio: Raeden was born to the noble house Hollister in the Tazar Confederation. While Raeden was born noble at birth, it was not a time of peace and stability for his family. House Hollister had grown corrupt and inept after multiple generations of child rulers and infighting. By the time of Raeden's birth, their influence in Rona had all but vanished. His father was deathly ill and Raeden's seven older siblings were too busy trying to kill each other for his title. When the lord died, Raeden, at the age of two, was whisked away from the Hollister Keep in order to protect him from his power hungry family. Therefore Raeden was raised in an elf village on the boarder of Rona and Yarishi, where he lived in happy ignorance for many years. However around the age of eleven, Raeden began asking questions that his adopted family struggled to answer, and it became clear that he needed answers about his past. So one day the village elders decided to tell Raeden about where he came from. The young boy was confused, but also angry. He had always felt out of place, despite being welcomed by the elves in his village. When he learned the havoc that was being done by his family, the young boy felt responsible. And so late one night Raeden ran from his village, trying to stumble back to the lands that he couldn't remember. His ill prepared plan was nearly the end of him when he was corned by a pack of rabid werewolves. It was then that he heard the booming hooves of horses, trotting towards him like thunder as the men on top them cut down the werewolves. One of them dismounted, a woman with flowing blonde hair, and asked Raeden what he was doing out there. He told her he wanted justice, which elicited a tired smile from Lady Helen of the Fyrsailic Knights. When he revealed he had nowhere to stay, Helen decided to take him back to their fortress, Carovic Keep. There, the knights sought to discover what kind of magical and physical potential Raeden had, to see if he was worthy of joining their order. He was tested, brutally so in some ways, and it was revealed that while Raeden had no magical abilities he was strong and agile and had a very quick mind. His pain tolerance and resolve were also notable. It was decided that he would be allowed to stay and learn the teachings of their order.

The Knights preached discipline and resolve to protect the innocent and strike down the guilty. They also taught Raeden that they fight to prevent chaos. Order was their strength, and it was the only way people could be free to live happy lives. Raeden embraced these teachings, almost fanatically so and by sixteen he was a fierce and skilled warrior, ready to take on the final process of becoming a knight. In an offical and solemn ceremony, Raeden swallowed a strange looking purple elixir that made it feel like his whole body was on fire. He passed out from the pain and when he awoke, he was able to produce sparks of lightening from his finger tips. With the ritual complete, he was officially a knight. However, after about two years of patrols and encounters with monsters and bandits, Raeden still longed to return home and bring order to the chaotic lands of house Hollister. His mentor and commander, Lady Helen, reluctantly allowed Raeden to leave his post and seek his destiny in birth place. And so the young knight returned to the province of Holli, learning that things were just as bad as he feared. His siblings were constantly fighting for power and law had all but crumbled. Bandits terrorized the citizens and the law abiding people that were left were barely holding on.

Outraged, Raeden marched to his family's ancestral keep and demanded to speak to the ruler. It was his brother, Fader, who had killed the eldest Gerrit to claim the title. Fader of course did not recognize Raeden and assumed him to be some common knight, seeking glory. Fader arrogantly ordered his guards to kill the young knight but Raeden easily overpowered four of them without even using his recently acquired magic. Fader reached for his crossbow, thinking he would strike the usurper down, but he was instead cooked alive in his throne by a blast of lightening. With Fader dead, Raeden revealed himself to his other siblings, and demanded to know what had happened since his father's death. He judged them one by one, and sentenced nearly half his siblings to death by his own hand. The eldest that remained, Jaden, took the throne as lady of house Hollister. Jaden was glad for the opportunity for peace, but horrified at the harshness of her brother's justice. She decided to send her brother away to the royal court of Rona, as a convenient form of exile. Raeden had gotten what he had always wanted, but left him hollow and directionless rather than satisfied.

He has now spent the last few years as a member of royal guard for House Veros of Rona. In some ways he is no more than a display, a powerful young knight meant to reflect the prestige of the royal family. He helps the people where he can, but when news of the expedition into the ruin lands was announced, Raeden eagerly sought permission to join it. He saw a chance to help bring peace to a troubled land, much in the way he had wanted with his own home. He hopes that in the Ruined Lands, he can find his destiny.
Fighting Style: Warrior
Abilities:
  • Swordsmanship: Raeden is a trained knight, whose powerful blows can tear limbs off poorly defended foes.
  • Lightning Magic: Raeden can summon magic lightning from his fingers and channel it through his greatsword as well.

Limitations :
  • Endurance- Raeden usually wields a heavy blade and heavy armor, which makes him formidable but often somewhat slow and susceptible to tiring out.
  • Magic Tolerance- While the lightning Raeden produces does not hurt him, it takes a toll on his body and overuse threatens to produce burns and worse across his body.

Equipment:
  • Greatsword(as depicted in appearance)
  • Armor(as depicted in appearance)
  • Horse Raeden's horse is a heavily armored destrier named Storm
  • Falcon Raeden's falcon is red and named Hunter
Last edited by Tomia on Mon Aug 02, 2021 9:33 pm, edited 1 time in total.

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Tomia
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Postby Tomia » Thu Aug 05, 2021 2:06 pm

Name: Zaya Windbender
Age: 21
Gender: Female
Race: Elf
Appearance: Zaya
Alignment: Chaotic Good
Bio: Zaya was born to a small nomadic tribe in Norada. The tribe is known for its heavy emphasis on magical abilities, and expels those who come of age that do not display magical ability. Zaya's tribe named her Windbender when she proved able to manipulate the elements. Her tribe may have been nomadic, but it lived by a strict code of obedience to elders and a sense of serving the collective. The tribe often known as the Nimoda, believed that if they cultivated the strongest magical warriors, the dragons would bring them to their world. Zaya however was never one for rules and she spent most of her time as a youth sneaking off into the forest to hunt or play the with the nearby small animals. She was extremely close with her younger sister, however when her sister Nora was deemed to not have magical abilities, she was expelled from the tribe. Zaya did not take well to this at all, and demanded the elders reconsider. When they refused, Zaya left the tribe with her sister. However, the elders of the Nimoda could not tolerate a magic user leaving, and hunted them down. For months Zaya and Nora were on the run, relying on Zaya's skills to keep them alive, until Zaya finally decided they needed to separate for Nora's protection. It was her not her little sister that the hunters were after. For this reason they left for the mainland, and once there Zaya left Nora with a kind elven village before going off to live a life of a mercenary. It's been four years that Zaya has been on her own. There was a sense of freedom there, as she plundered, fought, and celebrated as she pleased. But there was danger and sorrow as well. The hunters would no doubt return one day, and until she dealt with that problem she could not reunite with her sister. For now Zaya has traveled to the Tazar Confederation seeking her latest adventure.
Fighting Style: Archer
Abilities:
  • Marksmanship: Zaya is a trained archer, whose experience and natural elven skills such as heightened sense of smell and the ability to see in the dark make her a deadly hunter.
  • Wind Magic: Zaya can manipulate the wind, which she often uses to aim her arrows in unnatural ways as well as to jump and hover into the air that can almost mimic flying.

Limitations:
  • Physical Strength- Zaya's fighting style is based agility and athleticism rather than brute strength. In close range combat she does not have much in the way of offensive capacity.
  • Energy- Her wind magic requires either a natural source of wind or for her to be the energy source which can be dangerous if used too much.

Equipment:
  • Enchanted Arrows Zaya uses enchanted arrows that have various elemental effects, fire, poison, lightning, etc.
  • Armor and Bow Depicted in appearance
  • Travel pack includes basic rations, sleeping pack, hunting knife etc
Last edited by Tomia on Thu Aug 05, 2021 2:11 pm, edited 1 time in total.

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

Postby Tomia » Sat Aug 07, 2021 9:40 pm

Name: Devos
Age: 29
Gender: Male
Race: Dracon
Appearance: Devos Devos' eyes are mostly human like but surrounded by a light patch of blue scales, which also cover both his forearms and the base of his legs. His hands are dragon like as well, having small claws at the end of his fingers rather than fingernails.
Alignment: Chaotic Neutral
Bio:
Devos of House Fagorious, once the heir of his family set to inherit control over the powerful House of the Pen, one of the three governing noble houses of Scalandia. Devos in his youth was a naturally talented prodigy in the magical arts. He was seen as a shoe in to be a major political player one day and even a chance to serve the emperor as his magical advisor. However as a child Devos was vain and arrogant. He was a notorious playboy, who would use his family's money to throw lavish parties. As Devos partied the night away as a source of constant scandal, a political storm was brewing within the house of coin. A conspiratorial organization known in hushed whispers as simply as "Festori" or Shadows in the ancient Draconian was plotting against House Fagorious. Devos' father, Lord Halvi, was suspicious of their existence and the Shadows sought to take him out before he could expose them. Rather than simply kill him, they did something much smarter, they framed him as being their leader. Halvi was accused of running a secret organization of mages, who used dark magic and conducted horrible experiments. Halvi was executed, and Devos, his mother, and his two younger siblings barely escaped capture thanks to loyal guards who took them out of the capital city through a secret passage. However now they lived in exile and Devos found himself in a situation he was ill prepared for. With little money and no friends, the Fagorious family struggled to survive. It was then when Devos was approached by the Followers of Phannos, who told him of the conspiracy his father had uncovered. Eager for revenge for his father and the life stolen from his family, Devos agreed to help them take down those responsible. Devos joined this motley group of secretive assassins and it was there he learned transfiguration magic and the art of assassination. For six years he has worked with the organization, slowly whittling down his enemies, but now things have changed. Once again Devos has been framed, and his allies forced to scatter into hiding. Now Devos goes by the alias Sebastian, a mysterious playboy adventurer, seeking a good time on the quest. While Devos has not really lost his playboy ways, he has an ulterior motivation. He believes the shadows are after the dragon heart and he plans to stop them.
Fighting Style (Warrior, Mage, Archer, etc): Rogue, Mage
Abilities:
  • Transfiguration Magic Devos can use magic to transform his body in a myriad of ways. Most commonly he uses animal transfiguration which temporarily gives him the abilities and attributes of various beasts.
  • Trained Assassin: Devos is trained in the art of silent killing. Beyond his magical abilities he is trained at free climbing buildings, blending into crowds, and lying and manipulation.
  • Natural Caster: Devos is natural mage, and mostly uses it for buff spells as well as the occasional healing
  • Potion Crafting Devos is a capable potion crafter, and uses potions to augment his magical abilities.

Limitations:
  • Reputation- Devos is both a disgraced exile and a member of an organization that is being hunted. This makes it more than a little difficult to move around freely these days and for this reason he is now operating with an alias and pretending to be human.
  • Limited Magical training: Outside of transfiguration magic Devos has little formal training in magic, largely due to laziness and lack of interest as a child.
  • Limited Transfiguration- Devos cannot take on the full form of another creature, only certain aspects of it.

Equipment:
  • [Insert Equipment]
  • [Insert Equipment]

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Aug 08, 2021 3:24 am

Name: Daezair Wellen, known as Dae to her friends and The Spider to her enemies.
Age: 67, or the elvish equivalent of 25
Gender: Female
Race: Elf
Appearance (pics if possible):
Image

Alignment:(Lawful/Neutral/Chaotic & Good/Neutral/Evil) Chaotic Good, but leaning toward the more neutral side of the spectrum.
Bio: Daezair was the eldest child born to Miniulosse and Aikan Wellen, two gardeners from a commoner family of elves living in a border village between the human and elven parts of the Tazar Confederation. Her parents ran a plant nursery selling trees, flowers and medicinal/magical plants to hospitals, for special occasions and pretty much anyone who had the coin. Even poisonous plants were sometimes sold, depending on the intended use (though this was done secretly). She, her parents and her two younger siblings lived a happy but rather unremarkable life in their small village, growing up in a tight-knit and hardworking family. Dae had always been fond of sewing and weaving, even becoming a member of the local Weavers' Guild, but her tapestries were no ordinary decorated cloths. There'd always been something unusual about them, they seemed to have effects on those they came in contact with. For example, she wove a baby blanket for her younger sister that always seemed to get her to sleep now matter how fussy the baby had been that day, her yarns seemed to have a life of their own. It all came to a head when she started embroidering sigils she found in her father's spellbooks because she thought the patterns were pretty, and the resulting fabric had the exact same effect as if the spell were cast by word or wand. Finding this magical talent in their daughter, they sent her to the local magic school in order to cultivate her unique talent, combining her innate magic with her craft.

One day, her family took in an orphaned human child named Raeden, the last heir of House Hollister who had been whisked away from the viper's nest that had once been his family's keep and now needed a safe, unassuming place to grow up until he was of age. The family accepted the little boy with open arms, raising him like one of their own children and Dae grew quite close to him as a little brother, becoming just as protective of him and even mother-henning him a little. He settled in amongst them, growing up and living their usual life until he turned around eleven years old. He began asking questions about his origins, which was understandable for any adopted child but since Dae and her family weren't given all the information themselves, they couldn't give him the answers he so desperately craved. Eventually Raeden found out the truth of his birth and family, and fled from their village in anger in sorrow. Dae searched for him for weeks, unable to find him. Seeing the sorrow that her family went through, her worry turned to anger at Raeden for just running off and leaving them with no explanation, especially after how close they'd become. When she heard that he was alive and had joined up with a band of knights, eventually regaining a place among his birth family, Dae felt a cocktail of emotions rise up within her. Firstly, relief that he was alive and well, shock and horror that he'd gone so far to kill his birth siblings, and that old feeling of anger/abandonment yet again.

She found him and they spoke, but the conversation devolved into to a heated argument between the two that turned quite ugly, so much so that it was just last year that the two siblings finally became on speaking and writing terms again. Things are just starting to mend, and while they don't yet have that close-knit bond back that they once had, the care is still there. Dae has decided to accompany Raeden on this journey to the Ruined Lands, partly to make sure that her reckless adopted brother doesn't get himself killed but also for her own reasons, adventure being one of them. She wishes to help people and thinks a new united kingdom may prevent more families from becoming like her and Raeden's was.
Fighting Style (Warrior, Mage, Archer, etc): Mage
Abilities:
  • Thread Magic: A Blessing (magic power granted by the gods) based in weaving, thread and textiles
    Magic Thread: Her primary weapon is an enchanted thread that works a lot like monomolecular wire, it’s razor sharp and super fine and cuts like a bitch. Can also be used for binding enemies.
    Spell weaving: Can cast spells by either embroidering or weaving the appropriate sigil into a fabric/weaving it into a thread. For example, she can weave sails that are enchanted to hold wind, spin a spell into enchanted yarn embroider a fire sigil into a blanket in order to keep it warm. She carries around little scraps of fabric stitched with dragon-scale thread, these act like bombs/bits of flash paper.
    Webs: She can use her threads to weave magic webs that ensnare enemies
    Strings of The World: She can take elemental substances: shadows, light, air, cloud and spin it into a thread with a special spell, the fabric it’s woven into then has magical properties.
    Disguise: She can disguise herself as somebody by weaving a fabric out of their hair and draping it over herself, creating a glamour.
    Plant/Survival: She has quite a bit of knowledge of herbs and plants from her parents, so she knows which ones are poisonous, which ones are good for healing and which ones are edible. Some basic boy scout survival skills.
    Cloth Constructs: Her enchanted thread can take the shape of various animal-golems that can be used in battle, she has this power over cloth as well.

Limitations:
[list][*] (Time: These spells take time and have to be meticulously prepared beforehand, with the exception of her threads it isn't something you can just conjure up on the fly so if she goes out unprepared and didn't embroider the spell beforehand, she's not really gonna have time to do it in the middle of a heated battle. It's not like a fireball where you can cast it in three seconds and be good)
[*] (Overspecialization: She's pretty heavily reliant on her thread magic, she knows enough basic swordplay to defend herself for a while but basically without her magic she becomes a sitting duck rather quickly)
[*] (Exhaustion: Controlling the cloth constructs can be draining, especially since if they're bigger/there's more than one. So she usually limits the use of this spell to not put as much drain on her magical energy.)

Equipment:
[box][list][*][Weaving Loom: She carries around her weaving loom, shrunk down with shrinking magic to make it portable]
[*][Enchanted Sewing Box] This is where the magic happens. This is where she carries around the magic threads, embroidered fabrics, needles and everything that's part of her spellwork.
[Herbs and Plants] She has some useful dried herbs and plants from her parents, stuff that can be used for healing, poisoning or eating
[Rations]Basic field rations: food, water, first aid kit, sleeping bag, ie.
[Spell-resistant cloak]An enchanted cloak she wove herself, granting her resistance to spell damage. She made a similar one for her brother Raeden a long time ago
[Magic Thread] Her main weapon, the ball of enchanted razor-thread. This is what earns her the nickname of Spider. It can become a variety of useful objects, including a rope.
[Sword] A basic steel sword, pretty unremarkable but obviously forged in high quality...it had been a birthday gift from Raeden.
Horse: She has a bay mare named Miri.
Last edited by Ceystile on Sun Aug 08, 2021 3:25 am, edited 1 time in total.

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Aug 08, 2021 11:31 pm

Name: Koshka Sidorov, known to most by her alias the Black Cat
Age: 20
Gender: Female
Race: Human
Appearance (pics if possible): https://thepinkseat-askthemoonbunny.tum ... r-princess
Alignment:(Lawful/Neutral/Chaotic & Good/Neutral/Evil) Chaotic Neutral
Bio: Koshka grew up in the capital of Granris as the daughter of Ivan Sidorov and his wife, Annya (nee Dodrick). Ivan was a hunter and forester and Annya ran the family's tanning business, turning the skins of the animals her husband brought back into leather and useful leather items. The family was never rich, but they had enough to get by and were very close knit. Koshka would later describe her childhood fondly as one of the happiest times in her life, uneventful but filled with joy...until that fateful day.
Ivan had been out in the woods hunting for game when he came across a large male elk...in the middle of mating season. Let's just say the animal didn't take very well to getting shot with an arrow and Ivan was ultimately gored in a very bad way, later dying from his injures. The family was devastated by the loss, not only emotionally but financially and without her husband, Annya struggled to keep their tanning business afloat. Fifteen year old Koshka tried her best to help, going out and hunting animals herself but ultimately it wasn't the same without Ivan and they were forced to close the business.

Getting by on the money they managed to save, Koshka and her widowed mother were now in dire straits financially, struggling to survive on what they could produce themselves or what generous neighbors were able to help them with. The young huntress would sell meat and hides from her kills and work odd jobs in order to try to provide for herself and her mother, while Annya took a job as a housekeeper with a local family. One day, Koshka just grew tired of skimping by and decided to take matters into her own hands. She snuck into the manor of a lord in the capital disguised as a servant and made off with a few pieces of gold and jewels. Once she sold them, it was more money than she'd ever seen even when her father was alive, and thus she went from struggling huntress to notorious jewel thief. It started off with small targets, local knights and petty lords around town but soon she started stealing from the uber-wealthy, those who thought they were safe in their lavish manors and halls in the stately castle on the hill, going after bigger and bigger marks. The girl always seemed to vanish without a trace like a ghost in the night, so much so that her identity had never been learned. Her habit of disappearing silently into the shadows earned her the nickname The Black Cat, and it was by this moniker that the phantom thief became known. Koshka lied to her mother, telling Annya that she'd gotten work as a lady's maid in the capital and that the money/gems were a gift from her employer, making sure to not take too much lest Annya become suspicious. Things seemed to work out: her family was no longer destitute, they had enough money to eventually start up their tanning business again...but as often happens when one gets too cocky and greedy, their luck begins to run out.

Koshka, having lived as a commoner with just enough money to get by and then being pushed to the very bottom line of poverty decided to pull off the biggest heist she'd ever committed, stealing the crown jewels from the King of Granris himself. With the money it would bring, her mother would be more than comfortable and they'd never have to worry about food or necessities ever again: they'd be taken care of for the rest of their lives. Gathering two friends that she had believed were trustworthy, they planned the heist for weeks and weeks and then one night, scaled the walls of the Granris Keep. As King Victor was celebrating his birthday that night, the nobles and guards had been distracted enough to allow Koshka to slip through...at least at first. She managed to get up to the jewel-house without much difficulty and steal the crown and scepter, but on the way down was captured by a contingent of knights (her lookouts had fled, fearing for their own lives). She was immediately whipped and thrown in prison, staying in the cell for a week with no way to escape or even let her mother know that she was alive. King Victor and some of his advisors came to her on the seventh day, deducing from stories that Koshka was indeed the infamous Black Cat.
The sentence for stealing the crown jewels would've most likely been death, or at least getting a hand cut off...and indeed that had been the council's first plan. But Victor saw a solution to a problem he'd been having ever since his family's reign began, the question of his legitimacy. Everyone in Etheria had heard that the dragon hearts may have been discovered, and the kingdom of Granris had long been hoping to retrieve one for themselves in order to confirm legitimacy upon their rule. Victor offered Koshka a proposition: she was to join the expedition into the Ruined Lands and retrieve a dragon heart in order to bring back to the king. Should she succeed in her mission, she would be released and paid handsomely. Betray them by trying to take the stone for herself and she would be executed. Koshka had it on the tip of her tongue to refuse until the king presented her with a contract and a fourth of her promised pay as a deposit. The entire amount would be enough to allow her and her mother to live in comfort for the rest of their days with plenty left over, and execution wasn't exactly the most preferable alternative. Koshka agreed to the proposition, being sent to Tazar as a young noblewoman who wished to join the journey in order to represent Granris (the cover story that explained the small group of knights that had been sent with her in order to prevent any defection), and now she is on her way to the meeting of the confederation's three rulers to begin a literal life or death journey.

Fighting Style (Warrior, Mage, Archer, etc): Rogue, mostly. She mainly fights with stealth attacks, dodging and looking for openings to strike but she does know a tiny bit of magic.
Abilities:
  • [Insert Ability Here]: (Insert description of ability here)
  • [Insert Ability Here]: (Insert description of ability here)
    (Note, you do not have a maximum or minimum of 2 abilities. Include both your character’s mundane abilities and any magic they have. If you don’t need all those, delete them. If you need more, copy and paste.)

Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):
  • (Insert Limitation)
  • (Insert Limitation)
    (Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)

Equipment:
  • [Insert Equipment]
  • [Insert Equipment]
    (Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)

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

Postby Tomia » Sun Aug 08, 2021 11:50 pm


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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Aug 15, 2021 10:07 pm

Name: Gilbrand Grey
Age: 28
Gender: Male
Race: Half-elf
Appearance: https://i.pinimg.com/originals/38/98/47 ... 293bce.jpg
Alignment: True Neutral
Bio: Gilbrand Mallaros Grey was born in the Numa Republic to Salwen, an elven mother and Tristan Grey, a human father from Granris, being the second child after his older brother Corellan. When Gil was four years old, his parents eventually split and his mother remarried a human woman, a young botanist who had stopped in Numa as part of a continent-wide expedition to study all the plants and flora of Etheria. Gil would grow up he and his brother would split their time between Numa and Granris for the next three years, developing a love of plants from his stepmother and learning about the workings of the body from his father, a physician. Eventually, Gil's mother and stepmother moved to Granris when he was around ten, both so that the boys could visit their father more often and to get away from the political corruption and danger of the Republic's capital.

As Gil got older, he would study his father's anatomy books and see people who were ill and couldn't get treatment, and he decided that he wished to become a doctor like his father. He learned under Tristan for a while and then was apprenticed to a dwarven physician in Granris' capital, where he learned the ins and outs of medicine. At twenty-two, he was deemed to be finished with his lessons and opened up his own practice back in Numa, which was outwardly a nice place to live but the precarious situation of it all made Gil feel that his talents would be of better use there...at least in Granris the rulers seemed to pay attention to their own people regardless of being caught up in their own issues of legitimacy. Things seemed to go well until one day, the Gorgon's Eye started to spread.
A rare disease for which a cure has not yet been found, the Gorgon's Eye is so named because the progression of the disease eventually causes the victim's body to become stiff and immovable, almost as if they'd been turned to stone from the inside out. It starts out with stiffness in the fingers and toes, and that stiffness slowly spreads throughout the body as even the internal organs become unable to move, eventually stopping the heart and lungs from working and resulting in death. It had started out with a few cases in the nearby city of Stelens, but eventually more and more cases were documented until even the corrupt ruling class couldn't deny that it had become a full on plague.

Gil and his fellow physicians and healers were working in order to try to find a cure for this sickness, but with the Numan politicians too busy plotting to gain more power and kill off their enemies, they were completely useless and uninterested in helping their own people. The only thing they seemed to be concerned with is keeping up their learned and wise image to the rest of the world, pretending nothing was happening and refusing aid. They eventually learned that the progression of the symptoms could be slowed down with the right medication, but it was only delaying the inevitable. The higher-ups ignored advice to close off the borders or do quarantines and so many of the people ignored it as well, as they wished to pretend that nothing happened, which only resulted in more deaths. Even his beloved elder brother has now fallen ill with this plague, and while the medicines are slowing down his progress, they know it's only a matter of time before he dies if there isn't something done about it quickly. Angry at the Numan leaders' refusal to do anything to help its citizens, Gil decided to join the expedition to the Ruined Lands in hopes of finding something out there that would help avert this crisis, magical or mundane.

Due to being ignored by powerful politicians when it came to disease and seeing the massive damage it caused , Gil is now firmly a member of the Salty Healers' Alliance and does NOT suffer fools. He will resurrect you just to kill you again if you do something medically stupid and has become cynical by seeing the neglect his home has fallen into (and also his brother's life hanging in the balance)

Fighting Style: Not really a combatant, but I guess technically rogue cuz he's a sneakier fighter,
Abilities:
  • [Combat Medic]: (Gil uses his knowledge of the human body to defend himself in combat, a scalpel and a syringe make a hell of a weapon when inserted into the right place. Plus he knows all the spots on the body that will incapacitate you the fastest, so yeah.)
  • [Physician]: (Mans is a medical genius, he knows his way around the healing arts)
  • [Pharmacist]: (He has a wide knowledge of medicines, plants, drugs and poisons)

Limitations:
  • (Mundane: He has no magical abilities to speak of, like at all.)
  • (Insufferable Genius: He's cynical and salty as hell so that kinda impairs his ability to work with others a bit)
    (Not A Soldier: He's trained as a doctor, not a fighter. So while he knows some combat to defend himself in battle, he's far from a seasoned warrior)

Equipment:
  • [Insert Equipment]
  • [Insert Equipment]
    (Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)


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