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Lost God Discussion Thread; OOC for the Lost God RP
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Topic Started: Jul 11 2011, 02:18 PM (6,739 Views)
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Duke Smugleaf
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Jul 17 2011, 11:36 PM
Post #101
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Celestial Princess
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The Élan are a group of powerful human psions, a secret society as it were, who have undergone a highly secretive Ritual of Ascension. The only thing known about this ritual is that they pump their bodies full of psionic energy, giving them a few nifty racial powers instead of a bonus feat and some skill points, but, most of all, it makes them immortal meaning they can't die from old age, which is really quite useful in D&D where characters actually do age over time. And naturally, aging sucks, especially for physical characters whose stats and abilities are utterly ruined. As a side effect of this, their creature type changes from Humanoid (Human) to Aberration (Psionic). However, despite that change, they still have more in common with Humanoids, especially considering most aberrations are things like Illithid, Beholders, and other creatures of the Underdark.
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Duke Smugleaf
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Jul 17 2011, 11:38 PM
Post #102
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Celestial Princess
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- Darkom
- Jul 17 2011, 11:28 PM
It won't be so bad, since they'll be joining in steps, but once we hit the jungles the only real option you have for character introductions is a Jungle Elf. So if you do have a second guy, be sure to get him/her in while we're still on our boat. Thanks.  I'm sure it wouldn't be too difficult to bring in a character in the jungle. Though it would most certainly be convoluted and improbable...
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Half Tooth
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Jul 18 2011, 06:28 AM
Post #103
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Painter
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Here's a few final things regarding the Sea elves, which I have decided to name the Tsydra.
Tsydrian Language: I thought their language should flow smoothly like water and ripples. Their native tongue sounds similar to a higher pitched and much faster whale song. Due to their flowing language, whenever they speak English they struggle with hard sounding consonants and their words tend not to have a beginning or end they just blend right into one another. This would make them sound a bit like a drunk slurring their words.
Names: An elf has two names, but this is only because their actual names cannot be pronounced above water so they have another name which can be spoken in English. Their second name is usually a class or job title. Since there are so few of them they don't really need two names, so they tend to call each other by a first name and how they contribute to their society. So some second names for them would include Sailor, Trader, Weapons maker, Sculpter....etc. This means that in a family of elves, it is rare for all of them to have the same second name.
Clothing: When underwater they don't wear any clothes or cover themselves at all. When above water they do cover themselves. However their clothes need to be practical and easy to put on or take off due to the fact that they may need to change shape at any time. All of their clothing is practically weightless and the fabric feels so thin that it may tear at any second but it is in fact incredibly strong.
Charatcer sheet coming very soon! Also I'm loving the demon and golem ideas 
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Evilpigeon
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Jul 18 2011, 09:11 AM
Post #104
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Apprentice
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Derogatory human slang for Sea elves: Piss'eads - I don't think the meaning is the same for Americans but if you're pissed, you're drunk.
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Whoever said nothing was impossible never tried to slam a revolving door
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Ambrose51
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Jul 18 2011, 09:46 AM
Post #105
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The Resident Horror Enthusiast
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Nah, in Americaland, if you're pissed, you're angry, though I've heard people use it for being drunk as well.
On the topic of anger, since the Church clearly isn't militant enough yet, here's my second and final character (I always try to have two, in order to play them off each other), to be picked up along the way at some indeterminate point in the future. This is the first attempt I've made at a warrior character in a looooooong time.
Spoiler: click to toggle Name: Alaric (Last name stricken from the records.) Age: 47 Country of Origin: Themis (15b) Appearance: A large, intimidating man, Alaric stands at 6'4", and with his muscular figure, he makes for an imposing sight even for a soldier. A bald man with dark, dull green eyes, he always seems to have a scowl on his face, and even when he doesn't, he still looks as though he’s brooding or angry. Definitely the sort of person you want to avoid speaking to for any length of time. Picture: http://th09.deviantart.net/fs70/PRE/f/2011/182/c/2/1309527924_xcxcxc_by_tanathe-d3kn3oc.jpgPersonality: Alaric is an intensely bitter and hateful man. Having lost his title and last name in a very well publicized situation mired in rumors, he has a recognizable face no matter where he goes, and he constantly feels as though he can't escape the past. Rather than try and move on, however, he tries instead to use that rage as a focus, and this carries over into everything he does. Intensely suspicious of others, the only thing he felt he could turn to was his god, which has now deserted him. He still holds that faith, which is the only thing keeping him from tipping over the edge into a bloody rampage, but for how long, no one can guess. Ability Description: Alaric has spent most of his life since losing his title in the service of the Church of Light, hunting down bands of heretics and blasphemers, and fighting the Church's war against the forces of corruption on the edge of the Withered Lands (25). As such, he is very competent with a sword. He knows how some of the basics of magic work, but is incapable of using them, and has no desire to learn. He has a basic competency with hand-to-hand fighting as well, but don't expect him to be slaughtering hoards of orcs. Weapons/Armor: See picture (I'm terrible at describing this sort of stuff.). The only thing notable about the weapon and armor is that they're relics from when he was a noble, and thus rather old. The armor has nothing special about it aside from that, although the sword has an enchantment. Brief History: Born to a high noble family in Themis, Alaric had been expected to inherit, being the eldest son. One night, however, his entire family, along with the estate that they lived on, was destroyed in a great fire. Alaric was the only survivor, apparently having been away when the fire was set. He was blamed for the event despite not being there, and while he railed and fought against it, he was sentenced to death by the king of Themis. He would have been executed on the spot, had a member of the Church of Light not intervened on his behalf. The Church gave him a deal. He would be allowed to live, and in return, he would hand over his life and destiny to the Church, to be their eternal servant. Alaric accepted, and has been enforcing the Church's interests all across the land ever since. Specific Skills: Holy Knight, Level A: Character gains a large bonus to all abilities when fighting for a cause. If the character experiences doubt, however, the character will take a massive hit to all parameters and will permanently lose access to this status. Guardian Knight, Level C: Character gains a bonus to all abilities except defense when protecting someone else. Defense, however, is lowered due to recklessness. Mad Enhancement, Level B: Due to Protection of the Faith, the character is now capable of ignoring all attempts at influencing him and gets bonuses to attacking power. However, at this point, the character is beginning to experience the harsher negative traits, including bouts of rage, irrationality in battle, and the chance of falling into a berserker state. Monstrous Strength, Level C: Due to the effects of Mad Enhancement, the character is capable of bursts of incredible power beyond his normal capacity. This comes at the price of a serious hit to stamina. Swordmaster, Level B: Character is capable of wielding a blade with great proficiency. The character knows the details of sword-play with intimate knowledge; however, he has no understanding of how to use other forms of weaponry. Eye of the Mind (Fake), Level D: Character occasionally has feelings of dread or unease when their life is in danger, even if there is no apparent cause for alarm. No bonus is given to saving throws and no ability is given to make use of this knowledge. The character simply knows that something bad is about to happen. Magecraft, Level E: Mage is capable of making use of enchantments and casting basic level spells so long as the spells are reliant on a factor other than the mage's own skill. All spells, regardless of level, must have an incantation, even if it is only activating an enchantment. All spells cast also have a weaker effect and cost more mana. Protection of the Faith, Level EX: A Skill possessed only by those who have sacrificed themselves for a religious view. Despite being a form of divine protection, it is not a blessing from a higher existence. It is only the absoluteness of one's body and soul, which is born from faith.... But if it is too high, it causes abnormalities in the personality. At this high a level, the character has become completely fanatical, and incapable of accepting views other than their own. Berserker Rage, Level D: At this level, the character gains slight bonuses to attack and speed, however, the character also takes massive losses to defense and is incapable of rational thought or planning while in this state. There is a chance of this ability triggering whenever the character is injured, no matter how slight the injury. Imperial Right, Level E: This character was born into nobility, and as such expects respect. However, due to some event, the character is now Disgraced. The character's noble status has no effect, aside from influencing the character's ego. Disgraced, Level A: Due to some event, this character has lost all noble status. This is a serious blow to the character's psyche, and they may be unstable as a result. Charisma is lowered to an extreme level. Notable Weapons/Spells: His sword, Laevatein, is an enchanted sword that has belonged to his family for generations. It's so old, in fact, that no one even knows what the name means. When activated, the enchantment heats the sword to such a degree that it is capable of cutting through nearly anything. However, due to Alaric's low mana capacity, he can't use this enchantment more than once during a fight, or he'd be completely exhausted by the attempt. Faithful Regular Theme: http://www.youtube.com/watch?v=SwcUMWCkwUY&feature=relatedFaithful Battle Theme: http://www.youtube.com/watch?v=ivSWDBvAEqE&feature=relatedLost Faith Regular Theme: http://www.youtube.com/watch?v=fhT18ZT6hxw&feature=relatedLost Faith Battle Theme: http://www.youtube.com/watch?v=OvdjIzIABI8&feature=related
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But mostly? The assorted plans at play here would be going very, very wrong due to the actions of a no-name, no-count, utterly talentless Magus by the name of Shirou Emiya. He had no magic worth mentioning, no combat experience of note, and no plan for or knowledge of the War he was about to enter. He did, however, have one trait that had derailed a countless number of such grand, far-reaching schemes throughout history.
You see, he really, really wanted to be a hero. -(Best description of the start of a Fate novel ever.)
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Darkom
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Jul 18 2011, 10:22 AM
Post #106
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Philosophizer
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Sounds good, Duke. It would make sense, considering she is a Psion, afterall.
Tsydra, eh? I like it; just reminiscent enough of water to make sense, but altered enough to sound cool. I'll also enjoy hearing your elf talk like a drunkard the whole time. 
Oh, no, the Church can never be militant enough. We're talking Middle Ages here, it's not militant enough until we throw a crusade. Sheet looks good, man; I'll have to be sure to remember to listen to his theme songs as I read your posts.
Edited by Darkom, Jul 18 2011, 10:23 AM.
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Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
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Half Tooth
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Jul 18 2011, 11:07 AM
Post #107
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Painter
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Do we post the character sheets here first? Or send them to you Darkom to check them over before we post them here?
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Darkom
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Jul 18 2011, 11:16 AM
Post #108
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Philosophizer
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Either way is fine, but I'd like to keep a copy in my inbox as a PM, for quick reference. So if you don't mind sending it to me first, I'd appreciate it. You don't really need to wait for approval to post it here though.
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Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
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Colonel Mustard
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Jul 18 2011, 12:21 PM
Post #109
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Lord of Facial Hair
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And my finalised golem character is up. Do enjoy, y'all.
Spoiler: click to toggle Name: Duhos Oregember Title: The First Race: Golem Gender: Indeterminate, but with a personality that can definitely be called Male. Age: “Spend what seems to be an eternity trapped beneath earth, unable to move, unable to do anything but rhythmically tap one finger against another to try and count the years passing by, while mud turns to clay, and clay to rock, all around you, and then, mortal, then talk to me of boredom.”Uncertain, but he guesses at around eight and a half thousand years, much of which has been spent trapped underground. Home Country: Geographically, from Culfoss (2a), though the kingdom that occupied it when Duhos was made went by a different name and had far different bounds. Factions: He holds loyalty to no particular faction, but instead holds his loyalty to the Creator Herself. Surprisingly, he holds the modern Church of the Creator in contempt, viewing it as a bastardisation of the version of the Church that created him and his kin. Appearance: Large and lumpen, Duhos was originally made as something elegant and statuesque. However, millennia of damage and improvised repairs with his own, clumsy hands have marred his appearance permanently, and now he is a humanoid, patchworked mass of clay, stone and metal. His face, set into his broad shoulders, is a child’s work in clay, quite simply two round pits for eyes and a long gash for a mouth, without nose, ears or hair of any kind. http://i346.photobucket.com/albums/p417/thebean011/Duhos.jpg?t=1311009411 (I spent only 20 minutes or so on the sketch, so my apologies for it not being a Turner Prize winner ;)) Hair: None Eyes: Two pits gouged into his face, blazing with internal fire Skin: A mixture of stone, clay and metal of varying hues Height: 7 feet Weight: 300 kg Tattoos/Scars/Piercings: None Personality: Incredibly old, Duhos’ personality can be equated to that of a senile old man, a combination of the honour-driven Oregember culture and millennia of experience (much of that being trapped underground) causing him to become an extremely short tempered individual. He has little time for those he deems fools or cowards, and has an extreme hatred of those who serve the Dark Lord. He is generally haughty and supercilious to humans and elves alike, who he often addresses as ‘mortal,’ and is angered easily; however, much of this rage is taken out as loud bluster instead physical violence. However, should you gain his loyalty and respect, he is an implacably steadfast companion; the oaths of service written into his Vallal (the magical, sealed scroll that sustains him, buried deep within his broad, burly chest) have written honour into his very nature. He holds a great respect for those who are not only skilled warriors, but also cunning thinkers and skilful mages; he is able to appreciate that such things take effort and talent. To those that he does care for, his nature is a great deal warmer and more accommodating, and he is also greatly protective of them. However, to those who gain his enmity or his dislike, he is implacable in his hatred of them, and it takes a great deal of effort for him to restrain himself from killing them outright; he has a great dislike for those he deems cowardly or dishonourable, as well as a burning hatred of servants of the Dark. Hobbies: He collects figurines. Exactly why is a mystery, but he has a collection of carefully stored fine bone and china figurines from all around the world, from coral-carved statuettes made by sea elves to crude stone totems made by the tribesmen of the wild north, kept in a small and carefully sealed, well armoured, water-proofed chest that he has slung over his neck, of which he is incredibly protective. Vices: Pride and arrogance Virtues: Highly honourable, honest to a fault and incredibly courageous for those he cares for. Fears: Nothing. He was not made to fear. Goals: With all his masters long dead, Duhos has no real goal, instead moving from one cause that he deems worthy of attention to another. Religion: An old, old form of the traditional Creator worship, one that is far more ritualistic and hardline than the current Church. He holds a fanatical loyalty to the Creator, whom he calls the ‘Old Maiden’ or ‘Young Crone.’ Weapons: A heavy steel falchion, with a few enchanted runes carved upon the blade to guard it against rust and wear, as well as his own considerable mass and heavily armoured hide. Clothing: None. He has no need of it Armour: He wears no armour aside from his own thick hide; the fact that he is made of a mixture of clay, stone and metal means that he has no soft flesh for sword blades to stab or axes to wrend, and, indeed, is practically immune to such weapons. However, he is vulnerable to mauls, hammers and picks, which can shatter his form or chip it apart, and siege weaponry or sufficiently powerful spells would be enough to bring him down with relative ease. However, he is immune to poisons and acids of all kinds, does not require sleep, is utterly tireless, is largely unaffected by heat except for that which is exceptionally hot and his Vallal means that he is resistant to most mind-controlling spells. Miscellaneous: Besides his precious figurines, nothing much Magic: Aside from the spells and minor divine power imbued into him by his magically-sustained nature, none. He lacks the patience and natural power for magical work. History: “You made me. With your clay you carved me, with your ink you scribed my Vallal, with your steel you forged my weapons. Your magic bought me into the world, your rituals caused me to come into being. My life is yours to command, to give at your notice. This is my oath, and upon my honour, it shall not be broken. Thus speaketh I.”-Oath of the OregemberDuhos Oregember was once The First, commander of a small army of golems known as the Oregember that protected the now long-gone city of Disolthrem. Made to be more intelligent, stronger and more independent than the automatons at his command, with the skills of planning and strategy as well as martial prowess written into his Vallal, Duhos and his golems were supposed to be the city’s best defence against anything that might threaten it. Unfortunately, his army of golems that protected the city were not enough to stop the horde of werebeasts, orc, gremlins, vampires and twisted men that, using the power of foul sorceries and great cunning, slipped through the warring nations of the long-forgotten world and launched an assault on Disolthrem. Despite the valiant efforts of Disolthrem’s human soldiery and of the Oregember, the forces of the Dark God eventually defeated them, storming the city and burning it to the ground. Its stepped temples went up in flames, flat-roofed houses reduced to piles of rubble. Its citizenry was enslaved or slaughtered, and for days the minions of the Dark One feasted triumphantly before an alliance of nearby kingdoms, worried for their own fate, managed to drive them away. However, the damage had been done, and none stayed to rebuild Disolthrem, its surviving citizens too few and the city far too damaged for any repair. Slowly, what was left of it crumbled to nothing, covered by earth, forgotten by all. Except for one. In his final stand in the Temple of the Creator, Duhos had been buried in a slew of rubble and lay there trapped, unable to move beneath the great weight that bore down upon him. For an age he waited, while above, the world turned. Kingdoms and empires rose and fell, invasions by the Dark God were beaten back without him, and all the while Duhos waited. Finally, he was dug up by miners trying to investigate an unusual seam of quality stone (unaware that what they were digging up was, in fact, the ruins of old Disolthrem), and from it, he rose. Distraught that Disolthrem had been destroyed, something that he held as a great personal failure, Duhos also found himself in a unique position; all his masters were dead, and he was free to work under his own initiative. For the past few hundred years, Duhos has wandered the land, desperately trying to atone for his failures. He is drawn to noble and honourable causes, seeking to redeem himself in the eyes of the Creator, and as his frustration grew so too did his shortness of temper and reckless nature. His skill as a commander has greatly atrophied, replaced with a burning, near-uncontrollable hatred of the Dark God, while near constant, clumsy repairs made by him have caused his once elegant and noble appearance to have disappeared long ago, replaced with something that is ugly, crude, brutish but very functional indeed. Motive for Joining: The Goddess was invoked during his creation and Her power was part of what sustains him; he feels that it is his duty to seek Her out now that She is gone. As well as this, his desire for atonement means that he feels duty bound to go; should he do a deed as worthy as this, he feels that he may finally have made up for his great failure. Fun Fact: His name is de-umlauted Hungarian for ‘angry old man.’ Also, Ambrose, I like your character; he reminds me of a Paladin character I used for an RP, once. If I remember correctly, my main idea was 'Rorsarch, but with heavy armour and a big sword.'
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"Pillage, then burn."-Rule 1 of Habits of Highly Effective Pirates
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Ambrose51
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Jul 18 2011, 12:48 PM
Post #110
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The Resident Horror Enthusiast
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Hmm, I hadn't even thought of Rorsarch, but that's a good point. Actually, I based him off of the Inquisitors from Warhammer, with a bit of the Nasuverse's Executors, a branch of the Church, thrown in for good measure (They're so extreme that even when a vampire came to them begging for help and acceptance, having been forcefully converted, they attempted to kill her in every way possible for a month non-stop until realizing she was effectively immortal due to how she was turned, and then kept her imprisoned for over a hundred years in a dark cage until finally letting her free, but under very close watch. [I think I probably talk about the Nasuverse far too much. ] ).
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But mostly? The assorted plans at play here would be going very, very wrong due to the actions of a no-name, no-count, utterly talentless Magus by the name of Shirou Emiya. He had no magic worth mentioning, no combat experience of note, and no plan for or knowledge of the War he was about to enter. He did, however, have one trait that had derailed a countless number of such grand, far-reaching schemes throughout history.
You see, he really, really wanted to be a hero. -(Best description of the start of a Fate novel ever.)
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Colonel Mustard
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Jul 18 2011, 12:58 PM
Post #111
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Lord of Facial Hair
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- Ambrose51
- Jul 18 2011, 12:48 PM
Hmm, I hadn't even thought of Rorsarch, but that's a good point. Actually, I based him off of the Inquisitors from Warhammer, with a bit of the Nasuverse's Executors You're a 40K fan, are you? Awesome, I love that stuff, myself, and I can see where you got the idea from there, actually.
Edit: Also, while I'm here, I might as well raise the question of how long we're expecting RP posts to be. Only I remember that on an old RP forum I was on, there seemed to be an unspoken bottom line of approximately 750 words, which made dialogue a right bugger to do. Figured that I might as well ask now.
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"Pillage, then burn."-Rule 1 of Habits of Highly Effective Pirates
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Ambrose51
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Jul 18 2011, 01:00 PM
Post #112
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The Resident Horror Enthusiast
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Indeed I am. I prefer the Eldar, myself, with Chaos (Blood for the blood god!) being my favorite. Don't like the Dark Eldar, though, ironically.
I wouldn't think post length would be that big of an issue, just as long as it isn't made up of single sentences or something.
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But mostly? The assorted plans at play here would be going very, very wrong due to the actions of a no-name, no-count, utterly talentless Magus by the name of Shirou Emiya. He had no magic worth mentioning, no combat experience of note, and no plan for or knowledge of the War he was about to enter. He did, however, have one trait that had derailed a countless number of such grand, far-reaching schemes throughout history.
You see, he really, really wanted to be a hero. -(Best description of the start of a Fate novel ever.)
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Duke Smugleaf
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Jul 18 2011, 04:00 PM
Post #113
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Celestial Princess
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Hey, Mustard, I noticed that you said Duhos' weapon is a falchion, yet the picture you drew for him clearly shows him holding a glaive. Just thought I'd let you know.
Both your characters are quite interesting. Though, I'm thinking Alaric there is probably going to cause some troubles with the other characters.
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Evilpigeon
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Jul 18 2011, 04:13 PM
Post #114
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Apprentice
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Speaking of 40k my character was originally inspired by the slaanesh demonettes (sorry to keep teasing without posting, had no time to finish my sheet off today, will be done tomorrow night, hopefully I'll still manage to beat Darkom's OP.)
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Whoever said nothing was impossible never tried to slam a revolving door
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James
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Jul 18 2011, 04:17 PM
Post #115
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Caffeinated
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- Quote:
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• Name: Wayne Manning • Race: Human • Gender: • Age: 29 • Home Country: 13 (Atlas) • Factions: Unaffiliated • Class: Bard • Class Description: A wandering “jack-of-all-trades” • Skills: Locks, Music, can use swords, Inter-personal skills
• Appearance: Being thin boned and gaunt makes him appear unthreatening and meek, and slightly lanky, although his clothing hides this to a certain degree • Hair: Dark Brown • Eyes: Blue • Skin: Naturally white, he has tanned somewhat in his travels. • Height: Six foot • Weight: Thin • Scars: Some faint scars on his arms and body, nothing unusual for a man of his life style.
• Personality: Fiercely loyal to his own personal sense of ethics and those he feels he is obligated to help. However his sense of ethics is very limited and is known to cheat and scam to achieve greater goals, or for his own survival and benefit. Occasionally his belief that the end justifies the needs conflicts with his wish to protect those who he cares for leading to severe doubt of his own actions. • Hobbies: Gambling, exploring the old and forgotten places in the world, • Vices: Dice (although knowing how to cheat makes this less expensive than it sounds), gold • Virtues: Sympathetic to the “little people” of the world, • Religion: Apathetic
• Weapons: A rapier (looks far too expensive for a travelling minstrel), two knives one on his waist, one in a boot. • Armour: Chain mail shirt, gloves and boots of leather. • Clothing: Black pants and a white shirt. Travelling cloak that is a dark brown with a hood that he usually wears down and ties around his waist with a plaid sash. • Miscellaneous: Weighted dice (two 6’s and two 1’s), • Magic: Illusions,
• History: Born into a noble family of the highly imperialistic nation of Atlas he displayed ability with arcane magic. However when he saw the offences that his nation forced the magically gifted to perpetrate in the name of the ever expanding nation. Given a choice between betraying his country or his ethics he stole into the night at the age of fourteen, the night before he was to be enrolled in the military academy. • Motive for Joining: He claims adventure, gold, and women; although part of him genuinely feels that bringing back the Lost God will help the disadvantaged and poor of the world • Fun Fact: Can juggle
Edited by James, Jul 18 2011, 10:57 PM.
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Number of Poems Written in the name of roleplaying, count: 1
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James
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Jul 18 2011, 06:03 PM
Post #116
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Caffeinated
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Oh, no, the Church can never be militant enough. We're talking Middle Ages here, it's not militant enough until we throw a crusade. Sheet looks good, man; I'll have to be sure to remember to listen to his theme songs as I read your posts. 
NOT QUITE! It's not militant enough until it has done 1 of the following:
1) Literally tried to kill all other gods 2) Tried to bring about the end of the world in the name of its god. 3) All of the above
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Number of Poems Written in the name of roleplaying, count: 1
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Half Tooth
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Jul 18 2011, 06:37 PM
Post #117
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Painter
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Here's my character sheet. The Chracter History is so rubbish, I'll reconstruct it a bit but thats the general jist of it.
Spoiler: click to toggle Name: Scylliria Aeori (Traslates as Scylliria the Observer) (Her name is pronounced Sil-ear-ria) Race: Tsydra or Sea Elf Gender: Female Age: 201 Height: 5ft 5' or 1.65m Class: Observer and Freelancer Being an Observer is Scyllirias's greatest passion. Observer's record as much information about the world as possible either through writing or sculpture or art. They generally spend a lot of time travelling and exploring, noting down all their observations about the world. Being a Freelancer is how Scylliria earns her living and greatly aids her Observational studies. As a freelancer, Scylliria will work for anyone doing almost anything... for a price. She will hunt for treasure, deliver or collect items, pass on messages, kill creatures or people etc... the only thing she refuses to do is steal. Alignment: Chaotic Good Skin Tone: Pale turquoise blue. She is also slightly scaly. Eye Colour: Her eyes are a hard steel blue, cold and vast like the ocean. Hair: She has a lot of hair, it's a pale blue colour and hangs to way below her waist. Even when above water her hair tends to move as though it's rippling Personality: Scylliria even for an elf is quiet, She prefers to keep quiet in order to observe the world around her without her manipulating it or interfering. She knows lots of people but has only one friend whom she treasures deeply. If she takes a disliking to you, you probably wont be able to tell and if she takes a liking to you, you probably wont be able to tell either. To most she comes across as stony, cold and indifferent, some would even question if there was anything to her at all. She does however have lots of ideas and opinions, she just struggles to make herself understood. Virtues: Never lies, Sticks to her word, values all life equally (including plant and animal life) Vices: Is untactful with her honesty, changes her mind often and is quite inconsistent. Is just as likely to kill you as she is to hug you. Personal quote: "I'll just do it myself." Appearance: A rough mixture of these two images is what she physically looks like: LinkLink 2 Background:Early Years: Scylliria was brought up as any other Tsydrian child would be. The only thing that was different was that only a year or so before another elf had been born. This meant that for the first time in nearly 700 years there were two elf children at the same time. Scylliria and the other elf child; Vell grew up together and bonded strongly. Both of them found they struggled to communicate with everyone except each other, which strengthened their relationship even more. The Bit in the Middle: Deciding to become an observer was an easy decision. She spent most of her adult life exploring the islands and the ocean noting down literally everything she could about anything and everyone. She enjoys her job as a freelancer since it means she is not tied down to anything, she is free like water should be. Recent History: Since the Light Goddess left their world, all the ancestral water has completely vanished from the sea. This has affected all the elves deeply as the sea now feels cold and still where it once felt alive and peaceful. There was a call among her people for one of them to join the quest in search of the lost Goddess. Scylliria put herself forward and is on her way to meet the other heroes. Weapons: She fights with a double bladed glaive which has been made from a mixture of bones, metal and other hard materials found on the ocean floor. Her glaive is decorated with pearls and gems and has patterns carved into it. It looks like a more extravagant version of the right most glaiveShe is capable with a spear and a harpoon, but only uses them if she has to. And where there isn't room to swing a glaive or spear she uses a blade that is somewhere between being a short sword and a dagger. Clothing: When above water she usually wears a long flowing skirt and a long sleeved top. Her clothes are usually pale in colour and are decorated very intricately with embroidery and tiny bits of pearl. Racial Abilities:Shapeshifting: Like all sea elves, Scylliria can semi transform into anything aquatic. The most common of these transformations are changing her legs into a tail, growing thicker scales, growing gills, adding webbing between her fingers and changing her feet into flippers. Natural nimbleness: Like most aquatic creatures, the Tsydra have lightning quick reactions and are quite fast moving. This ability decreases the further a sea elf is from water but this is due to the depression caused from being apart from water not because the distance itself actually affects their abilities. Keen Senses: Tsydra have heightened senses, which is critical for their underwater endeavours. Magic Abilities:It would be easier to sum up and say that Scylliria can make water do just about anything she wills it to, within reason. Her magic is based on changing only what is around her, she can’t create something from nothing, she will also take energy from the water and redistribute it to make the water go where she wants it to. The sort of things she uses water for most often are: - Creating a healing spring which slowly but surely heals almost any wound - Making a wall of water which is capable to absorbing incoming projectiles such as arrows and all but the strongest of fire based magic. - Making a bubble of water around herself which has the same properties as her water wall. - Moving water around. This includes; halting it, speeding it up, making it rise up and slam into enemies. (This is better used in lakes and rivers rather than the sea due to the fact that most creatures in the sea wouldn't really be damaged from having water slam into them) - When underwater only she can release a huge wave of energy which shoves all surrounding enemies away from her and creates huge ripples in the water.
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Duke Smugleaf
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Jul 18 2011, 07:17 PM
Post #118
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Celestial Princess
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Being a Freelancer is how Scylliria earns her living and greatly aids her Observational studies. As a freelancer, Scylliria will work for anyone doing almost anything... for a price. She will hunt for treasure, deliver or collect items, pass on messages, kill creatures or people etc... the only thing she refuses to do is steal. Alignment: Chaotic Good
Honestly, from that job description there, she seems more Lawful Neutral to me, since she sounds like a mercenary. That "never lies" thing indicates a much more lawful nature, too.
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Darkom
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Jul 18 2011, 09:01 PM
Post #119
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Philosophizer
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Sheets look good everyone, we almost have all of them, so the RP should be able to begin soon. My OP is not quite finished, but the important parts are there. All that's missing is a bit from the appendix, which everyone should know anyway by reading this thread. (Take that, Evil! )
I'll post up what I've got here before I make the RP thread proper, so everyone can check it out and offer their opinion. I think I covered just about everything, but if you all can, look at it from the point of view of a person that hasn't read any of this thread and is just trying to join the RP. I want it to be a wealth of information for any latecomers, as well as a reference for everyone here. Thanks. 
Without any further adu, here you are:
The Quest for the Lost God The Quest for the Lost GodDark follows light, as surely as night follows day. We have lived for generations in the light, squandering our time in the day as if it would never end. Now night is falling, and we have only a single flame of hope to keep out the darkness. The sun has fallen from the sky. Night has fallen. The Goddess help us all to reach the dawn. King Richard of SunkeepThe Goddess has abandoned us. Humanity has been left alone to face the coming Dark. Evil has swept down from the north, threatening to drown the lands of All World in a wave of destruction. Without the Mistress of Light to protect us, all is surely doomed. And yet, we cannot give in. A shred of hope is still within our grasp, and to save the world from annihilation, we will stop at nothing to reach it. Scholars spoke of the world being cast into darkness, ages ago, before the Church of the Light united humanity against the Dark Lord's armies. Prophets have warned us that it would happen again, that our own sins would bring about our destruction. None of the High Kings believed them; no one thought it was possible. Even the Church itself ignored the warnings, growing fat from the people they claimed to save. Now the day of reckoning has come and gone, and the shadow of death creeps ever further upon the land. The Lord of the Night has tried and failed to invade the Golden Kingdoms before. We thought we were safe, that the Creator would protect us. But now, even She has left us, and the Dark Lord marches ever closer to the beating heart of humanity. His minions have swept down from the northern mountains, from the Blighted Lands that lie beyond, to rain death upon the people of All World. Vampires, Orcs, demons of all shapes and sizes roam the land, slaughtering innocents with a horrifying abandon. Pestilence spreads from city to city, killing thousands more, and famine has struck even our most fertile valleys. The High Kings have forgotten their petty squabbles, forgiven ancient grudges to meet in the white castle of Sunkeep. The most powerful men in the Golden Kingdoms have gathered for a great council, to decide what humanity can do to fight off this approaching evil. The pious kings of the south wish to pray to the Creator for forgiveness, in hopes She shall return and grant us salvation. The militant lords of the north call for the High Kings to rally their armies, to push back the Dark Lord through force of arms. Only one, the soft spoken Duke of Wellay, has proposed a third option: seek out the Lost God, the Preserver of Life. He cited ancient tomes, found deep within his castle's libraries, which speak of another time when Darkness enveloped the land. Only the Lost God, sought out by a band of mythic heroes, had the power to save All World. The council, after many days of squabbling amongst themselves, has agreed to a compromise. Every soldier of the Golden Kingdoms has been sent marching north, to fight back the Dark Lord's armies. Meanwhile, a second call has gone out, assembling the greatest heroes of the land for a daring expedition. Any man or woman who thinks themselves worthy is to meet at the great castle of Sunkeep, on the first of March. Be their motives noble or selfish, these heroes heed the High Kings' call for their own reasons. They come from all across the land, from all walks of life. But no matter how different they may be, they share own thing in common: they may be the world's last hope for survival. For they undergo a mission unprecedented in the Golden Kingdoms: a Quest for the Lost God! We brave souls who have undertaken this, the most virtuous of missions, are to meet at the grand hall of the castle at Sunkeep, on the first of March. Many will travel far to get there, but from the jewel of the Golden Kingdoms we shall journey further still. Our destination lies eastward, past the islands of the Tsydrian, through the jungles of the elves, beyond the borders of the known world. Our first destination, however, is the castle of Wellay, to the south, where Lord Chaucer shall prepare us for the journey ahead. From there we set sail eastward, moving along the southern coast, until we reach the fabled tree cities of the elves. The voyage shall not be easy, for even with the threat of the Dark Lord the southern seas remain a dangerous place. We must press onward, however, for our true destination still lies far away, in that uncharted place known only as the Shadow Land. And the Goddess took those ashes the Evil One had left, and from them sprung forth life. Out of cold earth She drew wonderful fruit, and for this mankind must be forever grateful. She has been a loving Mother, guiding and protecting us from the Darkness for all these years. But we have squandered Her Gift, sullied it with our unclean hands. We were safe from the outer evils, but even She could not protect us from the Darkness within our own hearts. Rules and Information:This roleplay is going to be very free form in nature. Everything from the setting to the adventures we have along the way will be controlled by you, the players. The world itself has already begun to take shape under your creative hands, and as we progress it will only grow more and more exotic. Anything goes in the world creation, to an extent; I trust you all to be responsible with the duty you've been entrusted with. If you do have any ideas, however, for the world at large or an adventure for our little band of heroes, please, feel free to tell us about it in the discussion thread. If you want to fight a gang of vampires, or help a disgraced prince ascend his throne, I'm sure you're not the only one. The whole point of having such an open RP is so that anything is possible. So please, help us make this roleplay a fun one. We're all mature here (hopefully), so I know there won't be any problems with the rules. I don't know what kind of restrictions you all have had in other roleplays, but given the nature of this one I'll allow a certain degree of freedom. You all know what is and is not acceptable, but just to avoid any incidents, I'll put up a small list of things not to do, along with a few things that are acceptable. The Rules No character control. Not all of your characters have to like each other- disagreements should keep the long boat ride interesting- but talk to other players before picking a fight with them, and try and decide how the whole thing will go down before you even begin. This also includes smaller things, like dialogue. Do not just assume someone will agree with what your character is saying.
No single line posts. No matter how little attention your character may be getting, I'm sure you can come up with something besides a lonely line of dialogue. We're supposed to be writers, for heaven's sake.
No huge, wall-o-text posts. Please, do not fill up the thread with novel sized posts. We've all put time into our characters and want to write them fully and convincingly, but we don't all want to read pages of how your character's mother didn't love them enough.
Please use good grammar. We're not all English majors here, but punctuation and capitalization shouldn't be too hard. Use MS Word if you have trouble with this kind of stuff.
Do not contradict another player's worldbuilding or backstory. This is a free form RP, so each player has an equal hand in creating the world. Contradictions are bound to arise, but please settle them outside of the RP.
No "ubering", or making your character all powerful, all knowing, or without flaws. Your character does not know everything you know; he has not read the other character's CS's. Also, we are heroes, not gods. There are limits to the things your character can do. Finally, no one is perfect, please make sure your character has some flaws.
Romance is allowed, though the number of ladies going with us on the boat is fairly small, but explicit or sexual scenes are not. Your characters can do it if they want to, but don't tell us about it.
Finally, use common sense. Most of us have been doing this awhile, so you know what you can and cannot do. If any problems do arise, I do have the authority to handle them. I sincerely hope there won't be any issues, but if there are remember I hold final say in any disagreements.
All of my life I have devoted to gathering knowledge. My castle's libraries are without equal in the Golden Kingdoms; the oldest and most valuable tomes in the world are assembled there. Dozens of scholars have joined me in my quest, thousands of hours spent searching through texts for even a hint of salvation. And yet, for all my resources, for all my energies, my hunt has yielded only a single clue. An obscure reference, found in an ancient journal, of a rumor mentioned in another, lost volume. And yet, this rumor, this myth, may be all we have to fight the Lord of the Dark. Humanity's only hope lies in finding this Lost God! Lord Chaucer, Duke of WellayAll World; the Appendix: The world itself is, if you couldn't tell, a very generic, stereotypical fantasy land. This is to allow for maximum creativity for the players, as anything you want to create is possible. We will all be building the world as we go, so in order to keep some kind of reference, I'll be keeping an appendix of important lore concerns. For anything not explicitly covered, use your own imagination. First off, we have a few maps of the world itself, which we will be adding to as we discover new lands. Here is the link to them; all will be going into that album, so I'd keep it handy if I were you. The political map is labeled with various numbers, representing the countries of the Golden Kingdoms. Some have been named already, but most are still open for creative license. Here is a full list of the various states, along with a brief description and history of each. Also, if a player has already claimed that country as the homeland of their character, they reserve full control, so their name will be there as well. If two share the same country, they will have to agree on the facts. The Golden Kingdoms 1 - The brown island in the west, these three kingdoms have a history of fighting amongst themselves, but recently banded together to fight off invasion from the mainland. They are at war with 2 and 3. The three allied states are Sartheria (1a), 1b, and 1c. (Sartheria is owned by Quirk)
2 - The aggressive Kingdom of Culfoss has begun expanding into the western islands (1), as well as making the southern island of 2c its vassal. It is allied with Sunkeep (4). (Owned by Colonel Mustard)
3 - Light green island in the midwest, has begun expanding southward. It has a tradition of conflict with countries 1 and 5, and growing tensions with 2. It is also allied with Sunkeep.
4 - The Kingdom of Sunkeep, the only yellow country on the map, is fairly content with its borders, and remains pacifistic. Few kingdoms dare to attack it, knowing the King can call several allies to help. The capital city, for which the state is named, is in the midsouth, west of the river mouth. The southern island, 4b, is the Duchy of Wellay, a vassal to Sunkeep. (Owned by Darkom)
5 - A small, trade based country that used to own much of the coast to the south. Its territories were diminished when country 3 invaded, leading to significant bad blood between the two. It also has a history of skirmishes with country 8b.
6 - The purple country in the south, one of Sunkeep's strongest allies. It is far more militant than its western neighbor, however, and was previously at war with both country 7 and 9.
7 - Another belligerent nation, it is the light gray country in the center. It has a history of conflict with countries 8 and 6, though it is allied with 12 and 5.
8 - A growing power, it is the orange country in the center. Known for its disagreements with Sunkeep, it rarely follows the king's orders. It has made vassals of its neighbors, 8b and 8c, and was previously skirmishing with countries 14b and 7. It is allied with country 13.
9 - One of the Free Cities of the south, it is fiercely aggressive despite its size. The two cities have agreed to an alliance in order to fight off invasions from 6, while trying to gain more territory themselves by attacking 10. Like the other two small southern states, it pays tribute to 12, who in return remains neutral.
10 - Another coalition of Free Cities, they are being invaded by both 9 and 11. It also pays tribute to 12.
11 - The last of the Free Cities, it recently conquered the island at 11b, and was attacking 10 before the Creator abandoned the world. It has recently refused to pay any further tribute to 12, and has since seen several skirmishes with the larger nation. (11b is owned by Darkom)
12 - The light blue country in the center-south, it has recently begun expeditions into the territory of the Jungle Elves, in an attempt to keep up with 13's relentless expansion. It is currently skirmishing with 13, on top of invasions into elven territory, and has blockaded 13's trade with the south while gaining wealth from their own trade with the Tsydra. It receives tribute from the Free Cities to the south, with the exception of 11, against whom it has begun sending punitive invasions.
13 - A super-militaristic country, the Atlas Empire has defied the odds again and again, gaining victory after victory in its near constant wars with the other nations of All World. Renowned for having a peerless military and some of the greatest forges in existence, the people of Atlas feel as though it is their duty to conquer and expand their law and order all across the world. Unfortunately for other countries, the laws of Atlas are ridiculously harsh, and very few non-citizens can stand to live under their rule. Even more unfortunately still, Atlas is a police state with a vicious secret police that enforces the laws without mercy. Still, if you're a citizen, life is good, and there is no dissent within Atlas proper. Notably, anyone can become an Atlesian citizen, so long as you are considered to a have a skill that Atlas desires. On a side note, the Church of Light is banned from Atlas, and all religion is controlled by the Council of Nine, the ruling oligarchy of nobles and generals. It is currently at war with 12 to the south and 15a to the east, along with its armed expeditions into Jungle Elf territory. Its vassal, 13b, controls the war with 12, while the main state of 13a defends against the militant 15. It is allied to country 8. (Owned by Ambrose and James)
14 - The first of the two militant nations of the north, full of hard fighters and tough citizens. Unlike its eastern neighbor, however, it also has an extensive sea trade, its ports kept ice free by warm water currents from the south. It has recently gained 14b as a vassal in its war with country 8, and keeps an uneasy peace with 15. It also has a non-aggression pact with 13, and a treaty with 23.
15 - The kingdoms of Themis (15b) and Amalthea (15a), allied through centuries of intermarriage, have been essentially permanently united in the war against the Dark Lord. While Themis is under heavy influence from the Church, and Amalthea is more independent of their "holy" influence, both countries are just as dedicated to the fight. A barren wasteland with only sparse vegetation, Themis is where the war is reaching ever new heights, and currently almost half the population of Themis has been conscripted into the army to fight the mass waves of the Darkness. Themis was formerly in a decades long blood feud with 14 before the disappearance of the Goddess, and Amalthea is still skirmishing lightly with the imperialistic nation of Atlas (13).
16 - The loose collection of islands inhabited by Tsydra, who band together to further their mutual trading goals. They control most long distance oceanic trade, and all goods coming from the eastern elves goes through them before it is sold to the human nations. Their naval supremacy was put in question when 12 conquered the island of 12c, but they have since then agreed to a treaty. (Owned by Half Tooth)
17 - One of many small states on the northwestern island, it has a history of conflict with 18 and 19. None of the kingdoms on the island trust each other, though they have been known to band together when an invasion threatens from the mainland.
18 - One of the largest kingdoms on the northwestern island, it is currently at war with 17, though it holds a tentative alliance with 19 and 21.
19 - A small coastal kingdom, it is being invaded by both 17 and 20, though its alliance with 18 and 23b has given it some protection thus far.
20 - A belligerent country, it recently invaded 19, only to be invaded in turn by 23b. It is allied to 22.
21 - Another small state on the northwestern island, it was previously at war with 22, and is allied to 18.
22 - A war minded kingdom on the northwestern island, it is at war with both its neighbors, though it is allied to 20.
23 - The last of the northwestern kingdoms, these two states have banded together to fight off their aggressive neighbors. They are at war with 20 and 22, and are allied to 19 and 21.
24 - The Jungle Elves are a tribal people, organized into several great clans, which are then broken down into villages. Their villages connected by the great rivers that run through their territory. They frequently have skirmishes between villages, though the elder council that rules the whole of the elven people prevents these from escalating into interclan war. They have recently been invaded by both 12 and 13, and are massing their guerilla tactics armies to the eastern border. They trade only through the Tsydra, though many of their goods are highly prized among upper class humans. It is rumored some come from a people even further to the east.
25 - The Withering Lands, a barren wasteland that lies beyond the fiery Ash Mountains separating the Lord of the Dark's territories from the human kingdoms. Infested with vampires, Orcs, werebeasts, and all manner of evil creatures, few humans have ever returned from it. (Partially owned by Ambrose)
26 - The great northern desert, a great expanse of sand lying beyond the elven lands. It is said that a fierce warrior people live here, though none have ever been seen by humans.
27 - The smaller, southern desert, also surrounded by elven jungle. Little lives here besides cacti. Further lore shall be recorded here, in the appendix, so please, be as fantastical as you'd like in creating our world.
Character sheets shall be included in a second post, once I get all of them.
Edited by Darkom, Jul 20 2011, 09:00 AM.
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Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
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Duke Smugleaf
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Jul 18 2011, 09:52 PM
Post #120
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Celestial Princess
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Fuck that's huge! O.o I'll read it a bit later...when I've got several hours of time to spend.
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