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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 (6,738 Views)
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Ambrose51
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Jul 18 2011, 10:26 PM
Post #121
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The Resident Horror Enthusiast
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Neat. I think I'll write some brief texts for Themis and maybe Atlas, depending on what James was thinking of when he based his character from it. From the looks of his character's bio, pretty much the same as what I was thinking, so I doubt there'll be any problems.
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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, 11:10 PM
Post #122
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Celestial Princess
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Alright, so I may have been exaggerating a bit on how long it would take to read, but ten minutes and several hours are close enough, right?
I like it. It's very descriptive. I'll be adding in a bit for country 5, at least naming it. I think I'll also re-write a bit of Victoria's character sheet. Looking at some of these others, they add a bit more information about personality and whatnot, while mine mainly focuses on the statistical information.
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Colonel Mustard
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Jul 19 2011, 01:15 AM
Post #123
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Lord of Facial Hair
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- Duke Smugleaf
- Jul 18 2011, 04:00 PM
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. Ah yes, it was supposed to be a glaive. I'll go change that, actually. Cheers for pointing it oot.
Also, a good idea with the encylcopedia post, Darkom, should be useful, and a good (if kinda big) OP, too.
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"Pillage, then burn."-Rule 1 of Habits of Highly Effective Pirates
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Half Tooth
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Jul 19 2011, 07:53 AM
Post #124
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Painter
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I just thought I'd say if possible I'd like to make a jungle elf character. If we have too many secondary characters then maybe he doesn't have to stay, he can just be someone we meet when we stop near their country.
I'd also like to add some information about jungle elves, but I feel greedy snatching up all the elves :p So I'll only do it if no one else minds.
I am so excited for this roleplay by the way
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Darkom
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Jul 19 2011, 09:04 AM
Post #125
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Philosophizer
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It's not that bad... The biggest thing is the country history in the appendix, but you've all already read that. Any further information I put in there will have already been discussed here anyway, so it's mostly for new people that join later. If you check in on this thread you won't have any problem keeping up with the world. And thanks, Colonel, I thought it might help people out that joined later. 
Sounds good Ambrose, the more detail we get with the world, the more convincing the roleplay will be. Not to mention it helps flesh out characters when you give them a whole country of cultural tradition. Same goes for you, Duke; anything you guys want to write is fine, I'll just add it to the OP. 
If you'd like to make another elf you're welcome to, Half, just know that it will be a little while before we even get there. And we will be going through the jungle, not around it, so we will need some kind of elven guide no matter what. You did really well with the Tsydra, so it'd be awesome if you wanted to do the Jungle Elves too. They really do need a new name. 
And I know, I am too.
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Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
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Ambrose51
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Jul 19 2011, 01:58 PM
Post #126
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The Resident Horror Enthusiast
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A bit of lore for the 15a/b countries. Some stuff for Britannia Atlas will come eventually.
Spoiler: click to toggle Themis is not a friendly land. As one of the countries bordering the Withering Lands, it has to be militaristic simply to survive the occasional invasions by the Dark God’s followers, to say nothing of the other nations surrounding it, but this does not quite do justice to the feelings of those born from this land. Saying that Themis is militaristic is like saying that the ocean is just a little deep. Everything within the nation revolves around one of two things. Killing, and religion, and often a mixing of the two. When living in such a barren wasteland of a country, dominated by gloomy looking mountains, sickly foliage, and sparse rivers, it must seem as if everything is out to kill the inhabitants. They have no choice but to turn to religion for their salvation from such a monstrosity of a place, and the Church was only too willing to provide. Many of the people are poor, doing little better than common farmers, and manufacturing outside of weapons and armor is basically non-existent. If not for the support of the much more fertile and economically prosperous Amalthea (15a), Themis would have been destroyed by starvation and plague long ago. In fact, the two countries have been closely tied ever since their formation. The original rulers of both kingdoms came to power almost simultaneously, and in order to prevent a possible war from occurring and destabilizing their new reigns, they made an alliance signed in blood, the most binding contract capable of being signed in the Northlands, even above a holy document of the Church. Since then, the royal families of the two kingdoms have become deeply intertwined through constant marriage, and it’s impossible to tell the families bloodlines apart. Both countries generally have a history of competent, if harsh rulers, and the nobility, while granted some level of power and wealth, are not as prominent as in other countries. The kings (or queens, as both Themis and Amalthea are gender indifferent, needing everyone capable of fighting and helping their country) rule with iron fists, and their orders are totally absolute. In recent years, much of the population of Themis has uprooted itself and fled to Amalthea for protection against the ever increasing hordes of the Dark God. Though Themis called for aid from other countries, none would answer their call, although 14, in a rare example of leniency, agreed to a ceasefire in order to deal with its own problems after decades of bloody combat, the origins of which are no longer even remembered. Currently, the only people remaining in Themis are the nobility, who have mustered every sellsword willing to die for them that they could, and the army of the King, which, after drafting from the fleeing populace, is fully half of Themis’s entire population. Amalthea is straining under the burden of feeding this great army, as well as their own troops they sent to aid, and managing the skirmishing with the ever expanding country of Atlas, who would not let even the end of the world stop their ambitions. Themis is mainly different from its neighbor Amalthea, outside of geography, in how much they allow religion to control the state. In Themis, the Church of Light has a say in all matters, and a high ranking bishop of the Church serves as the King’s advisor. While no one would dare say that the Church is more powerful than the king, in recent times, there has been a startling shift in wealth, and many of the nobles, not very powerful to begin with, have started to become nervous, fearing the overthrow of their king and the start of a theocracy. The people of Themis would certainly not care either way, as their only preoccupation is with fighting and surviving the hordes of the Dark God, and in fact might actually prefer rule by the Church, as the Church of Light has done more to relieve the suffering of the common people than any king in Themis’s entire history. Amalthea, by comparison, does not consider religion to be as important of an aspect. While Themis considers faith to be an integral part of conquering the armies of the Darkness, Amalthea is more willing to place its considerable wealth in the hands of inventors and mercenaries. The king of Amalthea, while lenient of the Church’s activities, allows them no say in government, something the Church is quite bitter about. This situation has caused some friction between Themis and Amalthea in recent years, but these differences are not nearly enough to cause an end, or even a disturbance, in the long alliance. It’s a testament to how much of an impact this joining has had that the common people of Themis and Amalthea would not consider themselves a member of either country, but rather just a Northerner. Theme of Amalthea (I give music even to countries! Muahahaha.): http://www.youtube.com/watch?v=buobW1zVQuQ&feature=relatedTheme of Themis: http://www.youtube.com/watch?v=oV1HP_hiuxk&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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Evilpigeon
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Jul 19 2011, 03:52 PM
Post #127
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Apprentice
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Well here's my sheet, sorry it's a bit of a mess, I think most of what I wanted to convey is in there though so all is well - might well organise it and touch it up so that it expresses itself more coherently at a later date but it'll do for now.
Also extra random bit about demons: They spawn in areas where the concentration of energy is extremely high so channelling a particularly powerful spell is risky, though this also means that the presence of large numbers of demons in an area often closely precedes natural disasters such as earthquakes or volcanic eruptions. Most people don't understand this however and so demons are seen as the cause of these disasters rather than an effect.
Spoiler: click to toggle Name: Celaia Name: Skoll
Race: Human Race: Demon
Age: 17 Age: 200
Gender: Female Gender: Asexual
About: Describing Celaia’s life is difficult without also talking about Skoll, the pair of them are quite literally inseparable. Celaia was very young when she was invaded, although this was nothing unusual so far as being possessed goes, most demons that aren’t powerful enough to manifest their own forms are also too weak to break through the defences of a fully developed sentient mind, only those too young or too weak to resist are at risk of possession. However, once a person has been inhabited there’s no redemption, demons are almost impossible to force out without killing the host and on the few occasions where exorcism has succeeded it’s also left the host with very little of their own mind left in-tact. This means that Celaia has been Skoll for 12 of her 17 years and can barely remember a time when her thoughts weren’t subject to the scrutiny of another.
The again there are many other aspects of normal life that Celaia can barely remember: Life outside the Church of Light is a dream. Loss is the largest aspect shaping Celaia’s personality, she has no family, no name and literally no childhood as the Church encourages possessing demons to age their host’s bodies as quickly as possible to allow them to start training. It also lessens the stress on the handlers that’s caused by the brutal nature of the training they inflict upon hosts.
Training being another term for sustained torture.
For the hosts, life under demonic possession is a path strewn with pitfalls, generally ending in either death or insanity. Avoiding these pitfalls is difficult and the Church’s solution to this is to trigger as many as possible in a (relatively) secure environment. For the hosts this means pain, drugs and a ruthlessly spartan lifestyle all designed both to sate the demon’s needs for emotional energy and to force the hosts to learn to cope with the extremes of their volatile personalities. It’s a brutal program that proves too much for many, something the Church sees as a worthy sacrifice for cheaply creating a weapon as powerful as a stable host.
Celaia is typical of those who survive the process; typically quiet and introverted, her mood can be highly volatile and shifts at the slightest stimulus, shaped and egged on as she has always been by Skoll who’s become a master at manipulating her. Celaia is terrified of her handlers and almost unthinkingly obeys any order given to her by a member of the Church, although if challenged she’d always claim that she felt a great love for fellow members of the Church and outwardly she appears quite devout. Unsurprisingly however Celaia finds it difficult to identify with a culture and religion in which she is seen as a pariah and were it not for Skoll she would have sought a way to free long ago. As it is she feels somewhat removed from the human race and regards them with a mixture of repressed hatred and envy that leaves with no qualms in obeying the very animalistic combat instincts that Skoll has implanted.
Celaia’s relationship with Skoll is complex, she’s grown up with the demon, who she thinks of as male, living inside her and whilst she resents what his presence has done to her life she also finds difficult to harbour a grudge against what is essentially a part of herself, one that has been essential to adapting and surviving the trials and tribulations of her harsh life. Skoll for his part is fond of Celaia. He pities her for what she’s had to sacrifice to enable him to continue living although this certainly doesn’t mean he’d be willing to give up his hold on her, nor does it stop him from manipulating her body and emotions for his benefit. Generally he regards her as a rather intelligent pet.
Skoll doesn’t talk about life before Celaia which is unsurprising given that being forced to take up a host is embarrassing and it’s difficult to recover sufficiently to once again manifest a body, effectively it’s a way of prolonging inevitable death.
Appearance: Celia stands at about 5 and a half feet, her hair is long and dark and she cuts an athletic, if slightly hunched figure. The reason for this is a long monkey-like tail and boney armoured plates that cover her back and arms. Typically these are hidden beneath a thick robe when in public, underneath which she habitually wears a chainmail vest and leggings so as to maximise her agility in combat. Rather more difficult to hide than her natural armour are her thin, taloned hands which are strong, dextrous and definitely non-human. They also constitute Celaia’s main weapon as less natural tools such as swords or spears tend to get lost in the midst of her bloodlust in combat.
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Whoever said nothing was impossible never tried to slam a revolving door
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Half Tooth
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Jul 19 2011, 04:14 PM
Post #128
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Painter
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Regarding the Jungle elves which could be called the Medra, I think they should be an opposite mirrored image of the sea elves. They also have the abilities to transform, except they turn into part birds and apes. I thought this might be fun because as part apes with tails and tough grabbing hands and feet they could really go nuts swinging through the trees. This would be regular fun entertainment :D. It would also be a fast way for them to travel through the forests. The Bird aspect would be focused more upon hunting and travelling long distances. Their bird selves would always be insanely vibrant and colourful with lots of majestic feathers. An important note; they cannot grow wings from their backs, they have to transform their arms into wings.
I thought they would be really chattery and energetic, they have barely any control over what comes out of their mouths since they feel the need to say everything. But they say things in the same way a child asks questions without really caring what the answer is.
They get really happy and high off sunlight, it fills them with energy, the same way a plant feeds off of sunlight. At night they are dead to the world, do not expect them to do anything at all after dark.
Their main sources of income from trading would be their exotic fruits, nuts and the equivilant of a cocoa bean (I haven't thought of a name yet)
They have their own language which mainly consists of lots of clicks and short syllable words, when they speak Engish they speak very fast and with a strong accent.
When choosing a partner, they are quite similar to animals in that males and females will fight one another for their potential partners approval.
They are excellent marksmen, their snipers should be feared particularly in forest areas.
Despite their way of life they too are immortal like the sea elves, however they often choose to pass on much earlier than sea elves do. And when they perform their dying ritual their body becomes a seed which is then planted. So the Jungle Elves have ancestral trees like the sea elves have ancestral water.
Their art is mainly wooden carvings or, fruit carvings, similar to they chinese. Here are some examples: Link Link 2 Link 3
In their society they don't have a leader they work like a flcok of birds everyone's opinion is equal, but everyone must agree on a course of action. Those who do not agree do not have to take part. Each elf thinks for themselves they answer to know one. This also gives them the opinion that humans and even the sea elves are stupid for needing leaders.
They are as dangerous as they are fun. Although less likely to change their mind than the sea elves.
As for the Tsydrian ships, I imagine them having sails that come out of each side of the boat like wings, rather than a mast going straight up. I think they don't get most of their sailing power from the wind as this would really make them no faster than a human built ship. I would say their ships are partly alive and have lots of built in 'fins' on their undersides which move of their own accord. Perhaps the ancestral waters favour the elves too and help to boost their ships along, so with that boost gone with the goddess thei ships don't move with the speed they used to.
Please feel free to interject, disagree or add to what I've said
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Darkom
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Jul 20 2011, 08:49 AM
Post #129
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Philosophizer
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Looks good Ambrose, I'll be sure to add it to the appendix. 
Excellent, Evil's sheet is in! And a wonderful sheet it is, too. Now we should have about everything we need to begin the roleplay. I'll be posting up the OP sometime today, along with the character sheets, and will be making our first post in Sunkeep. Basically, you all should be arriving at the grand hall in the morning, so my post will be describing the city, castle, and hall, then letting you in to the king's throne room and making an introduction for him. From there we'll chat a little bit, then send you off on your way to Wellay. 
Sounds good, Half Tooth, some very original stuff there. Should be interesting when we finally do reach the jungles. Though, I did mention that they are the only link between the Tsydra and a mysterious nation to the east, which trades goods like silk. Kind of how the Middle East and India served as a link between Europe and China. Not sure if you wanted to include that or not.
I like the ships idea, what with the fins, but I don't really see the advantage of horizontal sails. If they're not catching the wind, why have sails at all? Just a thought. Also, what do you mean they're "alive"? As in they are mechanical, or some kind of symbiotic combination of ship and water creature. Perhaps we could have the ship either be pulled or attached to the back of some kind of aquatic creature. Like the huge trade ships are latched onto the backs of giant whales, which are called to the ship when they need transport and released once they are near their destination. Then they can use their water manipulation or just normal wind power to get the rest of the way (since whales can't exactly go into shallow harbors).
For smaller ships, like ours, they might get slightly smaller creatures, perhaps just a smaller species of whale, and then for skiffs and personal craft they use dolphins and whatnot. Then, in order to transport goods from their ships to their underwater cities, they also have submarine type ships. Since they can all breathe underwater they don't need to be closed in, just built in a way that the cargo is safe in the hull, and no one would fall off the deck. That also raises the oppurtunity of submerging under the water just for normal travel, which would probably be even faster if they were attached to something like a whale. Just a few ideas, take them or leave 'em. 
Oh, and if you hadn't noticed, I moved this into the general RP section. It's really not private anymore when we have almost ten people.
Edited by Darkom, Jul 20 2011, 08:51 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 20 2011, 10:14 AM
Post #130
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Painter
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You boat ideas make way more sens than mine XD Forget everything I said, lets have them pulled along by various sea creatures. Although I'd like to think they may use some more magical creatures. I would like to suggest that a Scylla like creature aids them. For anyone who doesn't know Scylla is a mythological creature in Greek mythology, She was a horrible sea monster with four eyes, six long necks equipped with grisly heads, each of which contained three rows of sharp teeth. Her body consisted of twelve tentacle-like legs and a cat's tail and with four to six dog-heads ringing her waist.
I don't want the Scylla's to be quite like that since thats a little ridiculous for our needs. I was instead thinking They would still have the 6 necks and lots of tenticles, but they would be quite gentle creatures with big fish like bodies, strong enough to pull even the largest of ships.
When I said 'alive' I was thinking that if their ships were built with fins on their undersides, the ship would kind of answer to the captain and swim with it's fins when he/she commanded it to and also stop when commanded to. Not alive enough to think for itself, but capable of following basic instructions.
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Colonel Mustard
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Jul 20 2011, 11:03 AM
Post #131
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Lord of Facial Hair
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- Half Tooth
- Jul 20 2011, 10:14 AM
When I said 'alive' I was thinking that if their ships were built with fins on their undersides, the ship would kind of answer to the captain and swim with it's fins when he/she commanded it to and also stop when commanded to. Not alive enough to think for itself, but capable of following basic instructions. I seem to imagine that that Tsydra would 'grow' their ships out coral or something similar, using some kind of magic; each ship could be uniquely made, and be a real piece of craftsmanship as they aren't just mass produced to the same design in shipyards in teh same way human ships are, and everyone could be slightly different according ot the sort of permutations in the spell that made them. We could even like the Scylla idea in by having them grown as sort of symbiotic shells for the creatures to wear, which the Tysdra would then ride upon and control; like a hermit crab, the Scylla (or whatever we end up calling them) shed the vessels as they grow, and have to use/have made a new one, so that the largest ones can end up being shells attatched to huge, ancient ones that have served the Tsydra for centuries or even millenia.
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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 20 2011, 11:09 AM
Post #132
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The Resident Horror Enthusiast
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- Colonel Mustard
- Jul 20 2011, 11:03 AM
I seem to imagine that that Tsydra would 'grow' their ships out coral or something similar, Yuuzhan Vong! Kill it with fire! 
I kid, I kid, but my first thought upon seeing that was, "Coral? Ships? Coralskippers! Blast you for reminding me of the terrible ineffectual villains called the Yuuzhan Vong!" And I found that quite funny. I have an odd sense of humor, I know.
Now, if I may contribute something actually slightly relevant to the RP, here are the notes I've got on Atlas. The choice in theme is credited to James.
Spoiler: click to toggle Atlas An intensely militant country, Atlas makes for a dangerous enemy and an even more dangerous ally. For its entire history, Atlas has been at war with someone, and they’ve made plenty of enemies. They see no issue with betraying their “friends,” and the people of Atlas consider themselves superior to everyone else. Ruled by an oligarchy of the rich and powerful, who also happen to be the generals of the army, there is no such thing as freedom for the commoners of Atlas. Every aspect of life is controlled by the state, and a thorough secret police enforces the strict laws without hesitation. All punishments are harsh in comparison for the crime, and most criminals are put to death. Nationalistic in the extreme, the people of Atlas do not feel that they are being suppressed. To the contrary, almost without exception, they feel as though they need to expand their rule to other countries, so that they can experience the glorious law and order of Atlas firsthand. Nowhere is as civilized as Atlas, and no country or people should ever dare to stand in their way. Discipline is a key factor to all Atlesians. Raised within a strict, heavily class-based society, all people know their place, and happily abide by it. Dissent is virtually unheard of. Nowhere else in the world are the citizens as loyal to the state as the Atlesians are to the Council of Nine, the ruling nobleman. The armies of Atlas are some of the finest you’ll ever see; they have to be in order to fight a three-front war without pause. The vassal states that they have conquered have provided their own army, although it took some time, and many casualties, for them to be brought up to the Atlesian standard. Nevertheless, the war-machine of Atlas shows no signs of slowing down. In relation to this, outside of its warmongering, Atlas is known primarily for four things. The first is the splendor of the capital city, Atlesia. The armies of Atlas always bring back a great deal of plunder from their conquests and victories, and Atlesia is a city decorated with untold riches as a result. The second is the quality of their weapons, which are without a doubt some of the best crafted in the world. Very few designs can match an Atlas made weapon, and they are much sought after, even by their enemies. The third is the status of religion. The people of Atlas are a heretical people, according to the Church of Light. This is not because Atlesians are atheists, blasphemers, or heretics, but because the Council of Nine refuses to allow the Church any presence whatsoever within their territory. All religion is controlled directly by the state, and only the state can determine how a deity should be worshipped, and what is correct and incorrect. This has stirred up a great deal of anger against Atlas, and there have been repeated calls in the past for all other nations to unite to deal with the “heretics.” The fourth and final thing is their idea of citizenship. Anyone can become a citizen of Atlas. The only requirement is that you have a skill. If you can provide a skill that the Atlesian officials find important or interesting, you will be made a citizen of Atlas, and thus protected under Atlesian law, no matter what you have done in the past, or more importantly, no matter who you may have offended. If you wish to find amnesty in a country, Atlas is the place to do it. Theme of Atlas: http://www.youtube.com/watch?v=cuB9ZCls01U&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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quirk
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Jul 20 2011, 12:27 PM
Post #133
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Apprentice
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Sartheria Stuff!
Spoiler: click to toggle The Founding of Sartheria
The infighting of the different nations, constant as its been for their history, has its history back in the founding of each nation, and the different goals established by the founders and their successors. While one may have been driven to war by its lofty ideals, and the other by what was viewed as simple necessity, Sartheria's reason for war was one that more watches the very idea of war: Revenge.
This originates back before the wars, when there were not any defined kingdoms on the island. There was a native population, and the area where Sartheria now exists was considered the uninhabitable area of the island, and so became a place to send men at sea to die. Some survived, and formed a small collective together on this rocky, difficult land.
The turning point of this collective into a nation was the exile of Connor Winston, a pirate of great reputation, from his homeland. While the details of what this contract was for, and exactly what actions Winston performed in his career, are unknown, one detail of little dispute is that upon his exile, Connor was seized with a fury which never left him for the rest of his life.
Through his actions, Connor forged a nation, though his plan of uniting all the natives under his power as well failed with the rise of the two other nations (the creation of these three nations in such a short time can't necessarily be considered a coincidence, yet it's generally agreed they each had their own reasons for having emerged at the time they did.), Connor proceeded to make sure the territory of his nation would not be questioned, and this remains true even to this day: Of the three nations, Sartheria remains the only one, so far, to retain the original territory it first asserted itself upon.
There are many rumors which still swirl around the legacy of Connor, particularly on the mainland, far separated from the island. Unfortunately, there is little agreement on these tales, ranging from animating an army of golems to creating a pact to infuse all the Sartherian people with dark magic. It is doubtful if any of these stories are true, and even more so that anyone will know for sure.
I'll work more on the Sartheria, and perhaps revisit Connor, later.
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Duke Smugleaf
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Jul 20 2011, 12:47 PM
Post #134
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Celestial Princess
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So, I finally finished editing the application for Victoria and Noboru (my second character who I first made several days ago). Noboru will join us in one of the Free Cities, I'm leaning towards Country 9 right now, but any of them work, really.
Victoria Ambrose Name: Victoria Ambrose Gender: Female Race: Élan Alignment: Chaotic Neutral Age (Actual): 76 Age (Appears): 22 Height: 6'0" Weight: 154 lbs Class: Psion (Telepath)/Elocater Natural Abilities: Strength: Very Poor Dexterity: Above Average Constitution: Above Average Wisdom: Average Intelligence: Very High Charisma: Below Average Special Abilities: Aberration (Psionic): Having gone through the Ritual of Ascension, Victoria is no longer considered human and is, instead, a psionic aberration. This allows her to no longer require sleep, instead meditating for four hours a day. However, despite looking identical to any human, there is always something off about her, a subtle sense of wrongness due to to her aberrant nature. Naturally Psionic: Victoria now has pure psionic energy flowing through her body, allowing her increased psionic powers. Resistance: By expending some of her psionic energy, Victoria instantaneously boost her resistance to various forms of attack. Resilience: When taking damage, Victoria can expend psionic energy to reduce its severity. Repletion: Having a body brimming with psionics, Victoria can expend some of her psionic energy to sustain her body, needing no food or water for a day. Timeless Body: Because of the mass amounts of psionic energy flowing through her body, Victoria does not age and cannot be magically aged. She will also never die of old age. Scorn Earth: Using her psionic powers, Victoria constantly hovers a foot in the air, even while over water, maintaining all her agility and mobility as if she were on the ground. She can raise higher, but she very quickly looses her speed and maneuverability if she does. Sidestep Charge: With her levitation, Victoria can easily jump the the side and dodge charging enemies. Dimension Step: Victoria can use Dimension Door at will, teleporting short distances. Accelerated Action: Utilizing her powers, Victoria can temporarily speed herself up, allowing her to move and act more quickly than usual. Skills: Autohypnosis: Victoria has taken the concept of "mind over matter" to the next level, training her mind beyond that of regular people, allowing her to resist fear or mind-affecting effects, tolerate poisons, or even resist bleeding to death. She can also memorize long, complex strings of words, numbers, or other characters. Concentration: Victoria has a particularly focused mind, allowing her great abilities of concentration. Disable Device: Spending a lot of time tinkering with various things, Victoria knows much of the inner workings of various mechanical contraptions, like traps. Knowledge: After much studying, Victoria has a mind brimming with knowledge of almost any subject, or at least the ones she considers important. Open Lock: Though she has little need of or desire for theft, Victoria is still fascinated by the mechanisms of locks and has spent many a night thoroughly learning how they work. Psicraft: With her training in psionics, Victoria can easily identify psionic powers or effects. Survival: During her years of exploration, Victoria has learned the art of self-reliance and how to survive in the wilderness. Tumble: Being rather nimble, Victoria can deftly tumble around enemies or obstacles and can land softly, minimizing the effects of falling from great heights. Use Psionic Device: Having considerable knowledge over all things psionic, Victoria can easily use psionic items of any kind, even those that she normally could not use thanks to race or class. Psionic Powers: 1st Level: Defensive Precognition: Foresees events one second in the future, giving her a better chance to avoid or resist attacks. Energy Ray: Fires off a ray of destructive energy, choosing either Cold, Electricity, Fire, or Sonic for the energy type. Force Screen: Creates a mobile wall of pure force in front of her to act as a shield. Mind Thrust: Sends a blast of psychic energy directly into an opponent's mind, mentally attacking them. Psionic Charm: Deludes an opponent into seeing her as a friend. 2nd Level: Concealing Amorpha: Creates a quasi-real, rippling membrane around her, blurring and concealing her form, making it harder for others to see her and pinpoint her exact location. Read Thoughts: Allows her to read the surface thoughts of everyone in range. Psionic Suggestion: Compels a subject to follow a reasonable suggestion they would not have otherwise done. Swarm of Crystals: Shoots off a cone of hundreds of tiny crystals, slashing anything in their path. 3rd Level: Body Adjustment: Mentally increases her metabolism, quickly healing herself. Crisis of Breath: Disrupts an opponent's breathing, preventing their lungs from automatically working and forcing them to consciously gasp for breath or suffocate. Hostile Empathic Transfer: Transfers her injuries to another target, even one who does not wish to receive them. Touchsight: Projects a 60-foot field of psychic contact, allowing her to sense her surroundings even if blinded or deafened and even lets her ignore supernatural darkness or invisibility. 4th Level: Correspond: Allows telepathic discussion with anyone she has previously had contact with, regardless of distance or even planar location. Death Urge: Implants the desire for an opponent to commit suicide as quickly and efficiently as possible. Psionic Dominate: Completely and totally controls an opponent, allowing her to command them to do anything she desires save for self-destructive orders, and anything that contradicts a target's nature allows them to try and resist the power once more. Schism: Temporarily splits her mind, allowing the second one to manifest powers at the same time as she does, though at reduced power and capacity, and also allows her to more easily resist mind-affecting effects. 5th Level: Adapt Body: Alters her body to adapt to hostile environments such as extreme temperatures, underwater, or airless places and also allows her to reduce the effects from damaging features such as acid or lava. Ectoplasmic Shambler: Creates an ephemeral, manylegged mass of pseudo-living ectoplasm that moves around the field, damaging anything that comes within it. Mind Probe: Directly reads a subject's mind, finding even the most hidden of secrets. Psychic Crush: Attempts to completely crush an opponent's mind, leaving them unconscious and on the verge of death. 6th Level: Breath of the Black Dragon: Spews a cone of highly corrosive acid. Psionic Disintegrate: Fires off a thin green ray of pure destructive energy at an opponent, utterly obliterating them, leaving only a small pile of dust behind. Psionic Overland Flight: Allows her to fly for extended periods of time. 7th Level: Crisis of Life: Stops an opponent's heart, killing them instantly. Appearance:Victoria's appearance closely matches her scholarly life, being very pale and scrawny. Her light skin is contrasted by her shoulder-length, fiery red hair, its brilliant red/orange color making stand out amongst the crowd. Not caring about appearances, she never bothers to put it up or even comb it, leaving her head a spiky mess. Her deep blue eyes speak of mysteries and intrigue, that there is clearly more about her than what she lets on. Her most defining feature is that her entire body is covered in dark purple tattoos that glow when she taps into her reserve of psionic energy, getting proportionally brighter the stronger the powers she manifests are, though even at their brightest, they're still comparatively dim compared to real light sources, even being outclassed by simple candles. They are quite intricate in their design; however they don't form any recognizable shapes or patterns, being nothing more than a mass of curvy lines and twisted swirls. She says that they are representative of the complexity of the human mind and that staring at them for too long will reveal particular patterns reflecting your own psyche, no two people seeing the same thing. She keeps most of it covered, though, by typically wearing conservative clothing. Her usual outfit is an exquisite, flowing, blue-dyed robe with intricate silver trim around the edges forming complex patterns reminiscent of her tattoos. Underneath her robe, she wears a very fine suit of mythril chainmail armor as extra protection against potential attacks should her psionics fail her. She also has a collection of magical and psionic items that she has steadily gathered over her life. Upon her head is a thin, finely-made headband with a small green stone inset on the front that magically boosts her already impressive intelligence even higher. Around her upper left arm, underneath her robe and armor, is a psionic torc made of iron and inlaid with various precious metals like gold and silver which helps her more easily manifest her powers, using slightly less energy with each one. On her left hand is a ring made of special psionic crystal found deep underground that significantly boosts her reserves of psionic energy. Finally, there are three small ioun stones that constantly orbit above her head which grant her various magical enchantments. The first, a dusty rose prism, creates an invisible shell of magical energy around her, slightly boosting her defenses. The second, an iridescent spindle, continuously sustains her with a steady influx of oxygen, allowing her to survive without the need to breathe. The last, a pearly white spindle, feeds her a stream of positive energy whenever she is seriously injured, allowing her to regenerate or reattach lost limbs or organs if the need arises. History:Born in Berekell, the northernmost city on Sheodin Island (5a), Victoria spent most of her youth in relative peace. Being the child of a rather affluent merchant family afforded her many options growing up that most others lacked. From a young age, she had only the best of tutors due to her parents' desire for her to become educated, as rare as that may have been for women in the male-dominated society. Being a good natured child, she payed attention and even grew a real thirst for knowledge, becoming excited for the daily visits from the tutor. As she got older, though, she started to notice peculiar things happening around her, such as small objects occasionally floating or bits of ectoplasm popping in every so often. This all came to a culmination one day at the age of twelve when her newest tutor started flirting with her and even tried molesting her. She unconsciously sent out a blast of psionic energy, crushing his mind, almost killing him. Startled, she immediately ran to get her parents. Once she had explained the story, they had the tutor executed for his vile deviance, though they were unsure of how to react to her powers. After asking around for a while, they eventually came into contact with an old psion in Sunkeep who agreed to teach young Victoria about her powers. For the next decade, she trained under Master Calliel, learning everything she could about psionics, becoming adept at a number of different powers. As a present for "graduating," Calliel allowed Victoria to partake in the secret Ritual of Ascension, a ceremony in which enormous amounts of psionic energy is pumped into her body, turning her into a fully psionic creature and permanently halting the aging process. Accepting, Victoria spent the next month preparing herself while Calliel called over several other psions from around the known world after which they proceeded on with the ritual. After returning home with her new powers, Victoria quickly established herself as an adventurer, seeking the thrill of exploration. Over the next 33 years, she wandered the map, moving from country to country, hiring herself out as a mercenary whenever she needed money. She went on many exciting adventures, seeing interesting sights, meeting new people, and generally a lot of strange things. During this time, she built up a great deal of knowledge about the world as well as acquiring a number of peculiar items, both magical and psionic. Eventually, though, she got tired of that life and returned home once more. After selling off most of her accumulated gear and equipment, she came full circle by taking a job as a tutor, using her spare time for independent research on various topics ranging from history to engineering. The next 21 years were rather uneventful for her. However, once the Creator left and the call was sent out for heroes to hunt down the Lost God, Victoria felt that she had to do something. She couldn't sit idly by and watch the world turn to ruin. Thus, she signed up for the quest. From a scholarly point of view, she is also excited to actually see the elven lands with her own eyes. Personality:Though she may still look like a twenty year-old, Victoria very much acts her age, being an old woman on the inside. Her many years of living and her three decades of adventuring have made her mostly cold to the world. She's not antagonistic or even cynical, but it has been a while since she's truly enjoyed something as everything just seems to blend together. She realizes that jaded such thoughts will only get worse with age and that she should try to focus on the small things, but looking back on her life just fills her with so much nostalgia that it becomes difficult. This quest to find the Lost God has, however, rekindled that spirit that eventually lead her to adventuring in the first place, and she hopes that maybe having one last, grand adventure will act as the final closing to this chapter of her life so that she may finally move on to other things. When it comes to inter-personal relations, Victoria falls flat. She's never been very good at communications, though she does still enjoy the company of others. Aside from her social awkwardness, she's quite friendly. However, despite her appearance, her age has left her feeling somewhat distant from the youth. Through all this, she does also have a clear bias towards women. Even though she has pretty much gotten over the event with the tutor, the lasting trauma has left some residual bile towards men, and her 33 years of adventuring and mercenary work with mostly men has not helped that at all. Equipment: Weapons: None. Victoria relies on her psionic powers for all offensive attacks. If that doesn't work, she simply runs away and lets someone else deal with it. Armor: Mythril Chainmail. Though unenchanted, this suit of rare metal is still a great work of armor. It's thin, but strong construction allows it to be comfortably worn underneath regular clothing without it even being detected by anything less than a strip search. Despite its almost cloth-like feel, the mythril is still stronger than steel, allowing it to offer almost as much of a defense as two inches of plate armor. Clothing: While she once possessed a magically enchanted robe of scintillation, after quitting from adventuring, she found it much too gaudy and now wears an elegant blue robe with silver trim around the edges forming intricate swirls. Though it, unfortunately, possesses no magic. Headband: On her head, Victoria wears a magical headband that boost her intelligence beyond normal. It is made of a thin, silken thread with a small green crystal in the center that rests upon her forehead when worn. Torc: While normally worn on the neck, Victoria wears hers on her upper left arm underneath her robe and armor. The thin, flat metal band that encircles her arm is made from finely crafted iron inlaid with gold and silver. The torc's psionic enchantment allows her to more easily focus on her powers, allowing her to manifest them while expending less energy. Ring: Forged from a rare, almost metallic crystal deep underground that practically seeps with psionic energy, Victoria's ring is of a fine crafstmanship and is quite lovely, though she doesn't wear it for appearances. Due to the ring's construction as well as other enchantments, it fills Victoria with psionic energy, expanding her reserves. Ioun Stones: Possessing three particular stones that constantly orbit above her head, Victoria gains various magical benefits from them. First, the dusty rose prism creates a thin, invisible shell of energy to slightly hinder physical weapons, slowing them down enough to make it easier to dodge and making them hit with less force. The second one, an iridescent spindle, continuously supplies Victoria with oxygen, ensuring that she never needs to actually breathe, allowing her to survive indefinitely underwater or in other airless environments. The last one, the one she values most, is a pearly white spindle which gives her an influx of positive energy whenever she's seriously injured, allowing her to regrow or even reattach severed limbs and organs. However, it doesn't close wounds or replace lost blood. Other Personal Information: Hobbies: When she's not reading or studying, Victoria likes to assemble and disassemble locks, finding their mechanisms fascinating. She also has a keen interest in other mechanical contraptions. Virtues: Victoria is usually very honest, not because she's honorable and doesn't like deceiving people, but because she just doesn't see much point in it. She's also very studious, spending hours with her nose in the books. She's quite responsible, as well, and will not shirk her duties. Vices: Living almost entirely in a self-contained world, Victoria doesn't care much for companionship or camaraderie and doesn't particularly know how to get along with people. Though she doesn't have much need to break the law, Victoria also holds no real respect for it and will gladly break it if it gets in her way. Fears: Though she used to have many fears as a human, her mental discipline and control have allowed her to wipe most of them away. However, she does still have the usual fears of death and the unknown that most everyone possesses. Those fears just can't be overcome by trying really hard. Goals: Victoria's main goal is the pursuit of knowledge to ensure a brighter future for mankind, but mostly to satiate her own curiosity. Religion: While she, naturally, believes in the gods, Victoria doesn't particularly worship them, trusting in her own power to see her through any hardships. Motive for Joining: Despite believing that the people don't need the Creator in their personal lives, Victoria still understands the protection she gives from the Dark God and his minions. Realizing that she has the power to do something, it must, by necessity, be her responsibility to do something, as well. Fun Fact: I once turned Victoria into a pony.
Noboru Hitashi Name: Noboru Hitashi Gender: Male Race: Human Alignment: Lawful Evil Age (Actual): 54 Age (Appears): 54 Height: 5'10" Weight: 141 lbs
Class: Monk
Natural Abilities: Strength: Average Dexterity: Very High Constitution: Above Average Wisdom: High Intelligence: Above Average Charisma: Average
Special Abilities: AC Bonus: After training his body to its physical peak, Noboru's natural defenses have improved so much that he can fight just as well in combat as those wearing armor. Flurry of Blows: With his great speed, Noboru can attack many times in quick succession while unarmed. Unarmed Strike: Unlike most people, Noboru's intense martial arts training allows his fists to be just as effective in combat as regular weapons. Fast Movement: When unarmored and unencumbered, Noboru may move significantly faster than regular people, peaking at 36 mph for a full-blown sprint. Still Mind: After years of meditation, Noboru's mind has sharpened and is more resistant to mind-affecting magic. Ki Strike: Utilizing an inner energy called Ki, Noboru's unarmed attacks can now pierce various forms of damage reduction and can shatter items regardless of their hardness. Slow Fall: While adjacent to a wall or similar structure, Noboru can use it to slow his descent, taking no injury from a fall. Purity of Body: Noboru's training has advanced his body so far that he is now immune to all sickness and disease save for supernatural and magical diseases. Wholeness of Body: Noboru has such control over his own body that he can partially heal himself from damage. Improved Evasion: Due to his unmatched agility and reflexes, Noboru can easily dodge many forms of attacks. Diamond Body: Noboru's training of his body also gives him immunity to all poisons of any kind. Abundant Step: Noboru has learned how to magically move in the space between spaces, essentially teleporting short distances as if he had used the spell Dimension Door. Diamond Soul: Thanks to his training, Noboru has hardened his body to magical attacks, gaining a resistance to them. Quivering Palm: After reading an ancient scroll given to him by his late master, Noboru has learned a hidden technique that allows him to set vibrations within the body of a living creature that thereafter allow him to attempt to instantly slay the victim if he so wills it. Timeless Body: Noboru has reached such an advanced level in physical perfection that he no longer feels the negative effects of aging and cannot be magically aged. However, he is not immortal and will still die of old age when his time is up. Tongue of the Sun and Moon: Noboru has the ability to speak with any living creature. Empty Body: From studying ancient techniques, Noboru has learned how to freely move between the Material and Ethereal Planes. Perfect Self: Upon reaching spiritual enlightenment, Noboru is now considered to be a magical creature and is forevermore treated as a Native Outsider. He also gains moderate damage reduction against non-magical weapons.
Skills: Balance: With his natural dexterity, Noboru has exceptional balance. Climb: Noboru's physical training allows him to easily climb many surfaces. Concentration: Noboru has a particularly focused mind, allowing him great abilities of concentration. Jump: Noboru's natural athleticism allows him great jumping abilities. Knowledge: Due to his childhood, Noboru knows much about religion. Listen: Having well-honed ears, Noboru's hearing capabilities are quite impressive. Sense Motive: With his many years of life experience, Noboru has gained a sense about other people, being able to more easily detect when they're lying. Spot: Possessing great eyes, Noboru's abilities of sight are very refined. Tumble: Being rather nimble, Noboru can deftly tumble around enemies or obstacles and can land softly, minimizing the effects of falling from great heights.
Feats: Combat Reflexes: Having especially good reflexes, Noboru can easily attack multiple people at the same time, and can even jump right into battle while flatfooted. Dodge: Being swift and dexterous, Noboru is quite exceptional at dodging incoming attacks. Improved Disarm: Noboru has learned how to quickly and easily disarm an opponent, even with nothing more than his bare hands. Snatch Arrows: With almost uncanny speed and reflexes, Noboru can catch arrows and other ranged weapons out of midair and can even throw them right back without disrupting the normal flow of combat. Stunning Fist: While fighting living foes, Noboru can deliver a special blow to stun the opponent, preventing them from doing anything for several seconds.
Appearance: Noboru's appearance is quite deceiving. On the outside, he looks like a weak old man who can barely throw a punch much less kill people. Those who know him, though, realize that this is just a façade to lull others into a false sense of security as he is actually quite capable, even being extraordinarily swift and agile.
However, Noboru still does not look like a kind old man. His wrinkled face always appears devoid of emotion, tough it still seems to always produce a sense of unease upon looking at it, as if he if just waiting for the perfect moment to strike you dead. His well-waxed bald head shines in the light, while his eyes are as black as his soul.
Being of humble origins as a monk, Noboru always wears simple, utilitarian clothing. He has on a loose-fitting cotton akidogi, the top half being a dark grey color while the bottom is a more pure black.
History: Born on the southern coast of Rhemmon (17), Noboru doesn't remember his early life with fond memories. After his father abandoned him as an infant, he was left with his sickly mother who was in no condition to even take care of herself, much less raise a child. As her last act as a mother, she gave Noboru up to the local Monastery of Light when he was only three years old, hoping that he would at least grow up with a roof over his head.
For the next several years, Noboru lived in the monastery with the other monks, leading a peaceful, if dull existence. While there, he learned much of the practices of the church and their beliefs regarding the Creator and the Dark God. Despite all this, he never accepted it. He figured that if the Creator truly did care about the people, then why was he abandoned by his parents?
One day, at the age of six, Noboru discovered ancient texts of martial arts. After asking the monks about them, he was told that long ago, their monastery was known for its powerful warrior monks who could down take down legions of armored soldiers with nothing but their hands and feet. Though it had been a long time since anyone had actually practiced the forgotten arts. Nevertheless determined, Noboru began attempting to read the manuscripts and teach himself their secrets.
It didn't take long for Noboru to attract the attention of someone who could help. While visiting from out of town, another monk by the name of Shou told Noboru about a hidden monastery high in the mountains where Master Aku lived, the last of the Rhemmon warrior monks and that he was willing to bring the boy up there to learn the forgotten arts of the Long Death. Excited, Noboru agreed, and the two departed the next day.
After a long and treacherous journey up the mountain, the two finally arrived before the small monastery, hewn from the very living rock of the mountain. After explaining their plight, Shou and Noboru asked if Master Aku would teach them to be warrior monks. Master Aku considered it for several moments before agreeing and beginning their training. for the next two decades, Shou and Noboru trained under Master Aku, the two of them learning many powerful techniques and abilities from the aging monk while also becoming close friends despite their rather large age gap.
Eventually, after much training, Master Aku brought the two of them before him, saying that he didn't have much time left. Giving one last hidden skill, The Scroll of the Quivering Palm, he said that the rest was up to them to learn on their own. He then gave them their final missions: Shou was to take up Aku's name and forevermore run the monastery in his place while Noboru was to leave the monastery and travel the land, spreading fear and respect for the long-forgotten warrior monks so that all may learn the name of the Long Death.
After Aku's passing, Noboru spent another seven years in the monastery finishing his training with Shou who now referred to himself as Aku as per their late master's wishes. Once satisfied with his skills, Noboru packed up and left, spreading tyranny and fear wherever he went.
His first mission, however, was to find his family, at least to see if they were still alive. It wasn't long before he found that his mother had died almost three decades ago, not long after she gave him up to the monks. His father, on the other hand, took some time to track down. Eventually, though, he found a solid lead after two months of searching. It turned out that his father was a rich merchant who had left his mother and him to continue living a playboy lifestyle. Feeling an indescribable rage despite his years of personal and emotional training, Noboru immediately killed his father with his own hands, feeling no pity or remorse even after the man sincerely apologized and begged for his life. Noboru may have killed many people since then, but he has never felt the satisfaction he did at this moment.
Spending a whole sixteen years in Rhemmon the name Noboru of the Long Death soon became legendary, spoken of in hushed tones as the bringer of despair. Noboru even became a mercenary in the exclusive employ of Rhemmon, being sent out to perform various high-profile political assassinations in the other kingdoms or even within Rhemmon, itself, spreading his name even further, throughout the entire island.
Despite all this, it just wasn't enough for Noboru as he left for the mainland and began spreading his malice to the rest of the world. Unfortunately, due to the sheer size of the rest of the world and his inability to gain any serious foothold in any country's politics, he has so far been unable to spread fear as he so desired. Once the Creator left, this task became even more difficult as now the people were forgetting Noboru to focus all their fear on the Dark God. This prompted Noboru to try and solve the problem, realizing that there would be no one left to fear the Long Death if the Dark God killed them all.
Personality: Thanks to his years of mental focus and training, Noboru is very calm and collected. It is difficult to elicit any emotion from him as he keeps himself under tight control. However, if, at any time, these emotions do happen to seep out, they can be quite explosive. As he has spent most of his life learning to repress his feelings, he doesn't properly know how to deal with them if they do show up. This often leads to him doing things he later regrets.
Noboru is not a nice man. His training under Master Aku has caused him to become cold and oppressive, feeding off the fear and torment of others. Not once has he ever experienced true joy or happiness. For him, it's all business all the time. He spreads tyranny because he must. It is all he lives for. Sometimes he wonders if there might be more to life, but these feelings are quickly swept away. All that matters is what his Master wants for him.
Equipment: Weapons: None. Because of his mastery of martial arts, Noboru is far more deadly with his bare hands than while holding any weapon. Armor: None. Noboru has spent years specifically training to fight unarmored. Clothing: Noboru's only clothing is a dark grey and black akidogi granted to him by Master Aku before he left on his mission of fear. Though he tries his best to keep it in good shape, years of battle have torn it, prompting him to sew it back together, though not with as much skill as he'd like, leaving visible marks. Various such scars dot the uniform here and there even with the occasional patch, though Noboru has made sure they match in color.
Other Personal Information: Hobbies: Noboru is far too busy with his personal enlightenment and oppression of the people to have any time for hobbies. Virtues: Being an oppressive tyrant, Noboru has few virtues. However, one can be assured that he won't break the law, at least not directly, since he frequently uses it as a shield to protect himself from the consequences of his actions. Unlike most in his position, though, Noboru does not take advantage of the people for personal satisfaction being that he has long ago given up such material things. Vices: Evil, murderous, tyrannical, cowardly, oppressive, self-centered. It's hard to not to find flaws with Noboru. He is about as bad as they come. Fears: There is only one thing Noboru fears: Comeuppance. He fears that someday he'll accidentally make one small misstep and will be unable to justify his actions within the bounds of the law. Everything else, even death, is beneath him. He would much rather die than face the consequences of his actions. Goals: Noboru's goal is clear: Spread fear and torment and respect for the Long Death wherever he so walks. Religion: Noboru doesn't care one iota about the gods and consider them horribly oppressive, especially the Dark God. Motive for Joining: At first, Noboru was actually glad that the Creator had disappeared as he never liked her or her church, seeing her as a self-righteous bitch. However, once the Dark God began invading from the north, Noboru became angry as it meant the populous was more afraid of him than they were of the Long Death. In addition, the fact that the Dark God was outright killing everyone ensured that if he succeeded, there would no longer be any people to feel the oppressive hand of the Long Death, as monsters aren't particularly fearful. Thus, Noboru began traveling along the coast to meet up with the group of "heroes" sent to deal with the situation, figuring they could use his help.
Fun Fact: Noboru is a real Japanese name that means "ascend; climb."
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Ambrose51
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Jul 20 2011, 12:58 PM
Post #135
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The Resident Horror Enthusiast
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Whew, that's quite the character (Noboru) you put together there, Duke. It'll definitely be interesting to see him written. On a side note,
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Alignment: Lawful Evil
Yes sir, I approve. That's my favorite alignment, right there.
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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 20 2011, 01:03 PM
Post #136
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Celestial Princess
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I like Lawful Evil, too, if only because it is so interesting and unconventional to play. However, it is only my second favorite alignment. You just can't beat the sheer fun one can have with Chaotic Neutral. Unfortunately, Victoria doesn't quite represent that aspect of the alignment, but oh well.
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Ambrose51
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Jul 20 2011, 01:14 PM
Post #137
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The Resident Horror Enthusiast
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Ah, I almost always play lawful characters. Alaric is lawful evil, definitely, and may or may not drift more towards lawful neutral or neutral evil, depending.
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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 20 2011, 01:19 PM
Post #138
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Celestial Princess
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From what I got, he's Lawful Neutral but just so happens to be in the service of Evil. If he were Lawful Evil, he'd either be out to actively hurt people or help himself. As his only goal is blind service to the Church, regardless of what that may result in him doing, he definitely leads more towards Lawful Neutral, the alignment of the perfect soldier.
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Ambrose51
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Jul 20 2011, 01:22 PM
Post #139
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The Resident Horror Enthusiast
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- July 25, 2010
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Hmm. That's probably true. I was basing the evil portion of his alignment on the rage he feels and often acts out. Though he mostly does just follow orders, he has no issue whatsoever with slaughtering civilians if they get in his way. And he definitely takes pleasure in killing "heretics." It's why he's spent most of his service to the Church on the fringes of society, fighting the Darkness in the North.
But I suppose that he does still lean more towards lawful neutral. I don't typically include alignments in my character sheets for the precise reason that I can never figure out what I want them to be until I've written them for a while and have a feel for the character.
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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 20 2011, 01:28 PM
Post #140
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Celestial Princess
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And there's the fact that alignments aren't really that accurate, all things considered, but I just love D&D too much.
I suppose that pleasure from killing heretics would lend itself somewhat to Evil, though. It's just kind of hard to choose his alignment with the simple nine alignment system. So, going up a level, I'd say he's "Lawful Neutral with Evil tendencies," halfway between the two alignments.
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