The Sign of Darkness OOC (Humorous Fantasy/Closed)
+5
Kathryn Lacey
Kyrt Malthorn
Gadreille
Digital Muse
Blackrock
9 posters
FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Out of Character Discussion :: Archived Advanced OoC Topics
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The Sign of Darkness OOC (Humorous Fantasy/Closed)
Welcome to the OOC!
Intro
We're closed for now, though feel free to PM if you want to participate; I'll keep you in mind.
This is a roleplay project, which has two main goals in mind. First off, we are going to take a stereotypical fantasy world, along with the common tropes which plague the genre and give them a humorous twist. Secondly, due to the character creation process (see below), I aim to present an interesting challenge to my members.
However, it should also be noted that this is not a full-fledged undertaking. Instead, it aims to be a laid-back, easy-going side-project, which can serve as a welcome respite for writers, old or new, and a playground to test new ideas. As a result, I will not expect lengthy posts or impeccable quality. That said, I still have my standards, which I am going to bold so everyone can see clearly:
Rules:
1) Collaboration is a must. Due to the nature of this RP, our characters are going to be spending all of their time together. If you cannot work with other people, this is definitely not the place for you.
2) No drama. Going on a tangent from the above, seeing as you are going to deal with other writers, ideas, opinions and styles are bound to clash. FOG has a very mature member-base overall, so this is not really a concern; however, I will say that there are two ways of going about this: a) Assuming we are mature enough to deal with our own issues, I urge players to sort out any differences between themselves; b) In the event that fails, I ask that people come to me. I will try to listen to both sides and offer a fair approach to the problem.
3) Let us know if you are going to be absent. As I said, this is an easy-going project and I don't expect people to be available to post every week, let alone every day. If, however, you won't be able to contribute for an extended period of time, please let me know.
!!!!IIMPORTANT!!!! When RP'ing a group, it takes one person to hold up everybody else, I realise and agree that real-life always comes first, but if you can - try to leave off the story at a point where your character is not crucial to continuing it. I can't stress this enough!!!!
Now, let us get to the juicy heart of the matter.
Character Creation
Important: Using the information provided in the other section, you are free to make the stereotypical character. By stereotypical I mean the goody-two-shoes paladin, who battles evil at every turn. The quiet, gruff ranger, who skulks in the corner. And so on.
When you have decided what ROLE you want to play, without working on any background information, send me a PM first.
I will then provide you with your character's unique "twist". This is the challenge contained in the RP, you will play a character of your making - just not in the exact way you envisioned. Adapting, improvising and broadening your horizons are crucial for any writer.
Character Sheet Template (CS): (just copy-paste it, saves you the hassle of doing the bb codes)
Send the sheets to me via a PM, for a quick approval, before posting them in the thread.
The Setting
(Those of you who are familiar with my writing know this won't be a short read...)
The setting is the standard-fare we have come to expect from most fantasy worlds. I have left a lot of things vague, hoping that people are familiar enough with the most common cliches so they can fill out the gaps themselves. If there is anything unclear, feel free to ask.
Geography
Common Races
Nations
Deities
Character Sheets
Aezegul Bal Vakamyth played by Kyrt Malthorn
Alric Sunblessed played by Blackrock
Aily Cully played by Digital Muse
Cleric played by Chainlinc3
Eil'thris Verden played by StalkerX
Letha Oddgeirsson played by Ryona Noel
Sansol Zalen played by Count
Wilfred played by Artorius
Intro
- Spoiler:
- Hugh Tenfinger looked about his dimly-lit tavern, while polishing the bar in front of him with a mix of annoyance and resignation. It seemed to be going well so far, the sun was setting and nobody had been knifed or started a brawl yet. Maybe he wouldn’t have to replace anything broken today. Mor plough them all, he certainly didn’t expect to be visiting the carpenter every other day when he decided to make a living in this line of work. He wiped his sweaty forehead with the back of his hand and let out a sigh.
One of his patrons, a dwarf who seemed to be deep in his cups, had started singing a song. A song about gold. Typical. As if some unseen force drove them, all the other dwarves in his company followed suit. Shouting and laughing and raising toasts to each other. Of course, this drew a few angry glances from the group of farmers sat nearby, who had to endure the same song nearly every night. One of them looked pleadingly at Hugh, but the grizzled barkeep shrugged helplessly. What could he do, Seven Hells take them? Besides, the short bastards paid much more generously than that bunch of peasants.
Sighing once more to himself, he looked around the tavern once more. There was a hooded, mysterious traveller sat in one of the dark corners. In the other corner, two equally mysterious fellows were discussing something over a tankard of ale. The third corner housed a dark robed man, a mage by the looks of him, for the time being. There was a second hooded stranger sat in the fourth corner, he was puffing from a pipe and starring intently at the door, as if waiting for someone. In the other corner, a shady guy was offering something to the patrons passing by him. All the while, a fiery-haired woman in the sixth corner was sneaking glances at the mysterious traveller. The other two corners were empty for the time being.
Hugh had to smile to himself; he would pat his own self on the shoulder if it wouldn’t look ridiculous. He knew how much these silent, mysterious types liked their dark corners so he had made a tavern not with four, but with eight of them! That was double the mysterious clientele. Furthermore, the torches and fireplaces were keenly positioned, so they would offer a minimal amount of light to the corners. At Hugh’s there was accommodation for all sorts of visitors.
Of course, one thing brought with it another and the second stranger, the hooded one, had asked about any interesting rumours. And, naturally, Hugh was only happy to oblige. He told him about the haunted mill, the treasure in the old baron’s castle, the lost dwarven artefact hidden deep in the mines. Nobody seemed to have solved those yet, so he had tried his luck with them once more.
As any self-respecting innkeeper knows, a tavern without rumours is like a crypt without undead. There’s just no point in going there otherwise – that was his new motto. That’s why Hugh had been gathering rumours for the good part of the last few years. A lot of lonely travellers wanted someone to talk to, after their long journeys, and Hugh had always been on the receiving end. Rumours, gossip – the usual, but only much later did he realise that many other travellers and would be adventurers would show interest and even pay for the very same rumours!
Being a pragmatic and enterprising man, Hugh had wasted no time in setting up a journal of sorts, where he recorded, using his limited writing skills, everything he heard, useful or not. Since then, his rumour-mongering had paid off and what had started as something on the side, was now providing respectable profits to his establishment. It was a bit tricky, true enough – he couldn’t just tell the first green adventure-seeking lad all his treasure trove, but with some practice he had become quite good with it. He would offer bits and pieces, when too many people became interested in one particular thing, he would put it to the side and offer something new. Only for the rumour to resurface a few months later, if nothing had been done about it. It was a good business.
Despite that, Hugh’s eyes wandered to the sword and shield hung on the wall. His memories drifted back to the old days...when he was a mercenary and wandered the lands himself. It had been an interesting life, nothing like the “adventures” kids nowadays used to go on – ahhh, just thinking about it made him want to pop open a flagon of ale and to show that bard over there what a real tale was.
Everything was different nowadays, that sense of excitement and mystery seemed to be gone. And yet....he had heard merchants from far-off lands whisper of some evil arising, dark omens and ancient prophecies hinting that a time of great reckoning was approaching. Was there any truth to that, the innkeep wondered?
Was a new time of heroes approaching?
We're closed for now, though feel free to PM if you want to participate; I'll keep you in mind.
This is a roleplay project, which has two main goals in mind. First off, we are going to take a stereotypical fantasy world, along with the common tropes which plague the genre and give them a humorous twist. Secondly, due to the character creation process (see below), I aim to present an interesting challenge to my members.
However, it should also be noted that this is not a full-fledged undertaking. Instead, it aims to be a laid-back, easy-going side-project, which can serve as a welcome respite for writers, old or new, and a playground to test new ideas. As a result, I will not expect lengthy posts or impeccable quality. That said, I still have my standards, which I am going to bold so everyone can see clearly:
Rules:
1) Collaboration is a must. Due to the nature of this RP, our characters are going to be spending all of their time together. If you cannot work with other people, this is definitely not the place for you.
2) No drama. Going on a tangent from the above, seeing as you are going to deal with other writers, ideas, opinions and styles are bound to clash. FOG has a very mature member-base overall, so this is not really a concern; however, I will say that there are two ways of going about this: a) Assuming we are mature enough to deal with our own issues, I urge players to sort out any differences between themselves; b) In the event that fails, I ask that people come to me. I will try to listen to both sides and offer a fair approach to the problem.
3) Let us know if you are going to be absent. As I said, this is an easy-going project and I don't expect people to be available to post every week, let alone every day. If, however, you won't be able to contribute for an extended period of time, please let me know.
!!!!IIMPORTANT!!!! When RP'ing a group, it takes one person to hold up everybody else, I realise and agree that real-life always comes first, but if you can - try to leave off the story at a point where your character is not crucial to continuing it. I can't stress this enough!!!!
Now, let us get to the juicy heart of the matter.
Character Creation
Important: Using the information provided in the other section, you are free to make the stereotypical character. By stereotypical I mean the goody-two-shoes paladin, who battles evil at every turn. The quiet, gruff ranger, who skulks in the corner. And so on.
When you have decided what ROLE you want to play, without working on any background information, send me a PM first.
I will then provide you with your character's unique "twist". This is the challenge contained in the RP, you will play a character of your making - just not in the exact way you envisioned. Adapting, improvising and broadening your horizons are crucial for any writer.
Character Sheet Template (CS): (just copy-paste it, saves you the hassle of doing the bb codes)
- Code:
[b][u]Name:[/u][/b] (Your character’s full name. Include any titles or nicknames here.)
[b][u]FOG Username:[/u][/b] (Your username on FOG, just for reference.)
[b][u]Gender:[/u][/b] (Male/Female.)
[b][u]Age:[/u][/b] (Your character’s age. The average lifespan of a human is 60 years. The average lifespan of a dwarf is 150 years. The average lifespan of an orc is 80 years – not taking into account death in battle. The average lifespan of a Goblin is 100 years. Elves are immortal and cannot die of natural causes.)
[b][u]Race:[/u][/b] (The playable races are listed below.)
[b][u]Class:[/u][/b](Pretty self-explanatory.)
[b][u]Appearance:[/u][/b] (What your character looks like, you can include equipment in this section. I accept pictures, but they must be accompanied by a written description.)
[b][u]Skills:[/u][/b] (What skills your character posses – they can be mental or physical.)
[b][u]Personality:[/u][/b] (A few words about your character’s personality – traits, quirks and anything else which makes them tick.)
[b][u]Biography:[/u][/b] (Write down your character’s biography here. It can be as vague or detailed as you like, but try to include a few things such as birthplace, family, how they grew up and other such. I will not accept two sentence-long “biographies”.)
[b][u]Twist:[/u][/b] (Add the name of your "twist" here, which will be provided by me.)
[b][u]Other:[/u][/b] (Anything else you can think of and doesn’t fit in the above sections.)
Send the sheets to me via a PM, for a quick approval, before posting them in the thread.
The Setting
(Those of you who are familiar with my writing know this won't be a short read...)
The setting is the standard-fare we have come to expect from most fantasy worlds. I have left a lot of things vague, hoping that people are familiar enough with the most common cliches so they can fill out the gaps themselves. If there is anything unclear, feel free to ask.
Geography
- Spoiler:
- The continent this tale is set in is Aventia, a bountiful land, dominated by a temperate climate. It is unevenly divided by a great mountain range, referred to as the Godswall, which spans the entire continent from north to south. About one fourth of Aventia makes up its western part, called the Coastlands, while the rest of the mainland is located on the other side.
The eastern part is mostly composed of steppes in the northern and central areas, while to the south it steadily twists into a desert landscape. In the west however, the northern parts are dominated by a cold climate, with a large amount of wooded areas. The central parts are mostly grasslands, while the south is, surprisingly, covered in forests. Many scholars speculate that this is due to the Godswall and the uneven division of the continent.
The Godswall is treacherous and it is unapproachable in many places. The only relatively safe path found through it is called the Godsway, which serves as the link between east and west.
Common Races
- Spoiler:
- Humans -> Humans are the dominant race on Aventia, making up more than half of the continent’s population. They have the most varied physical characteristics, because they have adapted to life in almost all sorts of environments. Resourceful and extremely versatile, humans can excel in all walks of life.
Humans are not natives of Aventia, unlike the other races .They came from over the Sea of Tears and have since spread throughout the continent, pushing out the older races from their ancestral homes. Their reasons for coming have long since been lost to time.
Elves -> Elves are a dwindling people in Aventia, having been pushed back by the humans south into the deep forests. They now make their homes there, secluded from the world. When they do travel amongst other races, they often appear aloof and distant. They are fair of skin and hair, with melodic voices and a height above that of average humans, although they are of a lither build.
Their natural agility and grace make them perfect archers and scouts; although their long lifespan ensures that they can excel as mages, warriors, craftsmen or whatever else, considering that they will have much more time to hone their skills.
Dwarves -> Dwarves are short, stocky and incredibly industrious. Seeing little point in staying above-ground and competing with the other races, they forged an underground empire for themselves. They are organised in clans, bound by a rigid social structure and each young dwarf is expected to learn the story of his family as well as their intricate relationships and family ties with other clans.
They are very enterprising and as a result, many dwarven merchants travel through the “Outside” (as they call it) peddling their masterfully-crafted wares. All male dwarves have beards, in some degree, which is much more than a fashion trend – it is mark of their manhood. It should also be noted that, against popular legend, dwarven women do, in fact, exist and they are not bearded. That said, they very seldom travel Outside and as such, are unlikely to be encountered.
While dwarves are renowned as craftsmen and resilient warriors, mages have never been common. Some say it is because dwarves are somehow immune to magic, which is of course untrue. Dwarven mages have and do exist, but they are rare and most respectable dwarves consider it an eccentric practice at best.
Orcs -> Orcs are cruel, twisted creatures. It is unknown whether the Creator wished them to be; whether they were a byproduct of the early wars between Isil and Mor; or whether they were the jest of some other God. What matters is that they have been a large threat for civilised races everywhere. Over the years, they have been brought to heel in the Coastlands, mainly due to the tireless efforts of the Dwarves.
They are still far from defeated however, as millions of them still make their home in the Northlands or the subterranean passages under the Godswall. Besides them, a great number roam the Empire’s countryside – how they got there is a mystery, but many believe it was through one of the dwarven passages.
Most orcs are not particularly bright and almost all of them are violent. Some, however, have tried entering civilised society, although their efforts have been met with little success. That said, some can be found as lowly servants or street-cleaners, little more than slaves. In the wilder, more distant parts of the Empire, a growing number of them can be seen as mercenaries or enforcers.
They are, on average, taller than humans but shorter than elves. Their skin tones range from sickly green to dirty brown and even grey. Common folk often describe them as “butt ugly”. Orcs are generally fighters, seeing as they have little other skills of note.
Goblins -> Goblins are Orc’s smaller cousins and their origins are, likewise, unknown. For all intents and purposes they are a smaller, weaker version of Orcs – with one major difference. Most goblins posses a sharp mind and at least some base cunning, making them a rather deadly adversary if they are underestimated.
Due to their small size, goblins make poor fighters, however – coupled with their wits, it ensures they can become quite proficient scouts, assassins or even thieves.
Nations
- Spoiler:
- The Empire -> The Empire makes up the bulk of the Coastlands, laying claim to more than half of its territory. From the Woodland Realms in the south, to the Bulwark in the north and from the Sea of Tears in the west to the Godswall in the east. Its people call themselves Aventians, much to the annoyance of their neighbours, but their military and economical power ensure it is little more than grumbling. Waymeet is the capital, the crossing point of the four major trade routes which lead to all the four directions of the world.
The Emperor is the supreme ruler, who has command of every aspect of his vast Empire. His provinces are ruled by his loyal dukes and barons, who in turn might grant pieces of land to a deserving knight. That said, a man’s loyalty is first and foremost to his Emperor, regardless of where he is in the hierarchy.
Although shaky in the past, the Empire maintains trade relationships with all their neighbours, save the Orcs in the Northlands. Seeing as it occupies a central position in the Coastlands, it is not surprising that, while humans are the majority, elves and dwarves call it home as well. Even goblins and orcs have tried making a living there, but they are generally regarded with mistrust and outright hostility, regardless of their intentions.
The Woodland Realms -> The Woodland Realms are located in the southernmost parts of the Coastlands, in an area of lush, virgin forests. It is here that the elves of Aventia make their home, living in their forest cities, secluded and far away from the crowded human towns. Although each city is an entity of its own, the elves have a ruler – the King of the Wood – who is expected to lead his people in times of crisis.
Even though they maintain trade with the Empire to the north, their relationship is strenuous at best. Years of human expansion have steadily forced the elves deeper and deeper into their forests. Border skirmishes were not unheard of until a few decades ago, but that changed when the last Emperor signed a treaty, where he claimed he would halt his people’s expansion southward.
The Dwarfhold -> Dwarves live in their subterranean cities under the Godswall, where they have created a powerful empire. The Dwarfhold, as it is known, is an alliance of semi-independent city states, each of which is ruled by a local, powerful clan. Despite that, each clan-leader has sworn fealty to the Mountain King, who commands their military forces and has a considerable influence on each city’s economy. That said, the various Clanholds still retain their unique identity and life in one dwarven town can vary greatly from another, especially if it concerns the original Holds which have had long millennia to shape their culture.
Dwarves have stayed out of the conflicts between humans and elves, having traded with both at all times, regardless of the political situation. Instead, they have been leading a long, bloody war with the orcs who also lay claim to vast swathes of the caverns under the Godswall. Contrary to popular belief, the dwarves are actually winning and have slowly, but steadily pushed back the orcs farther and farther away from their homes.
The Northlands -> The Northlands are located beyond the Bulwark, a massive wall constructed by the Empire to keep the northern orcs at bay. Even though the time when these creatures posed a considerable threat is gone, vast numbers of orcs remain and the wall is constantly manned by some of the Empire’s best soldiers.
What lies beyond it however, is an unclaimed wilderness, which is a home to all sorts of vile creatures. Orcs and goblins are, sadly, not the only inhabitants. Giant spiders, wyverns, gnolls and all matter of ghastly beings live there; some even whisper that legendary dragons make their lairs in that wild land. Whatever the case, all sensible folks avoid the place. There a few inns scattered here and there, mostly as a staging point for adventuring parties, but they are all within a day’s travel of the Bulwark at most.
Adalon -> Adalon is a small, independent kingdom located north-east of the Empire. That actually puts it outside the safety of the Bulwark, which it borders to the south-west. It also means it is within easy reach for orc raiding parties coming in from the Northlands, which are located to the west.
The history of Adalon is interesting. In the days when the first Emperor had the Bulwark constructed, Adalon was already a strong province, famed for its warriors. However, the Emperor demanded that all provinces which would be protected by his wall swear fealty to him. That is how the Empire came into being. Adalon, however, refused – its people were independent and they would not bend their knee so easily. That is why the Emperor had the Bulwark make a sharp bend south, just outside Adalon’s borders.
The kingdom itself is located in a naturally defensible position. The Godswall, which makes up its eastern border, strays from its course and twists further eastwards. The result is a rather large valley, roughly semi-circular in shape, where Adalon lies. What’s more, in the north from one of the Godswall’s peaks, the Mistdwell River streams. It runs south and slightly east, into a gorge which is at Adalon’s southern borders. This effectively means that the kingdom is cut off from the rest of the world. Only three bridges lead in and out of it and they are heavily fortified and well-guarded by the Adalonians.
Another important thing about the kingdom is that, in the north-east the mountain passage known as the Godsway lies. Unless one wishes to scale the Godswall itself that is the only way connecting the western and eastern parts of Aventia, ensuring that the otherwise insignificant Adalon plays a key role in this trade route. While a tempting target, the Empire has preferred to let them be, even supporting them at times, because Adalon proves a great diversion for the orcs, who prefer to take their chances with the kingdom’s bridges, rather than the Empire’s Bulwark.
The East -> Over the Godswall, lies a large swath of land which is mostly covered in legends. There seems to be one huge empire which calls itself Khudan, located somewhere in the southern areas. While the rest of the land is occupied by a myriad of city-states, which constantly compete with one another. Few people have braved the Godsway and even fewer have come back to tell tales of these people. This ensures that, even though their trade caravans travel back and forth often enough, a large part of the East is shrouded in mystery.
Deities
- Spoiler:
There are twelve Gods that govern the world and One who oversees them all. However, He does not meddle in the affairs of Gods or mortals. That is why, when speaking of the Gods collectively, people refer to them as the Twelve.
The Creator
Portfolio: None
The Creator, that is his name and title, was the first. It is He who created all the other Gods, directly or indirectly, after which He withdrew from the world to observe what His children would make. He has intervened in the affairs of the other Gods only once so far, many years ago. He has no followers or temples and mortals do not pray to him. He merely is.
The Old Gods
At first, The Creator gave a will to his two main ideas – creation and destruction, beginning and end; Isil and Mor. After that, he brought forth four more, which were to help keep the balance and guide the elements in the world he had created. The Six ruled for many years, until the Creator understood his folly. He saw that mortals could not flourish in this orderly cycle of life and death, without ideas or motivation guiding them. But that came later and for a long time, the Six were all that the races knew.
Mor
Portfolio: Death, Afterlife
Mor is the Master of Death. He and Isil came about at the same time, first of all the other Gods, and they were charged with keeping the balance between life and death. Although bitter foes at first, they realised that one could not exist without the other and have since worked together, each stepping in when the other’s power grows too great.
Mor has no titles, his name alone is enough. Often portrayed as a silent, robed man – he is not one of the more popular Gods; but nobody can deny that he is one of the strongest. His temples are dominated by a dark palette of colours and all of them are humbly decorated. Mor’s priests, known as Shepherds, dress in black and, like their god, are emotionless, quiet men. It is their duty to see that final rites are carried out for the dead, regardless of their patron god. Another part of their order, however, has a much more militant role to play. The Seekers, as they are called, are sworn to battle the undead at every turn, seeking and rooting out the taint wherever they can find it.
Despite popular belief and unfounded fears, Mor is not evil. He merely does his duty, even if an unpleasant one. The only things which can invoke any emotion in him are the undead, which he sees as a person affront.
Isil
Titles: Lifebringer, The Smiling God, The Joyous One
Portfolio: Life, Healing, Birth, Healers
Isil is the Master of Life. Along with Mor, his darker counterpart, he was charged by the Creator with keeping the balance of life and death in the world. Unlike Mor, Isil enjoys a healthy following and there are many festivals which are held in his honour. He is usually portrayed as a charismatic, smiling man and it is said he holds love for all living things.
The Lifebringer’s temples are decorated with vivid colours and richly adorned. His priests, often called Mirthful, are clad in green and white. Whenever a new child is born, one of them will come to bless the newborn, warding him from all the evils in the world. Most of them are proficient healers, often called upon to deal with diseases or other such, regardless of their scale.
Glina
Titles: The Mother
Portfolio: Earth, Agriculture, Plants, Farmers, Druids
Glina is tasked to watch over the earth and all things that grow and live on it. She has the most followers out of any god, mainly due to the fact that most people toil the soil for their livelihood. She is viewed as a gentle, caring woman who looks after those entrusted in her care. Glina watchers over crops and the people who look after them, often having to defend them from her more hot-headed peers, such as Pir or Voden.
Her temples are dominated by green and earthen colours, possessing lush gardens which offer rest and tranquillity to all. Glina’s priests wear robes of similar hues, although not the bright green which the Mirthful have. They are often confused with another group of the Mother’s followers – Druids. But even though their roles are close, there is a difference. While the priests tend to her temples and pass on her wisdom to the people, Druids usually seclude themselves from the world and look after her natural temples – the wilderness.
Voden
Titles: Lord of the Seas, Tide-Bringer
Portfolio: Water, Fishermen, Ships, Sailors
Voden rules over the seas, the rivers, the lakes and all other bodies of water. Like Pir, the Windlord, he prefers wide, open spaces and that his anger can cause much devastation. He is the patron of all men and women who make their living amongst the waves, thus the majority of his followers stem from coastal towns and villages.
Voden’s priests are always welcome on any kind of ship, free of charge; no captain is fool enough to miss out on the Tide-Bringer’s favour. His temples are located near sources of water and are decorated in blue motifs, as are the robes of his clergy.
Pir
Titles: The Windlord
Portfolio: Air, Winds, Thunder, Storms
Pir governs the winds and the skies. It is said he loves the open best and that his wrath is terrible, lashing the earth with his thunderstorms. He often quarrels with Voden, the Lord of the Seas, because their areas of power frequently clash. It is a common occurrence for sailors to pray to both Gods if they find themselves in a storm, which could – depending on the circumstances – be the doing of one or the other.
His temples are usually large and open, located as far away as possible from other buildings. Pir’s priests clothe themselves in shades of grey, usually little adorned. They are often a welcome sight amongst villagers and other simple folk, for they bring Pir’s favour with them. But all are careful in their dealings with them, for they can also bring down the Windlord’s wrath – which can translate as a storm ruining the year’s crops.
Elos
Titles: The Changer, Master of Seasons
Portfolio: Seasons, Change
Elos is the most unpredictable of the Gods, such is his nature. He is known for his moments of serene calmness, but also of terrible wrath. He is the Master of Seasons and people will turn to him when the first snows fall or when the flowers begin to bloom. Elos embodies change and it is said he is behind the greatest events and discoveries that have shaped the history of mortals.
His temples are vibrantly decorated, a whirl of colours and motifs constantly changing, never staying still for too long. Priests sworn to him dress in similar robes, growing in extravagantness the more one progresses in the hierarchy. They are not as numerous as followers of the other Gods, but they are almost always connected to events happening around them – great or small.
Elos doesn’t grant his favour to one particular group of mortals. Instead, he bestows his blessings on those who seek to promote change, whether they be politicians or simple servants. It should also be remembered that the Changer is only his most recently added title; for a long time Elos was merely the Master of Seasons. After the coming of the New Gods, did the Creator also grant him the power of Change.
The New Gods
When the Creator finally understood that mortals could not live in his stale, orderly world he decided to introduce six more powers. First of all, he granted Elos, the Master of Seasons, the power over change. He would now change the overall pattern, not just the seasons – The Creator declared. After that, he breathed life into the New Gods. Each was modelled after a part of the mortal races – knowledge, art, strife and so on. Having done that, The Creator withdrew from the world, this time forever. He was content. A time of chaos and confusion followed, but soon the New merged with the Old and the new pantheon – of the Twelve – came into being.
Ila
Titles: The Wise Mistress
Portfolio: Magic, Knowledge, Scholars, Mages
Ila is the twin sister of Ela, patron of the Arts. Ila was tasked to keep watch over the magical forces present in the world, as well as to keep track of all the knowledge accumulated by mortals over the years. She is the patron of those who seek knowledge, regardless of its type, and will often protect those whom she judges worthy. Philosophers, historians and many others will send their prayer towards her, when they are about to undertake something new.
Mages too fall under her domain, seeing as they are both seekers of knowledge and users of magic. Her temples are richly decorated and boast impressive libraries, while her priests are often wizards themselves.
Ela
Portfolio: Arts, Crafts, Poets, Bards
Unlike her sister, who is often seen as cold and distant, Ela is portrayed as a joyous, vigorous woman. It is said she was the first to teach the mortal races how to craft and build their homes, how to use her sister’s gifts – letters, words – to create things of beauty. Poets and artists, from all walks of life, will pray to her for inspiration or for a successful completion of their current project.
Craftsmen venerate her as well, whether humble woodworkers or richly-paid tailors. She is also patron of the more adventurous of her children – bards and their ilk. While they may pray to Lim for luck, if their situation seems grim and hopeless, they will always return to the loving and gentle Ela, for she is the source of their inspiration.
Lothar
Titles: Master of War, The Grand Tactician
Portfolio: War, Weapons, Fighters
Lothar is a grim god, worshipped by equally grim men and women. Whether noble knights or blood cults dedicated to him, Lothar has a large following amongst those who fight. He is presented as a giant of a man, carrying a massive sword. Amongst the Gods, he is known as gruff and unfriendly, often spending time in the company he enjoys the most – his own. Despite his barbaric exterior, Lothar is revered for his razor-sharp mind, which is said to devise all sorts of strategies on a regular basis.
That is why he is not only the patron of warriors in the field, but also of generals and all other leaders of men. He will respect a bloodless, clean victory won through superior wit, just as much as he would a bloodbath. Soldiers, mercenaries – everyone who will enter combat utters a prayer towards him. He is also the patron of weapon-makers, regardless of their type – an area which often enters Ela’s domain.
Lothar’s temples are small and sternly decorated, displaying various weapons and trophies (donated or acquired by the church itself). His priests, while few in number, are all trained warriors, always ready and willing to defend their faith.
Lim
Titles: The Trickster, The Lord of Luck
Portfolio: Luck, Trade, Profits, Merchants, Thieves, Adventurers
Lim is the god of chance, trade and anything else that involves an enterprising spirit. By far, he is the most popular god, even if he is the youngest. He has no temples or monuments erected in his name; he demands no ceremonies or sacrifices and most everyone will utter a prayer to him when they need luck on their side.
It is not surprising then that full-fledged adventurers devote themselves completely to Lim, knowing that luck is often one of the most important things in their line of work. Nevertheless, even men and women who worship other Gods will often turn to Lim when a little extra good fortune will be welcome. Something which has drawn the ire of the other Gods more than once.
He is also the patron of merchants and thieves - some say it is fitting, considering that their vocations are, essentially, the same. Regardless of that, it is common knowledge that a trader will offer their thanks to Lim after a successful venture; just as a thief will devote a prayer to the Trickster before attempting a difficult robbery.
Vosh
Titles: The Shadow, The Moonlord
Portfolio: The Moon, Ice, Night, Assassins
Vosh is perhaps the most secretive out of the Twelve. It is said he lives on the Moon itself, in a castle made of shadows and illusions. Depicted as a hooded man, in dark robes, nobody – mortal or not – has ever seen his face. His followers are not many and his temples are few and far between.
He is perhaps most infamous for being the patron of assassins, who revere him greatly and worship him almost exclusively. It is whispered that many of his priests are in fact assassins, whether that is true is anyone’s guess.
Silis
Titles: The Sunlord, Dawnbringer
Portfolio: The Sun, Fire, Day, Paladins
Silis, the Sunlord, is a popular god, although he is mainly worshipped over the Godswall in the east. In a similar fashion to Vosh, it is said he lives on the Sun, in a fortress made of purest gold. Like his element - fire – he can be warm and gentle, but searing in his wrath as well. He loathes the undead, creatures he cannot tolerate under his light, which makes him Mor’s natural ally.
Silis’ temples are lavishly decorated, especially in the east where merchants say they are made of solid gold. The Dawnbringer is the patron of paladins, the traditional heroes of the common folk, which ensure that his servants are always treated with great respect.
Character Sheets
Aezegul Bal Vakamyth played by Kyrt Malthorn
Alric Sunblessed played by Blackrock
Aily Cully played by Digital Muse
Cleric played by Chainlinc3
Eil'thris Verden played by StalkerX
Letha Oddgeirsson played by Ryona Noel
Sansol Zalen played by Count
Wilfred played by Artorius
Last edited by Blackrock on Sun Sep 25, 2011 3:26 am; edited 7 times in total
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
And with this done, we're all set to go. I'll just mention two things I want people to keep in mind:
1) I know I've already said it a million times, but please send me a PM with what role you want to play before working on anything else first. That way I can give you the so-called "twist" in the stereotype and you will have everything you need to start writing.
An example: "Hey Blackrock, I intend to play the typical zealous priest/mysterious ranger/uncouth barbarian with a big axe."
2) Communication. Instead of going for a myriad of smaller post, I propose we try to do some joint ones - that creates a smoother flow, in my opinion. PM's are a fine way of doing that, but I've also found instant messaging programs to work wonders in such cases. So if people don't mind sharing, here's my addresses: (note, these are the programs I use, feel free to include anything else that comes to mind)
MSN: pepik1@abv.bg
Skype: p_k_r_
Currently, I'm not at home so I can't promise I'll be around on those, but in a week or two - I'll be there as usual.
1) I know I've already said it a million times, but please send me a PM with what role you want to play before working on anything else first. That way I can give you the so-called "twist" in the stereotype and you will have everything you need to start writing.
An example: "Hey Blackrock, I intend to play the typical zealous priest/mysterious ranger/uncouth barbarian with a big axe."
2) Communication. Instead of going for a myriad of smaller post, I propose we try to do some joint ones - that creates a smoother flow, in my opinion. PM's are a fine way of doing that, but I've also found instant messaging programs to work wonders in such cases. So if people don't mind sharing, here's my addresses: (note, these are the programs I use, feel free to include anything else that comes to mind)
MSN: pepik1@abv.bg
Skype: p_k_r_
Currently, I'm not at home so I can't promise I'll be around on those, but in a week or two - I'll be there as usual.
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Name: Aily Cully, a.k.a. That Cully woman, Cully's brat.
FOG Username: Digital Muse
Gender: Female
Race: Human
Age: 28
Class:Fighter
Appearance: A member of the Cully clan is stamped very obviously on Aily; from her deep chestnut-colored hair to her disconcertingly pale gray eyes. Her great regret is that she is one inch short of 6 feet tall. She keeps her hair in a single tight braid as her back and her face shows the toughness of a life out of doors. Well, muscled, but flexible, Aily wears a dark blue linen shirt beneath a heavy woolen jerkin in the red of her clan. Beneath, she wears leather breeches with heavy boots on her feet. In inclement weather, she also has a weather resistant storm cloak.
In battle, Aily wears hardened leather in the lamellar style that cuts back on the weight while providing the most protection. The armor covers her torso only and on her forearms, she wears heavy leather cuffs.
Other than her weapons and armor, Aily carries a simple backpack with traveling rations, a change of clothes, a small pouch of coin, and simple camping necessities.
Skills: As a regular in the Adalon Army, Aily has been trained since the age of 16 in the martial skills of the army. While she is physically imposing, she isn't as strong as a man and as such, has been trained in the skills of a long sword, main gauche or sword breaker. She also can and does wield some of the more uncommon weapons such as bolos, sling, whipstaff or a simple bo staff. Her Father impressed upon her to never underestimate the deadly efficiency of a simple stick or rock.
Aily can fight from horseback, but is more comfortable on her own two feet, leaving the archers to the calvary. She can track somewhat, but only where the trail is fairly obvious. She can run for long distance at an easy gait, but she is somewhat hampered when in her battle armor. She, like the rest of the Adalon Army, are incredibly resilient and can absorb amazing amounts of punishment or weather harsh conditions.
Aily can read, but is limited in her writing skills. She was raised in the Army, joined the Army and knows little other than that. She offers her prayers to Lothar. But, given her particular persnality quirk, she more often than not prays to Lim.
Personality: Being of the Cully clan and Adalonian, Aily is remarkably proud. She doesn't think much of those from the Empire. Like most of her clan, she respects the Dwarves and their long fight against the Orcs. Being the only daughter in a family of 5 brothers, she feels a strong need to prove herself as capable as they and hopes to rise in the ranks of the Adalonian Army. She is a bit of an over-achiever as a result and will often rush forward impulsively to reach the front of a fight before the others. And she has the scars to prove it. But unlike her family or anyone with much sense, Aily refuses to kill, even in self-defense. She feels the need to prove that brawn doesn't outweigh brains. She will disarm, knock out or otherwise incapacitate an enemy, but simply will not kill.
Biography: Aily is the daughter of a family dedicated to the Army of the Kingdom of Adalon. Generations of her family have served the fiercely independent kingdom. They epitomize the independent nature of their entire nation. No generation was untouched by death in duty to their king and they are fiercely proud of that fact. Being the only daughter in a family of 5 sons, Aily followed her brother's footsteps and joined the army at 16 rather than settling to bear children and become a wife. Even if it was the wife of a member of the Army. She wanted to be the one songs were sung about. She trained first as a page, then a city guard along the walls gaining a great deal of practical experience fighting the Orcs and other unseen things. After 3 years, she was noted and assigned to a squad tasked to patrol outside the walls in 6 hour shifts. No longer protected except by the tight teamwork and trust built with her squad, Aily survived, earned her scars and carried home a few dead companions. It was the life she knew she was born to live. Slowly she worked her way up into larger and larger squads, platoons and her reputation grew. She could be counted on, she was brave, she wouldn't run. She was a Cully.
Twist: Refuses to Kill
FOG Username: Digital Muse
Gender: Female
Race: Human
Age: 28
Class:Fighter
Appearance: A member of the Cully clan is stamped very obviously on Aily; from her deep chestnut-colored hair to her disconcertingly pale gray eyes. Her great regret is that she is one inch short of 6 feet tall. She keeps her hair in a single tight braid as her back and her face shows the toughness of a life out of doors. Well, muscled, but flexible, Aily wears a dark blue linen shirt beneath a heavy woolen jerkin in the red of her clan. Beneath, she wears leather breeches with heavy boots on her feet. In inclement weather, she also has a weather resistant storm cloak.
In battle, Aily wears hardened leather in the lamellar style that cuts back on the weight while providing the most protection. The armor covers her torso only and on her forearms, she wears heavy leather cuffs.
Other than her weapons and armor, Aily carries a simple backpack with traveling rations, a change of clothes, a small pouch of coin, and simple camping necessities.
Skills: As a regular in the Adalon Army, Aily has been trained since the age of 16 in the martial skills of the army. While she is physically imposing, she isn't as strong as a man and as such, has been trained in the skills of a long sword, main gauche or sword breaker. She also can and does wield some of the more uncommon weapons such as bolos, sling, whipstaff or a simple bo staff. Her Father impressed upon her to never underestimate the deadly efficiency of a simple stick or rock.
Aily can fight from horseback, but is more comfortable on her own two feet, leaving the archers to the calvary. She can track somewhat, but only where the trail is fairly obvious. She can run for long distance at an easy gait, but she is somewhat hampered when in her battle armor. She, like the rest of the Adalon Army, are incredibly resilient and can absorb amazing amounts of punishment or weather harsh conditions.
Aily can read, but is limited in her writing skills. She was raised in the Army, joined the Army and knows little other than that. She offers her prayers to Lothar. But, given her particular persnality quirk, she more often than not prays to Lim.
Personality: Being of the Cully clan and Adalonian, Aily is remarkably proud. She doesn't think much of those from the Empire. Like most of her clan, she respects the Dwarves and their long fight against the Orcs. Being the only daughter in a family of 5 brothers, she feels a strong need to prove herself as capable as they and hopes to rise in the ranks of the Adalonian Army. She is a bit of an over-achiever as a result and will often rush forward impulsively to reach the front of a fight before the others. And she has the scars to prove it. But unlike her family or anyone with much sense, Aily refuses to kill, even in self-defense. She feels the need to prove that brawn doesn't outweigh brains. She will disarm, knock out or otherwise incapacitate an enemy, but simply will not kill.
Biography: Aily is the daughter of a family dedicated to the Army of the Kingdom of Adalon. Generations of her family have served the fiercely independent kingdom. They epitomize the independent nature of their entire nation. No generation was untouched by death in duty to their king and they are fiercely proud of that fact. Being the only daughter in a family of 5 sons, Aily followed her brother's footsteps and joined the army at 16 rather than settling to bear children and become a wife. Even if it was the wife of a member of the Army. She wanted to be the one songs were sung about. She trained first as a page, then a city guard along the walls gaining a great deal of practical experience fighting the Orcs and other unseen things. After 3 years, she was noted and assigned to a squad tasked to patrol outside the walls in 6 hour shifts. No longer protected except by the tight teamwork and trust built with her squad, Aily survived, earned her scars and carried home a few dead companions. It was the life she knew she was born to live. Slowly she worked her way up into larger and larger squads, platoons and her reputation grew. She could be counted on, she was brave, she wouldn't run. She was a Cully.
Twist: Refuses to Kill
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Name: Letha Oddgeirsson
FOG Username: Ryona Noel
Gender: Female
Age: 24
Race: Human
Class: Sorceress
Appearance: Letha is 5’7’’, with tanned skin, weathered by coastal work. Her eyes are dark green-brown in color. She has long brown hair that reaches far down her back, two small braids hidden underneath which she uses to tie the rest back when necessary. She wears a leather corset over a once-white shirt, and a green wrap held up by a leather belt. Her boots reach her knees and are also made of leather. She wears leather gauntlets, and the only piece of metal armor is a cap for her head. She has but one physical weapon; her staff, a piece of thick wood nearly as tall as she, with a blade inset on the end, giving it the appearance of a weapon crossed between a scythe and axe. Her most prized possession is her bag of holding, a precious item used to carry vast amounts of cargo in little space and with little weight.
Skills: Letha is a sorceress, an elemental mage with a great capacity for weather manipulation. Most sorceresses learn to do more in their time, but Letha is of limited ability. Every time she casts a spell, or a spell is cast upon her (or even near her) she loses consciousness. This ranges from extreme dizziness to full unconsciousness which can last days if the spell was strong enough. For the most part, she refrains from using magic unless it is very simple, or is in the utmost of need.
Due to her limits, Letha has also become adept at fighting with her staff, following weather patterns, general sailing and fishing techniques (for she is often aboard a ship), and acute observations of her surroundings. She’s also really good at falling down.
Personality: Letha is, above all else, stubborn. When she sets her mind to something, it takes a hurricane to distract her from it. She is touchy on the subject of her inability to handle magic without falling unconscious, and has grown to have a fierce temper because of it. She cannot stand knowing that her life is in the hands of someone else should she have to use a major spell. It makes her angry with herself, and so she lashes out at those around her. She also has an uncharacteristic streak of humility, likely due to the teasing she endured as a child.
Biography: Letha was born in a small fishing village named Spraefyn in the northern part of The Empire. Her father was a fishermen and her mother prepared the fish to sell to the merchants. She and her four brothers worked hard for their parents to keep business going and food on the table. Hard work and the disgusting smell of gutted fish was all Letha knew for the first seven years of her life. Then strange things began happening. The only relation of these events was that Letha would be found unconscious wherever the event occurred. The village began to claim that she was possessed by demons; her family tried to protect her to the best of their ability, but even her own mother began to fear her.
News of this took wing, and when Letha was nine a Mage named Xradius came to Spraefyn. He was able to explain that she had an affinity for sorcery; he hypothesized that being unable to train properly was causing her to faint, for she was probably using too much energy at once. He took her under his wing and trained her as a sorceress. Letha did have an affinity for weather manipulation, and could calm or raise magnificent storms. However, by age thirteen Master Xradius gave up hope that she would ever be able to properly handle magic.
This mage eventually took on other students who quickly surpassed her abilities and mocked her excessively. She endured this for years, before finally going rogue at seventeen years of age. Before she left, she stole Master Xradius's bag of holding. She then began earning her keep protecting ships and ports from destructive storms. She tended to stay on the move, fearful of Master Xradius finding her.
Twist Allergic to Magic (causes unconsciousness)
Other: Letha prays to the goddess Ila, The Wise Mistress.
FOG Username: Ryona Noel
Gender: Female
Age: 24
Race: Human
Class: Sorceress
Appearance: Letha is 5’7’’, with tanned skin, weathered by coastal work. Her eyes are dark green-brown in color. She has long brown hair that reaches far down her back, two small braids hidden underneath which she uses to tie the rest back when necessary. She wears a leather corset over a once-white shirt, and a green wrap held up by a leather belt. Her boots reach her knees and are also made of leather. She wears leather gauntlets, and the only piece of metal armor is a cap for her head. She has but one physical weapon; her staff, a piece of thick wood nearly as tall as she, with a blade inset on the end, giving it the appearance of a weapon crossed between a scythe and axe. Her most prized possession is her bag of holding, a precious item used to carry vast amounts of cargo in little space and with little weight.
Skills: Letha is a sorceress, an elemental mage with a great capacity for weather manipulation. Most sorceresses learn to do more in their time, but Letha is of limited ability. Every time she casts a spell, or a spell is cast upon her (or even near her) she loses consciousness. This ranges from extreme dizziness to full unconsciousness which can last days if the spell was strong enough. For the most part, she refrains from using magic unless it is very simple, or is in the utmost of need.
Due to her limits, Letha has also become adept at fighting with her staff, following weather patterns, general sailing and fishing techniques (for she is often aboard a ship), and acute observations of her surroundings. She’s also really good at falling down.
Personality: Letha is, above all else, stubborn. When she sets her mind to something, it takes a hurricane to distract her from it. She is touchy on the subject of her inability to handle magic without falling unconscious, and has grown to have a fierce temper because of it. She cannot stand knowing that her life is in the hands of someone else should she have to use a major spell. It makes her angry with herself, and so she lashes out at those around her. She also has an uncharacteristic streak of humility, likely due to the teasing she endured as a child.
Biography: Letha was born in a small fishing village named Spraefyn in the northern part of The Empire. Her father was a fishermen and her mother prepared the fish to sell to the merchants. She and her four brothers worked hard for their parents to keep business going and food on the table. Hard work and the disgusting smell of gutted fish was all Letha knew for the first seven years of her life. Then strange things began happening. The only relation of these events was that Letha would be found unconscious wherever the event occurred. The village began to claim that she was possessed by demons; her family tried to protect her to the best of their ability, but even her own mother began to fear her.
News of this took wing, and when Letha was nine a Mage named Xradius came to Spraefyn. He was able to explain that she had an affinity for sorcery; he hypothesized that being unable to train properly was causing her to faint, for she was probably using too much energy at once. He took her under his wing and trained her as a sorceress. Letha did have an affinity for weather manipulation, and could calm or raise magnificent storms. However, by age thirteen Master Xradius gave up hope that she would ever be able to properly handle magic.
This mage eventually took on other students who quickly surpassed her abilities and mocked her excessively. She endured this for years, before finally going rogue at seventeen years of age. Before she left, she stole Master Xradius's bag of holding. She then began earning her keep protecting ships and ports from destructive storms. She tended to stay on the move, fearful of Master Xradius finding her.
Twist Allergic to Magic (causes unconsciousness)
Other: Letha prays to the goddess Ila, The Wise Mistress.
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Haha, Ryona. That's an awesome twist that Blackrock has visited on you! XD
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Haha, I know. Your twist makes your character look cool. Mine...definitely doesn't! It shall be fun none the less!
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
But it'll be a wonderful challenge to play, I think.
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Name: Aezegul Bal Vakamyth (AH-ze-gool; VA-ka-MAITH). Bal may be substituted with "Son of" or "Blood of". Some might prefer to call him "Aeze" for short.
FOG Username: Kyrt Malthorn
Gender: Male.
Age: 64.
Race: Half-dragon.
Class: Sorcerer.
Appearance: Though he walks as a human, Aezegul's draconian heritage is painfully obvious: between the scales, claws, tail, the crest of stubby horns, and the wings as wide as he is tall, he stands out in virtually any crowd. His height of 5' 8" and broad frame don't really help his conspicuousness. His eyes are fiery amber with slit pupils. Mainly his scales are black, though those of his chest, palms, and encircling his eyes are a blood red shade.
Shirts and most upper garments being problematic given his wings, he wears a skirt of segmented straps of layered leather and iron studs. What supplies he carries (and whatever valuables he happens to have on him) he hauls in a heavy leather satchel. He has a large black cloak that, with the cowl up, can hide his folded wings and features, allowing him to pass for a somewhat hunched man.
Skills: Aezegul's sorcery is rooted in his dragon blood, and as such he is quite adept with fire - usually manifested through his breath. However, he is partial to conjuration, typically the creation of ethereal weapons or armor. Though, his claws can be quite nasty in and of themselves.
His wings are vestigial, not large enough or strong enough to grant him flight. They can be handy in controlling a long drop, though.
Personality: Perhaps even more draconian in his thinking than his physical appearance, Aezegul's superiority complex rivals that of an ancient, pure-blooded dragon. He faces threats as though he were ten times his size, and refuses to consider any task impossible to him - though some may be beneath his standing. Extremely jealous of riches, he deems himself worthy of possessing anything he can get his hands on. He prefers to keep a hoard as much as feasible, and instinctively sleeps close to anything of value. On top of it if possible.
Biography: The dragon matron Vakamyth Ra, over half a century past, commanded a clan of orcs to whom she promised power if their service culminated in the completion of her plans. Yet, she grew frustrated with the bickering amongst the orcs as to which was the greatest warrior (and by their reckoning, leader). Seeking to create an indisputable commander for her private army, she assumed human form and ventured into the Empire and, finding a soldier in a tavern, begot her plans. Thus, Aezegul was born deep in the deep, secluded caverns of the northern reaches of the Godswall. There he was raised and trained by his mother - a harsh mistress at best - until a decidedly concerned clanhold of dwarves opted not to let the dragon and her minions become problematic. Dwarven forces made quick work of the unprepared orcs, though Vakamyth Ra's fate is unknown.
Since this, Aezegul has done little south of the Bulwark, so rather little else is known of his ventures, nor of his goals or motives. Virtually anywhere he travels in civilized lands, however, he is noted for making a variety of trouble... mostly involving pawn shops or jewelers.
Twist: Inherited dragon habits.
FOG Username: Kyrt Malthorn
Gender: Male.
Age: 64.
Race: Half-dragon.
Class: Sorcerer.
Appearance: Though he walks as a human, Aezegul's draconian heritage is painfully obvious: between the scales, claws, tail, the crest of stubby horns, and the wings as wide as he is tall, he stands out in virtually any crowd. His height of 5' 8" and broad frame don't really help his conspicuousness. His eyes are fiery amber with slit pupils. Mainly his scales are black, though those of his chest, palms, and encircling his eyes are a blood red shade.
Shirts and most upper garments being problematic given his wings, he wears a skirt of segmented straps of layered leather and iron studs. What supplies he carries (and whatever valuables he happens to have on him) he hauls in a heavy leather satchel. He has a large black cloak that, with the cowl up, can hide his folded wings and features, allowing him to pass for a somewhat hunched man.
Skills: Aezegul's sorcery is rooted in his dragon blood, and as such he is quite adept with fire - usually manifested through his breath. However, he is partial to conjuration, typically the creation of ethereal weapons or armor. Though, his claws can be quite nasty in and of themselves.
His wings are vestigial, not large enough or strong enough to grant him flight. They can be handy in controlling a long drop, though.
Personality: Perhaps even more draconian in his thinking than his physical appearance, Aezegul's superiority complex rivals that of an ancient, pure-blooded dragon. He faces threats as though he were ten times his size, and refuses to consider any task impossible to him - though some may be beneath his standing. Extremely jealous of riches, he deems himself worthy of possessing anything he can get his hands on. He prefers to keep a hoard as much as feasible, and instinctively sleeps close to anything of value. On top of it if possible.
Biography: The dragon matron Vakamyth Ra, over half a century past, commanded a clan of orcs to whom she promised power if their service culminated in the completion of her plans. Yet, she grew frustrated with the bickering amongst the orcs as to which was the greatest warrior (and by their reckoning, leader). Seeking to create an indisputable commander for her private army, she assumed human form and ventured into the Empire and, finding a soldier in a tavern, begot her plans. Thus, Aezegul was born deep in the deep, secluded caverns of the northern reaches of the Godswall. There he was raised and trained by his mother - a harsh mistress at best - until a decidedly concerned clanhold of dwarves opted not to let the dragon and her minions become problematic. Dwarven forces made quick work of the unprepared orcs, though Vakamyth Ra's fate is unknown.
Since this, Aezegul has done little south of the Bulwark, so rather little else is known of his ventures, nor of his goals or motives. Virtually anywhere he travels in civilized lands, however, he is noted for making a variety of trouble... mostly involving pawn shops or jewelers.
Twist: Inherited dragon habits.
Kyrt Malthorn- Mist
- Join date : 2010-12-08
Posts : 96
Age : 34
Location : A stone's throw from the middle of nowhere.
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Ryona Noel wrote:Haha, I know. Your twist makes your character look cool. Mine...definitely doesn't! It shall be fun none the less!
What do you mean it makes her look "cool"?! A bloody fighter that can't kill anything isn't cool, it's useless!!!
---------------
Ahem, on a slightly related note - I've added a "Twist" section to the CS. Folks seemed to be adding it on their own, so I thought I may as well make it official. I'm also holding back on my own character to see what the makeup of the group will be; I may end up filling some gap in the roles.
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Well fighters could always carry the most loot, so, a fighter who won't kill could at least save us having to invest in a mule?
By comparison, though, I'm just mildly inconvenienced. Hm.
By comparison, though, I'm just mildly inconvenienced. Hm.
Kyrt Malthorn- Mist
- Join date : 2010-12-08
Posts : 96
Age : 34
Location : A stone's throw from the middle of nowhere.
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Psh... Batman didn't kill in the updated movies, and he was a bad ass...
Anyway! I'm still thinking about where exactly I want to go with my character. The twist is tough, but I can definitely work with it. =3
Anyway! I'm still thinking about where exactly I want to go with my character. The twist is tough, but I can definitely work with it. =3
Kathryn Lacey- ★ Administrator ★
- Join date : 2009-05-28
Posts : 6968
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Blackrock wrote:What do you mean it makes her look "cool"?! A bloody fighter that can't kill anything isn't cool, it's useless!!!
Oh I beg to differ! I've already figured out a way for her to be almost MORE effective than a conventional fighter.
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Name: Sansol Zalen
FOG Username: Count
Gender: Male
Age: About one hundred seventy years old.
Race: Elven
Class:Battlepriest
Appearance: Sansol is a tall and imposing figure, his skeletal frame and severe expression only adding to his enormous holy hat. The hat is central to his spellmaking, and stands a full two feet over the top of his head. It is white, with gold trim and a golden cross on the front. The design is of two sides of the hat flaring out before meeting in a pentagonal shape on top of the hat, which tapers down to the back of the hat in a partially conical shape.
Underneath the hat, Sansol has short, black hair and piercing blue eyes. His features are young-looking, but his eyes carry the brand of disapproval that only comes from old age, and thus people have been hoodwinked into believing he is older than he is. His robes are white, with gold trim and a golden cross on the front, and his voluminous sleeves billow out, with his hands just barely poking out.
A leather belt encircles Sansol's shoulders in an X pattern, wiith two sword hilts poking out of specially designed holes in the cloth. If these are ever removed from his robe, they will appear to be normal scabbards, but if Sansol draws them, they will look like a large shield attached to a sword hilt, which will snap into place and guard his hands. These shields are capable of doing various interesting things, though none of them are combat-related except to defend.
Skills: Sansol is a powerful battlepriest of the god Lothar who is master of war-related magicks. Or, at least, some of them.
Personality: Severe and bureaucratic, Sansol's public love of rules masks his shattered interior, which has been fragmented since the day of amnesia.
Biography: Sansol was born in a small elven village of little note or name. At an extremely early age, he displayed a propensity for fighting, and was promptly shipped off to apprentice at Lothar's temple. The priests there were reluctant to accept him, but after one look at the devastation the child had caused to all things, both living and nonliving, they agreed to take him in. For the first ten years of his life, Sansol was in his element. On the day of his tenth birthday, though, he woke up with amnesia. He couldn't remember any of his offensive spells at all...but he did remember his defensive spells.
After that, he discovered, much to his surprise, that trying to re-learn his offensive spells was nigh on useless, as any attempt to pick up the practice, so to speak, caused severe nausea and internal bleeding. Thus, the battlepriests taught him all the defensive spells in their arsenal and told him to go out into the wide, wide world, where he could not bother their priestly priesting. Some of the spells, such as Spiky Death Shield, caused him to throw up again, while others, such as the Bouncy Shield, were absorbed into his memory like water in a sponge.
The day he left, he felt his divine powers being stripped, though he did not remember what they were. Once he had prepared his magical shields and strapped on his non-spiky holy boots, he set off into the wide world to see what jobs there were to be had for a battlepriest who could not fight.
Twist: Pacifist
Other: His divine gift is the Divine Accident. His refusal to learn offensive spells has severely migitated this gift, but the Divine Accident remains nonetheless, in limited form. The Divine Accident causes a propensity for things to break when he's around. Vases fall, arrows have unusually poor accuracy but rather gory ways of missing, and he is generally the Prophet of Bad Luck. Before he had amnesia, the ability had led to the near-destruction of his village, but the priests taught him to harness it, bring it under his power. Nowadays, however, the effect is so slight that most of it is just chalked up to bad timing.
FOG Username: Count
Gender: Male
Age: About one hundred seventy years old.
Race: Elven
Class:Battlepriest
Appearance: Sansol is a tall and imposing figure, his skeletal frame and severe expression only adding to his enormous holy hat. The hat is central to his spellmaking, and stands a full two feet over the top of his head. It is white, with gold trim and a golden cross on the front. The design is of two sides of the hat flaring out before meeting in a pentagonal shape on top of the hat, which tapers down to the back of the hat in a partially conical shape.
Underneath the hat, Sansol has short, black hair and piercing blue eyes. His features are young-looking, but his eyes carry the brand of disapproval that only comes from old age, and thus people have been hoodwinked into believing he is older than he is. His robes are white, with gold trim and a golden cross on the front, and his voluminous sleeves billow out, with his hands just barely poking out.
A leather belt encircles Sansol's shoulders in an X pattern, wiith two sword hilts poking out of specially designed holes in the cloth. If these are ever removed from his robe, they will appear to be normal scabbards, but if Sansol draws them, they will look like a large shield attached to a sword hilt, which will snap into place and guard his hands. These shields are capable of doing various interesting things, though none of them are combat-related except to defend.
Skills: Sansol is a powerful battlepriest of the god Lothar who is master of war-related magicks. Or, at least, some of them.
Personality: Severe and bureaucratic, Sansol's public love of rules masks his shattered interior, which has been fragmented since the day of amnesia.
Biography: Sansol was born in a small elven village of little note or name. At an extremely early age, he displayed a propensity for fighting, and was promptly shipped off to apprentice at Lothar's temple. The priests there were reluctant to accept him, but after one look at the devastation the child had caused to all things, both living and nonliving, they agreed to take him in. For the first ten years of his life, Sansol was in his element. On the day of his tenth birthday, though, he woke up with amnesia. He couldn't remember any of his offensive spells at all...but he did remember his defensive spells.
After that, he discovered, much to his surprise, that trying to re-learn his offensive spells was nigh on useless, as any attempt to pick up the practice, so to speak, caused severe nausea and internal bleeding. Thus, the battlepriests taught him all the defensive spells in their arsenal and told him to go out into the wide, wide world, where he could not bother their priestly priesting. Some of the spells, such as Spiky Death Shield, caused him to throw up again, while others, such as the Bouncy Shield, were absorbed into his memory like water in a sponge.
The day he left, he felt his divine powers being stripped, though he did not remember what they were. Once he had prepared his magical shields and strapped on his non-spiky holy boots, he set off into the wide world to see what jobs there were to be had for a battlepriest who could not fight.
Twist: Pacifist
Other: His divine gift is the Divine Accident. His refusal to learn offensive spells has severely migitated this gift, but the Divine Accident remains nonetheless, in limited form. The Divine Accident causes a propensity for things to break when he's around. Vases fall, arrows have unusually poor accuracy but rather gory ways of missing, and he is generally the Prophet of Bad Luck. Before he had amnesia, the ability had led to the near-destruction of his village, but the priests taught him to harness it, bring it under his power. Nowadays, however, the effect is so slight that most of it is just chalked up to bad timing.
Count- Shadow
- Join date : 2011-08-16
Posts : 169
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Name: Eil'thris Verden (Eel-th-riss Ver-den (Eil for short) (Formerly known as "Bandit's Bane" Now known as "The Blind Eye")
FOG Username: StalkerX
Gender: Male
Age: 527
Race: Elf
Class: Ranger.
Appearance: Eil'thris, like most elves, is tall. Standing six feet and five inches, his hair is blond, straight, and fare. Eyes a sapphire blue his facial features are narrow in contrast with his defined jaw and cheek bones.
These features are usually hidden beneath his oak colored cloak and mask. His shoulder length is broad despite his otherwise slim body size.
Eil'thris has two quivers of arrows. One strapped to his back along with his Elven long bow. The other is strapped to his hip. He also carries an Elven Long sword on his other hip and an ornate short sword that hangs at his mid back. Loving to be Prepared for everything, Eil'thris has a knife hidden in his boot should things turn really ugly.
Skills: This ranger is adept at tracking anything from wild beast to caravan tracks to pesky thugs. He also excels in detecting and disabling traps, at least if he can get to the said trap's mechanism.
Personality: Quiet, Calculating. From a distance Eil'thris may seem cold, but he enjoys the company of others just as much as anyone else.
Biography:
Eil'thris was Born and raised in the Woodland realms in the elven city of Marwood, close to the border of the Empire. From a very young age Eil'thris was curious of humans and their "Empire", but the elves around Marwood always told stories of how vicious humans could be in nature, making Eil'thris timid around most humans for the longest time.
At the age of one hundred and twenty Eil'thris crafted and wielded his first bow, and at the age of one hundred and forty he honed his ability to be among the best archers Marwood had to offer.
At a mature age Eil'thris heard the stories of bandits raiding Empire Merchants who looked to sell their wears to the elves, and from that point Eil'thris knew he wanted to put his archery to good use.
He later became known as "Bandit's bane", a praised hero among the Elves of Marwood. It was when he turned three hundred years old that his sight began to fail him, the once notorious ranger began to hunt down trees he mistook for bandits or worse! The Merchants themselves!
He later gained the Title "The blind eye", and since then has moved from Marwood, hoping to cure whatever hindered his vision. For years he searched for a cure but has found none, No amount of magic or potion could cure his failing sight. Now Eil'thris wanders the lands of the Empire alone, hiding his shame and still chasing his dreams of punishing all forms of evil.
Twist
Failing sight.
Side note:) I still say Facial hair for a elf would be a interesting twist xD...
FOG Username: StalkerX
Gender: Male
Age: 527
Race: Elf
Class: Ranger.
Appearance: Eil'thris, like most elves, is tall. Standing six feet and five inches, his hair is blond, straight, and fare. Eyes a sapphire blue his facial features are narrow in contrast with his defined jaw and cheek bones.
These features are usually hidden beneath his oak colored cloak and mask. His shoulder length is broad despite his otherwise slim body size.
Eil'thris has two quivers of arrows. One strapped to his back along with his Elven long bow. The other is strapped to his hip. He also carries an Elven Long sword on his other hip and an ornate short sword that hangs at his mid back. Loving to be Prepared for everything, Eil'thris has a knife hidden in his boot should things turn really ugly.
Skills: This ranger is adept at tracking anything from wild beast to caravan tracks to pesky thugs. He also excels in detecting and disabling traps, at least if he can get to the said trap's mechanism.
Personality: Quiet, Calculating. From a distance Eil'thris may seem cold, but he enjoys the company of others just as much as anyone else.
Biography:
Eil'thris was Born and raised in the Woodland realms in the elven city of Marwood, close to the border of the Empire. From a very young age Eil'thris was curious of humans and their "Empire", but the elves around Marwood always told stories of how vicious humans could be in nature, making Eil'thris timid around most humans for the longest time.
At the age of one hundred and twenty Eil'thris crafted and wielded his first bow, and at the age of one hundred and forty he honed his ability to be among the best archers Marwood had to offer.
At a mature age Eil'thris heard the stories of bandits raiding Empire Merchants who looked to sell their wears to the elves, and from that point Eil'thris knew he wanted to put his archery to good use.
He later became known as "Bandit's bane", a praised hero among the Elves of Marwood. It was when he turned three hundred years old that his sight began to fail him, the once notorious ranger began to hunt down trees he mistook for bandits or worse! The Merchants themselves!
He later gained the Title "The blind eye", and since then has moved from Marwood, hoping to cure whatever hindered his vision. For years he searched for a cure but has found none, No amount of magic or potion could cure his failing sight. Now Eil'thris wanders the lands of the Empire alone, hiding his shame and still chasing his dreams of punishing all forms of evil.
Twist
Failing sight.
Side note:) I still say Facial hair for a elf would be a interesting twist xD...
StalkerX- Mist
- Join date : 2011-07-31
Posts : 13
Location : Somewhere close
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
I would, too, if the spiky-shield wouldn't have gotten me kicked out of the RP almost instantly. But meh, conventional shields combined with awesome swordy-shieldies make him quite enough of a handful for anyone.Digital Muse wrote:Oh I beg to differ! I've already figured out a way for her to be almost MORE effective than a conventional fighter.Blackrock wrote:What do you mean it makes her look "cool"?! A bloody fighter that can't kill anything isn't cool, it's useless!!!
Although, if you punch his shield, your hand will hurt. Otherwise...no. He won't punch back.
Count- Shadow
- Join date : 2011-08-16
Posts : 169
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
The character is a her, Count.
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
/looks at posts carefully
It makes sense, in an oddly convoluted way. I think it will simply remain confusingly odd and vague for the time being, though.
It makes sense, in an oddly convoluted way. I think it will simply remain confusingly odd and vague for the time being, though.
Count- Shadow
- Join date : 2011-08-16
Posts : 169
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Damn, am I the only one who hasn't gotten their CS up yet?
Great GM'ing right there
Great GM'ing right there
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
I forgot to post my approved character sheet
Name: Wilfred
FOG Username: Artorius
Gender: Male
Age: 33
Race: Goblin
Class:Rogue/Thief
Appearance: Five feet tall, 130 lbs., with a brownish green complexion. His ears are as pointy as any elf's, but his teeth aren't anything to be proud of. He has brown eyes.
Wilfred's attire consists of light, black leather armor with large boots and black cloak. He wears many rings on both hands as well as bracelets on his wrists. Wilfred also has an emerald necklace hanging from his neck that he holds very dear.
Skills: Wilfred's hands are extremely quick. He can pilfer, or steal just about anything without notice. He also has quick wit, and can develop plans for heists as well as battle. Wilfred is also very brave, and will never back down from a fight.
Personality: Wilfred exhibits traits of a mildly insane person. He has a bad habit of exposing his own wrongdoings when he lies. He is also courageous, and quick witted.
Biography: Wilfred was born like any other goblin. However, thats where the similarities end. After a heated battle in which his caregivers were killed, Wilfred was adopted by orcs. His natural skills and intellect set him apart from his peers (orcs). However, the aggressive nature of orcs and their war-like society caused Wilfred to develop a warrior mentality. He longed to be like his friends, exceptionally strong and skilled with a blade. Yet, Wilfred was not meant for the warrior lifestyle.
Oftentimes, the goblin was ridiculed by those around him. Orc women didn't want to be with Wilfred either. They were taller, stronger, and better warriors than him. In orc society, Wilfred was the runt of the litter. Distraught, and in search of a meaning for his miserable existence, Wilfred took to the road. He stole to survive (and occasionally acquire a valuable trinket). During his travels, Wilfred came to know other Goblins, but found he was not accepted by his own kind either, on account of his orc-like characteristics and mentality.
Wilfred has now reached a point in his life where he is at an all time low. The goblin wants to be a warrior! He longs to participate in epic battles and be acknowledged for his swordplay. As such, Wilfred is on a quest to find where he belongs.
Twist: Warrior's heart. Despite your small size and your natural affinity for talents of a...shadier nature, there is a fiery spirit burning inside of you. The spirit of a great warrior. It is said amongst the tribes of the Northlands that such a spirit is seen amongst newborns only once in a few generations, destined for great things. You can pick a lock, move silently and unseen, pilfer someone's pockets easily enough - but none of that interests you. Cold steel in hand, rushing to meet the foe head on - that is what you yearn to do. People laugh and scoff at the notion, but you are determined to prove them wrong.
Other: Wilfred REEEEAAAAALLLLLYYY likes dogs. He knows its strange.
Name: Wilfred
FOG Username: Artorius
Gender: Male
Age: 33
Race: Goblin
Class:Rogue/Thief
Appearance: Five feet tall, 130 lbs., with a brownish green complexion. His ears are as pointy as any elf's, but his teeth aren't anything to be proud of. He has brown eyes.
Wilfred's attire consists of light, black leather armor with large boots and black cloak. He wears many rings on both hands as well as bracelets on his wrists. Wilfred also has an emerald necklace hanging from his neck that he holds very dear.
Skills: Wilfred's hands are extremely quick. He can pilfer, or steal just about anything without notice. He also has quick wit, and can develop plans for heists as well as battle. Wilfred is also very brave, and will never back down from a fight.
Personality: Wilfred exhibits traits of a mildly insane person. He has a bad habit of exposing his own wrongdoings when he lies. He is also courageous, and quick witted.
Biography: Wilfred was born like any other goblin. However, thats where the similarities end. After a heated battle in which his caregivers were killed, Wilfred was adopted by orcs. His natural skills and intellect set him apart from his peers (orcs). However, the aggressive nature of orcs and their war-like society caused Wilfred to develop a warrior mentality. He longed to be like his friends, exceptionally strong and skilled with a blade. Yet, Wilfred was not meant for the warrior lifestyle.
Oftentimes, the goblin was ridiculed by those around him. Orc women didn't want to be with Wilfred either. They were taller, stronger, and better warriors than him. In orc society, Wilfred was the runt of the litter. Distraught, and in search of a meaning for his miserable existence, Wilfred took to the road. He stole to survive (and occasionally acquire a valuable trinket). During his travels, Wilfred came to know other Goblins, but found he was not accepted by his own kind either, on account of his orc-like characteristics and mentality.
Wilfred has now reached a point in his life where he is at an all time low. The goblin wants to be a warrior! He longs to participate in epic battles and be acknowledged for his swordplay. As such, Wilfred is on a quest to find where he belongs.
Twist: Warrior's heart. Despite your small size and your natural affinity for talents of a...shadier nature, there is a fiery spirit burning inside of you. The spirit of a great warrior. It is said amongst the tribes of the Northlands that such a spirit is seen amongst newborns only once in a few generations, destined for great things. You can pick a lock, move silently and unseen, pilfer someone's pockets easily enough - but none of that interests you. Cold steel in hand, rushing to meet the foe head on - that is what you yearn to do. People laugh and scoff at the notion, but you are determined to prove them wrong.
Other: Wilfred REEEEAAAAALLLLLYYY likes dogs. He knows its strange.
Artorius- Spectral Light
- Join date : 2009-12-21
Posts : 483
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Artorius! That is fantastic!! I love how you integrated your twist into his bio. I have a feeling that Aily will have to watch out for the little guy...if only to ensure he's not underfoot.
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
High-five! The battlepriest who won't fight and the goblin who desperately needs to...yeah!
Count- Shadow
- Join date : 2011-08-16
Posts : 169
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
And OK, here's my guy, the noble Sir Alric
Name: Sir Alric Sunblessed
FOG Username: Blackrock
Gender: Male
Age: 32
Class: Paladin
Appearance: Alric is everything a knight, especially a paladin, should be – tall, strong and handsome. Perhaps not quite as buff as most fighters, he is nevertheless quite muscled, with broad shoulders and a wide chest. His face, held up by a thick neck, is square, with a defined jawline and wide chin. He has full lips, that can curl into a charming smile if need be; a pair of deep, blue eyes and an ideal nose, perfectly fitting the rest of his face, positioned between them. His wide forehead bears a few lines, but otherwise Alric has a boyishly young appearance. Further adding to his dashing appearance is his sandy hair, which reaches down to his shoulders, and short stubble which looks neatly trimmed.
What is strange about him is that his equipment greatly differs from that of his brethren. Unlike the heavy plate armour worn by the knights of his Order, he wears a simple chainmail shirt, even though the red tunic with a golden sun – the colours of Silis, his patron – is worn on top. Steel pads are used for protection at the joints, while sturdy, brown leather boots cover most of his calves. A scabbard is attached to his belt, from which an ornate hilt can be seen sticking out – indicating a fine blade underneath. He also has a black, hooded cloak clasped around his shoulders with a golden brooch, in the shape of a small sun.
Skills: Alric was trained from childhood to fight with a wide array of weapons, but he mostly prefers the standard longsword. Although he lacks most of the powers his fellow Paladins possess, he nevertheless has a few neat tricks he can use against the undead, giving him time to perform a…tactical withdraw. Surprisingly, he is also quite the talker and will often try to use his quick wits to get out of trouble.
Personality: Unlike other Paladins, Alric has got a very sharp tongue and is not afraid to use it. He can often be heard making ribald jokes, questioning people’s heritage, making droll remarks and, in general, being a “bloody bugger” (as some have referred to him). He is seldom solemn or serious, as befitting his role as a Paladin of Silis. What’s more, he is often prone to breaking the law for no real reason, other than getting on the nerves of the local authorities.
The most abysmal thing about him, however, is that he is quite a coward at heart. Despite his training and impressive physical appearance, he will often try to stay out of harm’s way – using his charming words to trick someone else into risking their neck. All the while staying on the lookout for any valuable loot he might notice.
Biography: Alric, like many other such children, was born in the family of a Paladin and as a result, his life was charted out for him beforehand. When he was old enough, his father sent him to train in the Order chapterhouse and he has known little else since then. Although he was born in the Empire, where the worship of the Sunlord was not as wide-spread as in the East, he nevertheless grew up in an environment where he was taught to always tell the truth and do what’s right.
However, Alric would have none of that. From a young age, he knew his father’s austere way of life was simply not for him. Even though people tried to avoid the subject, the young Alric had been a troublemaker long before he got sent to the Order. His father hoped that the boy would finally become a man in those hallowed halls and would set his mind on more serious matters, but alas that was not to be. Alric simply played the part of a dutiful Paladin, but he knew that he would get out of that damned hole as soon as possible.
When he was still a young man of twenty-two, promising and skilled, he got sent out on a mission from the Order. They called it a “quest for perfection”, but the truth was much simpler. During one of the ceremonies, Alric – who was bored out of his skull – decided to steal one of the Order’s holy artefacts. Not only that, he nicked the Grandmaster’s ring when it had been set aside for a moment, causing quite an uproar. Eventually (and perhaps intentionally) the culprit was found and so Alric was pretty much sent away. He was not stripped of his title, merely because of the great respect the other knights held for his father – who had done many notable things in his time.
Whatever the case, his time with the paladins was over. Since then, for the next decade, Alric has been wandering the Coastlands doing what he does best – being a nuisance.
Twist: Less than perfect.
Other: Alric generally doesn’t care about anyone that isn’t him.
Name: Sir Alric Sunblessed
FOG Username: Blackrock
Gender: Male
Age: 32
Class: Paladin
Appearance: Alric is everything a knight, especially a paladin, should be – tall, strong and handsome. Perhaps not quite as buff as most fighters, he is nevertheless quite muscled, with broad shoulders and a wide chest. His face, held up by a thick neck, is square, with a defined jawline and wide chin. He has full lips, that can curl into a charming smile if need be; a pair of deep, blue eyes and an ideal nose, perfectly fitting the rest of his face, positioned between them. His wide forehead bears a few lines, but otherwise Alric has a boyishly young appearance. Further adding to his dashing appearance is his sandy hair, which reaches down to his shoulders, and short stubble which looks neatly trimmed.
What is strange about him is that his equipment greatly differs from that of his brethren. Unlike the heavy plate armour worn by the knights of his Order, he wears a simple chainmail shirt, even though the red tunic with a golden sun – the colours of Silis, his patron – is worn on top. Steel pads are used for protection at the joints, while sturdy, brown leather boots cover most of his calves. A scabbard is attached to his belt, from which an ornate hilt can be seen sticking out – indicating a fine blade underneath. He also has a black, hooded cloak clasped around his shoulders with a golden brooch, in the shape of a small sun.
Skills: Alric was trained from childhood to fight with a wide array of weapons, but he mostly prefers the standard longsword. Although he lacks most of the powers his fellow Paladins possess, he nevertheless has a few neat tricks he can use against the undead, giving him time to perform a…tactical withdraw. Surprisingly, he is also quite the talker and will often try to use his quick wits to get out of trouble.
Personality: Unlike other Paladins, Alric has got a very sharp tongue and is not afraid to use it. He can often be heard making ribald jokes, questioning people’s heritage, making droll remarks and, in general, being a “bloody bugger” (as some have referred to him). He is seldom solemn or serious, as befitting his role as a Paladin of Silis. What’s more, he is often prone to breaking the law for no real reason, other than getting on the nerves of the local authorities.
The most abysmal thing about him, however, is that he is quite a coward at heart. Despite his training and impressive physical appearance, he will often try to stay out of harm’s way – using his charming words to trick someone else into risking their neck. All the while staying on the lookout for any valuable loot he might notice.
Biography: Alric, like many other such children, was born in the family of a Paladin and as a result, his life was charted out for him beforehand. When he was old enough, his father sent him to train in the Order chapterhouse and he has known little else since then. Although he was born in the Empire, where the worship of the Sunlord was not as wide-spread as in the East, he nevertheless grew up in an environment where he was taught to always tell the truth and do what’s right.
However, Alric would have none of that. From a young age, he knew his father’s austere way of life was simply not for him. Even though people tried to avoid the subject, the young Alric had been a troublemaker long before he got sent to the Order. His father hoped that the boy would finally become a man in those hallowed halls and would set his mind on more serious matters, but alas that was not to be. Alric simply played the part of a dutiful Paladin, but he knew that he would get out of that damned hole as soon as possible.
When he was still a young man of twenty-two, promising and skilled, he got sent out on a mission from the Order. They called it a “quest for perfection”, but the truth was much simpler. During one of the ceremonies, Alric – who was bored out of his skull – decided to steal one of the Order’s holy artefacts. Not only that, he nicked the Grandmaster’s ring when it had been set aside for a moment, causing quite an uproar. Eventually (and perhaps intentionally) the culprit was found and so Alric was pretty much sent away. He was not stripped of his title, merely because of the great respect the other knights held for his father – who had done many notable things in his time.
Whatever the case, his time with the paladins was over. Since then, for the next decade, Alric has been wandering the Coastlands doing what he does best – being a nuisance.
Twist: Less than perfect.
Other: Alric generally doesn’t care about anyone that isn’t him.
Last edited by Blackrock on Wed Aug 31, 2011 5:12 pm; edited 2 times in total
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Right, so we've all got our CS's up (Chainlinc3 will post his as well, just editing a few stuff I nagged him about) and that means we're all -gasp- set to go! Time to find out if this idea will work or be total flop. I'm going to start working on an opening post soon, but I'll also mention something which concerns all of us - I want to get the group together as quickly as possible. I know that it will limit our chances to get a feel for the characters and all that, but I think the real fun will be our guys interacting with one another.
So, here's what we'll do: each person will get one introduction post, which will be sort of "on the road' thing, where they'll at least get some time to write for their characters solo. After that (meaning, at the end of the post) they'll wind up at Hugh's tavern - the inn from the interest check thread. Don't fret about locations and such, I'll explain it in my own opening post. That's the only "rule" I'll enforce on you guys when it comes to posting, after that you'll be free to take the action wherever you want.
Expect said post in a few days.
So, here's what we'll do: each person will get one introduction post, which will be sort of "on the road' thing, where they'll at least get some time to write for their characters solo. After that (meaning, at the end of the post) they'll wind up at Hugh's tavern - the inn from the interest check thread. Don't fret about locations and such, I'll explain it in my own opening post. That's the only "rule" I'll enforce on you guys when it comes to posting, after that you'll be free to take the action wherever you want.
Expect said post in a few days.
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Looking forward to it.
Kyrt Malthorn- Mist
- Join date : 2010-12-08
Posts : 96
Age : 34
Location : A stone's throw from the middle of nowhere.
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Put links to the various CS's in the first post, should help in the future when this thing is, hopefully, 38849349 pages long.
Also added an "intro" section which is directly taken from the interest check, probably makes more sense for it to be here than having it lie forgotten there.
Also added an "intro" section which is directly taken from the interest check, probably makes more sense for it to be here than having it lie forgotten there.
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
inb4 stereotypical tavern gathering followed by communal monster fight in which everyone learns to work together as a team.
And then...
inb4 said team falls apart due to personalities reverting to what they were before tavern gathering, but reverts to reversion when stereotypical evil villain appears and tries to take over the world.
And then...
inb4 said team falls apart due to personalities reverting to what they were before tavern gathering, but reverts to reversion when stereotypical evil villain appears and tries to take over the world.
Count- Shadow
- Join date : 2011-08-16
Posts : 169
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
inb4 someone abducts the bugger warpriest and the group has to save him, but seeing as the majority of them are selfish bastards they let him rot forever.
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
inb4... hrmmm... Never mind that, IT'S CHARACTER SHEET TIME!
So, I was going to hold off posting this until Monday in hopes of revisions, but Blackrock wanted me to go ahead and post what I have, so... I'll try and leave a notice up here if/when I get around to said revisions.
Name: Cleric. Technically, his name is Charles von Hubert. But before that it was Peaches, and before that it was Duke Phalon, and before that-- people basically just call him Cleric, to keep things simple.
FOG Username: Chainlinc3
Gender: Male
Age: 127
Race: Elf
Class: Cleric of Elos
Appearance:
Describing Cleric's appearance is kinda a moot point, because any aid he receives from Elos changes it in various ways-- from things as subtle as eye color to something as huge as a full-on gender swap. Currently, he's about 5'6" and of medium build-- not overly muscular, but by no means frail. Dark crimson hair is tied back in a long ponytail, falling to nearly his waist. His right eye is sky blue, his left is light green, and he bears a small scar under his right eye that simply showed up after a prayer session a few months ago.
His wardrobe is similarly hard to explain-- it currently consists of various cloaks, robes, and sashes in bright, lively colors (he avoids dull, muted colors at all cost) along with whatever jewelry he can find. But then again, given his trend, that's likely to change in a week or so.
Weapon-wise, he currently wields several small daggers along with several bottles of flammable concoctions. When he's not fighting, they are kept hidden in the folds of his robe. Note that he doesn't keep any sort of fire-starter on him, so said flammable concoctions generally need to be thrown intelligently if they are to ignite.
Skills:
He is a master of improvisation and an exceptional gymnast, but those are just about the only skills he routinely uses... Due to his swiftly changing nature, he has a moderate degree of skill with just about everything else, but is exceptional at none of them.
Personality:
He lives to experience everything the world has to offer, and changes routinely in order to do so. Everything else about his personality changes at random. Currently, he's an upbeat and friendly guy, with little care for privacy, personal space, or manners. He doesn't enjoy killing (currently at least), but is perfectly willing to if the need arises.
On another note, Cleric is a fairly kind person, willing to sacrifice for the sake of others, but not to an excessive degree.
Biography: (I seriously considered a three sentence biography.)
Cleric was born Itae Phoenica in one of the larger Elven foresthomes, a settlement called South Grove in the common tongue. He had quiet childhood, isolated from many other elves-- he later pieced together that he was an illegitimate child, and thus had to be hidden from the public eye, he had no idea at the time. He loved animals and nature as much as any other elf, but he was possessed with an unquenchable curiosity. At the age of 78, his family sent him into exile-- supposedly for chopping down a live tree (he wanted to hear the sound it made), but he suspects it was mostly just to be rid of him.
From that point on, he wandered the world, doing odd jobs here and there. When he was 98, he discovered Elos from a traveling priest, and was an instant convert. What was previously just curiosity exploded into full bloom, and he yearned to see everything, hear everything, touch everything, experience everything. His unbounded life stretched before him, and he decided to fill it with everything he could.
Following his conversion, he continued his adventures around the world, doing whatever he could get paid to do and moving to the next settlement whenever he had the cash and supplies to do so. He hasn't had any particularly special experiences-- a misunderstanding with a local lord (rather, his daughter) means he's a wanted man in a small area near the Bulwark, a group of bandits has a meager bounty on his head, and he's a local legend in a small town on the coast of the Sea of Tears from when he lead a five-man team against a minor pirate incursion. His life has been interesting, certainly, but he yearns for more.
Twist: Too Much of a Good Thing.
You are deeply devoted to the teachings of Elos, the Changer. So devoted in fact, that you constantly feel the need to change something. You can't stand to stay in one place for too long, you always jump from chair to chair or move from room to room. Your mood changes often, as does your clothing. During conversation, you constantly flip back and forth through a myriad of topics, often dropping something mid-sentence to speak of a totally irrelevant subject. Elos has blessed you with some powers, but even they shift and change - to the point where you are not quite certain what sort of divine favor you can call upon at the moment. Thankfully, once you set your mind to something you'll see it through...usually.
Other:
He doesn't like to stay in one area too long-- this is part devotion to Elos and part survival instinct: he typically will do SOMETHING to upset the locals if he stays in one place too long.
So, I was going to hold off posting this until Monday in hopes of revisions, but Blackrock wanted me to go ahead and post what I have, so... I'll try and leave a notice up here if/when I get around to said revisions.
Name: Cleric. Technically, his name is Charles von Hubert. But before that it was Peaches, and before that it was Duke Phalon, and before that-- people basically just call him Cleric, to keep things simple.
FOG Username: Chainlinc3
Gender: Male
Age: 127
Race: Elf
Class: Cleric of Elos
Appearance:
Describing Cleric's appearance is kinda a moot point, because any aid he receives from Elos changes it in various ways-- from things as subtle as eye color to something as huge as a full-on gender swap. Currently, he's about 5'6" and of medium build-- not overly muscular, but by no means frail. Dark crimson hair is tied back in a long ponytail, falling to nearly his waist. His right eye is sky blue, his left is light green, and he bears a small scar under his right eye that simply showed up after a prayer session a few months ago.
His wardrobe is similarly hard to explain-- it currently consists of various cloaks, robes, and sashes in bright, lively colors (he avoids dull, muted colors at all cost) along with whatever jewelry he can find. But then again, given his trend, that's likely to change in a week or so.
Weapon-wise, he currently wields several small daggers along with several bottles of flammable concoctions. When he's not fighting, they are kept hidden in the folds of his robe. Note that he doesn't keep any sort of fire-starter on him, so said flammable concoctions generally need to be thrown intelligently if they are to ignite.
Skills:
He is a master of improvisation and an exceptional gymnast, but those are just about the only skills he routinely uses... Due to his swiftly changing nature, he has a moderate degree of skill with just about everything else, but is exceptional at none of them.
Personality:
He lives to experience everything the world has to offer, and changes routinely in order to do so. Everything else about his personality changes at random. Currently, he's an upbeat and friendly guy, with little care for privacy, personal space, or manners. He doesn't enjoy killing (currently at least), but is perfectly willing to if the need arises.
On another note, Cleric is a fairly kind person, willing to sacrifice for the sake of others, but not to an excessive degree.
Biography: (I seriously considered a three sentence biography.)
Cleric was born Itae Phoenica in one of the larger Elven foresthomes, a settlement called South Grove in the common tongue. He had quiet childhood, isolated from many other elves-- he later pieced together that he was an illegitimate child, and thus had to be hidden from the public eye, he had no idea at the time. He loved animals and nature as much as any other elf, but he was possessed with an unquenchable curiosity. At the age of 78, his family sent him into exile-- supposedly for chopping down a live tree (he wanted to hear the sound it made), but he suspects it was mostly just to be rid of him.
From that point on, he wandered the world, doing odd jobs here and there. When he was 98, he discovered Elos from a traveling priest, and was an instant convert. What was previously just curiosity exploded into full bloom, and he yearned to see everything, hear everything, touch everything, experience everything. His unbounded life stretched before him, and he decided to fill it with everything he could.
Following his conversion, he continued his adventures around the world, doing whatever he could get paid to do and moving to the next settlement whenever he had the cash and supplies to do so. He hasn't had any particularly special experiences-- a misunderstanding with a local lord (rather, his daughter) means he's a wanted man in a small area near the Bulwark, a group of bandits has a meager bounty on his head, and he's a local legend in a small town on the coast of the Sea of Tears from when he lead a five-man team against a minor pirate incursion. His life has been interesting, certainly, but he yearns for more.
Twist: Too Much of a Good Thing.
You are deeply devoted to the teachings of Elos, the Changer. So devoted in fact, that you constantly feel the need to change something. You can't stand to stay in one place for too long, you always jump from chair to chair or move from room to room. Your mood changes often, as does your clothing. During conversation, you constantly flip back and forth through a myriad of topics, often dropping something mid-sentence to speak of a totally irrelevant subject. Elos has blessed you with some powers, but even they shift and change - to the point where you are not quite certain what sort of divine favor you can call upon at the moment. Thankfully, once you set your mind to something you'll see it through...usually.
Other:
He doesn't like to stay in one area too long-- this is part devotion to Elos and part survival instinct: he typically will do SOMETHING to upset the locals if he stays in one place too long.
Last edited by Chainlinc3 on Fri Sep 23, 2011 2:11 pm; edited 1 time in total
Chainlinc3- Apparition
- Join date : 2010-06-29
Posts : 561
Age : 32
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
And the intro post is up. The idea is that we'll all end up in the inn, following the age-old tradition. Whether you arrive before or after the paladin is up to you; how you got there and why, where you came from - it's all in your hands, just remember that's where your post should drop off. Although feel free to talk with Hugh, the innkeeper if you want - PM if you want lines for him.
Blackrock- Apparition
- Join date : 2009-12-13
Posts : 619
Age : 31
Location : Sofia, Bulgaria
Re: The Sign of Darkness OOC (Humorous Fantasy/Closed)
Oh. Looks like we got started. Splendid.
I shall post soonish. Tomorrow at the earliest; my schedule is full and my area is also full...of storms. I'll definitely have a post up, though.
I shall post soonish. Tomorrow at the earliest; my schedule is full and my area is also full...of storms. I'll definitely have a post up, though.
Count- Shadow
- Join date : 2011-08-16
Posts : 169
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