End of Times
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Oddball Alice
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FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Out of Character Discussion :: Archived Advanced OoC Topics
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End of Times
- Plot:
Lan Herisde is in crisis mode, it has been foretold that in the end of times, the Vorlder Maltesken (World Eater in old tongue) would emerge, destroying and enslaving all with an evil dragon army, throwing the world into centuries of darkness, war and evil before the world ended and all would be destroyed. Most of the people in Lan Herisde have heard this for centuries, and the has Vorlder Maltesken emerged, destroying vast tracts of land , disappearing and doing it over and over again. Survivors of some of his attacks are banding together, for their own reasons, to destroy the Vorlder Maltesken, and take revenge for their lost loves. It is rumored to be hiding somewhere in Dorvanstithe Mountains, but it is unclear. Currently, the government is doing nothing, dealing with apathy , distrust and political issues. The High King cannot do much without the four families consent, which is about as easy as herding cats, given that elves dislike dwarves and vice versa. The elves believe that the beast is in Dorvanstithe, and that the dwarves know it and other petty squabbles.
So that is the basic plot, you are people who, for your own reasons, are trying to kill Vorlder Maltesken, and eventually band together to defeat him. Any questions? Go ahead and ask, I haven’t ever Game Mastered, so have very little idea what I am doing, if I didn’t like this idea so much, I would have someone else GM. I don’t have everything nailed out, I was hoping for some help on that. Any ideas appreciated.
- The World:
This world, Lan Herisde is a semi-typical medieval world, dragons and other such monsters abound.
The overall world is a large island/continent surrounded by the sea on all sides, called Lan Herisde (Land of the Heros) , with varied climates and terrains, but is split into basic fourths. Each family descends from heroes from days of old, who came to the land and split it amongst them, hence the name Land of the Heros. There the Dorvanstithe (meaning Dorvan’s maw in ancient dwarven, Dorvan was an ancient hellhound/monster, it is said the mountains are his teeth, trying to swallow the land, the ancient hero Herdej Stone-Shield, the ancestor of the modern Stone-Shields, slew him before setting up his hold there) Mountain range, which is controlled by the dwarven family Stone-Shields, a cold, alpine and mountainous northeastern area with dangerous Dorvanspynet (Dorvan’s Spine, a steep and treacherous cliff) which drops into Charybdis Sea on one side, Verdijes Fernis on the other. Then there is Etherium, a more varied land of sea (The Sea of Tears, because of how dangerous it is, yet fertile) and forest (one is the Lotmard Fojrest, or ”Forest of the Unseen”, sometimes translated to ”Unseeing” in old elven, haunted place where a terrifying clan of Lotharians roams), both are controlled by the elven family Eldertree, in the south west. The last are both controlled by the human families Aldin in the south east, the land is called Aldinia((a large desert called Marahj Blinde, “Bone Bleach"desert, in Aldinian, another sea shore ( Charybdis Sea after a monster that supposedly roams it) and a vast plain called Verdis Fernis (Hells Green), it borders Dorvanstithe Mountains)), in the northwest is Jorvasklan, (a land of forest, Fjore Klansye(Forest of the Ancient or Ancestors in their ancient tongue, it used to be where they buried their dead, notoriously haunted from that and many ancient battles held there between the Jorvask and the Lotharians), and plains, Lorbenje (the Flats), they are called), bordering a much colder Sea of Tears, all of Jorvasklan is controlled by the human family Jorvaskesh. In the middle is the capitol city of Verdine, which is controlled by the current elected king Jeral Jorvaskesh the Wise and his queen , Genevieve the Beautiful.
Races:
- Lortherians:
- Lortherians- Meaning “the feared ones" or “the barbaric ones" in the Ancient elven tongue, it is believed that the first Lortherians came from Etherium, the elven province, and spread from there, however, by the time the countries forefathers had arrived, the Lortherians had inhabited every corner of Lan Herdic, there were many ancient battles between them, resulting in ancient grudges and many haunted places in the land.
They are a mix of native American, druidic and Viking culture. Primitive beliefs (sometimes nature spirits or gods, always in a male and female pair, sometimes an animal pair, like a pair of dragons), they are usually in the midst of war, amongst themselves and the Ivandersk, or Invaders in one tribes tongue. They are semi nomadic, never staying in one place too long, generally in a traditional pattern, for ritualistic reasons and hunting reasons. Shamanic/nature/elemental magic,little technology, a player can be a mage, rogue or warrior/berserker, or a mix of 2, but not all three. Females are usually rogue/mage, or mage,warriors /berserker aren’t unheard of, but generally males are the warriors/berserker, sometimes also rogue abilities.They believe in self mutilation,human and animal sacrifices, in extreme cases(in only some tribes)cannibalism. Skilled hunters, brutal warriors and guerilla fighters. Body painting,minimal armor, no fear of death(death in battle honors the deities and brings honor), tattoos and scarring/mutilation.Usually their tactics relies in deception , magic and brutality in battle, a lot of intimidation.
They are highly superstitious, with nature worship(usually the gods are a male/female pair, sometimes nature spirits) a central theme, and distrustful of new things and outsiders. In marriage they cut off body parts or otherwise mutilate themselves and give it to the partner to symbolize the giving of themselves, sometimes they only tattoo, it is highly dependent on the tribe, to symbolize that they are owned by another. Polygamy is practiced by the chiefs/warlords/other important people. Generally each tribe is ruled by a female shaman(witch) and a husband warlord, all major decisions depend on the tribe's gods 'signs', the moon/stars, and the seasons.They are constantly invading rival tribes, taking slaves/brides/land/livestock, burning the tribes effigy of their god/totem, and invading villages , selling slaves(sometimes to other tribes, sometimes the civilized towns, in the land, slaves are valuable, but no others try to get in on collecting slaves, Lortherians are the only slave traders) and other seemingly barbaric rituals. They feared and hated by the other classes, however looked upon sometimes as a needed presence, due to the slave trade. Other groups refuse to get their hands dirty in such ‘evil’ works.
Females are beautiful in a wild, vicious way, like a beautiful tiger, something to admire but not get too close to. Sort of a mix of elf and human features, otherworldly but not refined, females are usually the magic users. Males are huge (usually above 6 feet tall, sometimes as much as 7, and built like a massive cave bear), brutish,very thug like, hairy, but their looks betray them. Some of the males are intelligent, most leave the thinking to the warlords, shaman and their otherwise betters. They are more animal like, but they can be cunning. They are their own race. Each tribe varies a bit on appearance, traditions etc depending on deity and locality. If choosing a Lotherian, explain why away from clan, as they usually travel in at least pairs, or you can get another rper to be your partner, usually male/female pairs,because usually the females are the magic/intelligent ones. Not that males are stupid, only the stupid would assume so, but generally the males are warriors/berserker, using their strengths in strength.
Some of the major tribes/clans: You can make your own as long as you give back story, but here are a few to be examples.
Lotmards- Or, the Eyeless, the Blind, the Unseeing/Unseen, one of the oldest and most powerful clans, said to be one of the original ones, they are primarily in the forest that is named after them. Lately, they have grown in power, taking over three other neighboring clans (Shaledsye or the Ravenhairs, the Dorgansky or the Dragontongues, and finally the Bludestive or the Blooddrinkers) expanding their range to most of Etherium. These people have no visible iris/lens, however they do have them, just so pale as to be imperceptible. They are not blind. They also have longer than average canines on the top (they protrude a little on the males, not the females) and bottom, which they carve notches and designs into, filling them with colored pastes to reveal the designs. The females are generally smaller than the average Lotherian, given their role as largely support and camouflage, anywhere from five foot to five seven, males hover at around six to six seven, still large hulking things.
The Lotmard clan is one of the most feared, mostly because they are known cannibals/human sacrificers , their unsettling appearance, and their known brutality. Their hierarchy is like the model Lotherian, they have a ruling alpha male (warlord or chief) and an alpha female (shaman/witch/seer) , however he can have other wives. However, unlike some tribes, wives usually have no say in the matter of who they marry, generally they are won as trophies and captured in battle or a coup. In the Lotmard clan, to become chief, which is not a title passed down, a male must challenge and successfully kill the previous one, sometimes he takes the eldest daughter (if applicable, chiefs don’t often live long, sometimes there isn’t a daughter or one old enough) and kills the rest of the offspring to quell any rebels. The chiefs wives are either killed or handed around the new generals as slaves or wives. Most other tribes do not do that. A male may also take another’s wife if beaten and killed in combat. They serve Magnos (an evil stag/man god of the hunt, the hunted and war, he has the face of a fanged stag, a man’s body, and clawed feet/hands) and his dark lady Cerne ( a harpy-like woman-hawk, goddess of darkness, poison and deceit). They are one of the most feared, most extreme and most brutal, generally not liked much by even their cousins. Lotmards cut notches in their skin to mark the number of kills, and also sometimes to offer their flesh to the gods, all forms mutilation popular.
Violiuteshirenem- Or the Violent Plainsman, they roam the Verdis Fernis, causing chaos wherever they pass through. They are also an old and powerful clan, but a bit different than the Lotmards. They have darker skin, a medium earthy brown, green eyes, all bald, and with an four arms. They are not as numerous as the Lotmards, (who have to travel broken up into smaller bands for mobility), largely because of predation by large burrowing spiders that roam the plains. Unlike the Lotmards, who have a forest to hide into to escape large creatures and armies, the Violiuteshirenem cannot hide very well above ground, so they have tunnels underground to hide and ambush from. They are not cannibals, they mainly capture people for slaves, and practice less barbaric customs, generally looked upon less violent of the clans, which is sometimes the case. They do practice mutilation, like most clans, most widely known is ear notching, they cut into their ears to identify themselves. Also popular are branding and tattooing , cutting is popular as a method of tattooing, however, they don’t remove parts often like Lotmards. They worship a bird-man named Choteth (God of the Sun and Sky, lord of combat) and and Boteth, a large snake woman (lady of the earth, patroness of industry and medicine).
Jolergtilberns- or Mountain Bears, they primarily dwell in the Dorvanstithe Mountain range. Both genders have pale hair and skin, and are larger than the normal Lotherian, females about six feet, males about seven. They are larger in frame as well, tending to be a little less graceful looking than their non mountain cousins, probably to do with more mass being needed to keep themselves warm. Piercing and tattooing are popular, losing a lot of blood in the mountains would be dangerous, so they are also not as masochist as Lotmards,they are between the two in brutality and extreme customs. They commonly live in caves, sometimes with cave bears as protectors, giving rise to their name. They are less nomadic than the other two, probably due to the number of caves, Dorvanstithe is too dangerous to live out in the elements. They wear heavy white furs, so they are sometimes mistaken for Yeti’s, and paint themselves white to blend into the ice and snow, sometimes during rituals and battles, they paint blue bands. Unlike most tribes, they do not usually utter war cries, given that avalanches occur frequently, and overall are less social and quieter. Well, if you could call and Lotherian social. They frequently battle the Violiuteshirenem, given that they are somewhat close to each other. They worship a mysterious creature called the Yeti, whom they believe controls the weather, avalanches, etc.
- Elves:
- Elves- Tall, slender, blond (unless a mix), elegant, graceful, pointy ears(unless a mix, then rounder but still pointy.)They can be a variety of skin and eye colors(depends on where they are from, sea, mountain, woods and plains elves can be different than stereotype), however pale blondes with blue or green eyes common, since wood elves are most numerous and
most social of the elves. Other types tend to keep to themselves, usually living in the traditional way, feral and nomadic.They worship their own gods, depending on family , usually a nature spirit, long lived, somewhat reserved. Talented in the arts and crafts, talented warriors. More feral elves (the ones who live outside the cities and aren’t VIPS) are semi nomadic, can be friends with barbarians, friendships are usually tense due to the barbarians being, well, barbaric, and elves are usually more civilized, even feral ones. You cannot be a feral elf. Elves and humans get along
fine, but usually not as well as humans and dwarves, elves view humans as impulsive and silly. Usually a rogue or a mage, not a warrior unless a elf/human cross.
- Dwarves:
- Dwarves-Short, stout, can be whatever hair color, although red is common color, usually brown eyes, but others not uncommon. Dwarves have much less variance than humans and elves, because they all tend to live in similar locales, mountains/caves. They worship their ancestors, have a caste system. Usually loud, friendly, long lived and hard drinkers. Humans and dwarves
get along great, dwarves don’t get along with elves. Elves dislike dwarves because of the difference in disposition, elves are quiet and reserved, dwarves are NOT. Usually a warrior or a knight. Cannot use magic unless mixed with a human.
- Humans:
- Humans- Most variance on looks, manners and traditions, a lot depends on where they are from. They are the most numerous of the races.Usually, humans worship one god in a catholic type fashion, the name of the god depends on locale. He/she/it is called usually one of four things most common being Ownef, the others being Allal, Jesve and Zeru.It is normally depicted as an orb, probably the sun is its model. Can be anything, warrior, mage or rogue.
- Classes other than Lotherian, which is both:
Villagers/common folk-
Run of the mill medieval villagers, in between Lortherians and the wealthy/aristocrats,
can be rogue or warrior, or a mix of the two, not a mage(they can be monks, which are mostly healers), since magic is either for the wealthy wizards or the Lortherians, they neither have the money or the traditions to teach them.Usually of average intelligence (unless a wealthy person's bastard), superstitious, catholic like religion. They are constantly being attacked and taxed from Lortherians and their lords, making them generally poor, bitter, and always at the brink of rebellion, however, they have no way to currently fight back. Bastards and otherwise 'called'(some people choose to be monks or nuns to escape hard labor etc)individuals are monks, living in monasteries and healing the sick. Generally look like normal humans, unless they are elves or dwarves. Elves and dwarves don’t inter marry, either can marry a human, bastards are often elf/human or human/dwarves,not unheard of for such mixes outside of bastards however. Not usually refined or wild looking, just middle. They have strong ties to family and traditions, usually dying in the same village they were born, unless captured to become a slave. They constantly are under threat of attack, making the few who survive strong and determined, sometimes a village makes a town militia in the hopes to protect themselves, because their lords aren’t always 'available’ . These militia are basically knights, except they aren’t usually questing, they train constantly, and a common knight can be very talented. Militia/Common knight can be a rogue, warrior or a you can make a monk (monks can only use healing/religious magic and staffs or similarly non bladed weapons,as they aren’t usually aggressors of battle) you cant be all three, and if your a monk, you cant be a rogue(because rogues have lock picking etc type abilities). If you are a monk,you can also be a warrior, you just need a valid explanation as to why, since most monks are pacifist.
Aristocrats-
Wealthy sheltered folk, generally the landowners, not known for wanting to get their hands dirty.
Can be any race, dwarves, elves or humans. Generally been wealthy for generations,
generally control the village and its occupants, the monastery etc. In each area, a duke or whatever rules, but they have to answer to the high king and queen, which is voted for every time
one dies. King and queen are not passed down by hereditary, however its typically one
of four families that becomes so honored, they are all political animals and competitive.
There are four families, 2 human, 1 each of elves and dwarves. The elves and dwarves are concentrated near their traditional home type areas(the elven family is near a large forested area, dwarves the mountains), the humans live pretty much anywhere.There isn’t really much racism, except elves and dwarves don’t usually get along, relations are chilly at best.The families try to remain pure elven, human or dwarves, bastards can be a mix,either human/elven or human/dwarves. Aristocrats control your knight characters, because they are constantly fearing the Lortherians and the common folk taking their castles and their money. The knights are commonly questing and very highly skilled, can be any of the three classes, or a mix of two, but not all three.
Fighter types:
Explanation of the types of fighting
- Rouges:
- Rogues- usually stealthy bow users, knives, light swords, sometimes exotic weapons but generally light ones,light to medium armor, usually tries to avoid hand to hand combat because they emphasize speed and stealth rather than power(unless a warrior mix). Some rogues have herbalist, lock picking(or similar thieving skills), tracking skills and stealth type skills. Some rogues(MUST EXPLAIN) and Rogue/mage(they have to be able to use nature magic, like a Lotherian shaman) have an animal companion (If you have one, it cant be some crazy powerful one, like a wolf the size of a car, etc. its a normal beast you can communicate with, it doesn’t verbally communicate back NO CRAZY STUFF LIKE DRAGON COMPANIONS,or any magical being).
- Mages:
- Mages(monks/ shamans, if mixed with warrior, basically battle mage obviously)- If any weapons at all, they are usually enchanted. Depending on the type of mage,can use elemental, nature or healing magic. Lotherian shaman/witches can use any except elemental, Monks only healing/defense, other mage any except nature magic. Nature magic is the control of like storms, animals, and similar nature stuff or nature spirits, not elemental.Elemental magic is the controlling of the elements like fireballs, ice spears, weapons out of whatever element,
etc. healing/religious magic is non violent, defensive and healing magic. All magic has limits, it takes usually a special item (like a staff, usually highly personal, made by the wielder, representative of the wielder, like a specific color or material, is dependent of where the wielder is from, like wood, stone, metal, can be a locket filled with a substance, like sand, water, whatever it is, NEEDS EXPLANATION), all magic requires stamina and a lot of effort,
some destructive spells take health of you or someone else (NOT YOUR OPPONENT, MUST BE YOU OR A COMPANION ) in order to cast. If you are controlling an animal or a spirit, it requires prep and in the case of a spirit, an offering. Not something you pull out of your ass at random. Depending on whether your character is all mage or a mix decides armor.
a pure mage only wears light armor, if a rogue mix, light to medium, and if a warrior mix, medium to heavy.
- Warriors:
- Warriors (berserker or knights)- Depends on what your character is. If a Lotherian, you can have berserking powers, any weight leather and fur armor (no metal, metal is reserved for weapons and idols, and has to be scrounged up and stolen), most type of weapons, generally more powerful, heavy ones ( can be wooden, stone or some metal). Berserking enables the
barbarian to be basically possessed for a time, (the barbarians believe their deity or a demon/spirit inhabits their body for a period) unable to feel pain or fear. Its unclear whether they are really possessed or drugged, given the berserker rub different paints and drink certain drinks right before going berserk. Berserkers basically become animals, and cannot be controlled unless by a shaman/witch, which is why they travel with one. Berserkers are incredibly dangerous otherwise causing casualties to whoever is in the path, sometimes friends and foes alike unless uncontrolled. Knights cannot berserk. Wealthy knights (the ones that serve a lord/lady) have medium to heavy all metal armor, heavy, powerful weapons(rarely exotic), skilled and deadly fighters, they fight for their lord and lady, and have rules depending on who they serve. Common knights, like villager warriors, have hybrid armor,a mix of metal and leather because metal is expensive and is usually beyond a villagers means(Unless you have a reason why they have it, like they are bastards). Normal warrior type weapons, non exotic.
- Weapons and Armor info:
- Exotic weapons are any weapon that isn’t the basic dagger, sword (including claymore) , spear, staff and bow(or crossbow) weapon. If your character allows it, it can be enchanted. If using an a-typical weapon, there must be a GOOD reason as to why they have it and know how to use it. Enchanted weapons will be accepted on a case by case basis, I WILL NOT TOLERATE GOD MODDING, so if it seems over powered , it will not be accepted.That really goes for anything. If it seems too god-like all powerful, it will not be accepted. Period. An example is an unbreakable silver sword, which is impossible and plain god modding. All weapons can break, everything has weaknesses.
Armor can be enchanted, but only for characters with defensive-healing abilities, like Monks. Again, case by case basis. With any enchanted weapon/armor, must not be all powerful, must have real limits, or else not accepted.
You can be any of the races mentioned(or a mix I mentioned), and to reiterate, you can be a Rogue(Hunter, whatever you call it), a Mage/Monk/Shaman(basically mean similar stuff, but has to do with your abilities), A knight(common or the wealthy ones) or berserker(restricted to Lotherian)
Pretty much any character is playable, and you have creative freedom as long as everything is explained and reasonable. I don’t like my creativity reigned in by silly rules, so I will refrain from doing so to you guys(or gals)
- Rules and CS:
Basic rules, kind of obvious but I’ll put it in here anyway:
1. NO GODMODDING. I will not accept it if I think there is any, however I will nicely explain and try to work with you.
2. No smut. In the role play, only PG 13 sensuality. Nudity is okay if non sexual manner, anything sexual, please fade to black. Cursing, gore, nudity(non sexual) and other R things fine, just no smut or anything nasty. I will not be lenient.
Basically, treat others as you wish to be treated.
Here is the character sheet, pretty obvious. You may post a picture if you must, not required, since it may be difficult to find one (I am not because of this).
Character
Name-
Gender-
Race/Type of warrior- (like monk, whatever class it is)
Clan(if Lotherian, otherwise not applicable)-
Age-(above 16 please, no crazy kid warriors)
Where from? -
Appearance- (1 paragraph, more preferred)
Personality- (1 paragraph, more preferred)
Weapons/Gear- (be realistic)
Past:(two paragraphs minimum, more preferred)
- My character:
Name- Serne (Sir-nee) the Owl Woman
Gender- Female
Race/Type of warrior- Lotherian(Lotmardian),Shaman/rogue
Clan- Lotmard, a famous and powerful clan
Age- 27
Where from? -Lotmard Fjorst, a large forest her clan roams in Etherium
Appearance- Serne is feral looking, ferocious yet beautiful, vaguely bird like, delicate yet fearsome. Long white wavy hair, generally with flowers and feathers braided in for camouflage. Characteristic of her clan, she has no visible iris. Her whole eye is a blank white, however, despite the appearance of blindness, she is not blind, but has sharp vision, the iris is there, but so pale is imperceptible. Another slightly unsettling characteristic, long canines(top and bottom) that have notches carved into them, which her clan and her fill with different colored pastes, she chooses blood red. Her form is hourglass, but not crazy so, she is slender and toned, breasts more swelled than normally, before her family was killed, she had given birth to twin newborns.
She chooses to wear minimal leather or fur armor, depending on the season, painting most of her body green (or whatever color is suitable) when she needs camouflage. For battle, she adds on bands of the same blood red as her teeth. Her body is covered in small, horizontal scars (her clan uses them to symbolize number of kills) over her limbs. Her left ring finger is missing to mark the marriage to her late husband, the late chief/warlord Learz the Butcher, and has a large tattoo with runes across her chest. What they say is unknown to outsiders, for like most barbarians, they have their own ancient tongue. She has an oval face, high cheekbones, full lips(generally painted black or red), large, blank eyes rimmed with dark lashes, pale skin (when unpainted) , generally unsettlingly beautiful, with long thin cuts on her cheeks, which look a bit like tears.
Her overall stature is not impressive, about 5‘5“ max, her aura can be frightening however. Long black painted claws don her small hands, don’t take your eyes off them lest they appear in your stomach. Never without her companion, a largish owl named Whisper. Serne carries her husbands’ right eye in a pouch around her neck, preserved, as well and bone jewelry, made out of a few bones of her children, so that their spirits follow her until she avenges them. She also carries two small wooden idols of her gods.
Personality- Serne is not overly friendly, given that she is a barbarian. Quiet, generally unless in battle, where she has a piercing war cry, she prefers to kill silently. Devout follower of her clan’s god Magnos (A ferocious stag/man with claws and fangs) and his lady Cerne (Serne was named after her, she is basically a woman/hawk), since she was the clan’s shaman, it was her job to preform sacrifices (human , animal) and every year execute two prisoners of war(male and female), serving the victim’s still beating heart to her husband, Learz, and the gods. Serne is very blunt, intelligent, sometimes rude, plays her cards close to her chest, shows little emotion, calculating. She can be very cold and cruel, hard time understanding ‘weakness’ of other cultures. Serne has lost her children and husband very recently, but does not discuss them very much at all. Serne is mostly a mystery, very distrustful, rage comes easier than any other emotion, possibly understandable.
Weapons/Gear- Various paints, poisons and potions, herbs, a medium hawthorn staff embellished with bone and feathers(made by her mother, the shaman before her for her daughter. Hawthorne is believed to be linked to their goddess, bones and feathers enable her to summon/control certain beasts) and a long thin sickle head attached to it, a long bow, arrows, a knife or two for preparing food/hunting(non weapon), a hatchet(non weapon) obviously a set of extra clothes and food. Also, a small caldron , a small grindstone, water, a few mysterious vials, a witches book written in a strange tongue (probably in her tribes ancient tongue, or Words of Power, meaning a language specifically for magic).
Past:
Serne was the daughter of Orsk the Bear, the chieftain before Learz, and his shaman wife, Rhea the Poisoner (one of his six wives, the most important one) . When she was 16, Learz defeated Orsk, slaying him, taking over the clan and took Serne, his oldest, most powerful and most beautiful daughter to be his bride. Serne had already become the shaman before that, because she had exceptional talent. The rest of her siblings were killed, as per tradition, to prevent revenge, and her father’s wives were given to his new generals. Serne has born six children(three of each, the youngest are fraternal twins, Amarelia and Ares, newborns), an unusually small number for their culture, the women are generally always pregnant or nursing, even while they battle, but rumor is Serne took potions to prevent children. Serne was respected and feared, as much as her husband, it was unclear whether they loved each other, however love isn’t common for that culture. She didn’t kill him, which was high praise. The Lotmard clan grew in number and power under Learz, becoming even more feared, and he ruled for an unusual amount of time, chiefs didn’t have long lifespans due to the manner in which they were succeeded, in order to become chief, you must defeat and slay the old one, taking a daughter (if there is one old enough) and kill the other offspring, sometimes the new warlord killed them all. Serne respected her husband, who had four other wives, but doesn’t speak with much of him. She appeared to be his favorite wife, for the others only bore him four or less.
The Lotmard clan had taken over three other powerful clans, the Shaledsye, the Dorgansky and the Bludestive , seizing most of Etherium when they were almost wiped out by the Vorlder Maltesken(World Eater in old common tongue), an enormous intelligent and evil dragon and his army bent on taking over Lan Herisde. Serne barely escaped, she happened to be out gathering herbs with Whisper, when she smelled smoke, rushed to the camp, ready to give her life for her family, as she always was when battle loomed. In her culture, if you must die, you must die in battle. When she returned, she found the charred remains of her children, the rest of the band. Her husband was missing, but presumed dead given the devastation.
Her tribe had grown large enough it travels in small bands, only communicating a couple times a year, and since her husband was presumably dead, Serne knew she wasn’t safe, even from her own people. She would have been basically taken as a trophy for some other male to become chief, if not killed. As she looked to the sky, she saw a large black monster flying overhead, who ignored her screams. She knew it was the World Eater, and the end times had begun. It is said an otherworldly cry sounded over the land, and Serne walked away after begging her gods for guidance and power to take revenge on the World Eater, offering them her flesh, two sections are the long thin scars on her cheeks. After a week, Serne emerged from a trance/fasting period, and began her journey to find him, after burying the charred remains of her children, minus a few bones. She is roaming Lan Herisde, looking for those brave enough to help her on her quest, hoping her infamy doesn’t get in her way. Currently she is staying away from villages because of her infamy, and because she is alone, she is vulnerable, a place she doesn’t enjoy being.
I have not determined a location to meet at, I was thinking an isolated inn somewhere, I have never GM’d, so I am open to any ideas and constructive criticism, I am not perfect and have not thought of everything.
Last edited by Oddball Alice on Sun Oct 07, 2012 8:36 pm; edited 1 time in total
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
- Accepted Characters:
- Notable NPCs:
- None yet.
Last edited by Oddball Alice on Thu Oct 11, 2012 7:45 pm; edited 4 times in total
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
Name- Zira D’lani
Gender- Female
Race/Type of warrior- Lotherian – Warrior/Rogue
Clan – D’jerra (the Protectors or The People)
Age- 22
Where from? - Marahj Blinde (the Bone Bleach desert)
Appearance- Zira is a tall and rangy young woman with deeply-tanned skin and deep red hair that is braided and twined with dozens of ribbons or strips of fur indicating triumphs, accomplishments or stories. Her brown eyes are permanently narrowed to filter the harsh glare of the sun. She wears the lightest of tanned animal skins sewn into a rough vest and long loin cloth. Separately a heavier belt circles her waist and holds several pouches with her religious icons, survival gear and water skins. She has fashioned knee-high moccasins that protect her feet from the burning sand and stony surfaces she travels across. With everything about her being such a natural color, it is easy for her to disappear against the background colors of the desert.
Her body is heavily tattooed from her throat to her thighs in swirling brown and black glyphs representing her clan, totem and protective spells that grant warriors strength, courage and invincibility in battle. The tattoos are also meant to intimidate any enemies, for nearly everyone knows of the D’jerran and the D’jerran know that they are feared.
Personality- In D’jerran society, dishonesty can be as dangerous as a weapon; lying or deceit could kill in the desert. So, it is not only taboo, it is harshly punished. As such, Zira is bluntly honest and easily lied to since she doesn’t deal with liars regularly. She is slightly zenophobic, untrusting of ‘Out Worlders’. They have no honor in her eyes and are soft compared to The People. She is seen as overly serious by outsiders, but among her own people or those she knows well, she can be funny and smiles easily.
Among the Djerran, metal of any kind is forbidden. To obtain metal means ripping it from the Earth which they believe is the goddess Riva’s body. They only use stone or obsidian tools and weapons which are easily replaced.
Because Zira has never been outside the desert nor had any contact with live Out Worlders before, she will be quiet among them unless addressed directly. She still stands straight-backed among them because she believes most of them are simply beneath her and weak.
Zira has never seen flowing water or large bodies of water and if she encounters some, she will be fascinated by it, but if forced to cross it, it will terrify her to her great shame.
Weapons/Gear- stone-tipped spear, 4 knives, bolos, sling-staff, pouches with flint and tinder, religious icons, needles, food, salt and other necessities, water skins (2), bedroll with several blankets, yards of rawhide cording, tanned skins she’s working on for replacement moccasins.
Unique Skills: Stealth, misdirection, tracking, hunting, wilderness (especially desert) survival, killing from ambush and guerilla fighting techniques. She can also run at an easy jog for hours without tiring.
Magic - Zira cannot perform magic. She does possess a talisman, created by the wise women of her clan, that assists her in locating water.
Past - Zira is a proud and dedicated warrior of her people. She underwent the “Embrace of the Black Dragon” when she was 16. The youngest in her clan. Her family gained much honor. In D’jerran society, warriors are most honored, songs are sung to their memory for many generations. As the eldest, Zira claimed the right to be trained and excelled. Her strength and conditioning from growing up in the harsh desert was tested, but she remained unbending. On the eve of her 16th birth year, she challenged the elders and demanded the test of the black dragon. For 6 days, she endured the pain of the needle and ink, the lack of food and achieved her vision of the bear. She showed neither pain or fear and was granted full warrior status. Her heart was full and rising from her blankets, bloody and defiant, sang her song of triumph. The following 3 days, her family held a great feast. The other warriors came to sing their songs of past glories and to weave ribbons of tribute into her hair. From then on she was trained in the ways of hunting animal or any intruders into their lands. She could disappear in the dunes, find water and track across rocks.
D’jerran society has been isolated in their desert for countless generations. Even so, they have the same oral traditions of the Black Dragon as the other races. They know it to be evil and that it would return one day. In their lore, it is locked away deep within the Riva’s belly when she defeated it and consumed it. It is what has poisoned the land and made it so barren. Their purpose in living in such a harsh environment is to keep any outsiders from finding the Dragon and trying to release it. This is why they will hunt and will kill any outsiders that wander into their land.
Then came word that the Dragon had escaped and was at work destroying the world again. Whole swaths of lands outside their desert were being burned, peoples being killed and darkness once again claiming the world.
As the Protectors, Zira’s clan made a pact and sent warriors in many directions to search out the Dragon to help defeat it so it can be entombed within the Goddess’ body once more.
Gender- Female
Race/Type of warrior- Lotherian – Warrior/Rogue
Clan – D’jerra (the Protectors or The People)
Age- 22
Where from? - Marahj Blinde (the Bone Bleach desert)
Appearance- Zira is a tall and rangy young woman with deeply-tanned skin and deep red hair that is braided and twined with dozens of ribbons or strips of fur indicating triumphs, accomplishments or stories. Her brown eyes are permanently narrowed to filter the harsh glare of the sun. She wears the lightest of tanned animal skins sewn into a rough vest and long loin cloth. Separately a heavier belt circles her waist and holds several pouches with her religious icons, survival gear and water skins. She has fashioned knee-high moccasins that protect her feet from the burning sand and stony surfaces she travels across. With everything about her being such a natural color, it is easy for her to disappear against the background colors of the desert.
Her body is heavily tattooed from her throat to her thighs in swirling brown and black glyphs representing her clan, totem and protective spells that grant warriors strength, courage and invincibility in battle. The tattoos are also meant to intimidate any enemies, for nearly everyone knows of the D’jerran and the D’jerran know that they are feared.
Personality- In D’jerran society, dishonesty can be as dangerous as a weapon; lying or deceit could kill in the desert. So, it is not only taboo, it is harshly punished. As such, Zira is bluntly honest and easily lied to since she doesn’t deal with liars regularly. She is slightly zenophobic, untrusting of ‘Out Worlders’. They have no honor in her eyes and are soft compared to The People. She is seen as overly serious by outsiders, but among her own people or those she knows well, she can be funny and smiles easily.
Among the Djerran, metal of any kind is forbidden. To obtain metal means ripping it from the Earth which they believe is the goddess Riva’s body. They only use stone or obsidian tools and weapons which are easily replaced.
Because Zira has never been outside the desert nor had any contact with live Out Worlders before, she will be quiet among them unless addressed directly. She still stands straight-backed among them because she believes most of them are simply beneath her and weak.
Zira has never seen flowing water or large bodies of water and if she encounters some, she will be fascinated by it, but if forced to cross it, it will terrify her to her great shame.
Weapons/Gear- stone-tipped spear, 4 knives, bolos, sling-staff, pouches with flint and tinder, religious icons, needles, food, salt and other necessities, water skins (2), bedroll with several blankets, yards of rawhide cording, tanned skins she’s working on for replacement moccasins.
Unique Skills: Stealth, misdirection, tracking, hunting, wilderness (especially desert) survival, killing from ambush and guerilla fighting techniques. She can also run at an easy jog for hours without tiring.
Magic - Zira cannot perform magic. She does possess a talisman, created by the wise women of her clan, that assists her in locating water.
Past - Zira is a proud and dedicated warrior of her people. She underwent the “Embrace of the Black Dragon” when she was 16. The youngest in her clan. Her family gained much honor. In D’jerran society, warriors are most honored, songs are sung to their memory for many generations. As the eldest, Zira claimed the right to be trained and excelled. Her strength and conditioning from growing up in the harsh desert was tested, but she remained unbending. On the eve of her 16th birth year, she challenged the elders and demanded the test of the black dragon. For 6 days, she endured the pain of the needle and ink, the lack of food and achieved her vision of the bear. She showed neither pain or fear and was granted full warrior status. Her heart was full and rising from her blankets, bloody and defiant, sang her song of triumph. The following 3 days, her family held a great feast. The other warriors came to sing their songs of past glories and to weave ribbons of tribute into her hair. From then on she was trained in the ways of hunting animal or any intruders into their lands. She could disappear in the dunes, find water and track across rocks.
D’jerran society has been isolated in their desert for countless generations. Even so, they have the same oral traditions of the Black Dragon as the other races. They know it to be evil and that it would return one day. In their lore, it is locked away deep within the Riva’s belly when she defeated it and consumed it. It is what has poisoned the land and made it so barren. Their purpose in living in such a harsh environment is to keep any outsiders from finding the Dragon and trying to release it. This is why they will hunt and will kill any outsiders that wander into their land.
Then came word that the Dragon had escaped and was at work destroying the world again. Whole swaths of lands outside their desert were being burned, peoples being killed and darkness once again claiming the world.
As the Protectors, Zira’s clan made a pact and sent warriors in many directions to search out the Dragon to help defeat it so it can be entombed within the Goddess’ body once more.
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: End of Times
Sounds great, the addition of the unique skills is helpful , I had not thought of adding that to the CS. But, it provides additional insight, and since this wont be a player vs player role play, the talisman is fine given it provides no unfair advantage, just a cool story note. ACCEPTED!
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
~Here's mine. I hope the reason for his joining the group is alright. If not, I can always change it.
Name- Kyal Jorvaskesh
Gender- Male
Race/Type of warrior- Mage
Age- 19
Where from? - Jorvasklan
Appearance- Kyal has wavy chestnut hair, somewhat long, just shy of his shoulders. He has a gentle, rounded face with eyes the color of sapphires. He is of average height, around 5' 11". His body is long and lithe, but he doesn't appear emaciated. He is often clothed in the verdant greens and whites of his family, but when outside of his home he prefers to dress in muted blues and greys so as not to attract unwanted attention.
Personality- Kyal is friendly and kind, somewhat different from many of the other rather pompous and uncaring nobles. He enjoys talking with others and listening to their problems. But he also has a quiet side and could spend hours just sitting in a secluded grove and listening to the sounds of nature. Due to his experiences with the Lortherians, he has a distrust of the tribal folk. He treads carefully around them and is very careful about what he reveals around them. He has a sharp mind and some street smarts, but he can be naive at times. He has a deep connection to his dog, Fargus, and the two are rarely seen apart.
Weapons/Gear- Kyal's carries a simple staff of oak, engraved with strange marking and designs. Twisted coils of twine and twigs wrap themselves around the staff, floweing and growing leaves in some places. He also wears a pendant engraved with his family's crest, but often keeps it hidden underneath his shirt.
Unique skills- Kyal is a skilled Mage, and specializes in Earth magic. He has a deep connection to nature and the environment around him. He loves animals and has a loyal dog as his companion at all times. Kyal is also very good at blending into his environment and at not being seen.
Past: Kyal is the son of King Jeral and Queen Genevieve, the youngest of his family. He led a fairly sheltered life, though he would often sneak into the ancient forest, unafraid of stories of ghosts and specters. He was tutored in arts and academics by some of the finest minds. At a young age, his love for the earth and deep connection to nature prompted him to seek tutoring in Earth magic. He was trained by the elven Mage Fyadore in arcane lore and excelled in his studies. Fyadore was a stern but wise master and taught the young boy many things.
Just recently, he was kidnapped by the Lortherians and his life was threatened in exchange for concessions from the King and Queen. Fortunately, he escaped before he was seriously harmed with help from his loyal canine companion and a wandering Ranger. On his return home, he saw firsthand the destruction caused by the evil dragon. It was literally tearing the world apart and he could feel its pain. When he returned home, his parents were overjoyed, though that joy turned to fear when he stated that he was determined to combat the threat of the wurm. They pleaded with him and cajoled him not to go. There was no worries; he and his people would be safe. The knights and the other common folk would deal with it. This was not something for him to worry his head about...But Kyal would not be dissuaded. He would not stand by as people and nature was harmed and destroyed. His parents placed a guard around him, to keep him safe and to keep him from running off into danger. But one night he slipped from his room with his loyal canine, Fargus, and left to defend the world from the approaching evil with nothing but his staff, a pouch of coins, and a change of clothes.
Name- Kyal Jorvaskesh
Gender- Male
Race/Type of warrior- Mage
Age- 19
Where from? - Jorvasklan
Appearance- Kyal has wavy chestnut hair, somewhat long, just shy of his shoulders. He has a gentle, rounded face with eyes the color of sapphires. He is of average height, around 5' 11". His body is long and lithe, but he doesn't appear emaciated. He is often clothed in the verdant greens and whites of his family, but when outside of his home he prefers to dress in muted blues and greys so as not to attract unwanted attention.
Personality- Kyal is friendly and kind, somewhat different from many of the other rather pompous and uncaring nobles. He enjoys talking with others and listening to their problems. But he also has a quiet side and could spend hours just sitting in a secluded grove and listening to the sounds of nature. Due to his experiences with the Lortherians, he has a distrust of the tribal folk. He treads carefully around them and is very careful about what he reveals around them. He has a sharp mind and some street smarts, but he can be naive at times. He has a deep connection to his dog, Fargus, and the two are rarely seen apart.
Weapons/Gear- Kyal's carries a simple staff of oak, engraved with strange marking and designs. Twisted coils of twine and twigs wrap themselves around the staff, floweing and growing leaves in some places. He also wears a pendant engraved with his family's crest, but often keeps it hidden underneath his shirt.
Unique skills- Kyal is a skilled Mage, and specializes in Earth magic. He has a deep connection to nature and the environment around him. He loves animals and has a loyal dog as his companion at all times. Kyal is also very good at blending into his environment and at not being seen.
Past: Kyal is the son of King Jeral and Queen Genevieve, the youngest of his family. He led a fairly sheltered life, though he would often sneak into the ancient forest, unafraid of stories of ghosts and specters. He was tutored in arts and academics by some of the finest minds. At a young age, his love for the earth and deep connection to nature prompted him to seek tutoring in Earth magic. He was trained by the elven Mage Fyadore in arcane lore and excelled in his studies. Fyadore was a stern but wise master and taught the young boy many things.
Just recently, he was kidnapped by the Lortherians and his life was threatened in exchange for concessions from the King and Queen. Fortunately, he escaped before he was seriously harmed with help from his loyal canine companion and a wandering Ranger. On his return home, he saw firsthand the destruction caused by the evil dragon. It was literally tearing the world apart and he could feel its pain. When he returned home, his parents were overjoyed, though that joy turned to fear when he stated that he was determined to combat the threat of the wurm. They pleaded with him and cajoled him not to go. There was no worries; he and his people would be safe. The knights and the other common folk would deal with it. This was not something for him to worry his head about...But Kyal would not be dissuaded. He would not stand by as people and nature was harmed and destroyed. His parents placed a guard around him, to keep him safe and to keep him from running off into danger. But one night he slipped from his room with his loyal canine, Fargus, and left to defend the world from the approaching evil with nothing but his staff, a pouch of coins, and a change of clothes.
Ruu- Poltergeist
- Join date : 2010-09-25
Posts : 758
Age : 35
Location : Home
Re: End of Times
Did you mean the Earth as in a element? Or as in nature magic?
Elemental magic- For your earth elemental, it would be like ground spikes, projectiles, etc, they use attack/defense
Nature magic- manipulation of animals, nature spirits, communication, NON elemental. Support character, non weaponized
Perhaps I once again did not use the correct wording, basically Lortherians work WITH nature, others can directly manipulate aspects of it.
Elemental magic- For your earth elemental, it would be like ground spikes, projectiles, etc, they use attack/defense
Nature magic- manipulation of animals, nature spirits, communication, NON elemental. Support character, non weaponized
Perhaps I once again did not use the correct wording, basically Lortherians work WITH nature, others can directly manipulate aspects of it.
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
Oops, yea, I meant Earth as an element. He can't manipulate animals or nature spirits, but he does feel for the Earth and nature and wants to protect it if that makes sense.
Ruu- Poltergeist
- Join date : 2010-09-25
Posts : 758
Age : 35
Location : Home
Re: End of Times
Yup, that's fine. Accepted!
After Syrena's character is approved, no more mages will be accepted.
After Syrena's character is approved, no more mages will be accepted.
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
Name: Sylvanna SnowTear
Gender: Female
Age: 22
Race: Elf
Class: Elemental Mage
Appearance: Sylvanna is genetically gifted with a slender, delicate body and pointy ears.
Her facial features are sharp rather than oval, and her skin is unnaturally pale. Long, white-blonde hair—once worn in neatly coiffured curls rolled into a single bun is now worn in raggedy, free hanging curls—sets off her light grey eyes.
She does not boost ample curves or breasts. But her pink lips are full. She considers her lips and hair to be some of the few things about her appearance that are still beautiful.
Because all magic, especially destructive magic, comes with a price, Sylvanna’s body often appears half-starved. She also has several scars, cut in symmetrical patterns, on her hands and arms. The scars on her arms are thin and masterfully made with the point of a stiletto. In comparison, the scars on her hands are careless creations; some are thin and others are thick.
Previously, Sylvanna hid her scars with light, leather armor. She favored long sleeves with leather bracers and pants with soft, leather boots. However, Sylvanna has lately grown careless and has chosen to wear minimal, light armor that leaves her stomach and legs exposed.
Location: The Sea of Tears
Weapons and Gear: Sylvanna carries two stilettos. The handles of the stilettos are ornate. Silver engravings are etched into the handles; the engravings are Old Tongue blessings. But the blades are simple, sharp needle-like points.
Ironically, Sylvanna rarely uses her stilettos as weapons; although, she is trained to handle the daggers. Instead, she uses the weapons as a way to slit the palms of her hands during battles in order to offer her blood as a sacrifice in exchange for the gift of destructive magic.
Sylvanna also wears a tear shaped pendant. The body of the pendant is a dull silver color; however, the shimmering gem is what makes the pendant pretty. The shimmering gem, though, is a real tear. Sylvanna uses magic to keep the tear frozen as part of the pendant.
Unique Skills: Sylvanna is an extremely skilled elemental mage with an affinity for water magic. And her specialty is in destructive water magic. She’s not afraid to offer her health or her blood to create potent spells.
Sylvanna also has basic knowledge of short-term wilderness survival thanks to her adventures (and misadventures) with Jarret. She can create rudimentary traps and pick out edible plants and a few medicinal herbs. Although, there are many plants she is unfamiliar with.
Ideally, Sylvanna prefers not to run out of supplies or stray too far into the wilderness. Even trapped in the depths of madness, Sylvanna eventually came back to quiet taverns and inns on the outskirts of civilization.
Furthermore, Sylvanna, like others of her kind, also possess talent in the realm of craftsmanship. Prior to her descent into madness and grief, Sylvanna experimented with jewelry making. She made several of her trinkets and often used magic to turn drops of water into shimmering gems.
After Jarret death, though, Sylvanna gave up the hobby.
Personality: Sylvanna’s ability to masterfully control magic at a young age set her apart from her peers. Thus, she often spent her time alone. Loneliness did not handicap her ability to understand why others acted the way they did; however, loneliness did make it hard for Sylvanna to relate with others on a personal level.
Consequently, she is able to manipulate and lie to others without feeling moral unrest.
Her one close friend, Jarret WindRunner, did help her to learn various social skills and customs; although, Sylvanna is often uncomfortable in the presence of others. After, Jarret’s death, Sylvanna withdrew into herself in grief and became a bitter, cold woman.
Past: Sylvanna is the only child of Taliesin SnowTear. Her mother, Rosalie IceStorm, died during childbirth. Both of her parents were Water Elves and had an affinity for water magic. As a child, Sylvanna demonstrated an affinity for water magic like her parents.
Sylvanna’s talent for elemental magic was unnatural. Her control and precision in the use of magic quickly set her apart from her peers. And, like most children, Sylvanna had little concept of the price of magic. Harmless creations of frozen water droplets in jewelry had a relatively small price. So did the creation of ice-tipped daggers.
The constant state of loneliness was Sylvanna’s first sacrifice to the art of magic. But, she did have a single friend: Jarret WindRunner. Jarret and Sylvanna meet by accident. The two formed a close bond and quickly embarked on several adventures together. In many ways, Jarret was Sylvanna’s sole tie to the social world.
However, during one of their adventures, Jarret was killed.
Sylvanna and Jarret wandered too far into a Lotherian clan territory. They were ambushed and quickly overwhelmed. Sylvanna instinctively tapped into elemental magic to kill the attackers. Infused with battle-magic, Sylvanna was unaware of the price she paid to kill the Lotherian ambushers. She took Jarret’s blood in order to use potent, destructive magic.
Jarret gave his life blood willingly, but Sylvanna blamed herself for his death. Her grief caused her to go mad. She fled into the wilds. For several months she wandered aimlessly, consumed by grief. She sought death and often engaged in reckless fights with other elves, humans, barbarians, and even elements of nature.
Anything she stumbled across was fair game.
Although her madness has slowly begun to recede, grief is still heavy in her heart. Because her grief is still heavy and she has not yet found death, Sylvanna has started to search for The Dragon. A small part of her hopes that The Dragon will grant her the death she is searching for.
Gender: Female
Age: 22
Race: Elf
Class: Elemental Mage
Appearance: Sylvanna is genetically gifted with a slender, delicate body and pointy ears.
Her facial features are sharp rather than oval, and her skin is unnaturally pale. Long, white-blonde hair—once worn in neatly coiffured curls rolled into a single bun is now worn in raggedy, free hanging curls—sets off her light grey eyes.
She does not boost ample curves or breasts. But her pink lips are full. She considers her lips and hair to be some of the few things about her appearance that are still beautiful.
Because all magic, especially destructive magic, comes with a price, Sylvanna’s body often appears half-starved. She also has several scars, cut in symmetrical patterns, on her hands and arms. The scars on her arms are thin and masterfully made with the point of a stiletto. In comparison, the scars on her hands are careless creations; some are thin and others are thick.
Previously, Sylvanna hid her scars with light, leather armor. She favored long sleeves with leather bracers and pants with soft, leather boots. However, Sylvanna has lately grown careless and has chosen to wear minimal, light armor that leaves her stomach and legs exposed.
Location: The Sea of Tears
Weapons and Gear: Sylvanna carries two stilettos. The handles of the stilettos are ornate. Silver engravings are etched into the handles; the engravings are Old Tongue blessings. But the blades are simple, sharp needle-like points.
Ironically, Sylvanna rarely uses her stilettos as weapons; although, she is trained to handle the daggers. Instead, she uses the weapons as a way to slit the palms of her hands during battles in order to offer her blood as a sacrifice in exchange for the gift of destructive magic.
Sylvanna also wears a tear shaped pendant. The body of the pendant is a dull silver color; however, the shimmering gem is what makes the pendant pretty. The shimmering gem, though, is a real tear. Sylvanna uses magic to keep the tear frozen as part of the pendant.
Unique Skills: Sylvanna is an extremely skilled elemental mage with an affinity for water magic. And her specialty is in destructive water magic. She’s not afraid to offer her health or her blood to create potent spells.
Sylvanna also has basic knowledge of short-term wilderness survival thanks to her adventures (and misadventures) with Jarret. She can create rudimentary traps and pick out edible plants and a few medicinal herbs. Although, there are many plants she is unfamiliar with.
Ideally, Sylvanna prefers not to run out of supplies or stray too far into the wilderness. Even trapped in the depths of madness, Sylvanna eventually came back to quiet taverns and inns on the outskirts of civilization.
Furthermore, Sylvanna, like others of her kind, also possess talent in the realm of craftsmanship. Prior to her descent into madness and grief, Sylvanna experimented with jewelry making. She made several of her trinkets and often used magic to turn drops of water into shimmering gems.
After Jarret death, though, Sylvanna gave up the hobby.
Personality: Sylvanna’s ability to masterfully control magic at a young age set her apart from her peers. Thus, she often spent her time alone. Loneliness did not handicap her ability to understand why others acted the way they did; however, loneliness did make it hard for Sylvanna to relate with others on a personal level.
Consequently, she is able to manipulate and lie to others without feeling moral unrest.
Her one close friend, Jarret WindRunner, did help her to learn various social skills and customs; although, Sylvanna is often uncomfortable in the presence of others. After, Jarret’s death, Sylvanna withdrew into herself in grief and became a bitter, cold woman.
Past: Sylvanna is the only child of Taliesin SnowTear. Her mother, Rosalie IceStorm, died during childbirth. Both of her parents were Water Elves and had an affinity for water magic. As a child, Sylvanna demonstrated an affinity for water magic like her parents.
Sylvanna’s talent for elemental magic was unnatural. Her control and precision in the use of magic quickly set her apart from her peers. And, like most children, Sylvanna had little concept of the price of magic. Harmless creations of frozen water droplets in jewelry had a relatively small price. So did the creation of ice-tipped daggers.
The constant state of loneliness was Sylvanna’s first sacrifice to the art of magic. But, she did have a single friend: Jarret WindRunner. Jarret and Sylvanna meet by accident. The two formed a close bond and quickly embarked on several adventures together. In many ways, Jarret was Sylvanna’s sole tie to the social world.
However, during one of their adventures, Jarret was killed.
Sylvanna and Jarret wandered too far into a Lotherian clan territory. They were ambushed and quickly overwhelmed. Sylvanna instinctively tapped into elemental magic to kill the attackers. Infused with battle-magic, Sylvanna was unaware of the price she paid to kill the Lotherian ambushers. She took Jarret’s blood in order to use potent, destructive magic.
Jarret gave his life blood willingly, but Sylvanna blamed herself for his death. Her grief caused her to go mad. She fled into the wilds. For several months she wandered aimlessly, consumed by grief. She sought death and often engaged in reckless fights with other elves, humans, barbarians, and even elements of nature.
Anything she stumbled across was fair game.
Although her madness has slowly begun to recede, grief is still heavy in her heart. Because her grief is still heavy and she has not yet found death, Sylvanna has started to search for The Dragon. A small part of her hopes that The Dragon will grant her the death she is searching for.
Last edited by Syrena on Wed Oct 10, 2012 1:13 pm; edited 2 times in total
Syrena- Shadow
- Join date : 2012-10-01
Posts : 243
Re: End of Times
We have a perponderance of females in the RP, it seems. If anyone has a n opinion, I can switch Zira to male to round things out?
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: End of Times
I believe Spectre is going to make a human rouge/warrior, perhaps if he doesn't mind, it could be male?
Oh, and Syrena's character is accepted!
Argh! That was from Alice, my (Bob here) account was still signed in when she posted. Tis one of the problems when two people share the same computer and internet connection.
Oh, and Syrena's character is accepted!
Argh! That was from Alice, my (Bob here) account was still signed in when she posted. Tis one of the problems when two people share the same computer and internet connection.
That's Great Bob- Mist
- Join date : 2012-10-01
Posts : 18
Age : 33
Location : The Asylum
Re: End of Times
I noticed that Digital Muse and Ruu have a "unique skills" section in their character sheets, so I added that bit into mine as well. It seemed like a fun thing to have. Although, I think mine is a bit bland.
Let me know if there are any problems--
Unique Skills: Sylvanna is an extremely skilled elemental mage with an affinity for water magic. And her specialty is in destructive water magic. She’s not afraid to offer her health or her blood to create potent spells.
Sylvanna also has basic knowledge of short-term wilderness survival thanks to her adventures (and misadventures) with Jarret. She can create rudimentary traps and pick out edible plants and a few medicinal herbs. Although, there are many plants she is unfamiliar with.
Ideally, Sylvanna prefers not to run out of supplies or stray too far into the wilderness. Even trapped in the depths of madness, Sylvanna eventually came back to quiet taverns and inns on the outskirts of civilization.
Furthermore, Sylvanna, like others of her kind, also possess talent in the realm of craftsmanship. Prior to her descent into madness and grief, Sylvanna experimented with jewelry making. She made several of her trinkets and often used magic to turn drops of water into shimmering gems.
After Jarret death, though, Sylvanna gave up the hobby.
Let me know if there are any problems--
Unique Skills: Sylvanna is an extremely skilled elemental mage with an affinity for water magic. And her specialty is in destructive water magic. She’s not afraid to offer her health or her blood to create potent spells.
Sylvanna also has basic knowledge of short-term wilderness survival thanks to her adventures (and misadventures) with Jarret. She can create rudimentary traps and pick out edible plants and a few medicinal herbs. Although, there are many plants she is unfamiliar with.
Ideally, Sylvanna prefers not to run out of supplies or stray too far into the wilderness. Even trapped in the depths of madness, Sylvanna eventually came back to quiet taverns and inns on the outskirts of civilization.
Furthermore, Sylvanna, like others of her kind, also possess talent in the realm of craftsmanship. Prior to her descent into madness and grief, Sylvanna experimented with jewelry making. She made several of her trinkets and often used magic to turn drops of water into shimmering gems.
After Jarret death, though, Sylvanna gave up the hobby.
Syrena- Shadow
- Join date : 2012-10-01
Posts : 243
Re: End of Times
SOunds fine, I never thought of adding it to the character sheet, which is why my character didnt have it. But, ya'll are taking the initiative! Everythings fine
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
Awesome!
I just wanted to make sure everything was okay. You never know when something is off... ^.^
I just wanted to make sure everything was okay. You never know when something is off... ^.^
Syrena- Shadow
- Join date : 2012-10-01
Posts : 243
Re: End of Times
Character-
Name- Faolan Sandalius
Gender- Male
Race/Type of warrior- Human [Half elf] Warrior/Rogue
Age-26
Where from? - Etherium
Appearance- Physically, Faolan doesn't look like much, being of average height and weight. He looks 99% human, and he is still under the impression of such. His hair just longer than 'short' but not long enough to be considered medium length, it is shaggy, wavy, and light brown. Upon his round face are thick eyebrows atop golden colored eyes, with dark brown flecks toward the outer iris. His face is usually unshaven, giving him facial hair that is just longer than stubble, appearing as a short beard that is thinner at his mid cheeks. His skin is a slightly tanned color.
He travels as light as possible. Slightly decorative, but mostly unremarkable clothing. Around his neck is a necklace made of wolf claws laced together. Faolan wears a hide tunic over a neutral grey long sleeved shirt tucked into leather bracers over hide gloves. Around his waist is a thick leather belt that seems to cover his midsection. Hanging from this is a wilderness knife in a fur and wood scabbard, and the handle is contoured to his hand with a hide wrap. At his lower back is sheathed his tomahawk made from a direwolf bone. Along the sides of his belt are some provisions, and a water bladder. He always carries a whetstone, and a few solvents. He wears unremarkable hide pants, and over-the-knee length leather boots that have a very soft malleable sole without treat- for silent movement and hard to see tracks. Over his shoulders is a fur pelt of a wolf- one that he of course did not slay. On his back he has a large quiver stocked well with arrows, and in his gloved hand, or around his body is usually his hunting composite bow, fashioned himself of a patch of enchanted trees in the Forest of the Unseen, and fangs of legendary direwolves that roamed parts of the land he was from.
Personality- Faolan is generally quiet, and nice to passers-by. He doesn't like to say much, because he is unused to it. A tad socially awkward, he doesn't really care for people as a collective. He is very wild-minded, and a total nomad. Unused to the thoughts of 'settling down', and owning a house, things of that nature. He understands social graces, but they are a new concept to him.
He holds disdain for most people, especially people who are rich, wasteful, arrogant, selfish, or have no respect for nature and balance. He doesn't usually attack people, being an introvert, but he will defend himself. He holds no respect for most people because to him- they have no honor. To them, he is apathetic.
His sense of humor is strange to others, but it's eccentric nature is silly on its own.
he is also very passionate about things he does. Almost everything is done with an intense focus and care. He is an artist, but not in the general sense.
Weapons/Gear- he carries a compound bow with several arrows in a quiver behind his waist. He has a double edged wilderness knife in a leather and wooden sheath at his right hip. It's hilt is hide wrapped for grip, and contoured to his hand. Behind this is a small square pouch holding a whetstone. At his rear he has secured his tomahawk at his lower back, handle out- so he can grip and remove with his right hand. This is mostly un-spectacular, however the handle is a carved direwolf bone, an off-white color.
he carries a bladder for water as well as a few healing herbs for staving off infection.
Unique Skills : Faolan is an incredible hunter. You name it- he can probably track and hunt it. His entire life has been based on this, so naturally he's great at it. Concealment, covering scent and tracks, moving silently, exploiting weaknesses, and immense patience. However his unique skill helps all of this. He doesn't have animal-like senses, but he does have better hearing and sense of smell than most humans and dwarves, and slight low-light vision. Because of this, he can be disoriented by loud noises, or terrible smells, and flashes of bright light in the darkness. He thinks this is because he has been blessed by the wolf- spirits. It's actually just because he's half elven.
He has a nature affinity- where he can manipulate and understand most animals that are not sentient.
Past:
Faolan was born to a rich noble family. However he has no recollection of this, because after he was born- he was apparently abandoned by his family and left in a deep elven wood. This was because Faolan was born a half elf, something to which he has yet to even catch on to. The only outward tell tale sign of this is his golden eyes, and he just considers it a sign of being so close to the wolf gods- because, that's what his parents have told him. However, in all reality- his noble blood mother had an affair with an elven esquire. Upon the realization of this, and being unable to kill the young babe, he was ridden out to the elven wood, and abandoned by his birth mother's husband. Any of their fates are unknown.
He was found by a young elf family of four parents and three children. The four raised him as their own in the wood with their children. They prayed to their own spirits of the earth- similar to something like druids. Though, most favored- was the spirit of the wolf- and the wolf gods. They had a sort of affinity with the wilds of nature, and never seemed to need to fight off hungry bears, badgers, wolves or the like. His family told them that he was gifted to them by the Direwolf. Foalan can only take their word for it, because since he was a baby, he had been raised by them as their own, and as a child of the wood. He was named 'Faolan'- another name for 'Little Wolf' because of his golden eyes, resembling that of the noble direwolves that were said to roam the area. Their little family basically lived alongside nature with ease. They traveled- and hunted alongside packs of wolves, and coyotes as if they were long lost friends. They seemed to assimilate well into groups such as these. Joining in on hunts from time to time, and even in song with the far off howls at night. Even when they parted ways, Faolan's family held these animalistic tendencies. They saw in Faolan that he had the same ability as they did- the affinity with nature spirits and the wildlife, and taught him to use it.
They didn't really assimilate well with humans and dwarves, however. They would from time to time enter villages and cities for some supplies or foods or drink they couldn't catch at the time. They were looked down upon by many, left alone by most. This suited them, though. They even bought scrolls, and small books to teach reading and expanding their minds. Odd, they lived in such seclusion, but wanted their children to experience both worlds from time to time.
They provided most things for themselves. Bought steel for arrowheads and knives from roaming travellers, and some other small things, but for the most part- nature provided them with everything they needed. Shelter, food, and water. They went on hunts, and prayed for their kills, and were saddened by each death to support themselves, praying for forgiveness, and also praying to let the animal continue the circle of life. It was considered a prime sin to fell any sort of wolf, however. They saw it as murder- as they would never kill each other- they would never kill a wolf, either.
Having grown older, he began to develop romantic feelings for one of the twin girls his age in their pack- the beautiful blonde Daciana. As they were off exploring in one of the woods they frequented in their migrations, their encounter with the Vorlder Maltesken left them scarred. In their time just a week before their union day, they were tracking signs of the direwolf. Pawprints fresh. Strange smells in the air, however. Excited, the two were off in haste through the woods, their footsteps silent, but you could hear their clothes catching on branches sparsely- though most would think nothing of it but the wind itself. Over downed tree logs, under thickets, traversing the trees and ground as if it were all meant to be moved across so fluid, and naturally. Their run lead them to the edge of a cliffside, where down below was scorched earth. Stopping, having emerged from the trees to see the black terrain beneath them, burnt, and destroyed. They both stood in wonder, just staring at the terrain and horizon. They quickly made their way down the mountain- like the spider.
Upon touching scorched earth, they saw downed trees everywhere, broken and burnt to coals. There nearby they finally found their direwolf they had been searching for. Its enormous body tall as a man, wide as two and a half stag, and more ferocious than the bear. It's body had been recently killed, though to their amazement, they saw nothing else around alive to have killed it. . . Upon praying to their gods, they harvested parts of the wolf, a few bones, its claws, and fangs. Faolan also skinned it, cutting a large swath, he tied it up after folding it, and hung it at his back. Though, upon finishing, and traversing the burnt forest, they heard something from back where they had come...
As you can imagine, both of them sped back up the cliffside, and through the wood to see that where their family once was- a pillar of smoke rose from. The smell of burn flesh was stronger the closer they went to their campsite. The flame had mostly died out, with small flames outlining the burnt perimeter, and some embers littering the black and coal area. They only saw bones of their family strewn about. Smoldering. Devastated, after burying their families' remains, they were off to the nearest town. Coming into contact with more and more scorched earth. Unable to be technically wed the way they wanted, they would wait until they came into contact with a live direwolf. This would be their sign.
Weeks later after having made camp near to a large city- Faolan left his love at the campsite to bag some water. A mistake to leave the camp for just a moment. Returning to an empty, half burnt campsite- only to see his love's necklace made of one of the direwolf's paw-full of claws lying on the ground, his stomach twisted. Everything else was gone. It was as if everything disappeared. This was no doubt from the world eater. Like so many others, it had taken much from Faolan.
Distraught, he waited for days for her return, but she never came. Determined to find her, Faolan grabbed her necklace, and threw it around his neck, and headed off. Traveling alone from wood to wood, city to city, looking for his mate. He assimilated more and more to city life- hunting bounties of all sorts. Animal, human, dwarf, elf, monster. It mattered not. He was getting his name out there in some small villages. He wanted to explore every aspect of life to hopefully get his love back, and find the monsters that are slowly destroying their lands and families.
He wanted to take it back. He would hunt it, and kill it. Anything that lives can be killed- even legends die. He would be the hunter.
Name- Faolan Sandalius
Gender- Male
Race/Type of warrior- Human [Half elf] Warrior/Rogue
Age-26
Where from? - Etherium
Appearance- Physically, Faolan doesn't look like much, being of average height and weight. He looks 99% human, and he is still under the impression of such. His hair just longer than 'short' but not long enough to be considered medium length, it is shaggy, wavy, and light brown. Upon his round face are thick eyebrows atop golden colored eyes, with dark brown flecks toward the outer iris. His face is usually unshaven, giving him facial hair that is just longer than stubble, appearing as a short beard that is thinner at his mid cheeks. His skin is a slightly tanned color.
He travels as light as possible. Slightly decorative, but mostly unremarkable clothing. Around his neck is a necklace made of wolf claws laced together. Faolan wears a hide tunic over a neutral grey long sleeved shirt tucked into leather bracers over hide gloves. Around his waist is a thick leather belt that seems to cover his midsection. Hanging from this is a wilderness knife in a fur and wood scabbard, and the handle is contoured to his hand with a hide wrap. At his lower back is sheathed his tomahawk made from a direwolf bone. Along the sides of his belt are some provisions, and a water bladder. He always carries a whetstone, and a few solvents. He wears unremarkable hide pants, and over-the-knee length leather boots that have a very soft malleable sole without treat- for silent movement and hard to see tracks. Over his shoulders is a fur pelt of a wolf- one that he of course did not slay. On his back he has a large quiver stocked well with arrows, and in his gloved hand, or around his body is usually his hunting composite bow, fashioned himself of a patch of enchanted trees in the Forest of the Unseen, and fangs of legendary direwolves that roamed parts of the land he was from.
Personality- Faolan is generally quiet, and nice to passers-by. He doesn't like to say much, because he is unused to it. A tad socially awkward, he doesn't really care for people as a collective. He is very wild-minded, and a total nomad. Unused to the thoughts of 'settling down', and owning a house, things of that nature. He understands social graces, but they are a new concept to him.
He holds disdain for most people, especially people who are rich, wasteful, arrogant, selfish, or have no respect for nature and balance. He doesn't usually attack people, being an introvert, but he will defend himself. He holds no respect for most people because to him- they have no honor. To them, he is apathetic.
His sense of humor is strange to others, but it's eccentric nature is silly on its own.
he is also very passionate about things he does. Almost everything is done with an intense focus and care. He is an artist, but not in the general sense.
Weapons/Gear- he carries a compound bow with several arrows in a quiver behind his waist. He has a double edged wilderness knife in a leather and wooden sheath at his right hip. It's hilt is hide wrapped for grip, and contoured to his hand. Behind this is a small square pouch holding a whetstone. At his rear he has secured his tomahawk at his lower back, handle out- so he can grip and remove with his right hand. This is mostly un-spectacular, however the handle is a carved direwolf bone, an off-white color.
he carries a bladder for water as well as a few healing herbs for staving off infection.
Unique Skills : Faolan is an incredible hunter. You name it- he can probably track and hunt it. His entire life has been based on this, so naturally he's great at it. Concealment, covering scent and tracks, moving silently, exploiting weaknesses, and immense patience. However his unique skill helps all of this. He doesn't have animal-like senses, but he does have better hearing and sense of smell than most humans and dwarves, and slight low-light vision. Because of this, he can be disoriented by loud noises, or terrible smells, and flashes of bright light in the darkness. He thinks this is because he has been blessed by the wolf- spirits. It's actually just because he's half elven.
He has a nature affinity- where he can manipulate and understand most animals that are not sentient.
Past:
Faolan was born to a rich noble family. However he has no recollection of this, because after he was born- he was apparently abandoned by his family and left in a deep elven wood. This was because Faolan was born a half elf, something to which he has yet to even catch on to. The only outward tell tale sign of this is his golden eyes, and he just considers it a sign of being so close to the wolf gods- because, that's what his parents have told him. However, in all reality- his noble blood mother had an affair with an elven esquire. Upon the realization of this, and being unable to kill the young babe, he was ridden out to the elven wood, and abandoned by his birth mother's husband. Any of their fates are unknown.
He was found by a young elf family of four parents and three children. The four raised him as their own in the wood with their children. They prayed to their own spirits of the earth- similar to something like druids. Though, most favored- was the spirit of the wolf- and the wolf gods. They had a sort of affinity with the wilds of nature, and never seemed to need to fight off hungry bears, badgers, wolves or the like. His family told them that he was gifted to them by the Direwolf. Foalan can only take their word for it, because since he was a baby, he had been raised by them as their own, and as a child of the wood. He was named 'Faolan'- another name for 'Little Wolf' because of his golden eyes, resembling that of the noble direwolves that were said to roam the area. Their little family basically lived alongside nature with ease. They traveled- and hunted alongside packs of wolves, and coyotes as if they were long lost friends. They seemed to assimilate well into groups such as these. Joining in on hunts from time to time, and even in song with the far off howls at night. Even when they parted ways, Faolan's family held these animalistic tendencies. They saw in Faolan that he had the same ability as they did- the affinity with nature spirits and the wildlife, and taught him to use it.
They didn't really assimilate well with humans and dwarves, however. They would from time to time enter villages and cities for some supplies or foods or drink they couldn't catch at the time. They were looked down upon by many, left alone by most. This suited them, though. They even bought scrolls, and small books to teach reading and expanding their minds. Odd, they lived in such seclusion, but wanted their children to experience both worlds from time to time.
They provided most things for themselves. Bought steel for arrowheads and knives from roaming travellers, and some other small things, but for the most part- nature provided them with everything they needed. Shelter, food, and water. They went on hunts, and prayed for their kills, and were saddened by each death to support themselves, praying for forgiveness, and also praying to let the animal continue the circle of life. It was considered a prime sin to fell any sort of wolf, however. They saw it as murder- as they would never kill each other- they would never kill a wolf, either.
Having grown older, he began to develop romantic feelings for one of the twin girls his age in their pack- the beautiful blonde Daciana. As they were off exploring in one of the woods they frequented in their migrations, their encounter with the Vorlder Maltesken left them scarred. In their time just a week before their union day, they were tracking signs of the direwolf. Pawprints fresh. Strange smells in the air, however. Excited, the two were off in haste through the woods, their footsteps silent, but you could hear their clothes catching on branches sparsely- though most would think nothing of it but the wind itself. Over downed tree logs, under thickets, traversing the trees and ground as if it were all meant to be moved across so fluid, and naturally. Their run lead them to the edge of a cliffside, where down below was scorched earth. Stopping, having emerged from the trees to see the black terrain beneath them, burnt, and destroyed. They both stood in wonder, just staring at the terrain and horizon. They quickly made their way down the mountain- like the spider.
Upon touching scorched earth, they saw downed trees everywhere, broken and burnt to coals. There nearby they finally found their direwolf they had been searching for. Its enormous body tall as a man, wide as two and a half stag, and more ferocious than the bear. It's body had been recently killed, though to their amazement, they saw nothing else around alive to have killed it. . . Upon praying to their gods, they harvested parts of the wolf, a few bones, its claws, and fangs. Faolan also skinned it, cutting a large swath, he tied it up after folding it, and hung it at his back. Though, upon finishing, and traversing the burnt forest, they heard something from back where they had come...
As you can imagine, both of them sped back up the cliffside, and through the wood to see that where their family once was- a pillar of smoke rose from. The smell of burn flesh was stronger the closer they went to their campsite. The flame had mostly died out, with small flames outlining the burnt perimeter, and some embers littering the black and coal area. They only saw bones of their family strewn about. Smoldering. Devastated, after burying their families' remains, they were off to the nearest town. Coming into contact with more and more scorched earth. Unable to be technically wed the way they wanted, they would wait until they came into contact with a live direwolf. This would be their sign.
Weeks later after having made camp near to a large city- Faolan left his love at the campsite to bag some water. A mistake to leave the camp for just a moment. Returning to an empty, half burnt campsite- only to see his love's necklace made of one of the direwolf's paw-full of claws lying on the ground, his stomach twisted. Everything else was gone. It was as if everything disappeared. This was no doubt from the world eater. Like so many others, it had taken much from Faolan.
Distraught, he waited for days for her return, but she never came. Determined to find her, Faolan grabbed her necklace, and threw it around his neck, and headed off. Traveling alone from wood to wood, city to city, looking for his mate. He assimilated more and more to city life- hunting bounties of all sorts. Animal, human, dwarf, elf, monster. It mattered not. He was getting his name out there in some small villages. He wanted to explore every aspect of life to hopefully get his love back, and find the monsters that are slowly destroying their lands and families.
He wanted to take it back. He would hunt it, and kill it. Anything that lives can be killed- even legends die. He would be the hunter.
Spectre- Spectral Light
- Join date : 2009-06-07
Posts : 376
Age : 37
Location : United States- Ohio
Re: End of Times
Cool, accepted!
If no one else is going to join, I'll get the ball rolling in the next day or two, my puppy is possibly sick so I am not really in the mood currently, but it will start soon!
If no one else is going to join, I'll get the ball rolling in the next day or two, my puppy is possibly sick so I am not really in the mood currently, but it will start soon!
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
I'm done making the bio. Don't forget me!
Name: Lily
Race: Quarter-elf, resulting from her grandmother getting a little frisky with the local elfin population. She has some of the benefits of the elfin race, such as keen senses, easy and natural grace, and stealthy movements, but her main strengths are in her more human traits of physical strength, resiliency, and resourcefulness.
Class: Rogue.
Age: 19
~~~Animal Friend: A secretary bird named Marina. Secretary birds are renowned for their speed, grace, deadliness, and size. Marina is a particularly impressive specimen, standing at five feet tall; she's large enough to take Lily for short flights or long runs at speeds that are faster than Lily can run.
Appearance: Lily is a very slight and athletic figure. Standing at only four foot nine, she's got the worst case of Napoleonic complex anyone in her village has ever seen in their lives. A cascading rush of midnight black hair frames a tan complexion and hostile blue eyes. She wears only a black ninja suit made of smooth, soft leather that's been masterfully taken care of and more pockets than anyone could ever need. Her pack is slim and utilitarian, strapped to her back with all of her supplies in it.
Personality: Lily has a nasty Napoleonic complex due to her height, but she recognizes her defects with startling clarity. She's an incorrigible perfectionist. However, she does have a soft side; she trusts far too easily, something her parents despaired of, and will be absolutely thunderstruck by a surprise assault from a supposed ally.
Weapons/Equipment: Lily has a 6 foot longbow which she fires with pinpoint accuracy. Because she has this annoying thing called a conscience, her arrows are tipped with rubber that delivers quite a punch but is not fatal except with an exceedingly rare angle that is impossible to plan for. She does, however, have some metal-tipped arrows for self-defense. She appears to be able to draw the arrows from Hammerspace, but in fact her quiver is as expansive as it is economically efficient. Rest assured, it will take some time before she runs out of ammunition for her bow. (300 arrows)
In closer quarters, she uses a Chinese weapon called a meteor hammer. It is basically two metal balls on a chain, which she dons thick gloves to use so her tiny fingers aren't caught in the links. The gloves have tiny blades in each finger; Lily doesn't take chances. Those ribbons aren't just ribbons, and there are two more daggers in each boot.
Unique Skills: Lily is a pyrokinetic, something her elfin grandfather probably would not have been too proud of. It is a rare gift, passed down by her father's side of the family. However, Lily was not /trained/ in the art of pyrokinesis, so she can't do much with it besides light her weapons on fire when she needs to. She can also wreathe Marina in flame without hurting her (this was not always the case). She can live completely off the land, not requiring any supplies for camping or for food; she can forage with the best of them and construct shelters and cooking materials out of nature.
Past: Lily was just two when her father took her aside and showed her how to breathe fire.
By the time she was four, she could incapacitate any adult in the village from afar with her bow and arrows and took delight in doing just that at random moments.
When she was nine years old, she ran away from home for four years. She tried coming back twice but her mother beat her off with a broom. Considering that Lily was trying to kill her with her bow at the time, this is a feat of some note.
When she was twelve, her mother welcomed her back into her home and made a meal as though nothing had happened. She even fed Marina. Her father was overjoyed to see her alive and gave the whole family a hug. Marina squawked a couple times. Lily excelled in home life, but inside her heart had awoken an itch for adventure that her father and mother just couldn't quench. She was growing up to be a model daughter, and when her coming of age ceremony finally came at age 18, she passed with flying colors. Her parents were so proud, but Lily was not. The ceremony had been a joke, a breeze; though some had failed, Lily had not felt challenged. She needed to go out into the world where there were people worthy of her respect, enemies worth fighting, and most importantly, a Black Dragon to kill.
Her parents watched her leave, but she never saw them.
Name: Lily
Race: Quarter-elf, resulting from her grandmother getting a little frisky with the local elfin population. She has some of the benefits of the elfin race, such as keen senses, easy and natural grace, and stealthy movements, but her main strengths are in her more human traits of physical strength, resiliency, and resourcefulness.
Class: Rogue.
Age: 19
~~~Animal Friend: A secretary bird named Marina. Secretary birds are renowned for their speed, grace, deadliness, and size. Marina is a particularly impressive specimen, standing at five feet tall; she's large enough to take Lily for short flights or long runs at speeds that are faster than Lily can run.
Appearance: Lily is a very slight and athletic figure. Standing at only four foot nine, she's got the worst case of Napoleonic complex anyone in her village has ever seen in their lives. A cascading rush of midnight black hair frames a tan complexion and hostile blue eyes. She wears only a black ninja suit made of smooth, soft leather that's been masterfully taken care of and more pockets than anyone could ever need. Her pack is slim and utilitarian, strapped to her back with all of her supplies in it.
Personality: Lily has a nasty Napoleonic complex due to her height, but she recognizes her defects with startling clarity. She's an incorrigible perfectionist. However, she does have a soft side; she trusts far too easily, something her parents despaired of, and will be absolutely thunderstruck by a surprise assault from a supposed ally.
Weapons/Equipment: Lily has a 6 foot longbow which she fires with pinpoint accuracy. Because she has this annoying thing called a conscience, her arrows are tipped with rubber that delivers quite a punch but is not fatal except with an exceedingly rare angle that is impossible to plan for. She does, however, have some metal-tipped arrows for self-defense. She appears to be able to draw the arrows from Hammerspace, but in fact her quiver is as expansive as it is economically efficient. Rest assured, it will take some time before she runs out of ammunition for her bow. (300 arrows)
In closer quarters, she uses a Chinese weapon called a meteor hammer. It is basically two metal balls on a chain, which she dons thick gloves to use so her tiny fingers aren't caught in the links. The gloves have tiny blades in each finger; Lily doesn't take chances. Those ribbons aren't just ribbons, and there are two more daggers in each boot.
Unique Skills: Lily is a pyrokinetic, something her elfin grandfather probably would not have been too proud of. It is a rare gift, passed down by her father's side of the family. However, Lily was not /trained/ in the art of pyrokinesis, so she can't do much with it besides light her weapons on fire when she needs to. She can also wreathe Marina in flame without hurting her (this was not always the case). She can live completely off the land, not requiring any supplies for camping or for food; she can forage with the best of them and construct shelters and cooking materials out of nature.
Past: Lily was just two when her father took her aside and showed her how to breathe fire.
By the time she was four, she could incapacitate any adult in the village from afar with her bow and arrows and took delight in doing just that at random moments.
When she was nine years old, she ran away from home for four years. She tried coming back twice but her mother beat her off with a broom. Considering that Lily was trying to kill her with her bow at the time, this is a feat of some note.
When she was twelve, her mother welcomed her back into her home and made a meal as though nothing had happened. She even fed Marina. Her father was overjoyed to see her alive and gave the whole family a hug. Marina squawked a couple times. Lily excelled in home life, but inside her heart had awoken an itch for adventure that her father and mother just couldn't quench. She was growing up to be a model daughter, and when her coming of age ceremony finally came at age 18, she passed with flying colors. Her parents were so proud, but Lily was not. The ceremony had been a joke, a breeze; though some had failed, Lily had not felt challenged. She needed to go out into the world where there were people worthy of her respect, enemies worth fighting, and most importantly, a Black Dragon to kill.
Her parents watched her leave, but she never saw them.
Count- Shadow
- Join date : 2011-08-16
Posts : 169
Re: End of Times
I'm really sorry, but I'm not accepting anymore characters now, I've already started working on the IC now that my puppy is starting to feel better and That's Great Bob is possibly going to guest star as various npcs if he decides not to join as the last member. Those points aside, your character strays too far from what I've envisioned for my world on top of the fact that it'd be the THIRD rouge character in the group. I really wish you would have contacted me before having written up your entire character just to be denied. Again, sorry.
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
It's okay, I'm sorry to bother you then D: I thought you were accepting because you said "if nobody else joins" - sorry for misunderstanding you.
Have fun!
Have fun!
Count- Shadow
- Join date : 2011-08-16
Posts : 169
Re: End of Times
Oddball Alice wrote:I'll get the ball rolling in the next day or two, my puppy is possibly sick so I am not really in the mood currently, but it will start soon!
Yay! I'm excited to start.
And I hope your puppy feels better soon! It's so tough when your pets get sick... Hopefully, it is nothing serious and blows over.
Syrena- Shadow
- Join date : 2012-10-01
Posts : 243
Yurdhof Stone-Shield, King of Dorvanshalth
Name- Yurdhof Stone-Shield, King of Dorvanshalth (“The Heart of Dorvan“, Capital City of Dorvanstithe.)
Gender- Male
Race/Type of warrior- Dwarven Knight
Age- Still young by Dwarven standards, Yurdhof is soon approaching the 11th year past the Dwarven age of maturity (50), which in the way humans measure age, would make him 60.
Where from? - Dorvanshalth
Appearance- What one would notice first of Yurdhof, would be his crimson beard: his pride and joy. Silken and braided, the thick mass of hair is extremely well kempt. The longest, middle braid, hangs to his navel, while two shorter, thinner braids run parallel to the center and stop 2 ½ - 3 inches above his navel. The hair on his head matches his beard in color, texture and length. It is kept back from his face and s held in place by an inch-wide band of green silk embroidered in golden silk with his family’s insignia: the legendary stone shield, used by his ancestor, the legendary Dwarven hero, Herdej Stone-Shield. His face has just begun to show the first signs of wrinkles, those of a man with much responsibility, a furrowed brow and questioning, icy blue eyes.
Short and stocky may be an overused way of describing most Dwarven males, but Yurdhof is definitely no exception. Standing only 4’8” tall, he’s only slightly above average as far as height goes for Dwarven males. Weighing in at a heavily built 175lbs, to state that all of his weight is muscle would be a lie, but a fair amount is and he’s exceptionally strong. Wide shoulders, muscular arms and legs and a low center of gravity make him a force to be reckoned with in combat.
Personality- Aside from the typical loud and boisterous attitude associated with most Dwarven men, Yurdhof betters that by backing it with honor and nobility. While he will not turn down mead, or ale, or just about any form of alcohol, he will stand for what he believes in, in the most respectable way possible. That does not mean that it will be deemed respectable by races other than his own, as sometimes the way Dwarves handle their problems can be seen as brash and unnecessary by other races. Willing to fight and die for not only his people, but anyone he deems worthy of the term “friend,” Yurdhof is a fair ruler, and a powerful ally. Anger is not an uncommon emotion in Dwarven culture, and Yurdhof is no exception and will be willing to solve most problems with his fists; or axe if need be. One of His less desirable traits is his weakness for a pretty face and long legs, or simply put: women. “Especially the tall ones!“ This is made worse tenfold by alcohol and chasing skirts ‘under the influence’ has led him to many compromising situations with women.
Weapons/Gear- To say his armor is ornate would be somewhat of an understatement. Forged of the best steel attainable in all of Dorvantithe, the armor is heavy plate mail that gives a high amount of protection, but reduces his mobility quite a bit. He’s not nimble, to say the least. It is a complete suit of armor, from gauntlets, cuirass, grieves and boots. Etched into the plates of the mail are the Stone-Shield’s insignia as well as countless Dwarven runes and symbols. It shines brightly when lit by sunlight and announces his presence like a beacon on the battlefield. Wearing his crown into battle, the ornate helmet serves not only to show his status, but to also protect his head from being smashed open by enemy weapons; the clever battle-oriented culture of Dwarves led to the design of the crown being not only flashy, but functional.
The legendary stone shield of Herdej serves him as it has many kings from the past. Carved by an unknown stone smith from centuries before, it truly is unbreakable; at least to all it has forces experienced. It has certainly saved the lives of many a Man, and Dwarf. It is 3 feet in diameter and amazingly enough only half an inch thick at the center of its concave form, it weighs only 10lbs. Carried on across ones’ back when not used. Possesses no magical abilities per se, but the tools used to carve the incredibly durable shield would have most certainly been enchanted. (The bearer of the shield will break before the shield. It can withstand the strike of a giant’s club, but that is not to say that the arm holding the shield or the body behind it, will be unharmed after flying backwards 50 yards and slamming into a tree.)
Gigasbane (Giant Killer), Dwarven Battleaxe. An axe nearly as long as the Dwarf is tall, the dual headed axe blade is heavy and specifically designed to be able to chop through the ankles of Giants, bringing them to the level of the Dwarves to be finished off with a mighty blow to the head. Needless to say, this design is fatal for just about any foe that is unfortunate enough to be on the receiving end of a blow from the weapon. For full effectiveness, the weapon must be used with both hands. Cannot be used with a shield.
Dwarven War Pick. Designed as a secondary weapon, the pick is only 2 feet in length with a one foot long curved spike and hammer-head on the reverse side. Originally created as a mining implement, changes in the design made it an offensive weapon capable of penetrating the strongest of armor. Deadly when used against unarmored foes, can still do damage, though reduced, to armored foes. Primary target on an armored foe is the helmet, often the side of the helmet in an attempt to penetrate the skull at the weakest point, the temple.
Unique Skills- With Dwarven blood comes some perks. Enhanced nighttime vision being the foremost perk. While it is not the same as being able to see during the day, Dwarven kind has developed extra sensitive night vision through many years of subterranean living and mining. One might list the ability to drink more alcohol than any normal man can consume and survive, let alone stay conscious as a perk. Some beg to differ.
Mount-
Past- Born the son of the King of Dorvanhalth, Yurdhof was brought up with many expectations to fulfill. While some would view the childhood of Dwarven nobility a harsh and tiring one, for their culture it was a proud and honorable undertaking that would produce the best possible candidates for not only King of Dorvanhalth, but possibly even High King someday.
When first a Dwarven child walks, they do so with tool or weapon in hand and learn what it means to have honor and to stand up for their beliefs and defend those beliefs with skill. That is not to say however, that Dwarven life does not have an ‘enjoyable’ side. Dwarven children begin drinking “child’s beer” almost as soon as they stop nursing from their mother. This builds their tolerance for alcohol and allows them to enjoy what free time they are awarded. They make use of their free time throwing loud, colorful parties not solely for nobility or commoners. When Dwarves of Dorvanhalth throw these parties, all are welcome to partake in the revelry.
Yurdhof led the typical life for Dwarven nobility and was soon becoming a prime candidate to take the throne from his aging father. Soon, a tournament of champions would be held to decide the next King of Dorvanhalth. Yurdhof’s father had chosen his only son to represent his family to maintain their blood right as the royal family of Dorvanhalth. Yurdhof excelled trough the tournament and ultimately won, but the victory was not taken to heart by all of the people of Dorvanhalth. Rumors began to spread that the Stone-Shield family had bribed the other families in order to maintain their rule. Even after Yurdhof had ritually slain his ailing father, granting him a true warriors death, Yurddof’s rule was in question.
Ten years, a short span for Dwarvenkind, had passed and the belief in the new king had not improved by much and news of a coming darkness had arisen and led to further questioning of the King’s ability. Determined to prove his strength, position, and to defend his and his family’s honor, Yurdhof placed his trusted advisor in temporary control of the Kingdom while he set out to fight and slay -as his ancestor had centuries before- the evil fiend now threatening the land.
Gender- Male
Race/Type of warrior- Dwarven Knight
Age- Still young by Dwarven standards, Yurdhof is soon approaching the 11th year past the Dwarven age of maturity (50), which in the way humans measure age, would make him 60.
Where from? - Dorvanshalth
Appearance- What one would notice first of Yurdhof, would be his crimson beard: his pride and joy. Silken and braided, the thick mass of hair is extremely well kempt. The longest, middle braid, hangs to his navel, while two shorter, thinner braids run parallel to the center and stop 2 ½ - 3 inches above his navel. The hair on his head matches his beard in color, texture and length. It is kept back from his face and s held in place by an inch-wide band of green silk embroidered in golden silk with his family’s insignia: the legendary stone shield, used by his ancestor, the legendary Dwarven hero, Herdej Stone-Shield. His face has just begun to show the first signs of wrinkles, those of a man with much responsibility, a furrowed brow and questioning, icy blue eyes.
Short and stocky may be an overused way of describing most Dwarven males, but Yurdhof is definitely no exception. Standing only 4’8” tall, he’s only slightly above average as far as height goes for Dwarven males. Weighing in at a heavily built 175lbs, to state that all of his weight is muscle would be a lie, but a fair amount is and he’s exceptionally strong. Wide shoulders, muscular arms and legs and a low center of gravity make him a force to be reckoned with in combat.
Personality- Aside from the typical loud and boisterous attitude associated with most Dwarven men, Yurdhof betters that by backing it with honor and nobility. While he will not turn down mead, or ale, or just about any form of alcohol, he will stand for what he believes in, in the most respectable way possible. That does not mean that it will be deemed respectable by races other than his own, as sometimes the way Dwarves handle their problems can be seen as brash and unnecessary by other races. Willing to fight and die for not only his people, but anyone he deems worthy of the term “friend,” Yurdhof is a fair ruler, and a powerful ally. Anger is not an uncommon emotion in Dwarven culture, and Yurdhof is no exception and will be willing to solve most problems with his fists; or axe if need be. One of His less desirable traits is his weakness for a pretty face and long legs, or simply put: women. “Especially the tall ones!“ This is made worse tenfold by alcohol and chasing skirts ‘under the influence’ has led him to many compromising situations with women.
Weapons/Gear- To say his armor is ornate would be somewhat of an understatement. Forged of the best steel attainable in all of Dorvantithe, the armor is heavy plate mail that gives a high amount of protection, but reduces his mobility quite a bit. He’s not nimble, to say the least. It is a complete suit of armor, from gauntlets, cuirass, grieves and boots. Etched into the plates of the mail are the Stone-Shield’s insignia as well as countless Dwarven runes and symbols. It shines brightly when lit by sunlight and announces his presence like a beacon on the battlefield. Wearing his crown into battle, the ornate helmet serves not only to show his status, but to also protect his head from being smashed open by enemy weapons; the clever battle-oriented culture of Dwarves led to the design of the crown being not only flashy, but functional.
The legendary stone shield of Herdej serves him as it has many kings from the past. Carved by an unknown stone smith from centuries before, it truly is unbreakable; at least to all it has forces experienced. It has certainly saved the lives of many a Man, and Dwarf. It is 3 feet in diameter and amazingly enough only half an inch thick at the center of its concave form, it weighs only 10lbs. Carried on across ones’ back when not used. Possesses no magical abilities per se, but the tools used to carve the incredibly durable shield would have most certainly been enchanted. (The bearer of the shield will break before the shield. It can withstand the strike of a giant’s club, but that is not to say that the arm holding the shield or the body behind it, will be unharmed after flying backwards 50 yards and slamming into a tree.)
Gigasbane (Giant Killer), Dwarven Battleaxe. An axe nearly as long as the Dwarf is tall, the dual headed axe blade is heavy and specifically designed to be able to chop through the ankles of Giants, bringing them to the level of the Dwarves to be finished off with a mighty blow to the head. Needless to say, this design is fatal for just about any foe that is unfortunate enough to be on the receiving end of a blow from the weapon. For full effectiveness, the weapon must be used with both hands. Cannot be used with a shield.
Dwarven War Pick. Designed as a secondary weapon, the pick is only 2 feet in length with a one foot long curved spike and hammer-head on the reverse side. Originally created as a mining implement, changes in the design made it an offensive weapon capable of penetrating the strongest of armor. Deadly when used against unarmored foes, can still do damage, though reduced, to armored foes. Primary target on an armored foe is the helmet, often the side of the helmet in an attempt to penetrate the skull at the weakest point, the temple.
Unique Skills- With Dwarven blood comes some perks. Enhanced nighttime vision being the foremost perk. While it is not the same as being able to see during the day, Dwarven kind has developed extra sensitive night vision through many years of subterranean living and mining. One might list the ability to drink more alcohol than any normal man can consume and survive, let alone stay conscious as a perk. Some beg to differ.
Mount-
- Bighorn Ram:
Dwarves live side by side with Big Horn Sheep in the mountain range and over time have come to benefit from each others company. Dwarves gain fiber, food, milk, and working beasts as well as mounts. The sheep gain protection from giants and other creatures that would kill them. It is very common for certain families of Dwarves to be designated sheep breeders. Often times their farms are raided by giants, only furthering the hate Dwarves hold towards giants.
Past- Born the son of the King of Dorvanhalth, Yurdhof was brought up with many expectations to fulfill. While some would view the childhood of Dwarven nobility a harsh and tiring one, for their culture it was a proud and honorable undertaking that would produce the best possible candidates for not only King of Dorvanhalth, but possibly even High King someday.
When first a Dwarven child walks, they do so with tool or weapon in hand and learn what it means to have honor and to stand up for their beliefs and defend those beliefs with skill. That is not to say however, that Dwarven life does not have an ‘enjoyable’ side. Dwarven children begin drinking “child’s beer” almost as soon as they stop nursing from their mother. This builds their tolerance for alcohol and allows them to enjoy what free time they are awarded. They make use of their free time throwing loud, colorful parties not solely for nobility or commoners. When Dwarves of Dorvanhalth throw these parties, all are welcome to partake in the revelry.
Yurdhof led the typical life for Dwarven nobility and was soon becoming a prime candidate to take the throne from his aging father. Soon, a tournament of champions would be held to decide the next King of Dorvanhalth. Yurdhof’s father had chosen his only son to represent his family to maintain their blood right as the royal family of Dorvanhalth. Yurdhof excelled trough the tournament and ultimately won, but the victory was not taken to heart by all of the people of Dorvanhalth. Rumors began to spread that the Stone-Shield family had bribed the other families in order to maintain their rule. Even after Yurdhof had ritually slain his ailing father, granting him a true warriors death, Yurddof’s rule was in question.
Ten years, a short span for Dwarvenkind, had passed and the belief in the new king had not improved by much and news of a coming darkness had arisen and led to further questioning of the King’s ability. Determined to prove his strength, position, and to defend his and his family’s honor, Yurdhof placed his trusted advisor in temporary control of the Kingdom while he set out to fight and slay -as his ancestor had centuries before- the evil fiend now threatening the land.
That's Great Bob- Mist
- Join date : 2012-10-01
Posts : 18
Age : 33
Location : The Asylum
Re: End of Times
Accepted, now that everyone's present and accounted for, the IC is up. Sorry took so long, been crazy busy lately, at least puppy is better!
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
I'm glad your puppy is doing better Alice!
And, Spectre, I kind of invaded your table space at Tuli's Oasis. If that's not okay, let me know and I'll make edits.
And, Spectre, I kind of invaded your table space at Tuli's Oasis. If that's not okay, let me know and I'll make edits.
Syrena- Shadow
- Join date : 2012-10-01
Posts : 243
Re: End of Times
Haha no you're fine, of course.
Not like you assumed the role of my character or anything xD
Not like you assumed the role of my character or anything xD
Spectre- Spectral Light
- Join date : 2009-06-07
Posts : 376
Age : 37
Location : United States- Ohio
Re: End of Times
I do not believe I have said this, so, I'll say it in case this changes what ya'll are doing. I was going to do a LOOSE posting order, i.e: if you want to interact, have convos IC, go for it, as long as it doesn't change the world/ advance time or plot. Not in any rush to leave the inn, unless you guys want to, so feel free to interact before I get the plot advancement post up (I may interact as a character in the mean time). So, feel free to have your characters interact, even my character, and I'll either wait until ya'll are done or a 'right' time.
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
I am certainly available for a collab if anyone wishes. Just PM me.
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: End of Times
Bob has decided to bow out.
Anyway we'll just ignore his post and character and continue.
Anyway we'll just ignore his post and character and continue.
Oddball Alice- Mist
- Join date : 2012-10-03
Posts : 30
Age : 33
Re: End of Times
I was kind of holding off on my next post, continuing Zira's conversation with Serne so that others could add their own posts.
If no one is ready to add yet, let me know and I'll continue.
If no one is ready to add yet, let me know and I'll continue.
Digital Muse- Guardian Ghost
- Join date : 2009-08-12
Posts : 1381
Location : South Dakota
Re: End of Times
I'm not really ready to add anything yet.
Actually, I don't have a clue as to what to do with Sylv... The poor girl is just sitting there.
Actually, I don't have a clue as to what to do with Sylv... The poor girl is just sitting there.
Syrena- Shadow
- Join date : 2012-10-01
Posts : 243
Re: End of Times
Yea, I'm not sure what to do with Kyal either right now...
Ruu- Poltergeist
- Join date : 2010-09-25
Posts : 758
Age : 35
Location : Home
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