Sephiris: The Price of Peace - OOC
+15
Erebus
Blackrock
Kalaam
Digital Muse
Fluesopp
Gadreille
Weiss
Stion Gyas
Stray
Kaitlyn Wild
Reffy
Loki
Alphariusthemad
Zephiris
Kalon Ordona II
19 posters
FOG: Footsteps of Ghosts :: In Character :: Expert Role-Playing :: Expert Out of Character Discussion :: Archived Expert OoC Topics
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Sephiris: The Price of Peace - OOC
Welcome to the Out of Character area for the role-play Sephiris: The Price of Peace!
Many thanks to Zephiris for the germ that brought us all here, plus the basic beginnings for the storyline and some of the base for the world.
I'm your host, Kalon Ordona II. Please relate any questions, concerns, or suggestions you may have here in the OOC, and enjoy the company.
To start us off, here's a handy compendium for easy access to whichever part of this enterprise you need.
. : Portals : .
~ Role-play In-Character thread
~ Role-play Background
~ Role-play Synopsis
~ Announcements; Rules; Guidelines & Suggestions
~ Character Profiles
~ Perspective Archives
~ Profile Code; Guidelines; Character List -- (here)
Use the Character List here, as well as the links in the Character Profiles list, to access each character's detailed profile information and bio.
~ Common Life; Humans; Elves; Dragons
~ Languages: Human, Elf, Dragon
~ Human Locations
~ Elf Locations
~ Dragon Locations
And now, without further ado, let's start with Profiles!
To create a Character Profile, please follow this procedure.
To begin, take a look at this starter form, and fill it out according to the character you have in mind.
Please include everything listed, but feel free to modify or expand the form to your heart's content.
No need to find an image; in many ways, a detailed textual description is far better.
When finished, PM the Profile to me for review, and include any questions you may have, perhaps regarding names, geography, culture, or language.
After the Profile is approved, I will display it in here in the OOC for all to see! And there will also be a summarical version in the RP, with links, for easy reference.
And now, to move on.
Here is a list of things to remember for this role-play when posting.
Thank you for reading everything written here!
Please continue to read below, all the information about all three races.
Welcome, once again, to Sephiris: The Price of Peace.
And now, you are free! Forth, brave adventurers!
To the battle! To the spoil! To the glory!!
*yaaaaaaaaaaay*
And please remember to make full use of this OOC. The better to keep on the same page, and the better to increase everyone's enjoyment of the role-play and everything that comes with it.
Huzzah! Nay, a thousand huzzahs!
FOG FTW!!
Here is the list of Characters.
Kalon Ordona II
Áirhath Aeryän, Commander of the Ssandári Mercenaries
Sehra-sithred S'harahe, a favorite to be the next ruler of Sakira-thani
Gado Tanager, "Old Finch" the birdman, the dreamer
Zephiris
Ezekiel Scorpius, Crown Prince of Sephalia
Silvone Elestahr
Sir Barthon Camlin, Knight of the Order of Gedrich
Simion Altus, Sir Barthon's page
Lord Ragner Duiran, a misguided villain out to destroy Sir Barthon Camlin
Blackrock
Lord Barin Mirland, mercenary leader of The Hawks
Rurik Vadren, Duke Omoron's loyal Captain of the Guard
Digital Muse
Katerina Forbes, the shrewd, flamboyant, captain of a merchant caravan
Tuuli Brendersen, half of an elemental pair with her twin brother, Tuula
Gadreille
Alelle Rhovanon, wandering orphan-girl
Guilty Carrion
Kassela Myrhine Voladea, knight initiate in the Order of Valthea
Stion Gyas
Brenard san Deccour, the traveling fencer with a marred face
Z'anginthel "Than Gadan" Seka-Manh, the errant dragon knight
Tuula Brendersen, half of an elemental pair with his twin sister, Tuuli
Reffy
Silahyie Selandrea, the wondering, wandering elf maiden
Raptorman
Maliele, Felleiriel, and Erreliel, three terunari sisters of metal, stone, and earth
Erebus
Lucas Quinn, the somber Sword for Hire
Many thanks to Zephiris for the germ that brought us all here, plus the basic beginnings for the storyline and some of the base for the world.
I'm your host, Kalon Ordona II. Please relate any questions, concerns, or suggestions you may have here in the OOC, and enjoy the company.
To start us off, here's a handy compendium for easy access to whichever part of this enterprise you need.
. : Portals : .
~ Role-play In-Character thread
~ Role-play Background
~ Role-play Synopsis
~ Announcements; Rules; Guidelines & Suggestions
~ Character Profiles
~ Perspective Archives
~ Profile Code; Guidelines; Character List -- (here)
Use the Character List here, as well as the links in the Character Profiles list, to access each character's detailed profile information and bio.
~ Common Life; Humans; Elves; Dragons
~ Languages: Human, Elf, Dragon
~ Human Locations
~ Elf Locations
~ Dragon Locations
And now, without further ado, let's start with Profiles!
To create a Character Profile, please follow this procedure.
To begin, take a look at this starter form, and fill it out according to the character you have in mind.
Please include everything listed, but feel free to modify or expand the form to your heart's content.
No need to find an image; in many ways, a detailed textual description is far better.
When finished, PM the Profile to me for review, and include any questions you may have, perhaps regarding names, geography, culture, or language.
- Code:
[b]. : Name : .[/b]
[u]Full Name[/u]: [your character's full name; include any titles]
[u]Use Name[/u]: [first name, surname, nickname, alias... whichever your character answers to]
[u]Other[/u]: [nicknames, aliases, other titles, etc.]
[u]Played by[/u]: [FOG username]
[b]. : Appearance : .[/b]
[u]Height and Build[/u]: [see below for descriptions of the physical characteristics of each race]
[u]Description[/u]: [be sure to include details about the head and face, specific markings, and anything else unusual or unique about the character's body]
[u]Clothing[/u]: [describe what specific accessories and/or articles of clothing the character always wears, and if you wish you may also include the specific types of cloth, clothing or armor that the character normally wears or prefers]
[u]Weapons[/u]: [describe in each of the character's weapons with as much detail as possible]
[u]Other[/u]: [any other items the character almost always carries, such as a staff or a pouch]
[u]Impression[/u]: [sum up your character's visual impression; this will be used as an overall reference]
[b]. : Heritage : .[/b]
[u]Age[/u]: [teenagers suck; awesomeness is directly related to the number of years]
[u]Birthplace[/u]: [home country, home city/town; don't be shy to ask for help with cities]
[u]Family[/u]: [parents, siblings, extended family, distant relatives]
[u]Inheritance[/u]: [describe any teachings, objects or businesses, etc., that were passed on to your character]
[u]Other[/u]: [connections, role models, friends, lovers, etc.]
[b]. : Persona : .[/b]
[u]Biography[/u]: [summarize the events of your character's life thus far]
[u]Motivation[/u]: [describe what motivates your character; specific events, goals and ambitions, upbringing, life choices]
[u]Skills and Talents[/u]: [combat, magic, languages, education, and so on and so forth]
[u]Strengths[/u]: [list and/or describe your character's moral and/or psychological strengths]
[u]Weaknesses[/u]: [list and/or describe your character's moral and/or psychological weaknesses]
[u]Personality[/u]: [sum up your character's personality; this will be used as an overall reference]
After the Profile is approved, I will display it in here in the OOC for all to see! And there will also be a summarical version in the RP, with links, for easy reference.
And now, to move on.
Here is a list of things to remember for this role-play when posting.
- Keep the rules posted in the role-play.
- Play Human culture as something between Medieval and Renaissance Europe.
- Play Elven culture as something between Native America and the Feudal Orient.
- Play Dragon culture as something between Ancient India and Renaissance Spain.
- Only Zephiris and I, Kalon Ordona II, are allowed to time-skip. If you wish to advance the time, please PM for permission first.
- Túlaman is an original world, created specifically for this role-play. Telmar is one area of this world. When posting, remember to stay within the limits of what has been previously established, both by the foundation information and by subsequent posts. Continuity is the key to a smooth ride. Within those limits, you are free to shape the world to your heart's content--thought it might be a good idea to ask first, especially if it's something of great impact.
- When using languages, be considerate of those who might not wish to use them. Either make the meaning obvious, or post a translation in tiny font at the bottom. However! all players should keep their characters' language skills--or lack thereof--in mind, and post accordingly.
- Dragons--and pairs or groups of humans--are able to do magic. Magic requires the following:
==A continuous chain of audible words of the dragon language (spell is unleashed when the sound stops)
==Precision (specific wording to avoid disaster, and also unbroken and unwavering tone quality)
==Resonance (affected by distance; this is the main reason human pairs are weaker than single dragons)
==Volume (the effect of the magic is directly related to the volume of its vocalization)
==Fuel Source (a store of energy to drain; most commonly the user's own life-energy; it is possible to die) - Telmar is rich with wildlife. There are many other creatures besides the three races and besides those found on Earth. Drakes (your normal fire-breathers), wyverns, and gryphons, to name a few. You are free to make up your own, but stick to animals--I, Kalon Ordona II, will supply the monsters. There will be an expanding bestiary, to keep track of what we come up with.
- Please supply your host with feedback, here in the OOC. I want what's best and most enjoyable for everyone, and I want to do a good job making everything go smoothly. Let me know periodically how I'm doing, and feel free to make suggestions. We're all literate here, and I'm sure there is much knowledge to be gleaned, so do please enlighten me on any errors and encourage successes.
Thank you for reading everything written here!
Please continue to read below, all the information about all three races.
Welcome, once again, to Sephiris: The Price of Peace.
And now, you are free! Forth, brave adventurers!
To the battle! To the spoil! To the glory!!
*yaaaaaaaaaaay*
And please remember to make full use of this OOC. The better to keep on the same page, and the better to increase everyone's enjoyment of the role-play and everything that comes with it.
Huzzah! Nay, a thousand huzzahs!
FOG FTW!!
Here is the list of Characters.
Kalon Ordona II
Áirhath Aeryän, Commander of the Ssandári Mercenaries
Sehra-sithred S'harahe, a favorite to be the next ruler of Sakira-thani
Gado Tanager, "Old Finch" the birdman, the dreamer
Zephiris
Ezekiel Scorpius, Crown Prince of Sephalia
Silvone Elestahr
Sir Barthon Camlin, Knight of the Order of Gedrich
Simion Altus, Sir Barthon's page
Lord Ragner Duiran, a misguided villain out to destroy Sir Barthon Camlin
Blackrock
Lord Barin Mirland, mercenary leader of The Hawks
Rurik Vadren, Duke Omoron's loyal Captain of the Guard
Digital Muse
Katerina Forbes, the shrewd, flamboyant, captain of a merchant caravan
Tuuli Brendersen, half of an elemental pair with her twin brother, Tuula
Gadreille
Alelle Rhovanon, wandering orphan-girl
Guilty Carrion
Kassela Myrhine Voladea, knight initiate in the Order of Valthea
Stion Gyas
Brenard san Deccour, the traveling fencer with a marred face
Z'anginthel "Than Gadan" Seka-Manh, the errant dragon knight
Tuula Brendersen, half of an elemental pair with his twin sister, Tuuli
Reffy
Silahyie Selandrea, the wondering, wandering elf maiden
Raptorman
Maliele, Felleiriel, and Erreliel, three terunari sisters of metal, stone, and earth
Erebus
Lucas Quinn, the somber Sword for Hire
Last edited by Kalon Ordona II on Fri Feb 01, 2013 2:52 am; edited 33 times in total
Re: Sephiris: The Price of Peace - OOC
==================
COMMON LIFE
==================
. : Currency : .
1 gold coin = 100 silver coins. 1 silver coin = 100 copper coins.
1 Gold ≈ $400. 1 Silver ≈ $4. 1 Copper ≈ 4¢
. : Travel Speeds : .
>> Click Here to read Stion's Treatise on Worldly Travel <<
Average Human travel by caravan ~ 18 miles per day
Average Human travel on horseback ~ 30 miles per day
Average Human travel on foot ~ 40 miles per day
Average Human relay travel on horseback ~ 100 miles per day
Average Elf travel on foot ~ 60 miles per day
Average Dragon travel on foot ~ 30 miles per day, regardless of terrain
Average Dragon travel by caravan ~ 25 miles per day on flat terrain
Average Dragon travel in flight ~ 110 miles per day
>> Click Here to read Stion's Treatise on Dragon Flight <<
Average upiver travel by Barge ~ 5 miles per day
Average downriver travel by Barge ~ 15 miles per day
Average coastal travel by Barge ~ 10 miles per day
Average sea travel by Clipper ~ 15 miles per day
Average sea travel by Schooner ~ 20 miles per day
==================
HUMANS
==================
. : Characteristics : .
Humans are tall and athletic. Males average 6'1" in height, while females average 5'8". Hair color ranges from blonde, to red, to black. Human hair turns gray and then white with age. Eye color ranges from amber, to brown, to black. Due to Telmar's temperate climate, humans have lighter skin. A normal human lifespan is 150 years.
Humans were created for the purpose of upholding the Creator's righteous standards. It is in their blood to know truth and to seek truth. After their fall from glory, this attribute in humans became twisted. Humans are proud, self-righteous, and perfectionist, but there is still honor. In Telmar, all three races used to adhere to the same religion, the one first taught by Sephiris. During Sephiris' slumber, however, the human religious system has changed. Sephiris has been exalted to the status of a Goddess, and humans worship her--or their idea of her--as the world's creator. scriptures have been contrived, and temples have been built across human lands. Religious activities and ceremonies play a central part in human culture.
. : Culture : .
As mentioned, religion and ceremonies play a central part in human culture. Amongst the three races, they have the most number of ceremonies which they have celebrated since the creation of the the world. This, in turn, inculcated moral values in the young--which highlights their original intent to uphold the Creator's Righteousness. In Telmar, when Sephiris went into slumber, the ceremonies did not disappear but slowly morphed to put Sephiris in the place of the original Creator. Ironically, despite this change, their scriptures--as opposed to those that might be found among elves or dragons--hold the most truth about the original religion taught by Sephiris.
Humans thrive in an ordered society. In Telmar, human lands are ruled by kings and are divided into duchies, which are further divided into baronies. Humans are strong and adept at construction; they use a combination of wood and stone for almost every structure. Their cities, towns and villages are usually sturdy and well-established. Humans cities usually follow a common layout pattern. Divided into three layers, the first layer is usually where the wealthy merchants or nobles reside. If the city is large enough, a castle would be situated at the very center to accommodate its leader and serve as a military headquarters. Right outside this first layer is the second, where all the Temples and places of entertainment are. Places of entertainment would include taverns, brothels, shops, and even miniature arenas where people can fight against one another. This second layer is almost the only place where the rich can interact with the poor. Finally, the outermost third layer of the city would be where the poor and/or not-so-rich live. Depending on the city's overall wealth (determined by the amount of trade that happens in the cities), the last layer may or may not seem dilapidated. If the city is rich, the last layer may be considerably well furnished. If otherwise, it may seem like a rural village crammed behind the city walls.
Humans make excellent merchants and craftsmen; they are shrewd, aware, and tenacious. Humans are also incredibly outgoing. Human merchants and tradesmen have increased the overall standard wealth of not only themselves, nor only human lands, but of all Telmar. More notably, humans are literary masters. Humans have written more books by far than any other race, and on a great variety of subjects. From books that detail fantasy adventures to books that teach the useful strategies in battle, books written by humans seem to be in endless supply. Books, along with works of art and countless different ready-made products, make up the bulk of human trade. Products are traded inside cities, between cities, and even across borders into other lands.
. : Other : .
>> Click Here to read information on Human Locations <<
>> Click Here to read Silvone's Treatise on the Order of Gedrich <<
==================
ELVES
==================
. : Characteristics : .
Elves are lithe and graceful. Elf feet are different from human feet: the heel is smaller and the ball is bigger; in effect, elves walk on their toes all the time. Their footwear is designed without heels ((imagine something like a modern human walking around wearing bicycle pedals)). Elf males average 5'6" in height, while females average 5'4". Hair color is usually various shades of brown, ranging from light tan to reddish-brown or all the way to near-black. About one out of five elves has silver or white hair. Elf hair darkens with age. Eye color ranges from blue, to green, to gray. Elves have pointed ears, which can be different sizes but are always larger than human ears. Elves are fair-skinned. A normal elf lifespan is 300 years.
Elves were created for the purpose of guarding the Creator's gift of life. Their spirits hold a natural reverence for nature and all creatures and beings that have life--it is in fact a reverence of life itself, and not necessarily of that which lives. After their fall from glory, this attribute in elves became twisted. They valued and reverenced themselves above all, seeing themselves as the highest order of natural life. Elves are arrogant, self-centered, and manipulative, but there is still a curiosity that breeds understanding. In Telmar, Sephiris taught the elves a language to commune with birds and beasts, forests and fields--to learn knowledge of the ways of the world, and to be its keepers. But many elves misuse that power and bend the natural world to their own ends.
. : Culture : .
Elves strive for a balance between order and chaos--a pattern they have observed in nature. Elven lands are divided into homesteads or territories for each extended family. Each household is respected, and most are largely self-sufficient. The land is divided into geographical regions, and each operates as if it were a single city spread out over a wide area. Elves enjoy walking from place to place, and often come together for regular gatherings, festivals, or special events. Elven centers of learning follow the pattern of their lifestyle: spread out--more of a common ecosystem than a common specific location.
Elves are studious by nature. On the one hand, their lives revolve around science and discovery; on the other hand, elves are naturally attuned to nature and dislike change. Elves loathe machinery, yet they love advancement and progress. On top of this, elves as a race, because of their physical fragility, are disciplined and dedicated toward every aspect of their existence. All this combines to produce the elves' obsessions with agriculture, alchemy, and advanced combat techniques.
Banditry is rampant in elven lands; because of this, traveling mercenary groups are also commonplace. But there is also a general militia: most every elf knows somewhat of combat. Since a single deep wound can be fatal to an elf, their natural level of agility, while already high, is constantly being improved upon, whether at home or at community gatherings.
Elven lands are governed by the White Council, whose members are elected from the more rare white-haired elves. Silver-haired elves, and especially white, are usually more fragile but have astonishing memory capacity and recall. They become benevolent supervisors, news gatherers, messengers, historians, and of course leaders--though the concept of leadership is much more loose than in human or dragon society.
Elves nowadays have become reclusive, self-sufficient. Elves are highly racist, seeing all others as beneath them. Their artisans and craftsmen create some works even finer than those made by humans, but they do not wish for trade: they have little use for wealth. Elves do respect some things from other races that they themselves do not possess, but they always seek to improve upon those things, demonstrating as always the elf's superiority. Human machines are spurned as perversions of nature. Human weapon designs are modified and 'improved' to be of use to an elf. Human books are translated into elvish. As for dragons... on one hand, elves consider them barbaric, while on the other hand they admire their beauty. They are beautiful themselves, and all they make is pleasing to the eye, but they are out of balance with nature, and their language is horrible. That dragons are able to speak elvish so well is as disgusting as it is pleasing. Elves just don't know what to make of dragons--the two races are as different as the Elements to which they are attuned.
==================
DRAGONS
==================
. : Characteristics : .
Dragons are muscular and, if unencumbered, are capable of sustained flight. Dragons have two sets of vocal cords, one higher and one lower; the difficult ability to utter the same tone with both voices is the key to dragon magic. Male dragons average 7'2" in height, while females average 7'1". Dragons have no hair, but horns; horn color is made up of rings of white and black, and it is possible to have horns of a single color. Eye color ranges from yellow, to pale green, to sky blue, to white. Dragons, like humans and elves, are mammals and have no scales; their skin color ranges from light to dark tan. A normal dragon lifespan is 200 years.
Dragons were created for the purpose of spreading the Creator's love to all creatures great and small. Their hearts are sensitive to the well-being of others, and they feel emotion deeply. After their fall from glory, this attribute in dragons became twisted. They are apathetic, narcissistic, and unforgiving, but there is still respect for others. In Telmar, Sephiris taught dragons language of Fire, that they might feel the Creator's Love and spread it throughout the land; this language had power over the elements of life, the power of resonance, the power of music, to teach all things to exist in greater harmony. Instead, over time, dragons discovered ways to siphon power from the fabric of the universe, bending it to their will and shaping it into action. Magic. Chanting spells of power rather than singing songs of growth. Magic is now irreplaceable in dragon culture.
. : Culture : .
In Telmar, like all the races, dragons once followed the religion Sephiris taught them. Nowadays the abundance of magic and narcissism in dragon lands has resulted in a caste-type belief system. Those with the strongest magic have the strongest life-force, have the greatest destiny. Destiny favors the strong: dragon lands are ruled by magicians. They are usually the best looking, but that does not matter so much; their true power is in their ability to achieve several resonant tones with their two voices. (The more notes overlap, the more spells one is able to cast; for most dragons, their two separate voices might overlap for only one or two notes.) Leaders come to power--and stay in power--by their vocal skills (their magical capacity), and their skill at wielding spells. Elections, consisting of a series of challenges and duels, are held once every few years. The rest of dragon society is organized into a strict and complex set of hierarchical levels of status, based on magical ability. Since magical ability--and therefore social status--can be improved, ascending the ranks is respected and valued as a manifestation of a dragon's true destiny. However, as dragons age, it is also possible for magical skill to decrease; one's destiny must be realized during one's prime. Destiny is current: once aging dragons begin to descend the social ladder, their destiny is considered complete, and it becomes their natural part to make room and pass on wisdom to the next generation.
Dragons engage heavily in trade with humans--mostly for clothing, works of art, and books. Dragons aren't cut out for making quality works, delicate artwork, or fine cloth--whereas humans are. Every human artisan's dream is to make products of such high quality that dragons will buy it. Dragons are by far the wealthiest of the three races, but this is thanks not to trade, but to constant mining of the plentiful resources of their numerous mountain ranges. Instead of spending it all, however, this wealth is mostly hoarded; gold and jewels decorate dragon dwellings and pile up everywhere inside. Trade with humans is commonplace, and humans make a fortune from it, but it is little compared to the treasures dragons hoard in their homes.
Dragon architecture is a sight to behold. The buildings are tall, cylindrical and rounded, full of stretched-looking domes, arches and towers. Having an abundance of resources from quarries, and being much stronger than humans, dragon buildings are constructed entirely of stone. Most dragon cities are located on mountains; the higher the elevation, the grander the structures, with the ruler's residence or place of governance on the mountain's peak. There are towns and villages on lower ground, in forests or near rivers. For the most part these dragons live in greater harmony with one another and with other races, but they are few and far between, and are considered beneath the mountain-dwelling city-folk.
COMMON LIFE
==================
. : Currency : .
1 gold coin = 100 silver coins. 1 silver coin = 100 copper coins.
1 Gold ≈ $400. 1 Silver ≈ $4. 1 Copper ≈ 4¢
. : Travel Speeds : .
>> Click Here to read Stion's Treatise on Worldly Travel <<
Average Human travel by caravan ~ 18 miles per day
Average Human travel on horseback ~ 30 miles per day
Average Human travel on foot ~ 40 miles per day
Average Human relay travel on horseback ~ 100 miles per day
Average Elf travel on foot ~ 60 miles per day
Average Dragon travel on foot ~ 30 miles per day, regardless of terrain
Average Dragon travel by caravan ~ 25 miles per day on flat terrain
Average Dragon travel in flight ~ 110 miles per day
>> Click Here to read Stion's Treatise on Dragon Flight <<
Average upiver travel by Barge ~ 5 miles per day
Average downriver travel by Barge ~ 15 miles per day
Average coastal travel by Barge ~ 10 miles per day
Average sea travel by Clipper ~ 15 miles per day
Average sea travel by Schooner ~ 20 miles per day
==================
HUMANS
==================
. : Characteristics : .
Humans are tall and athletic. Males average 6'1" in height, while females average 5'8". Hair color ranges from blonde, to red, to black. Human hair turns gray and then white with age. Eye color ranges from amber, to brown, to black. Due to Telmar's temperate climate, humans have lighter skin. A normal human lifespan is 150 years.
Humans were created for the purpose of upholding the Creator's righteous standards. It is in their blood to know truth and to seek truth. After their fall from glory, this attribute in humans became twisted. Humans are proud, self-righteous, and perfectionist, but there is still honor. In Telmar, all three races used to adhere to the same religion, the one first taught by Sephiris. During Sephiris' slumber, however, the human religious system has changed. Sephiris has been exalted to the status of a Goddess, and humans worship her--or their idea of her--as the world's creator. scriptures have been contrived, and temples have been built across human lands. Religious activities and ceremonies play a central part in human culture.
. : Culture : .
As mentioned, religion and ceremonies play a central part in human culture. Amongst the three races, they have the most number of ceremonies which they have celebrated since the creation of the the world. This, in turn, inculcated moral values in the young--which highlights their original intent to uphold the Creator's Righteousness. In Telmar, when Sephiris went into slumber, the ceremonies did not disappear but slowly morphed to put Sephiris in the place of the original Creator. Ironically, despite this change, their scriptures--as opposed to those that might be found among elves or dragons--hold the most truth about the original religion taught by Sephiris.
Humans thrive in an ordered society. In Telmar, human lands are ruled by kings and are divided into duchies, which are further divided into baronies. Humans are strong and adept at construction; they use a combination of wood and stone for almost every structure. Their cities, towns and villages are usually sturdy and well-established. Humans cities usually follow a common layout pattern. Divided into three layers, the first layer is usually where the wealthy merchants or nobles reside. If the city is large enough, a castle would be situated at the very center to accommodate its leader and serve as a military headquarters. Right outside this first layer is the second, where all the Temples and places of entertainment are. Places of entertainment would include taverns, brothels, shops, and even miniature arenas where people can fight against one another. This second layer is almost the only place where the rich can interact with the poor. Finally, the outermost third layer of the city would be where the poor and/or not-so-rich live. Depending on the city's overall wealth (determined by the amount of trade that happens in the cities), the last layer may or may not seem dilapidated. If the city is rich, the last layer may be considerably well furnished. If otherwise, it may seem like a rural village crammed behind the city walls.
Humans make excellent merchants and craftsmen; they are shrewd, aware, and tenacious. Humans are also incredibly outgoing. Human merchants and tradesmen have increased the overall standard wealth of not only themselves, nor only human lands, but of all Telmar. More notably, humans are literary masters. Humans have written more books by far than any other race, and on a great variety of subjects. From books that detail fantasy adventures to books that teach the useful strategies in battle, books written by humans seem to be in endless supply. Books, along with works of art and countless different ready-made products, make up the bulk of human trade. Products are traded inside cities, between cities, and even across borders into other lands.
. : Other : .
>> Click Here to read information on Human Locations <<
>> Click Here to read Silvone's Treatise on the Order of Gedrich <<
==================
ELVES
==================
. : Characteristics : .
Elves are lithe and graceful. Elf feet are different from human feet: the heel is smaller and the ball is bigger; in effect, elves walk on their toes all the time. Their footwear is designed without heels ((imagine something like a modern human walking around wearing bicycle pedals)). Elf males average 5'6" in height, while females average 5'4". Hair color is usually various shades of brown, ranging from light tan to reddish-brown or all the way to near-black. About one out of five elves has silver or white hair. Elf hair darkens with age. Eye color ranges from blue, to green, to gray. Elves have pointed ears, which can be different sizes but are always larger than human ears. Elves are fair-skinned. A normal elf lifespan is 300 years.
Elves were created for the purpose of guarding the Creator's gift of life. Their spirits hold a natural reverence for nature and all creatures and beings that have life--it is in fact a reverence of life itself, and not necessarily of that which lives. After their fall from glory, this attribute in elves became twisted. They valued and reverenced themselves above all, seeing themselves as the highest order of natural life. Elves are arrogant, self-centered, and manipulative, but there is still a curiosity that breeds understanding. In Telmar, Sephiris taught the elves a language to commune with birds and beasts, forests and fields--to learn knowledge of the ways of the world, and to be its keepers. But many elves misuse that power and bend the natural world to their own ends.
. : Culture : .
Elves strive for a balance between order and chaos--a pattern they have observed in nature. Elven lands are divided into homesteads or territories for each extended family. Each household is respected, and most are largely self-sufficient. The land is divided into geographical regions, and each operates as if it were a single city spread out over a wide area. Elves enjoy walking from place to place, and often come together for regular gatherings, festivals, or special events. Elven centers of learning follow the pattern of their lifestyle: spread out--more of a common ecosystem than a common specific location.
Elves are studious by nature. On the one hand, their lives revolve around science and discovery; on the other hand, elves are naturally attuned to nature and dislike change. Elves loathe machinery, yet they love advancement and progress. On top of this, elves as a race, because of their physical fragility, are disciplined and dedicated toward every aspect of their existence. All this combines to produce the elves' obsessions with agriculture, alchemy, and advanced combat techniques.
Banditry is rampant in elven lands; because of this, traveling mercenary groups are also commonplace. But there is also a general militia: most every elf knows somewhat of combat. Since a single deep wound can be fatal to an elf, their natural level of agility, while already high, is constantly being improved upon, whether at home or at community gatherings.
Elven lands are governed by the White Council, whose members are elected from the more rare white-haired elves. Silver-haired elves, and especially white, are usually more fragile but have astonishing memory capacity and recall. They become benevolent supervisors, news gatherers, messengers, historians, and of course leaders--though the concept of leadership is much more loose than in human or dragon society.
Elves nowadays have become reclusive, self-sufficient. Elves are highly racist, seeing all others as beneath them. Their artisans and craftsmen create some works even finer than those made by humans, but they do not wish for trade: they have little use for wealth. Elves do respect some things from other races that they themselves do not possess, but they always seek to improve upon those things, demonstrating as always the elf's superiority. Human machines are spurned as perversions of nature. Human weapon designs are modified and 'improved' to be of use to an elf. Human books are translated into elvish. As for dragons... on one hand, elves consider them barbaric, while on the other hand they admire their beauty. They are beautiful themselves, and all they make is pleasing to the eye, but they are out of balance with nature, and their language is horrible. That dragons are able to speak elvish so well is as disgusting as it is pleasing. Elves just don't know what to make of dragons--the two races are as different as the Elements to which they are attuned.
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DRAGONS
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. : Characteristics : .
Dragons are muscular and, if unencumbered, are capable of sustained flight. Dragons have two sets of vocal cords, one higher and one lower; the difficult ability to utter the same tone with both voices is the key to dragon magic. Male dragons average 7'2" in height, while females average 7'1". Dragons have no hair, but horns; horn color is made up of rings of white and black, and it is possible to have horns of a single color. Eye color ranges from yellow, to pale green, to sky blue, to white. Dragons, like humans and elves, are mammals and have no scales; their skin color ranges from light to dark tan. A normal dragon lifespan is 200 years.
Dragons were created for the purpose of spreading the Creator's love to all creatures great and small. Their hearts are sensitive to the well-being of others, and they feel emotion deeply. After their fall from glory, this attribute in dragons became twisted. They are apathetic, narcissistic, and unforgiving, but there is still respect for others. In Telmar, Sephiris taught dragons language of Fire, that they might feel the Creator's Love and spread it throughout the land; this language had power over the elements of life, the power of resonance, the power of music, to teach all things to exist in greater harmony. Instead, over time, dragons discovered ways to siphon power from the fabric of the universe, bending it to their will and shaping it into action. Magic. Chanting spells of power rather than singing songs of growth. Magic is now irreplaceable in dragon culture.
. : Culture : .
In Telmar, like all the races, dragons once followed the religion Sephiris taught them. Nowadays the abundance of magic and narcissism in dragon lands has resulted in a caste-type belief system. Those with the strongest magic have the strongest life-force, have the greatest destiny. Destiny favors the strong: dragon lands are ruled by magicians. They are usually the best looking, but that does not matter so much; their true power is in their ability to achieve several resonant tones with their two voices. (The more notes overlap, the more spells one is able to cast; for most dragons, their two separate voices might overlap for only one or two notes.) Leaders come to power--and stay in power--by their vocal skills (their magical capacity), and their skill at wielding spells. Elections, consisting of a series of challenges and duels, are held once every few years. The rest of dragon society is organized into a strict and complex set of hierarchical levels of status, based on magical ability. Since magical ability--and therefore social status--can be improved, ascending the ranks is respected and valued as a manifestation of a dragon's true destiny. However, as dragons age, it is also possible for magical skill to decrease; one's destiny must be realized during one's prime. Destiny is current: once aging dragons begin to descend the social ladder, their destiny is considered complete, and it becomes their natural part to make room and pass on wisdom to the next generation.
Dragons engage heavily in trade with humans--mostly for clothing, works of art, and books. Dragons aren't cut out for making quality works, delicate artwork, or fine cloth--whereas humans are. Every human artisan's dream is to make products of such high quality that dragons will buy it. Dragons are by far the wealthiest of the three races, but this is thanks not to trade, but to constant mining of the plentiful resources of their numerous mountain ranges. Instead of spending it all, however, this wealth is mostly hoarded; gold and jewels decorate dragon dwellings and pile up everywhere inside. Trade with humans is commonplace, and humans make a fortune from it, but it is little compared to the treasures dragons hoard in their homes.
Dragon architecture is a sight to behold. The buildings are tall, cylindrical and rounded, full of stretched-looking domes, arches and towers. Having an abundance of resources from quarries, and being much stronger than humans, dragon buildings are constructed entirely of stone. Most dragon cities are located on mountains; the higher the elevation, the grander the structures, with the ruler's residence or place of governance on the mountain's peak. There are towns and villages on lower ground, in forests or near rivers. For the most part these dragons live in greater harmony with one another and with other races, but they are few and far between, and are considered beneath the mountain-dwelling city-folk.
Last edited by Kalon Ordona II on Wed Mar 30, 2011 9:30 pm; edited 22 times in total
Re: Sephiris: The Price of Peace - OOC
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LANGUAGES
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. : Human : .
What is now human language in Telmar used to be the common tongue of the three races, spoken by all even before the lands divided. Nowadays in Telmar, since the races are separated, dragons and elves have turned to their own languages, and by the same token the languages of dragons and elves are rarely if ever used among humans. Humans scholars still rely heavily on elvish texts, but elvish in human lands has ceased to be the accepted language of study. Beyond scholars, the only humans still likely to be fluent in elvish are the merchants and the minstrels. As for dragon language, only pairs of mages use it now, and that sparingly. Dragons speak human language during trade. Human mage pairs hardly remember what the dragon words mean anymore--it is all just spell requirements.
Human language among other races, however, is on the rise, thanks to books. Elves enjoy the poetry and fiction, while dragons love history, mathematics, and romance novels. Dragons--being wealthy, artistically minded, and physically unsuited to handle small books--always trade for the finest, largest, and most decorative books humans can produce, books with elaborate covers and plentiful illustrations. Nearly all dragons speak at least broken human, but more and more are becoming fluent in human language once more. Elves, on the other hand, while appreciating what humans have to offer, shun human language itself; most even go so far as to translate the books they buy from human lands into elvish.
. : Elvish : .
In Telmar, elvish was a language that Sephiris taught to the elves, in order to help them rediscover their purpose. It has a property that allows for communication with all life: sentient beings, animals, even plant life. Any living thing that hears this language from an elf will understand its meaning even if it does not understand the words. Elves use the power of this language instinctively. Among other races, the effect may or may not occur, depending perhaps upon the person, the motive, the mental state, or even the situation itself; the secret of its use has never been discovered--even the elves do not understand how it works.
Before the war, because of its inherent properties, elvish was the language of study and poetry among the three races. After the war, humans turned to their own language for study and art, and later--thanks to trade--human scholastics became popular in dragon lands. Elves, however, shun human language as common. As for dragon language, most elves are no longer able to pronounce properly, and they consider it barbaric. Elvish, however, is also popular in dragon lands, where it is used for music. Unlike the reverse, dragons are extremely gifted in the proper pronunciation of elvish. Thus elvish, while rare in other lands, is by no means lost among the other races; and indeed, there are some who are coming close to unlocking the secrets of its power.
Elf language is spoken with the lips and teeth constantly parted. The English letters used to represent these sounds are: e, ë, ä, a, ae, i, u, é, á, í, r, l, n, r, d, dh, t, th, s, sh, h, ch, rr, ll, nn, ss, and y. There is a difference between r, r, and rr: r is a sustain, r is a flick, and rr is a trill--or, if you can't trill, you can combine the two r's as a sustain followed by a flick. The other doubled letters, ll, nn, and ss, are just held longer. Each separate sound in the list is a single 'letter' in their alphabet.
There are no plurals or possessive endings. Word order alters meaning (though exactly how remains to be defined). It will be up to the players--those who are interested--to fill in the gaps. What we have here is the skeleton, a language in its early stages, ready for linguistically inclined role-players to explore. Speaking elvish in the role-play is completely optional; just the fact that is here and available will add depth to the world and the story. It is meant as an avenue of added enjoyment for those who really like to dig in. Feel free to expand as little or as much as you like on the language mechanics and the wordlist.
Update: Elvish shall be a runic language. Each letter represents a concept. Use them as a loose guide when making up new words. You can justify a certain amount of flex room with the rationale that, for some words, the semantics these elves associate with them might be different from those understood by us Earth humans. By the same token, you can use what you know of this elven culture to further guide what semantic letters you pick for new words.
==Wordlist==
Alphabet
erya (protection), ërya (action), ärya (birth), arya (atmosphere), aerya (growth), irya (patience), urya (decay), élya (energy), álya (motion), ílya (worth), renya (cooperation), lenya (nature), nenya (exploration), raelya (change), daelya (strength), taelya (nobility), dhaelya (fidelity), thaelya (softness), sänya (order), shänya (enlightenment), hänya (being), chänya (chaos), errya (conflict), ellya (balance), ennya (endurance), essya (smoothness), eya (mystery)
Function Words
dan (the), an (which / that), ha (a), hahena (another), hin (few), hina (several), hanin (some), haína (many), hiéna (all), san (and), ullarra (but / however / on the other hand), sullan (or), erich (either), arich (neither), ris (both), anári (who), hána (what / how), nena (where), dhän (on), edhän (upon), hath (in), dhin (into), nna (at), eth (by / near / within reach of), ethin (with), hyun (without), nin (to / toward), sen (back / backward), chara (across), char (through / forward), erelich (because), relich (for / because of), dene (for / for to), deth (of / belong), ich (about / relating to), ichen (related / connected), hila (like / similar), hal (when), hail (once / some time in the past), häil (if / were, as hypothetical), ilachth (meanwhile), ilith (soon), ichdhanath (tomorrow), nnáe (while / during), nil (until), aeleth (should / ought), naer (must), naera (would / want to), naerad (would, as hypothetical), seledh (please / earnest request), ihaei (perhaps), haeí (used to begin a polite request / polite affirmative / yes), naeí (may / let / let there be, used almost exclusively to begin spells or benedictions),
Nouns
thendári (elf), sildári (human), aladári (dragon), thendíri (elf child), sildíri (human child), aladíri (dragon child), ári (person / elder), éri (younger person), íri (child), áir (fellow being), arah (creature), érach (beast / monster), sil (light), silda (sunlight), sildhan (day), silenna (morning), alaerra (water), irrien (fire), isíla (ice), anara (river), atara (rain), alalë (sea), aeris (life), ilis (time), ilisen (moment), ilidhan (period / length of time), aeril (lifetime), aerilanath (age / eon), anar (love), áriun (soul), äya (mind), äyan (thought), säí (intelligence), äí (idea / inspiration), äyachel (emotion), ärda (word), särrh (song), ärrélya (elf magic), irrärda (dragon magic), syérrëshal (magic), chyédra (energy / force), héä (source / spark), tirsil (sunset), sundra (night), undrial (shadow), shana (mountain), then (wood / group of trees), nann (place), ninnde (shelter), nannde (house / dwelling), silnannde (church), hininnde (hamlet), hinannde (village), ninannde (town), haínannde (city), hiénannde (country), challanannde (capital), delírenannde (royal palace / ruler's dwelling), érudan (stronghold), rienan (inn), ireta (food), dëáthras (clothing), dhiláthra (the kin's-cloth), sethaen (body), han (side / presence / proximity), ethinári (friend), re (leader), líre (lord), delíre (ruler / king), daren (captain), líredan (commander), teldan (boldness / bravery), dhallath (council), elecher (business), erech (task), srénn (rest), hyelle (tear, as in crying), chindya (blessing), chyánda (curse), hyunndan (burden / worry), echeral (echo), unnen (end / ceasing), ssulrrach (devilry), chindeill (celebration), herethal (success), dhila (kin / kind), äenen (name / called), irishan (mind / mentality), dhanath (path / course), dhanasa (trade route), dhanathári (traveler), dhunar (caravan), dhuhari (remnant), dhanith (trail / small path / animal trail), dhanala (ship route), alalári (sailor), dhatha (trail / signs of passing), ilarda (proof), naith (reward), selethári (merchant), hyarath (thief), hyechr (bandit / brigand), chandánan (stalker), dánan (pursuer), selssan (mercenary), chan (blade), ssan (sword), dilssan (a type of elvish sword), dalla (circle), dallann (cycle), draei (bell), isilen (a mildly narcotic and addicting herb that slightly improves blood clotting),
Pronouns
lli (me / my / we / our), lle (you / your), nalla ([s]he / his / her[s] / they / their), dantë (this / these),
Verbs
aer (be / is / are), áranë (become), inasë (see / look / gaze / watch / observe), äyë (think), shaeäya (ponder), shánäya (wonder), äyánë (imagine), äíë (inspire), chyärda (hear), telärdë (speak), shárnë (ask), chárë (beg), telärrha (sing), shäris (worship), thaera (grow), shaena (teach), shaeínë (educate), saeirë (study), shaeána (learn), saha (know), shah (understand), aeállénndë (train / practice), dhaena (try / attempt), ennalë (enter / come), chathë (wait), chanta (stand), surë (continue), dánë (go / pursue), hahän (meet), hahanath (join), dheharië (remain), ethalë (follow), chandánë (stalk), undánë (flee / depart), ennethë (hide), unnethë (obscure), chindra (dream), hundra (sleep), hathil (have / possess), daelen (need), hetha (find), hrruch (lose / despair), syindë (buy), sele (sell), selsa (trade), hyursa (steal), heyara (accept / take), tílen (bring), chyaernë (permit / allow), chyantë (grant / bestow), chindyë (bless), erethendra (defend / protect), ráta (assist), hura (hinder), hyunndë (obligate), hyerrna (harm / hurt), chenndë (cause / inflict), ansserarië (accomplish), dira (ring, as a bell), theris (pierce), anahë (awaken), ithendra (remember), hyelena (weep), chindeyë (celebrate),
Verb Forms
subtract final letter = past tense (words three letters or less add EN or N), add a final I = future tense, add a final L = progressive (unless ending is N, then add another N), add final or IAL = participle, add final TH or ATH = gerund (unless ending is Ë, EN, or TH, then replace with AN)
Modifiers
eriëll (good / well), sëltha (alright / in a good state), díeill (important), erianath (whole), aerith (more), urith (less), ehsa (just / only / merely), ri (two / more than one / multiple), anath (farther), ayath (further), anndra (surely / it is likely / it is hoped), danndra (certainly), innil (long time), alaeith (always), err (never), thien (fine / high quality), sëlthien (excellent / splendid), serathel (beautiful), cherathel (beloved), thess (delicate), eíth (precious), chaerne (permitted / allowed), irrarsil (white), theien (quiet), thechrith (gentle), heth (content), híriel (happy / well content), hirrith (cheerful), níerin (new), dallath (encircling), dheharial (remaining), chiri (afraid), sunn (lost), undra (blind), hyerrdra (hurt), hyerrdred (wounded / injured), sunndha (dead), irried (hot), irriel (warm), isíel (cool), isíleth (cold),
Idioms and Common Phrases
eltheran (greetings), lisanielle (I see/know/understand you), danael (thanks / thanking / "thank-you"), ethilhae ("if I may" / with permission), nalënän (an expression equivalent to "let it be so"), natathalia (an idiom without literal equivalent in other languages; a sort of rallying cry, meaning roughly: to the plunder! / to the spoil! / to the reward!), leláli (you come with me / you follow me), lilále (I go with you / I follow you), asteha (in that case), Naeí chindya dhän lle dhanath. (benediction: May there be blessing on your path.), Aeris nin lle san lle. (benediction: Life to you and yours.), Naeí innil aeril san irriel silda edhän lle. (May long life and warm sunlight be upon you.),
. : Dragon : .
This is the language of Fire, which Sephiris taught to the dragons in Telmar. The words of this language hold power over the elements of life. When sung or spoken in resonance, the language resonates with the fabric of the universe, the building blocks upon which all matter is founded. This gift to dragons was intended to stimulate growth, harmony and, in the hearts of sentient beings, love. Instead, dragons use this power for magic: draining vitality to affect reality.
Not much has changed for the dragon language. It is still rare, and used almost exclusively by dragons or human mage pairs. Dragon has, however, come into common use in dragon lands. Dragons normally speak with only one of their two voices, or both if they are agitated or wish to add emphasis to their words, and so there is no danger of unintended magical results when dragons use their language for everyday conversation.
Dragon speech is complicated, with many consonants and only three vowels. The English letters used to represent these sounds are: a, e, i, g', g, gh, k', k, kh, c, ch, h, r, hr, y, s', s, sh, z', z, zh, ng, n, l, t', t, th, d, d', dh, m, p, and b.
Sentence structure is always Verb, Subject, Object, with modifiers always coming before what they modify. Proper nouns are always three syllables, never less. All other words are either one or two syllables. Stress is always on the first syllable. Sounds with an an apostrophe in front of them (g', k', s', z', t', d') are treated as consonants; the tiny sound indicated by the apostrophe does not affect the syllable count as vowels would. Feel free to expand, improve, and use this language to your heart's content--or not; it's all up to you. Purely optional, purely for added depth and enjoyment.
==Wordlist==
Numbers
Dragons have a base 12 number system, organized with different names for the corresponding 1 2 3 4 5 6 7 8 9 A and B in each digit column. To succinctly sum up the way base 12 works: 12 is the new 10.
Most plurals are indicated by a preceding specific number.
"Numbers": Thani-seka
"Zero": Gen-seka
Single-Digit: Seka, Hi, T'hareth, San, Teget, Hin, Tamnen, Sare, T'tand'e, Gara, T'saren
Double-Digit: Sega, Higa, T'hared, Sanin, Tekel, Hina, Tamr, Sarin, D'tagn, Garen, Sren
Triple-Digit: Sela, Hila, Dharad, S'tan, Talek, Hima, Talem, Sahren, Dzhanl, Genin, Rin
Four Digits: Setha, Hireth, Darath, Shan, Taghil, Chimen, Tanith, Sareth, T'nazha, G'ahrin, Riban
Five Digits: Se-setha, Se-hireth, Se-darath, Se-shan, Se-taghil, Se-chimen, Se-tanith, Se-sareth, Se-t'nazha, Se-g'ahrin, Se-riban
"Hundred thousand": Sela-setha
"Million": Thani
"1,403,A75": Thani san-sela-setha darath rin tamr teget
"82,264": Se-sareth hireth hila hina san
Function Words
he (a), than (the), hi (plural), hin (group plural), thani (collective plural), s'yan (who), dezsan (what), dhin (which), gande (where), hetnan (when), tan (why), hadhel (how), han (to), hanen (toward), nan (from), pen (for), sengal (with), thad (on), tarad (above), hid (in), hgid (inside), termid (within), sheng (and), zeth (but), zera (or), shengra (either), zengra (neither), hingh (both), z'gan (negative), d'shana (affirmative),
Nouns
g'karadd (dragon), seth (human), tehha (elf), makh (male), s'haradd (desire / ambition / affection), sen (thing), galt (earth / soil), gadan (mountain), gedan (hill), ged (stone), taren (forest), tadan (tree), tedan (bush), tal (leaf), galdan (Earth energy), mer (water), mirmer (river), ghimer (sea), gharmer (ocean), sithra (source), merdan (Water energy), harth (air), harhi (breath), haran (wind), hardan (Air energy), kara (fire), kardan (Fire energy), dan (power / strength), markhan (warrior), karkas (fire-drake), tirs'har (eye), hsang (nose), pan (mind), pan-sen (thought), keris (heart / emotion), dhrend (blood), desztan (reason / cause), ghide (news), tiral (day), nema (night), k'hipan (sleep), ram (sun), merna (moon), taris (star), ral (light), skraldis (shadow), kans'ma (smoke), gedden (house),
Pronouns
mandra (I / me), gsen (you), d'kath (he / him), d'sera (she / her), sen (it), send (this), gsend (that), psende (that far-distant), marin (my / mine), gserin (you / yours), d'karin (his), d'serin (her / hers), serin (its),
Verbs
cen (be), cemran (exist), ced (do), cid (act / take action), cidram (awaken / rise), k'hara (speak), k'handra (shout), k'hi (whisper), kerith (love), panir (know), tirpan (guess), panis (see), panich (smell), paner (hear), panngal (touch), karpan (taste), s'hara (desire / pursue), s'hartir (want), s'hegad (lust for), s'retna (receive), s'hretna (acquire), cidrept (prepare), gyarath (use), tirshcen (accomplish), grakkep (shape / mold), mishlem (serve), dishek (find / search), dram (stand), gendra (go), g'kharthrad (fly), psendra (approach / come), pestra (follow), kranda (force / cause), krag (hinder), khazadd (harm), karba (burn),
Modifiers
dhand (distant past), tanas (past), tansa (near past), t'egn (imminent present), teget (present), tenet (immediate present), tirne (near future), tirme (future), tircen (certain future), terma (distant future), telest (next), teran (more), tirten (new), cenda (here), sehra (female), tik (small), danr (large), dhandran (ancient), b'kraldin (black), ten (good), z'gen (bad), thardin (against), tekmet (easy / easily), tema (safe), handa (must), hanta (may / permissible), theled (blessed), theldran (divine),
Culture-Specific
Sithred K'handrar (1st high-caste), Higeth K'handrar (2nd high-caste), Dregan K'handrar (3rd high-caste), Shanin K'handrar (4th high-caste), Sith K'harar (1st middle-caste), High K'harar (2nd middle-caste), Dregh K'harar (3rd middle-caste), Shin K'harar (4th middle caste), Sil K'hir (1st low-caste), Hil K'hir (2nd low-caste), Drel K'hir(3rd low-caste), Shal K'hir (4th low-caste), than Danr-K'handra (the Great Shout, or, 'magic'), g'sarkath (A terrible insult in Sakira-thani, derived from the name G'sanarkath, the warlord that caused the Sixteen Years' War. Used as a noun. The speaker is essentially equating the target with the worst of evil.)
Idioms and Common Phrases
Cen sen ten. (It is well. A common expression),
LANGUAGES
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. : Human : .
What is now human language in Telmar used to be the common tongue of the three races, spoken by all even before the lands divided. Nowadays in Telmar, since the races are separated, dragons and elves have turned to their own languages, and by the same token the languages of dragons and elves are rarely if ever used among humans. Humans scholars still rely heavily on elvish texts, but elvish in human lands has ceased to be the accepted language of study. Beyond scholars, the only humans still likely to be fluent in elvish are the merchants and the minstrels. As for dragon language, only pairs of mages use it now, and that sparingly. Dragons speak human language during trade. Human mage pairs hardly remember what the dragon words mean anymore--it is all just spell requirements.
Human language among other races, however, is on the rise, thanks to books. Elves enjoy the poetry and fiction, while dragons love history, mathematics, and romance novels. Dragons--being wealthy, artistically minded, and physically unsuited to handle small books--always trade for the finest, largest, and most decorative books humans can produce, books with elaborate covers and plentiful illustrations. Nearly all dragons speak at least broken human, but more and more are becoming fluent in human language once more. Elves, on the other hand, while appreciating what humans have to offer, shun human language itself; most even go so far as to translate the books they buy from human lands into elvish.
. : Elvish : .
In Telmar, elvish was a language that Sephiris taught to the elves, in order to help them rediscover their purpose. It has a property that allows for communication with all life: sentient beings, animals, even plant life. Any living thing that hears this language from an elf will understand its meaning even if it does not understand the words. Elves use the power of this language instinctively. Among other races, the effect may or may not occur, depending perhaps upon the person, the motive, the mental state, or even the situation itself; the secret of its use has never been discovered--even the elves do not understand how it works.
Before the war, because of its inherent properties, elvish was the language of study and poetry among the three races. After the war, humans turned to their own language for study and art, and later--thanks to trade--human scholastics became popular in dragon lands. Elves, however, shun human language as common. As for dragon language, most elves are no longer able to pronounce properly, and they consider it barbaric. Elvish, however, is also popular in dragon lands, where it is used for music. Unlike the reverse, dragons are extremely gifted in the proper pronunciation of elvish. Thus elvish, while rare in other lands, is by no means lost among the other races; and indeed, there are some who are coming close to unlocking the secrets of its power.
Elf language is spoken with the lips and teeth constantly parted. The English letters used to represent these sounds are: e, ë, ä, a, ae, i, u, é, á, í, r, l, n, r, d, dh, t, th, s, sh, h, ch, rr, ll, nn, ss, and y. There is a difference between r, r, and rr: r is a sustain, r is a flick, and rr is a trill--or, if you can't trill, you can combine the two r's as a sustain followed by a flick. The other doubled letters, ll, nn, and ss, are just held longer. Each separate sound in the list is a single 'letter' in their alphabet.
There are no plurals or possessive endings. Word order alters meaning (though exactly how remains to be defined). It will be up to the players--those who are interested--to fill in the gaps. What we have here is the skeleton, a language in its early stages, ready for linguistically inclined role-players to explore. Speaking elvish in the role-play is completely optional; just the fact that is here and available will add depth to the world and the story. It is meant as an avenue of added enjoyment for those who really like to dig in. Feel free to expand as little or as much as you like on the language mechanics and the wordlist.
Update: Elvish shall be a runic language. Each letter represents a concept. Use them as a loose guide when making up new words. You can justify a certain amount of flex room with the rationale that, for some words, the semantics these elves associate with them might be different from those understood by us Earth humans. By the same token, you can use what you know of this elven culture to further guide what semantic letters you pick for new words.
==Wordlist==
Alphabet
erya (protection), ërya (action), ärya (birth), arya (atmosphere), aerya (growth), irya (patience), urya (decay), élya (energy), álya (motion), ílya (worth), renya (cooperation), lenya (nature), nenya (exploration), raelya (change), daelya (strength), taelya (nobility), dhaelya (fidelity), thaelya (softness), sänya (order), shänya (enlightenment), hänya (being), chänya (chaos), errya (conflict), ellya (balance), ennya (endurance), essya (smoothness), eya (mystery)
Function Words
dan (the), an (which / that), ha (a), hahena (another), hin (few), hina (several), hanin (some), haína (many), hiéna (all), san (and), ullarra (but / however / on the other hand), sullan (or), erich (either), arich (neither), ris (both), anári (who), hána (what / how), nena (where), dhän (on), edhän (upon), hath (in), dhin (into), nna (at), eth (by / near / within reach of), ethin (with), hyun (without), nin (to / toward), sen (back / backward), chara (across), char (through / forward), erelich (because), relich (for / because of), dene (for / for to), deth (of / belong), ich (about / relating to), ichen (related / connected), hila (like / similar), hal (when), hail (once / some time in the past), häil (if / were, as hypothetical), ilachth (meanwhile), ilith (soon), ichdhanath (tomorrow), nnáe (while / during), nil (until), aeleth (should / ought), naer (must), naera (would / want to), naerad (would, as hypothetical), seledh (please / earnest request), ihaei (perhaps), haeí (used to begin a polite request / polite affirmative / yes), naeí (may / let / let there be, used almost exclusively to begin spells or benedictions),
Nouns
thendári (elf), sildári (human), aladári (dragon), thendíri (elf child), sildíri (human child), aladíri (dragon child), ári (person / elder), éri (younger person), íri (child), áir (fellow being), arah (creature), érach (beast / monster), sil (light), silda (sunlight), sildhan (day), silenna (morning), alaerra (water), irrien (fire), isíla (ice), anara (river), atara (rain), alalë (sea), aeris (life), ilis (time), ilisen (moment), ilidhan (period / length of time), aeril (lifetime), aerilanath (age / eon), anar (love), áriun (soul), äya (mind), äyan (thought), säí (intelligence), äí (idea / inspiration), äyachel (emotion), ärda (word), särrh (song), ärrélya (elf magic), irrärda (dragon magic), syérrëshal (magic), chyédra (energy / force), héä (source / spark), tirsil (sunset), sundra (night), undrial (shadow), shana (mountain), then (wood / group of trees), nann (place), ninnde (shelter), nannde (house / dwelling), silnannde (church), hininnde (hamlet), hinannde (village), ninannde (town), haínannde (city), hiénannde (country), challanannde (capital), delírenannde (royal palace / ruler's dwelling), érudan (stronghold), rienan (inn), ireta (food), dëáthras (clothing), dhiláthra (the kin's-cloth), sethaen (body), han (side / presence / proximity), ethinári (friend), re (leader), líre (lord), delíre (ruler / king), daren (captain), líredan (commander), teldan (boldness / bravery), dhallath (council), elecher (business), erech (task), srénn (rest), hyelle (tear, as in crying), chindya (blessing), chyánda (curse), hyunndan (burden / worry), echeral (echo), unnen (end / ceasing), ssulrrach (devilry), chindeill (celebration), herethal (success), dhila (kin / kind), äenen (name / called), irishan (mind / mentality), dhanath (path / course), dhanasa (trade route), dhanathári (traveler), dhunar (caravan), dhuhari (remnant), dhanith (trail / small path / animal trail), dhanala (ship route), alalári (sailor), dhatha (trail / signs of passing), ilarda (proof), naith (reward), selethári (merchant), hyarath (thief), hyechr (bandit / brigand), chandánan (stalker), dánan (pursuer), selssan (mercenary), chan (blade), ssan (sword), dilssan (a type of elvish sword), dalla (circle), dallann (cycle), draei (bell), isilen (a mildly narcotic and addicting herb that slightly improves blood clotting),
Pronouns
lli (me / my / we / our), lle (you / your), nalla ([s]he / his / her[s] / they / their), dantë (this / these),
Verbs
aer (be / is / are), áranë (become), inasë (see / look / gaze / watch / observe), äyë (think), shaeäya (ponder), shánäya (wonder), äyánë (imagine), äíë (inspire), chyärda (hear), telärdë (speak), shárnë (ask), chárë (beg), telärrha (sing), shäris (worship), thaera (grow), shaena (teach), shaeínë (educate), saeirë (study), shaeána (learn), saha (know), shah (understand), aeállénndë (train / practice), dhaena (try / attempt), ennalë (enter / come), chathë (wait), chanta (stand), surë (continue), dánë (go / pursue), hahän (meet), hahanath (join), dheharië (remain), ethalë (follow), chandánë (stalk), undánë (flee / depart), ennethë (hide), unnethë (obscure), chindra (dream), hundra (sleep), hathil (have / possess), daelen (need), hetha (find), hrruch (lose / despair), syindë (buy), sele (sell), selsa (trade), hyursa (steal), heyara (accept / take), tílen (bring), chyaernë (permit / allow), chyantë (grant / bestow), chindyë (bless), erethendra (defend / protect), ráta (assist), hura (hinder), hyunndë (obligate), hyerrna (harm / hurt), chenndë (cause / inflict), ansserarië (accomplish), dira (ring, as a bell), theris (pierce), anahë (awaken), ithendra (remember), hyelena (weep), chindeyë (celebrate),
Verb Forms
subtract final letter = past tense (words three letters or less add EN or N), add a final I = future tense, add a final L = progressive (unless ending is N, then add another N), add final or IAL = participle, add final TH or ATH = gerund (unless ending is Ë, EN, or TH, then replace with AN)
Modifiers
eriëll (good / well), sëltha (alright / in a good state), díeill (important), erianath (whole), aerith (more), urith (less), ehsa (just / only / merely), ri (two / more than one / multiple), anath (farther), ayath (further), anndra (surely / it is likely / it is hoped), danndra (certainly), innil (long time), alaeith (always), err (never), thien (fine / high quality), sëlthien (excellent / splendid), serathel (beautiful), cherathel (beloved), thess (delicate), eíth (precious), chaerne (permitted / allowed), irrarsil (white), theien (quiet), thechrith (gentle), heth (content), híriel (happy / well content), hirrith (cheerful), níerin (new), dallath (encircling), dheharial (remaining), chiri (afraid), sunn (lost), undra (blind), hyerrdra (hurt), hyerrdred (wounded / injured), sunndha (dead), irried (hot), irriel (warm), isíel (cool), isíleth (cold),
Idioms and Common Phrases
eltheran (greetings), lisanielle (I see/know/understand you), danael (thanks / thanking / "thank-you"), ethilhae ("if I may" / with permission), nalënän (an expression equivalent to "let it be so"), natathalia (an idiom without literal equivalent in other languages; a sort of rallying cry, meaning roughly: to the plunder! / to the spoil! / to the reward!), leláli (you come with me / you follow me), lilále (I go with you / I follow you), asteha (in that case), Naeí chindya dhän lle dhanath. (benediction: May there be blessing on your path.), Aeris nin lle san lle. (benediction: Life to you and yours.), Naeí innil aeril san irriel silda edhän lle. (May long life and warm sunlight be upon you.),
. : Dragon : .
This is the language of Fire, which Sephiris taught to the dragons in Telmar. The words of this language hold power over the elements of life. When sung or spoken in resonance, the language resonates with the fabric of the universe, the building blocks upon which all matter is founded. This gift to dragons was intended to stimulate growth, harmony and, in the hearts of sentient beings, love. Instead, dragons use this power for magic: draining vitality to affect reality.
Not much has changed for the dragon language. It is still rare, and used almost exclusively by dragons or human mage pairs. Dragon has, however, come into common use in dragon lands. Dragons normally speak with only one of their two voices, or both if they are agitated or wish to add emphasis to their words, and so there is no danger of unintended magical results when dragons use their language for everyday conversation.
Dragon speech is complicated, with many consonants and only three vowels. The English letters used to represent these sounds are: a, e, i, g', g, gh, k', k, kh, c, ch, h, r, hr, y, s', s, sh, z', z, zh, ng, n, l, t', t, th, d, d', dh, m, p, and b.
Sentence structure is always Verb, Subject, Object, with modifiers always coming before what they modify. Proper nouns are always three syllables, never less. All other words are either one or two syllables. Stress is always on the first syllable. Sounds with an an apostrophe in front of them (g', k', s', z', t', d') are treated as consonants; the tiny sound indicated by the apostrophe does not affect the syllable count as vowels would. Feel free to expand, improve, and use this language to your heart's content--or not; it's all up to you. Purely optional, purely for added depth and enjoyment.
==Wordlist==
Numbers
Dragons have a base 12 number system, organized with different names for the corresponding 1 2 3 4 5 6 7 8 9 A and B in each digit column. To succinctly sum up the way base 12 works: 12 is the new 10.
Most plurals are indicated by a preceding specific number.
"Numbers": Thani-seka
"Zero": Gen-seka
Single-Digit: Seka, Hi, T'hareth, San, Teget, Hin, Tamnen, Sare, T'tand'e, Gara, T'saren
Double-Digit: Sega, Higa, T'hared, Sanin, Tekel, Hina, Tamr, Sarin, D'tagn, Garen, Sren
Triple-Digit: Sela, Hila, Dharad, S'tan, Talek, Hima, Talem, Sahren, Dzhanl, Genin, Rin
Four Digits: Setha, Hireth, Darath, Shan, Taghil, Chimen, Tanith, Sareth, T'nazha, G'ahrin, Riban
Five Digits: Se-setha, Se-hireth, Se-darath, Se-shan, Se-taghil, Se-chimen, Se-tanith, Se-sareth, Se-t'nazha, Se-g'ahrin, Se-riban
"Hundred thousand": Sela-setha
"Million": Thani
"1,403,A75": Thani san-sela-setha darath rin tamr teget
"82,264": Se-sareth hireth hila hina san
Function Words
he (a), than (the), hi (plural), hin (group plural), thani (collective plural), s'yan (who), dezsan (what), dhin (which), gande (where), hetnan (when), tan (why), hadhel (how), han (to), hanen (toward), nan (from), pen (for), sengal (with), thad (on), tarad (above), hid (in), hgid (inside), termid (within), sheng (and), zeth (but), zera (or), shengra (either), zengra (neither), hingh (both), z'gan (negative), d'shana (affirmative),
Nouns
g'karadd (dragon), seth (human), tehha (elf), makh (male), s'haradd (desire / ambition / affection), sen (thing), galt (earth / soil), gadan (mountain), gedan (hill), ged (stone), taren (forest), tadan (tree), tedan (bush), tal (leaf), galdan (Earth energy), mer (water), mirmer (river), ghimer (sea), gharmer (ocean), sithra (source), merdan (Water energy), harth (air), harhi (breath), haran (wind), hardan (Air energy), kara (fire), kardan (Fire energy), dan (power / strength), markhan (warrior), karkas (fire-drake), tirs'har (eye), hsang (nose), pan (mind), pan-sen (thought), keris (heart / emotion), dhrend (blood), desztan (reason / cause), ghide (news), tiral (day), nema (night), k'hipan (sleep), ram (sun), merna (moon), taris (star), ral (light), skraldis (shadow), kans'ma (smoke), gedden (house),
Pronouns
mandra (I / me), gsen (you), d'kath (he / him), d'sera (she / her), sen (it), send (this), gsend (that), psende (that far-distant), marin (my / mine), gserin (you / yours), d'karin (his), d'serin (her / hers), serin (its),
Verbs
cen (be), cemran (exist), ced (do), cid (act / take action), cidram (awaken / rise), k'hara (speak), k'handra (shout), k'hi (whisper), kerith (love), panir (know), tirpan (guess), panis (see), panich (smell), paner (hear), panngal (touch), karpan (taste), s'hara (desire / pursue), s'hartir (want), s'hegad (lust for), s'retna (receive), s'hretna (acquire), cidrept (prepare), gyarath (use), tirshcen (accomplish), grakkep (shape / mold), mishlem (serve), dishek (find / search), dram (stand), gendra (go), g'kharthrad (fly), psendra (approach / come), pestra (follow), kranda (force / cause), krag (hinder), khazadd (harm), karba (burn),
Modifiers
dhand (distant past), tanas (past), tansa (near past), t'egn (imminent present), teget (present), tenet (immediate present), tirne (near future), tirme (future), tircen (certain future), terma (distant future), telest (next), teran (more), tirten (new), cenda (here), sehra (female), tik (small), danr (large), dhandran (ancient), b'kraldin (black), ten (good), z'gen (bad), thardin (against), tekmet (easy / easily), tema (safe), handa (must), hanta (may / permissible), theled (blessed), theldran (divine),
Culture-Specific
Sithred K'handrar (1st high-caste), Higeth K'handrar (2nd high-caste), Dregan K'handrar (3rd high-caste), Shanin K'handrar (4th high-caste), Sith K'harar (1st middle-caste), High K'harar (2nd middle-caste), Dregh K'harar (3rd middle-caste), Shin K'harar (4th middle caste), Sil K'hir (1st low-caste), Hil K'hir (2nd low-caste), Drel K'hir(3rd low-caste), Shal K'hir (4th low-caste), than Danr-K'handra (the Great Shout, or, 'magic'), g'sarkath (A terrible insult in Sakira-thani, derived from the name G'sanarkath, the warlord that caused the Sixteen Years' War. Used as a noun. The speaker is essentially equating the target with the worst of evil.)
Idioms and Common Phrases
Cen sen ten. (It is well. A common expression),
Last edited by Kalon Ordona II on Wed Oct 05, 2011 12:07 am; edited 35 times in total
Re: Sephiris: The Price of Peace - OOC
((Reserved))
Just in case I have some details that would be added up here at a later date....
Just in case I have some details that would be added up here at a later date....
Zephiris- Mist
- Join date : 2009-06-19
Posts : 23
Age : 31
Location : The World
Re: Sephiris: The Price of Peace - OOC
Is there a starting plot hook to this RP? Not that we need everything that happens planned out, but I like starting with something to act on or react to.
Alphariusthemad- Mist
- Join date : 2009-07-04
Posts : 41
Age : 35
Re: Sephiris: The Price of Peace - OOC
Not as such. I'm trying to come up with a good one; that's one reason the prologue is taking a while. (and Zephiris still has a lot of real life on his plate.) But it obviously has to do with what I have up there already, about the races catching on to Sephiris' awakening.
I'm thinking perhaps we should create our characters first. Maybe I'll make mine, and that will give you all some ideas.
I'm thinking perhaps we should create our characters first. Maybe I'll make mine, and that will give you all some ideas.
Re: Sephiris: The Price of Peace - OOC
Okay, here's my first character. I'll probably do at least one of each race. So here's an elf.
Now I made this all up myself on the spot, and stuff like the dhiláthras and the dilssan and the twenty-six Families of elvendom weren't previously conceptualized. So, that's the kind of stuff you all are free to do; make up stuff; build on what's already there. It's very fun. ^^ (I have to add those words to the elvish wordlist now.)
. : Name : .
Full Name: Áirhath Aeryän, Leader of the Ssandári Mercenaries
Use Name: Áirhath
Other: Commander Áirhath, or sometimes simply Commander
Played by: Kalon_Ordona_II
. : Appearance : .
Height and Build: 5'7" ; lithe and athletic
Description: Áirhath has dark brown hair and green-gray eyes. The set of his eyes is wide and deep; his forehead sweeps back, continuing the straight line of his nose. His dark hair is usually tied back in three places, one on top of another along the back of his head; the hairstyle complements the way his pointed ears lay close to the sides of his head. As old as he is, and leading the lifestyle he has, Áirhath is physically stronger than most elves, though his musculature is as lean and graceful as any elf's.
Clothing: Whether dressed in linen or silk, Áirhath always wears over all an elaborate cloth that covers his left side, shoulder and arm. This squared cloth, with two corners fastened front and back at the belt, two sides fastened front and back at chest height, and the rest draped over one arm and typically coming lower than the knee, is known as the dhiláthra--or, kin's-cloth. The dhiláthra is an almost universal elvish garment that displays the family colors. Áirhath's dhiláthra, of the Aeryän family, is slate blue with a thick silver border and flowery yellow patterns. Áirhath's usual garments, aside from the dhiláthra, consist of a sleeveless black linen tunic and breeches--the lower parts near his feet being decorated with yellow patterns to match his dhiláthra. Around his waist is a wide, blue silk sash beneath a dark leather belt. His feet are wrapped in comfortable strips of uncolored cloth, and are shod with sandals of typical elvish fashion. The hand beneath the dhiláthra is gloved, to protect against the poisoned blade of his knife should he need to use it. The other hand is wrapped in comfortable strips of uncolored cloth, up to the elbow, with the fingers and thumb left bare. His bare right arm and shoulder display a blood-red tattoo in the shape and likeness of a winged fire-drake.
Weapons: Áirhath wields the dilssan. A common elvish weapon, the dilssan consists of a one-hand grip with no crossguard and a single-edged blade; the quarter-inch-thick bar of steel is half an inch from spine to blade and is typically two and a half feet in length. The dilssan is extremely light, meant for elf versus elf combat--against other races, larger, more substantial weapons are the norm. Áirhath's dilssan is kept in a slender sheath strapped behind his right shoulder. Another common elvish weapon--the throwing star--Áirhath carries in abundance inside special, thin pouches distributed across his midsection, lower back, and thighs. Finally, in a sheath strapped behind his left shoulder, Áirhath carries a knife with a poisonous, pinkish, crystal blade.
Other: There is a small form-leather pouch attached to Áirhath's belt, useful for storing small herbs, vials, and other odds and ends that might be difficult to obtain on short notice.
Impression: Áirhath's appearance is fierce, focused and commanding.
. : Heritage : .
Age: 182
Birthplace: Ardin, Hern--a village situated at the source of the Saerun.
Family: Of the twenty-six elf Families in Telmar, Áirhath belongs to Aeryän. Áirhath is the only child of Alandel and Aiya, since Aiya, like so many elf mothers of less than normal vitality, died from childbirth, at the age of 246, having led a full life. Alandel lived until his 302nd year, raising Áirhath before he too--as the elves of Telmar believe--passed into the void. All elves of Aeryän, all those who wear the Aeryän dhiláthra--no matter where they live in Telmar--would be considered Áirhath's immediate family.
Inheritance: Áirhath's mother, Aiya, was a weaver. The dhiláthra he wears had been made for him by her, in anticipation of her own death. Áirhath's dilssan belonged to Alandel, his father, who was a famous swordmaster in his own right.
Other: Áirhath has several connections in high places, especially among the White Council, but he has few role models. His true friends are the fellow swordmasters that make up his mercenary group. Áirhath has not yet married.
. : Persona : .
Biography: Áirhath remembers his mother's face, the moment when Aiya named him. As most elves remember such first moments, Áirhath can still see her, his mother, Aiya, when he turns his mind toward the past. Her hair, almost completely black with age, framing an expression of such love and joy, to have brought a child into the world even at the cost of her own life, knowing her legacy would live on. She and Alandel had been married for many, many years; they were deeply in love and wanted children as much as any elf, but Aiya was too fragile, even for her kind, and it was rightly guessed that giving birth would be her final act in life. And so, late in Aiya's years, when she felt she had lived to the fullest and while she was still fertile, she and Alandel coupled often for the purpose of conception, and soon Aiya did conceive. Through her term she prepared as much as she could in anticipation of her probable death, wanting to give as much as possible to the child she could but bring into being. An Aeryän dhiláthra of unsurpassable quality, journals and writings she had written and saved to pass on, all this and more. Then, when her child was born, and she held Áirhath at last in her arms, she died at peace, full of joy, with Alandel at her side.
== Áirhath's childhood was happy. Though he only had one parent, there was no shortage of uncles, aunts and cousins at gatherings. Life was not difficult in the village of Hern. The springs of Saerun Anara provided pure water, and its streams carried fish aplenty. The surrounding forest was full of herbs and fruits, and gardens and animals were kept by all. Áirhath and his father lived together close to the mountains, where Alandel taught his son all about the world, how to read and write, how to tally, even how to speak human. As Áirhath grew, he learned more and more about his mother, and read everything she had written for him, and cherished everything she had left for his keeping. At gatherings Áirhath learned to leap and climb and fight, and when he was older Alandel taught him the way of the blade, and Áirhath learned of his father's history, and the deeds that he had done, and he marveled and wished to do such deeds and greater. And his father taught him to think deeply on every matter, and to be strength to those in need, and to remember always the greatness and the glory of the elves above all other forms of life. And then, over the course of time, Alandel's days came to an end, just before the beginning of Áirhath's fiftieth year.
== Áirhath became a wanderer in search of great deeds, and great deeds indeed were waiting to be done. Áirhath quickly learned the true nature of the world, and for the whole of his life has done all in his power to make the world a better place, walking the path of the blade. Áirhath established the Ssandári Mercenaries when he was ninety years old, since a number of like-minded swordmasters had steadily joined him over the years.
== The Ssandári Mercenaries have earned recognition throughout elvenlands, and have even been to parts of the human land Sephalia several times. So Áirhath Aeryän grew wise and strong, great in knowledge and rich in friends. Now, he is about to face an adventure greater than any he has ever experienced.
Motivation: Áirhath carries in his heart his mother's love and his father's teachings. He has also come to care for each of his fellow swordmasters as if they were the brothers and sisters he never had. Áirhath has never tired of adventure and the doing of great deeds, and he never will.
Skills and Talents: Hereditary talent, excellent instruction, and constant practice has made Áirhath an exceptional master of the blade. In addition, Áirhath's mind is naturally attuned to nature; knowledge of nature is both an elven racial trait and a heavy childhood course of study, for Áirhath as much as any elf. Áirhath can also speak fairly good Human as well as his native tongue.
Strengths: chivalry, tenacity, focus
Weaknesses: racist, show off, ignorant in regard to romance
Personality: kind-hearted, calculating, adventurous
Now I made this all up myself on the spot, and stuff like the dhiláthras and the dilssan and the twenty-six Families of elvendom weren't previously conceptualized. So, that's the kind of stuff you all are free to do; make up stuff; build on what's already there. It's very fun. ^^ (I have to add those words to the elvish wordlist now.)
. : Name : .
Full Name: Áirhath Aeryän, Leader of the Ssandári Mercenaries
Use Name: Áirhath
Other: Commander Áirhath, or sometimes simply Commander
Played by: Kalon_Ordona_II
. : Appearance : .
Height and Build: 5'7" ; lithe and athletic
Description: Áirhath has dark brown hair and green-gray eyes. The set of his eyes is wide and deep; his forehead sweeps back, continuing the straight line of his nose. His dark hair is usually tied back in three places, one on top of another along the back of his head; the hairstyle complements the way his pointed ears lay close to the sides of his head. As old as he is, and leading the lifestyle he has, Áirhath is physically stronger than most elves, though his musculature is as lean and graceful as any elf's.
Clothing: Whether dressed in linen or silk, Áirhath always wears over all an elaborate cloth that covers his left side, shoulder and arm. This squared cloth, with two corners fastened front and back at the belt, two sides fastened front and back at chest height, and the rest draped over one arm and typically coming lower than the knee, is known as the dhiláthra--or, kin's-cloth. The dhiláthra is an almost universal elvish garment that displays the family colors. Áirhath's dhiláthra, of the Aeryän family, is slate blue with a thick silver border and flowery yellow patterns. Áirhath's usual garments, aside from the dhiláthra, consist of a sleeveless black linen tunic and breeches--the lower parts near his feet being decorated with yellow patterns to match his dhiláthra. Around his waist is a wide, blue silk sash beneath a dark leather belt. His feet are wrapped in comfortable strips of uncolored cloth, and are shod with sandals of typical elvish fashion. The hand beneath the dhiláthra is gloved, to protect against the poisoned blade of his knife should he need to use it. The other hand is wrapped in comfortable strips of uncolored cloth, up to the elbow, with the fingers and thumb left bare. His bare right arm and shoulder display a blood-red tattoo in the shape and likeness of a winged fire-drake.
Weapons: Áirhath wields the dilssan. A common elvish weapon, the dilssan consists of a one-hand grip with no crossguard and a single-edged blade; the quarter-inch-thick bar of steel is half an inch from spine to blade and is typically two and a half feet in length. The dilssan is extremely light, meant for elf versus elf combat--against other races, larger, more substantial weapons are the norm. Áirhath's dilssan is kept in a slender sheath strapped behind his right shoulder. Another common elvish weapon--the throwing star--Áirhath carries in abundance inside special, thin pouches distributed across his midsection, lower back, and thighs. Finally, in a sheath strapped behind his left shoulder, Áirhath carries a knife with a poisonous, pinkish, crystal blade.
Other: There is a small form-leather pouch attached to Áirhath's belt, useful for storing small herbs, vials, and other odds and ends that might be difficult to obtain on short notice.
Impression: Áirhath's appearance is fierce, focused and commanding.
. : Heritage : .
Age: 182
Birthplace: Ardin, Hern--a village situated at the source of the Saerun.
Family: Of the twenty-six elf Families in Telmar, Áirhath belongs to Aeryän. Áirhath is the only child of Alandel and Aiya, since Aiya, like so many elf mothers of less than normal vitality, died from childbirth, at the age of 246, having led a full life. Alandel lived until his 302nd year, raising Áirhath before he too--as the elves of Telmar believe--passed into the void. All elves of Aeryän, all those who wear the Aeryän dhiláthra--no matter where they live in Telmar--would be considered Áirhath's immediate family.
Inheritance: Áirhath's mother, Aiya, was a weaver. The dhiláthra he wears had been made for him by her, in anticipation of her own death. Áirhath's dilssan belonged to Alandel, his father, who was a famous swordmaster in his own right.
Other: Áirhath has several connections in high places, especially among the White Council, but he has few role models. His true friends are the fellow swordmasters that make up his mercenary group. Áirhath has not yet married.
. : Persona : .
Biography: Áirhath remembers his mother's face, the moment when Aiya named him. As most elves remember such first moments, Áirhath can still see her, his mother, Aiya, when he turns his mind toward the past. Her hair, almost completely black with age, framing an expression of such love and joy, to have brought a child into the world even at the cost of her own life, knowing her legacy would live on. She and Alandel had been married for many, many years; they were deeply in love and wanted children as much as any elf, but Aiya was too fragile, even for her kind, and it was rightly guessed that giving birth would be her final act in life. And so, late in Aiya's years, when she felt she had lived to the fullest and while she was still fertile, she and Alandel coupled often for the purpose of conception, and soon Aiya did conceive. Through her term she prepared as much as she could in anticipation of her probable death, wanting to give as much as possible to the child she could but bring into being. An Aeryän dhiláthra of unsurpassable quality, journals and writings she had written and saved to pass on, all this and more. Then, when her child was born, and she held Áirhath at last in her arms, she died at peace, full of joy, with Alandel at her side.
== Áirhath's childhood was happy. Though he only had one parent, there was no shortage of uncles, aunts and cousins at gatherings. Life was not difficult in the village of Hern. The springs of Saerun Anara provided pure water, and its streams carried fish aplenty. The surrounding forest was full of herbs and fruits, and gardens and animals were kept by all. Áirhath and his father lived together close to the mountains, where Alandel taught his son all about the world, how to read and write, how to tally, even how to speak human. As Áirhath grew, he learned more and more about his mother, and read everything she had written for him, and cherished everything she had left for his keeping. At gatherings Áirhath learned to leap and climb and fight, and when he was older Alandel taught him the way of the blade, and Áirhath learned of his father's history, and the deeds that he had done, and he marveled and wished to do such deeds and greater. And his father taught him to think deeply on every matter, and to be strength to those in need, and to remember always the greatness and the glory of the elves above all other forms of life. And then, over the course of time, Alandel's days came to an end, just before the beginning of Áirhath's fiftieth year.
== Áirhath became a wanderer in search of great deeds, and great deeds indeed were waiting to be done. Áirhath quickly learned the true nature of the world, and for the whole of his life has done all in his power to make the world a better place, walking the path of the blade. Áirhath established the Ssandári Mercenaries when he was ninety years old, since a number of like-minded swordmasters had steadily joined him over the years.
== The Ssandári Mercenaries have earned recognition throughout elvenlands, and have even been to parts of the human land Sephalia several times. So Áirhath Aeryän grew wise and strong, great in knowledge and rich in friends. Now, he is about to face an adventure greater than any he has ever experienced.
Motivation: Áirhath carries in his heart his mother's love and his father's teachings. He has also come to care for each of his fellow swordmasters as if they were the brothers and sisters he never had. Áirhath has never tired of adventure and the doing of great deeds, and he never will.
Skills and Talents: Hereditary talent, excellent instruction, and constant practice has made Áirhath an exceptional master of the blade. In addition, Áirhath's mind is naturally attuned to nature; knowledge of nature is both an elven racial trait and a heavy childhood course of study, for Áirhath as much as any elf. Áirhath can also speak fairly good Human as well as his native tongue.
Strengths: chivalry, tenacity, focus
Weaknesses: racist, show off, ignorant in regard to romance
Personality: kind-hearted, calculating, adventurous
Re: Sephiris: The Price of Peace - OOC
Similarly, I shall follow suit, and put up my character.
. : Name : . Ezekiel
Full Name: Crown Prince Ezekiel Scorpius
Use Name: Your Highness, or simply, Ezekiel (If the person feels at ease using this form of address after knowing his true identity)
Other: Weapon Prodigy, Genius (Not given any bad nicknames, since no one really dares to challenge his authority as Crown Prince)
Played by: Zephiris
. : Appearance : .
Height and Build: 6'1" . Lean. Muscular (To a smaller extent)
Description: His face, an oval, seem so ordinary that one can barely identify him as the Crown Prince from just his face. Sporting a short, and naturally spiky black hair, he scarcely bothers to comb it, thus it may seem messy sometimes. (Though, most of the time, one can barely tell it out, thanks to his hair) His face does nothing to change his ordinariness. Thick, bushy eyebrow inherited from one of his ancestors, a sharp nose, big eyes of onyx.. He rarely tries to change how he looks, however, accepting it for what it is.
Clothing: As befits his royal status, his dressing is often elaborate. Dressed in a bright blue suit, which made him rather renowned for having a weird dress sense, he covers it up with a golden chain mail, and fitting leg guards. His favorite choice of weapon, the spear is slung over his back. The chain mail is specially designed with an extension to cover the neck area, preventing strikes to the neck. He doesn't enjoy wearing hats, or helmets, and is never seen with them. Occasionally, Ezekiel does appear in less striking colors, but that is when he decides to visit the commoners in the country. His choice of colors then, would be a dull blue, and his armor, an equally dull silver-color (Which really is, gold, layered with iron to give it its color).
Weapons: Being adept in the use of many weapons, he has an arsenal of weapon from which he can pick. However, he is often seen fighting with his favorite weapon- the spear. This spear, however, is specially designed for him once again, at his request. Completely metal, unlike some, which uses wood for the handle, his spear seems like an ordinary iron spear which the cavalry may use, but there is more than meets the eye. This spear is forged from the strongest metal in the Human lands (As well as metal imported from other regions, and races). At the sharp end, instead of the common, triangular edge, it is a blade. Imagine a normal sword, with it's handle extended to as long as a spear. Like the blade, it has a hilt, though this has been shortened to just about a few centimeters. (Which makes the hilt barely noticeable)
Other: The Royal Seal. (Which identifies himself as someone from the Royal Family. Kept within his armor, which makes it virtually impossible to steal)
Impression: Ordinary. Unless he is seen in his royal dress, no one can really tell that he is the Crown Prince. However, when serious, he exudes a fierce charisma that compels others to accede to his commands.
. : Heritage : .
Age: 21
Birthplace: Telmural Royal City
Family: King Orion XXIV and Queen Virgo
Inheritance: Being the Crown Prince, Ezekiel is taught in the areas of military warfare, politics, as well as various aesthetics. More notably, he is especially devoted to the Sephirisian Faith- though the irony is that he does not know it that well, despite proclaiming himself a devoted believer.
Other: (None at the moment. Just ask if you want to be associated with this character.)
. : Persona : .
Biography: Born in a time of relative peace, Ezekiel led a considerably pampered life, with his parents often showering him with gifts, whenever he wanted. Fortunately, he didn't develop to be a typical spoiled brat, thanks to his personality. At age 6, he developed interest to weaponry, and started learning how to use the various weaponry available. (Naturally, with his father's support)
It was then, his father noted his talent in handling weapons. During that time, Ezekiel was merely his father's favorite son, and not the Crown Prince. However, the shrewd Ezekiel, having made good use of his lessons, in military and political areas, easily displayed his superiority to the then Crown Prince, his elder brother Ophiuchus.
Then, at age 16, Ezekiel's father, King Orion XXIV, fell terribly ill. He knew the need for the Crown Prince to be prepared to handle issues of the state. Naturally, the best candidate that came to mind was Ezekiel, but still, he had already chosen Ophiuchus to the position.
Thus, a competition between the brothers was conducted. It was there, Ezekiel thrashed his brother so badly, in the presence of almost all the Ministers, as well as common folks. Sure enough, this won the respect of everyone present. His father was also pleased with the result, and appointed him Crown Prince, safe in the knowledge Ophiuchus could no longer contest this appointment.
Ezekiel continued to further his knowledge, learning about the other races. He tried to learn Magic at age 18, but realized he had no affinity with the art, and abandoned the idea. Meanwhile, the King recovers from his illness, to everyone's surprise.
Promptly, the King made the very day a day of worship to their Goddess Sephiris. However, on the other hand, Ophiuchus was rather sore about losing his position to his younger brother. Secretly, he begins hiring mercenaries, all intent on taking Ezekiel's life.
Yet this could not escape Ezekiel's notice, despite Ophiuchus' attempt to lie low, by gradually amassing an army of mercenaries, in small amounts over a period of time. Ezekiel merely feigned ignorance, but prepared for the worst.
Finally, at age 20, a coup was staged. Ophiuchus originally wanted to kill only Ezekiel, but greed got the better of him. Now, his targets includes the King himself. As previously mentioned, Ezekiel had already got wind of this news, and made preparations for this scenario.
As a result, Ophiuchus led the army to their deaths. It also displayed Ezekiel's cleverness in military affairs. First, he made sure that all the soldiers were disguised as servants, and stationed in various parts of the palace. Then, when the rebel army found its way into the throne room, the 'servants' encircled them, and slaughtered them viciously.
In a last ditch attempt, Ophiuchus rallied some of the soldiers, and escaped the Palace, but even this had been foreseen by Ezekiel, who promptly ordered the Cavalry, and eliminated the army, as well as its leader.
From then on, the Royal Family never dared to challenge Ezekiel's power. Furthermore, with his father's backing, no one could really do much to him. Then, at age 21, he decided to embark on a quest.
Motivation: The prosperity of the nation. He loves his people, just as he loves his parents. Most of his deeds all hold something that would benefit the nation, and anything that threatens it are often, promptly eradicated.
Skills and Talents: He is extremely skilled in the usage of a spear, as well as various other weapons (To a lesser extent). Also, he has an intelligent mind that does a fine job in guessing the opponent's next move (In military warfare, not in melee combat.)
Strengths: Extremely calm and collected. He doesn't get shaken emotionally that easily, unless his beloved parents gets threatened. It is only then he may be seen in a flustered state. Also, very skilled in Military Strategies.
Weaknesses: Overly cautious. He does not trust anyone that easily, and even his closest friends are carefully watched by himself. (Almost) Uncaring. So long it brings some amount of benefit (Notably, to the country), he won't bother about the amount of sacrifice that follows.
Personality: Calm and collected, he only loses this demeanor when his loved ones get threatened, notably, his parents. However, he is also extremely cautious, so much so that his closest friends are carefully watched by himself. This often leads to friends disliking him sometimes, but when he gets serious, the charisma he exudes often draw those friends back. It is also this charisma that kept those friends by his side, otherwise, his other negative point would chase them off.
That is, his almost uncaring attitude to certain scenarios. Whenever there is a sacrifice to be made, if it benefits the nation, he won't hesitate to sacrifice it, or him/her. That means that even if his closest friend has to be sacrificed to resolve a certain matter, he wouldn't temporize in sending him off, even to his death.
. : Name : . Ezekiel
Full Name: Crown Prince Ezekiel Scorpius
Use Name: Your Highness, or simply, Ezekiel (If the person feels at ease using this form of address after knowing his true identity)
Other: Weapon Prodigy, Genius (Not given any bad nicknames, since no one really dares to challenge his authority as Crown Prince)
Played by: Zephiris
. : Appearance : .
Height and Build: 6'1" . Lean. Muscular (To a smaller extent)
Description: His face, an oval, seem so ordinary that one can barely identify him as the Crown Prince from just his face. Sporting a short, and naturally spiky black hair, he scarcely bothers to comb it, thus it may seem messy sometimes. (Though, most of the time, one can barely tell it out, thanks to his hair) His face does nothing to change his ordinariness. Thick, bushy eyebrow inherited from one of his ancestors, a sharp nose, big eyes of onyx.. He rarely tries to change how he looks, however, accepting it for what it is.
Clothing: As befits his royal status, his dressing is often elaborate. Dressed in a bright blue suit, which made him rather renowned for having a weird dress sense, he covers it up with a golden chain mail, and fitting leg guards. His favorite choice of weapon, the spear is slung over his back. The chain mail is specially designed with an extension to cover the neck area, preventing strikes to the neck. He doesn't enjoy wearing hats, or helmets, and is never seen with them. Occasionally, Ezekiel does appear in less striking colors, but that is when he decides to visit the commoners in the country. His choice of colors then, would be a dull blue, and his armor, an equally dull silver-color (Which really is, gold, layered with iron to give it its color).
Weapons: Being adept in the use of many weapons, he has an arsenal of weapon from which he can pick. However, he is often seen fighting with his favorite weapon- the spear. This spear, however, is specially designed for him once again, at his request. Completely metal, unlike some, which uses wood for the handle, his spear seems like an ordinary iron spear which the cavalry may use, but there is more than meets the eye. This spear is forged from the strongest metal in the Human lands (As well as metal imported from other regions, and races). At the sharp end, instead of the common, triangular edge, it is a blade. Imagine a normal sword, with it's handle extended to as long as a spear. Like the blade, it has a hilt, though this has been shortened to just about a few centimeters. (Which makes the hilt barely noticeable)
Other: The Royal Seal. (Which identifies himself as someone from the Royal Family. Kept within his armor, which makes it virtually impossible to steal)
Impression: Ordinary. Unless he is seen in his royal dress, no one can really tell that he is the Crown Prince. However, when serious, he exudes a fierce charisma that compels others to accede to his commands.
. : Heritage : .
Age: 21
Birthplace: Telmural Royal City
Family: King Orion XXIV and Queen Virgo
Inheritance: Being the Crown Prince, Ezekiel is taught in the areas of military warfare, politics, as well as various aesthetics. More notably, he is especially devoted to the Sephirisian Faith- though the irony is that he does not know it that well, despite proclaiming himself a devoted believer.
Other: (None at the moment. Just ask if you want to be associated with this character.)
. : Persona : .
Biography: Born in a time of relative peace, Ezekiel led a considerably pampered life, with his parents often showering him with gifts, whenever he wanted. Fortunately, he didn't develop to be a typical spoiled brat, thanks to his personality. At age 6, he developed interest to weaponry, and started learning how to use the various weaponry available. (Naturally, with his father's support)
It was then, his father noted his talent in handling weapons. During that time, Ezekiel was merely his father's favorite son, and not the Crown Prince. However, the shrewd Ezekiel, having made good use of his lessons, in military and political areas, easily displayed his superiority to the then Crown Prince, his elder brother Ophiuchus.
Then, at age 16, Ezekiel's father, King Orion XXIV, fell terribly ill. He knew the need for the Crown Prince to be prepared to handle issues of the state. Naturally, the best candidate that came to mind was Ezekiel, but still, he had already chosen Ophiuchus to the position.
Thus, a competition between the brothers was conducted. It was there, Ezekiel thrashed his brother so badly, in the presence of almost all the Ministers, as well as common folks. Sure enough, this won the respect of everyone present. His father was also pleased with the result, and appointed him Crown Prince, safe in the knowledge Ophiuchus could no longer contest this appointment.
Ezekiel continued to further his knowledge, learning about the other races. He tried to learn Magic at age 18, but realized he had no affinity with the art, and abandoned the idea. Meanwhile, the King recovers from his illness, to everyone's surprise.
Promptly, the King made the very day a day of worship to their Goddess Sephiris. However, on the other hand, Ophiuchus was rather sore about losing his position to his younger brother. Secretly, he begins hiring mercenaries, all intent on taking Ezekiel's life.
Yet this could not escape Ezekiel's notice, despite Ophiuchus' attempt to lie low, by gradually amassing an army of mercenaries, in small amounts over a period of time. Ezekiel merely feigned ignorance, but prepared for the worst.
Finally, at age 20, a coup was staged. Ophiuchus originally wanted to kill only Ezekiel, but greed got the better of him. Now, his targets includes the King himself. As previously mentioned, Ezekiel had already got wind of this news, and made preparations for this scenario.
As a result, Ophiuchus led the army to their deaths. It also displayed Ezekiel's cleverness in military affairs. First, he made sure that all the soldiers were disguised as servants, and stationed in various parts of the palace. Then, when the rebel army found its way into the throne room, the 'servants' encircled them, and slaughtered them viciously.
In a last ditch attempt, Ophiuchus rallied some of the soldiers, and escaped the Palace, but even this had been foreseen by Ezekiel, who promptly ordered the Cavalry, and eliminated the army, as well as its leader.
From then on, the Royal Family never dared to challenge Ezekiel's power. Furthermore, with his father's backing, no one could really do much to him. Then, at age 21, he decided to embark on a quest.
Motivation: The prosperity of the nation. He loves his people, just as he loves his parents. Most of his deeds all hold something that would benefit the nation, and anything that threatens it are often, promptly eradicated.
Skills and Talents: He is extremely skilled in the usage of a spear, as well as various other weapons (To a lesser extent). Also, he has an intelligent mind that does a fine job in guessing the opponent's next move (In military warfare, not in melee combat.)
Strengths: Extremely calm and collected. He doesn't get shaken emotionally that easily, unless his beloved parents gets threatened. It is only then he may be seen in a flustered state. Also, very skilled in Military Strategies.
Weaknesses: Overly cautious. He does not trust anyone that easily, and even his closest friends are carefully watched by himself. (Almost) Uncaring. So long it brings some amount of benefit (Notably, to the country), he won't bother about the amount of sacrifice that follows.
Personality: Calm and collected, he only loses this demeanor when his loved ones get threatened, notably, his parents. However, he is also extremely cautious, so much so that his closest friends are carefully watched by himself. This often leads to friends disliking him sometimes, but when he gets serious, the charisma he exudes often draw those friends back. It is also this charisma that kept those friends by his side, otherwise, his other negative point would chase them off.
That is, his almost uncaring attitude to certain scenarios. Whenever there is a sacrifice to be made, if it benefits the nation, he won't hesitate to sacrifice it, or him/her. That means that even if his closest friend has to be sacrificed to resolve a certain matter, he wouldn't temporize in sending him off, even to his death.
Last edited by Zephiris on Mon Aug 10, 2009 11:44 am; edited 2 times in total
Zephiris- Mist
- Join date : 2009-06-19
Posts : 23
Age : 31
Location : The World
Re: Sephiris: The Price of Peace - OOC
(Space reserved for my character. I plan on playing as an Elven rogue/thief.)
Loki- Guardian Ghost
- Join date : 2009-06-03
Posts : 2275
Age : 39
Location : Ohio
Re: Sephiris: The Price of Peace - OOC
Here is my character, a male human knight. I may be tempted to make another later, but for now this is enough.
. : Name : .
Full Name: Sir Barthon Camlin, of the Order of Gedrich
Use Name: Barthon
Other: Sir Camlin
Played by: Silvone Elestahr
. : Appearance : .
Height and Build: 6’3”, tall and muscular.
Description: Barthon has bright amber eyes, drawing him constant compliments as he grew older, and short blonde hair. His face has also garnered Barthon compliments and attention. A solid chin, with prominent cheek bones and soft set eyes, Barthon has the face of stone with eyes portraying a deep well of emotion. There is a prominent scar running deep into his hair, starting at the hairline on his forehead, centered over his right eye. A well-toned, strongly muscled body speaks of years of intense training. Several scars, large and small, that mark his arms and chest, are testimony to the battles Barthon has fought in. The mark of his Order is branded onto the skin of his right shoulder blade. The mark is a cracked dragon skull struck by three bolts of lightning, with the middle bolt, signifying Gedrich with the color of blue, more prominent than the other two, red and green, bolts. His skin is lighter than most humans, as Barthon is forbidden to remove his armor, with the exception of his helmet and gauntlets, unless resting in his own order’s barracks.
Clothing: Barthon does not wear any clothing except for small shorts and a tight wool shirt worn under his armor. Barthon’s armor, colored blue, is engraved along the edges with lines from the Sephiris religious texts. His shield depicts the same symbol as the brand on his shoulder. The helmet, with a thick visor carved in the form of dragon fangs, is topped with a blue plume. The chest plate is engraved with an important scene from their religion, the creation of the symbolic first human receiving the gift and burden of Righteousness from Sephiris, which the Order of Gedrich strives to uphold. Barthon’s gauntlets, lined with scripture, also have dragon bone inserted into the knuckle pieces, sharpened to a point for hand-to-hand combat. The bone symbolizes the defeat of the warlord Gsanarkath with the aid of his own daughter, Sakira. Each of his two swords scabbards are engraved with scripture concerning their willingness to uphold Righteousness at the cost of their own life.
Weapons: Barthon uses two swords. One is an arming sword, commonly referred to as a “knight’s sword.” Used for both cuts and thrusts in combat, the arming sword has excellent balance. The blade is two and a half feet in length, and the hilt, six inches long and making the sword three feet long in its entirety, is decorated with several symbols of the Sephiris religion.
The other sword is a falchion. Slightly less than two pounds in weight, with a blade two and a half feet in length, the falchion’s shape almost resembles a meat cleaver. But it combines the weight and power of an axe with the versatility of a sword. The hilt is carved with more holy scripture and the crossguard is gilded in gold.
Other: Barthon wears an amulet around his neck, under his armor, bearing the same mark as on his shoulder and shield. The amulet is silver, with the bolts colored accordingly and bordered by a blue circle. On the back are engraved the words “Sir Barthon Camlin of the Order of Gedrich, Righteous protector of the people of Sephiris.” Barthon also carries small pouches along his waist underneath his chest plate that contain maintenance supplies for his armor and weapons, as well as a lode stone for sharpening his blades. There is also a pouch for gold.
Impression: Barthon has a commanding presence. His armor alone is enough to show his conviction, but his stone set face and solid stare usually get him through most situations.
. : Heritage : .
Age: 43
Birthplace: Barthon Camlin was born in the city of Aram, on the south east side of the Blue Mountains, north east of the River Swift. The city was named after the prophet Aramis Sient, and has remained a prominent religious city in Mandor.
Family: Barthon was the son of a Knight of the Order of Gedrich, Aldor, and a castle maiden named Bellas. Barthon would later learn of an uncle living somewhere in Sephalia, but has yet to meet him.
Inheritance: Barthon was tutored initially by his father, and later by his father’s friend, Walter Drake, for induction into the Order of Gedrich. Barthon grew under his father’s shadow, but soon created a reputation of his own as a devote follower of their faith, and a Righteous Knight for the Order of Gredich. Barthon inherited his father’s armor, though he does not wear it. He instead keeps it in the Order barracks.
Other: Barthon has inherited his father’s popularity in the Order. There are many knights who would be willing to help him, as well as superiors, in the Order and the Church, who might aid him if they could.
Barthon had spent a significant amount of time with a woman from the lower orders of the church in Dor, though she returned there recently. He does not expect to see her again, though he thinks of her often.
. : Persona : .
Biography: Barthon’s parent's romance was kept secret for a number of years, until his mother, Bellas, became pregnant at the age of 25. His father, Aldor, nearly lost his standing in the Order, but was allowed to quickly marry Bellas before their son, Barthon, was born. Because of his high standing in the Order, their wedding ceremony was very ornate and expensive, and the bishop of Aram himself attended.
Aldor died of a sickness at the age 38 when Barthon was only seven. He had just begun his tutelage under his father for his induction into the Order. His tutelage was then passed to a friend of his fathers, Walter Drake. His mother died the following year, of what everyone told Barthon was a broken heart. Barthon would learn as an adult that his mother had committed suicide.
Barthon would continue on in his training to become a very high-standing knight of the Order, beginning his knighthood at 18. He was awarded the Amulet of the Order at the age of 39, a rare achievement for a knight so young, for his devotion to the ways of the Order and their faith. Barthon has just received orders from his superiors that they have a quest of utmost importance for him.
Motivation: Barthon is motivated by his father’s own reputation, as well as his devotion to his faith.
Skills and Talents: Barthon has trained for years as a knight of the Order of Gedrich. He has been trained in a variety of weapons and combat forms, though he prefers fighting with two swords, a falchion and an arming sword. He has had experience as a leader, though he knows when and how to follow orders. He has also had extensive education in their religion, and has read most of the scriptures and memorized the religious symbols and historical scenes and engravings.
Strengths: Barthon’s devotion to his faith and Order, and their code of upholding Righteousness, will carry him to sacrifice his own life if necessary. He is a devoted friend to anyone who upholds honor and faith, or who has displayed acts of kindness and deserves it in turn.
Weaknesses: Barthon carries an emotional burden from the deaths of his parents. He is also extremely devoted to his faith and Order. Slights against either are often enough to enrage him and cause him to act rashly. But Barthon is also known to be very sensitive at times; though he doesn’t open up to anyone he hasn’t known for a good length of time.
Personality: Barthon is a very religious man, and he has had extensive military training. He has little patience for people who don’t take him or his faith seriously. But he has utmost respect for anyone who simply takes the time out of their day to practice their devotion to their faith with the simple daily rituals practiced by the church. He carries an emotional burden from losing his parents, despite his strict military upbringing. This “softness” often earns him ridicule from his own friends of the Order.
. : Name : .
Full Name: Sir Barthon Camlin, of the Order of Gedrich
Use Name: Barthon
Other: Sir Camlin
Played by: Silvone Elestahr
. : Appearance : .
Height and Build: 6’3”, tall and muscular.
Description: Barthon has bright amber eyes, drawing him constant compliments as he grew older, and short blonde hair. His face has also garnered Barthon compliments and attention. A solid chin, with prominent cheek bones and soft set eyes, Barthon has the face of stone with eyes portraying a deep well of emotion. There is a prominent scar running deep into his hair, starting at the hairline on his forehead, centered over his right eye. A well-toned, strongly muscled body speaks of years of intense training. Several scars, large and small, that mark his arms and chest, are testimony to the battles Barthon has fought in. The mark of his Order is branded onto the skin of his right shoulder blade. The mark is a cracked dragon skull struck by three bolts of lightning, with the middle bolt, signifying Gedrich with the color of blue, more prominent than the other two, red and green, bolts. His skin is lighter than most humans, as Barthon is forbidden to remove his armor, with the exception of his helmet and gauntlets, unless resting in his own order’s barracks.
Clothing: Barthon does not wear any clothing except for small shorts and a tight wool shirt worn under his armor. Barthon’s armor, colored blue, is engraved along the edges with lines from the Sephiris religious texts. His shield depicts the same symbol as the brand on his shoulder. The helmet, with a thick visor carved in the form of dragon fangs, is topped with a blue plume. The chest plate is engraved with an important scene from their religion, the creation of the symbolic first human receiving the gift and burden of Righteousness from Sephiris, which the Order of Gedrich strives to uphold. Barthon’s gauntlets, lined with scripture, also have dragon bone inserted into the knuckle pieces, sharpened to a point for hand-to-hand combat. The bone symbolizes the defeat of the warlord Gsanarkath with the aid of his own daughter, Sakira. Each of his two swords scabbards are engraved with scripture concerning their willingness to uphold Righteousness at the cost of their own life.
Weapons: Barthon uses two swords. One is an arming sword, commonly referred to as a “knight’s sword.” Used for both cuts and thrusts in combat, the arming sword has excellent balance. The blade is two and a half feet in length, and the hilt, six inches long and making the sword three feet long in its entirety, is decorated with several symbols of the Sephiris religion.
The other sword is a falchion. Slightly less than two pounds in weight, with a blade two and a half feet in length, the falchion’s shape almost resembles a meat cleaver. But it combines the weight and power of an axe with the versatility of a sword. The hilt is carved with more holy scripture and the crossguard is gilded in gold.
Other: Barthon wears an amulet around his neck, under his armor, bearing the same mark as on his shoulder and shield. The amulet is silver, with the bolts colored accordingly and bordered by a blue circle. On the back are engraved the words “Sir Barthon Camlin of the Order of Gedrich, Righteous protector of the people of Sephiris.” Barthon also carries small pouches along his waist underneath his chest plate that contain maintenance supplies for his armor and weapons, as well as a lode stone for sharpening his blades. There is also a pouch for gold.
Impression: Barthon has a commanding presence. His armor alone is enough to show his conviction, but his stone set face and solid stare usually get him through most situations.
. : Heritage : .
Age: 43
Birthplace: Barthon Camlin was born in the city of Aram, on the south east side of the Blue Mountains, north east of the River Swift. The city was named after the prophet Aramis Sient, and has remained a prominent religious city in Mandor.
Family: Barthon was the son of a Knight of the Order of Gedrich, Aldor, and a castle maiden named Bellas. Barthon would later learn of an uncle living somewhere in Sephalia, but has yet to meet him.
Inheritance: Barthon was tutored initially by his father, and later by his father’s friend, Walter Drake, for induction into the Order of Gedrich. Barthon grew under his father’s shadow, but soon created a reputation of his own as a devote follower of their faith, and a Righteous Knight for the Order of Gredich. Barthon inherited his father’s armor, though he does not wear it. He instead keeps it in the Order barracks.
Other: Barthon has inherited his father’s popularity in the Order. There are many knights who would be willing to help him, as well as superiors, in the Order and the Church, who might aid him if they could.
Barthon had spent a significant amount of time with a woman from the lower orders of the church in Dor, though she returned there recently. He does not expect to see her again, though he thinks of her often.
. : Persona : .
Biography: Barthon’s parent's romance was kept secret for a number of years, until his mother, Bellas, became pregnant at the age of 25. His father, Aldor, nearly lost his standing in the Order, but was allowed to quickly marry Bellas before their son, Barthon, was born. Because of his high standing in the Order, their wedding ceremony was very ornate and expensive, and the bishop of Aram himself attended.
Aldor died of a sickness at the age 38 when Barthon was only seven. He had just begun his tutelage under his father for his induction into the Order. His tutelage was then passed to a friend of his fathers, Walter Drake. His mother died the following year, of what everyone told Barthon was a broken heart. Barthon would learn as an adult that his mother had committed suicide.
Barthon would continue on in his training to become a very high-standing knight of the Order, beginning his knighthood at 18. He was awarded the Amulet of the Order at the age of 39, a rare achievement for a knight so young, for his devotion to the ways of the Order and their faith. Barthon has just received orders from his superiors that they have a quest of utmost importance for him.
Motivation: Barthon is motivated by his father’s own reputation, as well as his devotion to his faith.
Skills and Talents: Barthon has trained for years as a knight of the Order of Gedrich. He has been trained in a variety of weapons and combat forms, though he prefers fighting with two swords, a falchion and an arming sword. He has had experience as a leader, though he knows when and how to follow orders. He has also had extensive education in their religion, and has read most of the scriptures and memorized the religious symbols and historical scenes and engravings.
Strengths: Barthon’s devotion to his faith and Order, and their code of upholding Righteousness, will carry him to sacrifice his own life if necessary. He is a devoted friend to anyone who upholds honor and faith, or who has displayed acts of kindness and deserves it in turn.
Weaknesses: Barthon carries an emotional burden from the deaths of his parents. He is also extremely devoted to his faith and Order. Slights against either are often enough to enrage him and cause him to act rashly. But Barthon is also known to be very sensitive at times; though he doesn’t open up to anyone he hasn’t known for a good length of time.
Personality: Barthon is a very religious man, and he has had extensive military training. He has little patience for people who don’t take him or his faith seriously. But he has utmost respect for anyone who simply takes the time out of their day to practice their devotion to their faith with the simple daily rituals practiced by the church. He carries an emotional burden from losing his parents, despite his strict military upbringing. This “softness” often earns him ridicule from his own friends of the Order.
Last edited by Silvone Elestahr on Sun Aug 30, 2009 12:20 pm; edited 6 times in total
Guest- Guest
Re: Sephiris: The Price of Peace - OOC
Alrighty, here's a dragon. ^^
. : Name : .
Full Name: Sehra-sithred S'harahe
Use Name: S'harahe to friends and family; Sehra-sithred S'harahe to members of the same caste; Sithred K'handrar to lower castes.
Other: Sithred K'handrar
Played by: Kalon_Ordona_II
. : Appearance : .
Height and Build: 7' ; slender
Description: S'harahe's skin is fair and cream-colored; she has spent much of her life indoors. Her eyes are white, and so are her horns, except for a single black ring in the center of each. With her slender female curves, coordinated physical coloring, and noble demeanor, S'harahe is considered a beauty among beauties.
Clothing: S'harahe normally wears imported silk. Her usual garments consist only of a single piece of cloth--and extensive length of black silk that wraps around her several times. One end of the cloth hangs in front of her left shoulder; the other end falls between her legs, almost to the floor. Her legs, her tail, her shoulders and arms and wings, her throat and part of her chest are all exposed. On special occasions, she will additionally wear behind her back a sheer, expansive, white, veil-like cloth attached to two onyx rings around the claw of each wing. Only the rings keep the cloth draped across her back, for ease of movement--and the light cloth is large enough even to accommodate flight while the wings are outstretched. In addition, S'harahe wears onyx rings on each of her fingers and toes, to match the natural black rings on her horns.
Weapons: S'harahe enjoys the luxury of a pampered princess--she has no training in physical combat. She has her voice, and therefore her magic, and that is all the weapon she will ever need.
Other: S'harahe almost never carries anything on her own--there are servants for that. However, if necessary, it is possible to conceal small, thin objects between the multiple wrappings of cloth that hides her nakedness, or even conceal them--rarely and only due to grave import--between the cloth and her smooth, delicate, perfect skin.
Impression: Dragons are already gracefully built and sensual by nature. S'harahe epitomizes these qualities; she is a captor and a delight to the eye (and also, in many cases, the groin) of the beholder, regardless of gender or race.
. : Heritage : .
Age: 56
Birthplace: Sakira-thani, Gandila--a large city situated in the center of Tanith-Ged Hi-Gadan (in human language: the 7,000 Stones Mts., except that "7,000" to dragons is "12,096" to humans).
Family: S'harahe is the eldest child of Higeth-makh Tenadar, age 90 and Sehra-higeth Mihsaha, age 86, both of the second-highest caste of dragon society. S'harahe herself has two siblings: Dregan-makh Thenaber, age 50, and Sehra-higeth Kirshena, age 48, who outranks her older brother Thenaber despite her younger age. The rest of S'harahe's family is virtually insignificant, since they belong to lower castes, and some are not even K'handrar, but mere K'harar--the next category down. S'harahe, belonging to the highest caste, outranks every other member of her family.
Inheritance: S'harahe's only real inheritance is the genes that allowed her to become what she is, and the teachings that inspire her to fulfill her potential.
Other: As a Sithred K'handrar, S'harahe has no need of connections or friends. S'harahe has endless admirers, but no lovers. It is commonly believed that S'harahe is destined to become the next ruler of Sakira-thani. Her highest role model, and her greatest rival, is none other than Sithred-makh Grendilkren himself.
. : Persona : .
Biography: S'harahe's vocal talent was recognized early on. Her entire childhood consisted of vocal exercises, training in magic, and instruction in politics. S'harahe was born a Sehra-dregan K'handrar; she was Higeth at age 20; by 40, she achieved Sithred status, the highest caste in dragon society. But being a Sehra-sithred was not enough for S'harahe, who throughout her life had been pushed to pursue high ambitions. Her personality complemented this discipline, since her wont was to set a new goal for herself as soon as she had accomplished the last. S'harahe put everything she was into everything she did. And so, once Sithred, S'harahe aimed higher yet. Abandoning her family, who by now were beneath her status and obsolete in their capacity for advice, moved from her home city of Gandila, straight to the capital of dragon lands: in Sakira-thani, in Sakira's Mountains, that great city named after the Dragon Queen of old: Sakira. There, S'harahe quickly rose in popularity and power. However, S'harahe is still not powerful enough to rival Sithred-makh Grendilkren, the ruler of Sakira-thani, whose powers were beyond legendary. Grendilkren has already ruled for one hundred and three years--utterly unheard of concerning any dragon, in any time. Most other rulers lasted between one and five years at most. Sakira herself, so long ago, reigned for only twenty-four years. Still, S'harahe continues to grow in skill, and, already considering future aspirations, has turned her face toward heaven, determined to conquer mortality itself.
Motivation: All dragons, it would seem, nowadays, love themselves more than they could ever love another. S'harahe is utterly absorbed in her own beauty, her own power, her own majesty. In her mind, she is already a goddess; in her mind, it is only a matter of time before the rest of the world comes to worship her divinity. She has no need to praise herself. S'harahe's all-consuming goal is to prove to the world the high destiny she already knows is hers.
Skills and Talents: S'harahe is a prodigious magician; her power is all but unrivaled throughout Telmar. S'harahe speaks very poor human, but is almost fluent in elvish. As for her native tongue, S'harahe is more than a master at wielding every dragon word in existence. Other than these, S'harahe's skills and talents are few. She is an extraordinary singer, and her knowledge of other kingdoms and political leaders even outside her own lands is extensive, but there is little else S'harahe has time for or cares about.
Strengths: benevolence, diligence, political savvy, detailed and reliable memory
Weaknesses: intense narcissism, jealousy of the divine, aspirations of divinity
Personality: disciplined, confident, benevolent in her superiority
. : Name : .
Full Name: Sehra-sithred S'harahe
Use Name: S'harahe to friends and family; Sehra-sithred S'harahe to members of the same caste; Sithred K'handrar to lower castes.
Other: Sithred K'handrar
Played by: Kalon_Ordona_II
. : Appearance : .
Height and Build: 7' ; slender
Description: S'harahe's skin is fair and cream-colored; she has spent much of her life indoors. Her eyes are white, and so are her horns, except for a single black ring in the center of each. With her slender female curves, coordinated physical coloring, and noble demeanor, S'harahe is considered a beauty among beauties.
Clothing: S'harahe normally wears imported silk. Her usual garments consist only of a single piece of cloth--and extensive length of black silk that wraps around her several times. One end of the cloth hangs in front of her left shoulder; the other end falls between her legs, almost to the floor. Her legs, her tail, her shoulders and arms and wings, her throat and part of her chest are all exposed. On special occasions, she will additionally wear behind her back a sheer, expansive, white, veil-like cloth attached to two onyx rings around the claw of each wing. Only the rings keep the cloth draped across her back, for ease of movement--and the light cloth is large enough even to accommodate flight while the wings are outstretched. In addition, S'harahe wears onyx rings on each of her fingers and toes, to match the natural black rings on her horns.
Weapons: S'harahe enjoys the luxury of a pampered princess--she has no training in physical combat. She has her voice, and therefore her magic, and that is all the weapon she will ever need.
Other: S'harahe almost never carries anything on her own--there are servants for that. However, if necessary, it is possible to conceal small, thin objects between the multiple wrappings of cloth that hides her nakedness, or even conceal them--rarely and only due to grave import--between the cloth and her smooth, delicate, perfect skin.
Impression: Dragons are already gracefully built and sensual by nature. S'harahe epitomizes these qualities; she is a captor and a delight to the eye (and also, in many cases, the groin) of the beholder, regardless of gender or race.
. : Heritage : .
Age: 56
Birthplace: Sakira-thani, Gandila--a large city situated in the center of Tanith-Ged Hi-Gadan (in human language: the 7,000 Stones Mts., except that "7,000" to dragons is "12,096" to humans).
Family: S'harahe is the eldest child of Higeth-makh Tenadar, age 90 and Sehra-higeth Mihsaha, age 86, both of the second-highest caste of dragon society. S'harahe herself has two siblings: Dregan-makh Thenaber, age 50, and Sehra-higeth Kirshena, age 48, who outranks her older brother Thenaber despite her younger age. The rest of S'harahe's family is virtually insignificant, since they belong to lower castes, and some are not even K'handrar, but mere K'harar--the next category down. S'harahe, belonging to the highest caste, outranks every other member of her family.
Inheritance: S'harahe's only real inheritance is the genes that allowed her to become what she is, and the teachings that inspire her to fulfill her potential.
Other: As a Sithred K'handrar, S'harahe has no need of connections or friends. S'harahe has endless admirers, but no lovers. It is commonly believed that S'harahe is destined to become the next ruler of Sakira-thani. Her highest role model, and her greatest rival, is none other than Sithred-makh Grendilkren himself.
. : Persona : .
Biography: S'harahe's vocal talent was recognized early on. Her entire childhood consisted of vocal exercises, training in magic, and instruction in politics. S'harahe was born a Sehra-dregan K'handrar; she was Higeth at age 20; by 40, she achieved Sithred status, the highest caste in dragon society. But being a Sehra-sithred was not enough for S'harahe, who throughout her life had been pushed to pursue high ambitions. Her personality complemented this discipline, since her wont was to set a new goal for herself as soon as she had accomplished the last. S'harahe put everything she was into everything she did. And so, once Sithred, S'harahe aimed higher yet. Abandoning her family, who by now were beneath her status and obsolete in their capacity for advice, moved from her home city of Gandila, straight to the capital of dragon lands: in Sakira-thani, in Sakira's Mountains, that great city named after the Dragon Queen of old: Sakira. There, S'harahe quickly rose in popularity and power. However, S'harahe is still not powerful enough to rival Sithred-makh Grendilkren, the ruler of Sakira-thani, whose powers were beyond legendary. Grendilkren has already ruled for one hundred and three years--utterly unheard of concerning any dragon, in any time. Most other rulers lasted between one and five years at most. Sakira herself, so long ago, reigned for only twenty-four years. Still, S'harahe continues to grow in skill, and, already considering future aspirations, has turned her face toward heaven, determined to conquer mortality itself.
Motivation: All dragons, it would seem, nowadays, love themselves more than they could ever love another. S'harahe is utterly absorbed in her own beauty, her own power, her own majesty. In her mind, she is already a goddess; in her mind, it is only a matter of time before the rest of the world comes to worship her divinity. She has no need to praise herself. S'harahe's all-consuming goal is to prove to the world the high destiny she already knows is hers.
Skills and Talents: S'harahe is a prodigious magician; her power is all but unrivaled throughout Telmar. S'harahe speaks very poor human, but is almost fluent in elvish. As for her native tongue, S'harahe is more than a master at wielding every dragon word in existence. Other than these, S'harahe's skills and talents are few. She is an extraordinary singer, and her knowledge of other kingdoms and political leaders even outside her own lands is extensive, but there is little else S'harahe has time for or cares about.
Strengths: benevolence, diligence, political savvy, detailed and reliable memory
Weaknesses: intense narcissism, jealousy of the divine, aspirations of divinity
Personality: disciplined, confident, benevolent in her superiority
Last edited by Kalon Ordona II on Sun Sep 04, 2011 6:38 pm; edited 1 time in total
Re: Sephiris: The Price of Peace - OOC
Just so you know Kalon, Telmar is the name of a company 40 minutes away from me. They focus on computer network technologies. Pretty sure you could Google them.
Also, it's kind of funny that you used that name in two of your RPs. Name recycling, gotta love it. I even do it myself from time to time.
Also, it's kind of funny that you used that name in two of your RPs. Name recycling, gotta love it. I even do it myself from time to time.
Guest- Guest
Re: Sephiris: The Price of Peace - OOC
Yes, I rip myself off all the time. I'm all curious about that now. xD *goes to google it on Google*
You won't believe this.
Also:
Just goes to show: Nothing new under the sun.
You won't believe this.
Wikipedia wrote:Telmar is a country on the fictional hyperdimensional world of Narnia created by the Irish author C. S. Lewis for his series of books which compose The Chronicles of Narnia. The Telmarines are prominent in the book Prince Caspian, the second book published in the series.
Also:
Just goes to show: Nothing new under the sun.
Re: Sephiris: The Price of Peace - OOC
I'm still here and still interested.
Unfortunately got a lot going on right now. Need to finish Chicago and my FOG Competition piece first. Need some proper time to get a good sign-up/write-up done
Don't count me out just yet
Unfortunately got a lot going on right now. Need to finish Chicago and my FOG Competition piece first. Need some proper time to get a good sign-up/write-up done
Don't count me out just yet
Re: Sephiris: The Price of Peace - OOC
Believe it or not Kalon, I was going to apply to Telmar that is located near me and work as the front desk maybe or customer service. I could really learn a lot from a network technology company.
And now we both learned that the world isn't as big as we might have originally thought! Yay for us! :bounce:
And now we both learned that the world isn't as big as we might have originally thought! Yay for us! :bounce:
Guest- Guest
Re: Sephiris: The Price of Peace - OOC
QQ - Umm ... I'm leaning towards Elf or Dragon (various reasons - I have a good idea for both of them) but how on Earth would I speak? Do I have to do that crazy speak and translate it? Or attempt broken English?
I don't know how good I would be at gibberish but I also don't want to ruin the immersion.
I don't know how good I would be at gibberish but I also don't want to ruin the immersion.
Re: Sephiris: The Price of Peace - OOC
You could just use italics or a separate font. I'll tutor anybody who's interested in the language. Or you're free to completely wing it and make up stuff on your own, as well; as long as it fits the pattern I have no objections. ^_^
I've put up some Dragon talk in the RP. I'm still working on the Prologue. I've added all the words I used into the Dragon wordlist, and we'll keep doing that as we go, whoever wants to add words and things.
Again, using languages is totally optional, meant as extra fun for people who want to get into it. Italics or a different font will work splendidly if that's not your thing. (I can't remember whether I suggested a specific method before...)
I've put up some Dragon talk in the RP. I'm still working on the Prologue. I've added all the words I used into the Dragon wordlist, and we'll keep doing that as we go, whoever wants to add words and things.
Again, using languages is totally optional, meant as extra fun for people who want to get into it. Italics or a different font will work splendidly if that's not your thing. (I can't remember whether I suggested a specific method before...)
Re: Sephiris: The Price of Peace - OOC
. : Name : .
Full Name: Silahyie Selandrea
Use Name: Silahyie
Nick Name: Silli-Sila
Played by: Reffy
. : Appearance : .
Height and Build: Slim and very feminine. Height 5' 3''
Description: Dark shades of brunette hair that travels down to the top of her bum. Its long and usually unkempt with a few twigs and leaves caught in it. She does have light brown freckles covering most of her face and limbs. She has deep green eyes that seem to shine in the right light. Her eyes are always wide open and taking in everything the World can offer. She often spots things other people would miss. She has very pale skin with few markings. A small leaf shaped tattoo rests upon her shoulder. She hasn't seen any of the war, so doesn't have any scars.
Clothing: She wears simple clothes. Unlike some of her friends who like the finest material. A small top covering most of her chest and shoulders, colored light green. Pants that go to the middle of her calf, allowing the grasses to sway across her ankles, colored khaki. She wears sandles made of leather and very worn. She has a simple green-weaved blanket for when she gets cold, which she wraps around her shoulders and fastens with a simple brooch.
She has few bracelets, none of them magical. Mostly colorful beads or shiny rocks she found. Her hair is some times held back with a piece of vine or ivy.
She doesn't own a set of armor, for she has never needed it.
Weapons: She carries a simple sling and small pebbles in a little leather pouch. The pouch rests in a pocket on her trousers. The sling is lightly decorated with a twisting ivy pattern.
She also has a small dagger, usually stuffed into another, quickly accessible pocket. Its a simple silver blade. Twisting ivy patterned handle, the grooves painted a dark black. The blade is mostly blunt and not very well looked after. Silahyie doesn't believe in combat but carries it just in case.
Other: On long trips out into the wildness she does take a canteen and a walking stick. Both are of no significance. A simple metal container on a strap and a gnarled wooden branch, worn smoother by the over-use.
Impression: She can be hard to spot if surrounded by foliage. An expert at hiding. Once you spot her you would be shocked by the vividness of her eyes, yet those eyes would not rest on you for long, searching for some thing. There is an acute sense of loss when looking at her. Like she lost some thing long ago. Some thing important. The aura of loss does not push people away, like most might think, but pulls them closer - for they wish to help. She will amaze you with her forgetfulness and also her forgiveness. She is not all that stuck up like most elves but still shows traits of mistrust.
. : Heritage : .
Age: 80 in Elven.
Birthplace: Shana Chaldena.
Family: Few relatives. Her mother and father are well aged. They were late parents. They mostly stay at home now, or look after their small plot of land. Silahyie's wanderings bother her parents, but they know they cannot control her.
Inheritance: Not much was passed on to Silli-Sila. She had no siblings, only her parents. They told her the history of the family but most of it was wasted on her. They did give her a small pendant, not magical. Its pewter and pretty cheap in quality. It came in to the family eons ago but they do not remember who from. Its a small fairy. She doesn't wear it, not wanting it to get lost and knowing its importance to her parents.
She knows some magic but it wasn't taught to her in an public schooling or by her parents. It is partly unknown how she learnt it. Some argue the surrounding wildlife and plants told her.
She works in her parents small workshop. They paint in their spare time, but it really doesn't interest her. She can paint very well, a glimpse away from her parents quality and skill, but her heart is not in it.
Other: She has not met, or acknowledged, any possible future husbands. Too busy out in the wilderness or searching for some thing. They have made their interests known to her. A few men around the small village believe she would make a good wife. They are sweet in their courtship but usually turned off by her forgetfulness and constant distance from them. They have tried to help with her search and wanderings but usually its ended in an argument, pushed her further away, or cramped her freedom.
She has a few friends who don't understand her searching, but do respect it. They often accompany her on the daily walks and some times learn things. The friends never come back the same from a walk, and rarely talk about it. Its not that she is powerful or even does anything, they just learn in that deep silence things they needed know or needed to remember.
. : Persona : .
Biography: She was born during the rebirth of the year, in Spring, making her a very lucky child. Her raising took very little effort. She was usually most happy when left to rock in her bed outside beneath the weeping willows. She did not like being closed up in a room, even if it was raining. The window always had to be open.
It was around age twenty that she started wandering off, not very far. Just around the local village and surrounding forest. Each day she would travel a little further, pushing out into the World. Her travels made her parents sick with worry at first but when they realized she came home ok every time they relaxed a little more but still do not like it.
She learned a lot during her early years. Mostly from villagers and scribes. She paid them little attention, not really interested in the spoken word, but wanting to learn from experience. Most teachers would become frustrated with her lack of attention.
Motivation: Silahyie is a bit of an airhead. She follows a different beat but she does not know where it leads her. She just knows she has to follow it. Trying to settle down makes the feeling of loss worsen.
Skills and Talents: She speaks only Elvish and that is mostly broken dialect. The Dragons language interests her but few know enough about it to teach her or can even pronounce it. She is very fluent in talking to the wildlife and animals, more so than the people. Some might even argue that she prefers talking to the plants more than people.
She knows some magic, mostly nature with a little arcane. Her favorite is to encourage the roots of a nearby plant to temporarily trap a foe in her path. This enables her to escape. She can also make good potions and salves, able to strengthen, heal or empower.
She is good with a sling but this is mostly from practice and not fighting. She did get trained in swords and daggers but never liked that style of combat. She can use a bow but its still very sketchy.
Strengths: Her confidence is a huge thing. The fact that she trusts her path and never falters - even if she never expected to be walking said path.
Weaknesses: Paying attention. Following orders.
Personality: Airhead. A wanderer. Never settled. Always searching. Can be slightly arrogant towards misunderstanding if she cannot get her point across clearly. Doesn't communicate very well. Good at running away from danger. Dislikes combat.
(Think its finished now. Cannot think of anything else. I'm gonna try making up Elven words as I go along, with help. It should be alright since she doesn't communicate very well.)
Full Name: Silahyie Selandrea
Use Name: Silahyie
Nick Name: Silli-Sila
Played by: Reffy
. : Appearance : .
Height and Build: Slim and very feminine. Height 5' 3''
Description: Dark shades of brunette hair that travels down to the top of her bum. Its long and usually unkempt with a few twigs and leaves caught in it. She does have light brown freckles covering most of her face and limbs. She has deep green eyes that seem to shine in the right light. Her eyes are always wide open and taking in everything the World can offer. She often spots things other people would miss. She has very pale skin with few markings. A small leaf shaped tattoo rests upon her shoulder. She hasn't seen any of the war, so doesn't have any scars.
Clothing: She wears simple clothes. Unlike some of her friends who like the finest material. A small top covering most of her chest and shoulders, colored light green. Pants that go to the middle of her calf, allowing the grasses to sway across her ankles, colored khaki. She wears sandles made of leather and very worn. She has a simple green-weaved blanket for when she gets cold, which she wraps around her shoulders and fastens with a simple brooch.
She has few bracelets, none of them magical. Mostly colorful beads or shiny rocks she found. Her hair is some times held back with a piece of vine or ivy.
She doesn't own a set of armor, for she has never needed it.
Weapons: She carries a simple sling and small pebbles in a little leather pouch. The pouch rests in a pocket on her trousers. The sling is lightly decorated with a twisting ivy pattern.
She also has a small dagger, usually stuffed into another, quickly accessible pocket. Its a simple silver blade. Twisting ivy patterned handle, the grooves painted a dark black. The blade is mostly blunt and not very well looked after. Silahyie doesn't believe in combat but carries it just in case.
Other: On long trips out into the wildness she does take a canteen and a walking stick. Both are of no significance. A simple metal container on a strap and a gnarled wooden branch, worn smoother by the over-use.
Impression: She can be hard to spot if surrounded by foliage. An expert at hiding. Once you spot her you would be shocked by the vividness of her eyes, yet those eyes would not rest on you for long, searching for some thing. There is an acute sense of loss when looking at her. Like she lost some thing long ago. Some thing important. The aura of loss does not push people away, like most might think, but pulls them closer - for they wish to help. She will amaze you with her forgetfulness and also her forgiveness. She is not all that stuck up like most elves but still shows traits of mistrust.
. : Heritage : .
Age: 80 in Elven.
Birthplace: Shana Chaldena.
Family: Few relatives. Her mother and father are well aged. They were late parents. They mostly stay at home now, or look after their small plot of land. Silahyie's wanderings bother her parents, but they know they cannot control her.
Inheritance: Not much was passed on to Silli-Sila. She had no siblings, only her parents. They told her the history of the family but most of it was wasted on her. They did give her a small pendant, not magical. Its pewter and pretty cheap in quality. It came in to the family eons ago but they do not remember who from. Its a small fairy. She doesn't wear it, not wanting it to get lost and knowing its importance to her parents.
She knows some magic but it wasn't taught to her in an public schooling or by her parents. It is partly unknown how she learnt it. Some argue the surrounding wildlife and plants told her.
She works in her parents small workshop. They paint in their spare time, but it really doesn't interest her. She can paint very well, a glimpse away from her parents quality and skill, but her heart is not in it.
Other: She has not met, or acknowledged, any possible future husbands. Too busy out in the wilderness or searching for some thing. They have made their interests known to her. A few men around the small village believe she would make a good wife. They are sweet in their courtship but usually turned off by her forgetfulness and constant distance from them. They have tried to help with her search and wanderings but usually its ended in an argument, pushed her further away, or cramped her freedom.
She has a few friends who don't understand her searching, but do respect it. They often accompany her on the daily walks and some times learn things. The friends never come back the same from a walk, and rarely talk about it. Its not that she is powerful or even does anything, they just learn in that deep silence things they needed know or needed to remember.
. : Persona : .
Biography: She was born during the rebirth of the year, in Spring, making her a very lucky child. Her raising took very little effort. She was usually most happy when left to rock in her bed outside beneath the weeping willows. She did not like being closed up in a room, even if it was raining. The window always had to be open.
It was around age twenty that she started wandering off, not very far. Just around the local village and surrounding forest. Each day she would travel a little further, pushing out into the World. Her travels made her parents sick with worry at first but when they realized she came home ok every time they relaxed a little more but still do not like it.
She learned a lot during her early years. Mostly from villagers and scribes. She paid them little attention, not really interested in the spoken word, but wanting to learn from experience. Most teachers would become frustrated with her lack of attention.
Motivation: Silahyie is a bit of an airhead. She follows a different beat but she does not know where it leads her. She just knows she has to follow it. Trying to settle down makes the feeling of loss worsen.
Skills and Talents: She speaks only Elvish and that is mostly broken dialect. The Dragons language interests her but few know enough about it to teach her or can even pronounce it. She is very fluent in talking to the wildlife and animals, more so than the people. Some might even argue that she prefers talking to the plants more than people.
She knows some magic, mostly nature with a little arcane. Her favorite is to encourage the roots of a nearby plant to temporarily trap a foe in her path. This enables her to escape. She can also make good potions and salves, able to strengthen, heal or empower.
She is good with a sling but this is mostly from practice and not fighting. She did get trained in swords and daggers but never liked that style of combat. She can use a bow but its still very sketchy.
Strengths: Her confidence is a huge thing. The fact that she trusts her path and never falters - even if she never expected to be walking said path.
Weaknesses: Paying attention. Following orders.
Personality: Airhead. A wanderer. Never settled. Always searching. Can be slightly arrogant towards misunderstanding if she cannot get her point across clearly. Doesn't communicate very well. Good at running away from danger. Dislikes combat.
(Think its finished now. Cannot think of anything else. I'm gonna try making up Elven words as I go along, with help. It should be alright since she doesn't communicate very well.)
Last edited by Reffy on Wed Aug 05, 2009 8:33 pm; edited 1 time in total
Re: Sephiris: The Price of Peace - OOC
I have read over both the RP so far and the OOC and I would like to congratulate you on such a well constructed and interesting RP. I have joined another RP and I would like to get started with that since I am new to FOG and fear that my RP skills are lax from practicing with those not quite as literate as found here. I just want to make sure that I am ready before I take on another RP. But I am definitely interested in creating a dragon character if there is room for me when I'm ready!
Kaitlyn Wild- Mist
- Join date : 2009-08-04
Posts : 28
Age : 41
Location : Washington, PA
Re: Sephiris: The Price of Peace - OOC
Sounds great! I look forward to the day. ^_^
Finally, here's my human character.
-----------------------------------------------
. : Name : .
Full Name: Gado Tanager
Use Name: Gado
Other: "Old Finch" -- he gets this nickname from his nose and his love of birds.
Played by: Kalon Ordona II
. : Appearance : .
Height and Build: 6' ; muscular, thinning with age, fit
Description: Despite his advanced age, Gado's hair is still yellow blond with nary a strand of gray, though his hairline has receded quite a bit. His hair is coarse, spiky, and cropped short. Gado's eye color is black, his eyebrows are slanted dramatically, and above his nose is a pair of creases that speak of deep or troubled thought. His characteristic nose is large, thin and hooked. Gado keeps his face clean-shaven except for a clump of hair at the front of his chin.
Clothing: Gado normally wears linens and leathers, good boots for walking among nature, and sometimes a cloak for long trips or damp weather.
Weapons: Almost all humans, from the lowliest peasant boys to the mightiest dukes, carry a knife. Gado is no different; his 8"-bladed knife is finely crafted and much-used, and he is never seen without it. Apart from this multi-purpose tool/weapon, however, Gado does not normally carry instruments of war (any more), though he does own several--most notably an old and trusty sword and shield. The battered round shield--made of iron-bound wood--is still as sturdy and reliable as ever. The double-edged broadsword, while simple and unadorned, is wrought of fine steel. Though it has seen many years of disuse, Gado has always kept it maintained, sharp and polished.
Other: Gado doesn't go anywhere without his wooden musical pipe and his pouch of birdseed.
Impression: Gado can at first look like a person to be avoided, but that cheerful smile of his often makes people wonder how they could have thought such things about him in the first place.
. : Heritage : .
Age: 124
Birthplace: Sephalia, Oliphey--a city on the southeast shore of Barocula Lake.
Family: Hugo and Sheena Tanager were Gado's parents. Gado has three brothers and one sister, three daughters and two sons, fourteen grandchildren, several cousins, nephews and nieces, and even six great-grandchildren.
Inheritance: Not much to speak of. Gado's parents were simple folk, and besides Gado was the second youngest of his siblings.
Other: Gado has many, many connections in Oliphey, few role models, several acquaintances but few true friends, and only one lover: his wife, Scarlet.
. : Persona : .
Biography: In many ways, Gado's life has been very ordinary. In others, most strange. Gado was born in Oliphey, a large city situated by the south-east shores of Barocula Lake. He was born to a large family of lower income--not poor, but not well-to-do. Many of the family were fishermen, and young Gado spent much of his childhood out on the waters of Barocula. After losing two of his uncles to a mysterious creature while fishing on the lake, Gado, being left on his own to row all the way back home in terror, could never again bring himself close to large bodies of water. Gado kept to the city from then on. He eventually became a warden, and he excelled at this occupation for many, many years. He was married during this time, and he had five children. During the day he cared for his family; during the night he watched over the city.
== One day, when he was eighty-two, he quite unexplainably got out of his occupation as a warden and took up residence about fifty miles away toward the east and a little north, past the town of Shadewood, to a small town called Cedar Brook, close to the mountains. His children grown, he had only his wife Scarlet for company. He had grown tired of city life. He couldn't put it into words, but what he really missed was the water, the outdoors, where he spent his childhood. Out in the country near Cedar Brook, he felt back in his element, and he was even further from the water he had by now forgotten that he feared. He grew to love forests, gardens, and above all, birds. There were few birds in the city; out here they were everywhere, singing to him. Gado was content to live out the rest of his days in peace and quiet. His children and grandchildren visited him once in a while, though less and less as Gado grew older.
== Gado's wife Scarlet greatly enjoyed the change, especially walking in the woods with her husband--which he was free to do whenever they wished now that they were out of the city and Gado was off the warden. Gado kept busy helping his new friends and neighbors of Cedar Brook, earning the name "Old Finch" for his beak-like nose, his love of birds, and his cheerful character. Scarlet loved to tease him about it, since Gado was much too large a man to be called after such a small bird, but Gado enjoyed the name, seeing it as more representative of his spirit than his looks. So the years drew on.
== It was only after the fight with the cave-drake that he started having the dreams.
== Twenty years after Gado came to Cedar Brook, silver was discovered in the mountains close by. It was soon also discovered that a very old, very large cave-drake lurked among those caves. Gado, being willing and able, went with a party of men to slay the creature which had already killed nine people. Gado never got to help actually strike down the cave-drake, because he had accidentally gotten himself caught in its paralyzing, hypnotic gaze. However, Gado's unfortunate circumstance was also a lapse in the cave-drake's offensive, which turned out to be the deciding factor that led to the creature's defeat.
== Ever since that day, many of Gado's nights have been spent in vivid dreams. Most of the dreams are significant in some way. Or at least, that is the impression retained whenever Gado wakes from one: a feeling of grave import. Most of the time he is unable to remember or make sense of the dreams. Other times, he remembers but cannot find the answer to the riddles. Whenever he manages to solve a dream and follow its direction, the effects in the lives of others are profound.
== Now, more than twenty years later, Gado Tanager is seen with mixed feelings. Some see the same Old Finch that they always did. Some see a kind of magician, one to be respected or even feared. His wife Scarlet stands by him, as always, and she has been instrumental in solving several dreams, more and more as time goes on. Little can Gado Tanager know the height of destiny to which his dreams will soon carry him.
Motivation: Gado was brought up to be the best he could be, on whatever course he chose in life. Gado cares deeply for the wellbeing of others. He is not completely selfless, but he will always do his utmost to make his little corner of the world a better place.
Skills and Talents: Gado only knows human language and he doesn't have much education, but he is surprisingly strong for his old age, has incredible stamina, and is possessed of miscellaneous, straightforward combat skills aplenty, thanks to his years as a warden. He knows his way through the dark side of city life. In addition, his experiences with birds and dreams make him quite knowledgeable in both those areas as well.
Strengths: Gado possesses a mental acuity and fortitude that only comes with age. He is empathetic, kind, and--thanks to his dreams--an excellent riddler.
Weaknesses: Gado's long years of life has afforded him the time to hammer out most of his character flaws: few now are to be found. However, Gado does still have an irrational fear of large bodies of water, and his dreams are often a burden on his mind.
Personality: Cheerful and sharp, yet a little haunted and eccentric.
Finally, here's my human character.
-----------------------------------------------
. : Name : .
Full Name: Gado Tanager
Use Name: Gado
Other: "Old Finch" -- he gets this nickname from his nose and his love of birds.
Played by: Kalon Ordona II
. : Appearance : .
Height and Build: 6' ; muscular, thinning with age, fit
Description: Despite his advanced age, Gado's hair is still yellow blond with nary a strand of gray, though his hairline has receded quite a bit. His hair is coarse, spiky, and cropped short. Gado's eye color is black, his eyebrows are slanted dramatically, and above his nose is a pair of creases that speak of deep or troubled thought. His characteristic nose is large, thin and hooked. Gado keeps his face clean-shaven except for a clump of hair at the front of his chin.
Clothing: Gado normally wears linens and leathers, good boots for walking among nature, and sometimes a cloak for long trips or damp weather.
Weapons: Almost all humans, from the lowliest peasant boys to the mightiest dukes, carry a knife. Gado is no different; his 8"-bladed knife is finely crafted and much-used, and he is never seen without it. Apart from this multi-purpose tool/weapon, however, Gado does not normally carry instruments of war (any more), though he does own several--most notably an old and trusty sword and shield. The battered round shield--made of iron-bound wood--is still as sturdy and reliable as ever. The double-edged broadsword, while simple and unadorned, is wrought of fine steel. Though it has seen many years of disuse, Gado has always kept it maintained, sharp and polished.
Other: Gado doesn't go anywhere without his wooden musical pipe and his pouch of birdseed.
Impression: Gado can at first look like a person to be avoided, but that cheerful smile of his often makes people wonder how they could have thought such things about him in the first place.
. : Heritage : .
Age: 124
Birthplace: Sephalia, Oliphey--a city on the southeast shore of Barocula Lake.
Family: Hugo and Sheena Tanager were Gado's parents. Gado has three brothers and one sister, three daughters and two sons, fourteen grandchildren, several cousins, nephews and nieces, and even six great-grandchildren.
Inheritance: Not much to speak of. Gado's parents were simple folk, and besides Gado was the second youngest of his siblings.
Other: Gado has many, many connections in Oliphey, few role models, several acquaintances but few true friends, and only one lover: his wife, Scarlet.
. : Persona : .
Biography: In many ways, Gado's life has been very ordinary. In others, most strange. Gado was born in Oliphey, a large city situated by the south-east shores of Barocula Lake. He was born to a large family of lower income--not poor, but not well-to-do. Many of the family were fishermen, and young Gado spent much of his childhood out on the waters of Barocula. After losing two of his uncles to a mysterious creature while fishing on the lake, Gado, being left on his own to row all the way back home in terror, could never again bring himself close to large bodies of water. Gado kept to the city from then on. He eventually became a warden, and he excelled at this occupation for many, many years. He was married during this time, and he had five children. During the day he cared for his family; during the night he watched over the city.
== One day, when he was eighty-two, he quite unexplainably got out of his occupation as a warden and took up residence about fifty miles away toward the east and a little north, past the town of Shadewood, to a small town called Cedar Brook, close to the mountains. His children grown, he had only his wife Scarlet for company. He had grown tired of city life. He couldn't put it into words, but what he really missed was the water, the outdoors, where he spent his childhood. Out in the country near Cedar Brook, he felt back in his element, and he was even further from the water he had by now forgotten that he feared. He grew to love forests, gardens, and above all, birds. There were few birds in the city; out here they were everywhere, singing to him. Gado was content to live out the rest of his days in peace and quiet. His children and grandchildren visited him once in a while, though less and less as Gado grew older.
== Gado's wife Scarlet greatly enjoyed the change, especially walking in the woods with her husband--which he was free to do whenever they wished now that they were out of the city and Gado was off the warden. Gado kept busy helping his new friends and neighbors of Cedar Brook, earning the name "Old Finch" for his beak-like nose, his love of birds, and his cheerful character. Scarlet loved to tease him about it, since Gado was much too large a man to be called after such a small bird, but Gado enjoyed the name, seeing it as more representative of his spirit than his looks. So the years drew on.
== It was only after the fight with the cave-drake that he started having the dreams.
== Twenty years after Gado came to Cedar Brook, silver was discovered in the mountains close by. It was soon also discovered that a very old, very large cave-drake lurked among those caves. Gado, being willing and able, went with a party of men to slay the creature which had already killed nine people. Gado never got to help actually strike down the cave-drake, because he had accidentally gotten himself caught in its paralyzing, hypnotic gaze. However, Gado's unfortunate circumstance was also a lapse in the cave-drake's offensive, which turned out to be the deciding factor that led to the creature's defeat.
== Ever since that day, many of Gado's nights have been spent in vivid dreams. Most of the dreams are significant in some way. Or at least, that is the impression retained whenever Gado wakes from one: a feeling of grave import. Most of the time he is unable to remember or make sense of the dreams. Other times, he remembers but cannot find the answer to the riddles. Whenever he manages to solve a dream and follow its direction, the effects in the lives of others are profound.
== Now, more than twenty years later, Gado Tanager is seen with mixed feelings. Some see the same Old Finch that they always did. Some see a kind of magician, one to be respected or even feared. His wife Scarlet stands by him, as always, and she has been instrumental in solving several dreams, more and more as time goes on. Little can Gado Tanager know the height of destiny to which his dreams will soon carry him.
Motivation: Gado was brought up to be the best he could be, on whatever course he chose in life. Gado cares deeply for the wellbeing of others. He is not completely selfless, but he will always do his utmost to make his little corner of the world a better place.
Skills and Talents: Gado only knows human language and he doesn't have much education, but he is surprisingly strong for his old age, has incredible stamina, and is possessed of miscellaneous, straightforward combat skills aplenty, thanks to his years as a warden. He knows his way through the dark side of city life. In addition, his experiences with birds and dreams make him quite knowledgeable in both those areas as well.
Strengths: Gado possesses a mental acuity and fortitude that only comes with age. He is empathetic, kind, and--thanks to his dreams--an excellent riddler.
Weaknesses: Gado's long years of life has afforded him the time to hammer out most of his character flaws: few now are to be found. However, Gado does still have an irrational fear of large bodies of water, and his dreams are often a burden on his mind.
Personality: Cheerful and sharp, yet a little haunted and eccentric.
Last edited by Kalon Ordona II on Mon Dec 13, 2010 12:15 am; edited 1 time in total
Re: Sephiris: The Price of Peace - OOC
I wanted to say thanks for the welcome and the invite to this RP. Wow, it's a lot of information to take in and well done I might add. You are correct that I would be interested in something like this.
I was actually hoping to start in something a little more one-on-one or casual before I jumped into an advanced thread. So, if you allow me the chance to get my feet wet on this site and go over the material you have here, I'll see about creating a character for this RP.
I may go with a variation of one of my D&D characters from the past. I think she would fit in, but then one of my EQ characters comes to mind as well that I could modify. Hmmn, choices.
I was actually hoping to start in something a little more one-on-one or casual before I jumped into an advanced thread. So, if you allow me the chance to get my feet wet on this site and go over the material you have here, I'll see about creating a character for this RP.
I may go with a variation of one of my D&D characters from the past. I think she would fit in, but then one of my EQ characters comes to mind as well that I could modify. Hmmn, choices.
Stray- Mist
- Join date : 2009-08-05
Posts : 17
Age : 61
Location : Atlanta, GA
Re: Sephiris: The Price of Peace - OOC
I'm so glad you're interested. By all meas, be free to get the feel of things first. There are plenty of threads in the Interest Checks place where people are looking for folks to RP with. Have fun, and I look forward to seeing you here sometime! ^_^
Why thank you!Silvone Elestahr wrote:Awesome character! Great job
Re: Sephiris: The Price of Peace - OOC
*whew*
I'm tired, but I'm HAPYYYYYY!!
The Role-Play is officially open!
Remember to keep to the rules--FOG's as well as mine for the RP, and remember to take the guidelines and suggestions to heart as well. And feedback; lots and lots of feedback, please oh please. ^_^
That said, HAVE AT IT!!!!
I'm tired, but I'm HAPYYYYYY!!
The Role-Play is officially open!
Remember to keep to the rules--FOG's as well as mine for the RP, and remember to take the guidelines and suggestions to heart as well. And feedback; lots and lots of feedback, please oh please. ^_^
That said, HAVE AT IT!!!!
Re: Sephiris: The Price of Peace - OOC
Feedback: Great first post! I'm working on a post for my Star Wars RP. I may or may not get to posting tonight, but man I can't wait!
Question: When do we all meet up, or are we even going to meet up? Do you have plans for that, or is it something that will be determined as the story progresses?
Question: When do we all meet up, or are we even going to meet up? Do you have plans for that, or is it something that will be determined as the story progresses?
Guest- Guest
Re: Sephiris: The Price of Peace - OOC
Yes, we will all meet up. Probably no later than the end of Chapter Two.
We'll meet up at Sephiris' temple, wherever that may be. (I have a couple ideas)
Finding Sephiris is just the first step.
Of course that's just a rough estimate. Who knows how the story will progress. xD
I'll be relying heavily on suggestions from you guys, the players.
We'll meet up at Sephiris' temple, wherever that may be. (I have a couple ideas)
Finding Sephiris is just the first step.
Of course that's just a rough estimate. Who knows how the story will progress. xD
I'll be relying heavily on suggestions from you guys, the players.
Re: Sephiris: The Price of Peace - OOC
So the quest of finding her will basically be done on our own?
Guest- Guest
Re: Sephiris: The Price of Peace - OOC
Yeah, basically. Hopefully we'll all have multiple characters, or at least we'll all control little npc's or something, so that we can role-play off each other in the different locations. Also, some characters will meet up before everyone reaches Sephiris.
There are people from the high-ups that are searching for power or for Zephiris.
There are people that Sephiris is calling.
And there are people that are caught up in the whole thing along the way.
There are people from the high-ups that are searching for power or for Zephiris.
There are people that Sephiris is calling.
And there are people that are caught up in the whole thing along the way.
Re: Sephiris: The Price of Peace - OOC
I'm posting the first half of what is basically my intro post. Its kind of long already... I will leave the rest for my next post.
Guest- Guest
Re: Sephiris: The Price of Peace - OOC
Great post. Most splendid introduction!
One thing, though: you'll have to change all the Sephiris to Zephiris. Zephiris is the goddess of their religion, where Sephiris has been set up as the creator of the world. Remember, it's been over four hundred years since Sephiris went into slumber.
Easiest thing to do would be copy into a document, Find & Replace, and then repaste it back into the post.
Also,
Constructive Corrector's Corner
(anybody can use this ^_^ )
Remember to use apostrophes only for possessives, and not for plurals. The only time to use an apostrophe for a plural is with things like single letters or numbers, such as 1's and A's.
One thing, though: you'll have to change all the Sephiris to Zephiris. Zephiris is the goddess of their religion, where Sephiris has been set up as the creator of the world. Remember, it's been over four hundred years since Sephiris went into slumber.
Easiest thing to do would be copy into a document, Find & Replace, and then repaste it back into the post.
Also,
Constructive Corrector's Corner
(anybody can use this ^_^ )
Remember to use apostrophes only for possessives, and not for plurals. The only time to use an apostrophe for a plural is with things like single letters or numbers, such as 1's and A's.
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