1. halisme

    halisme Contributor Contributor

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    Ascension (Discussion)

    Discussion in 'Role Play Discussion' started by halisme, Mar 12, 2016.

    Just a quick reminder, character sheets need clearing and otherwise, I look forward to systematically maiming your characters.

    Character Sheet:

    Name:
    Race:
    Combat Equipment:
    Utility Equipment and Skills:
    History:

    Four slots from combat, (meaning magic, armour and weapons,) and three three from utility.

    Races & Homeland:

    Human
    Long ago, Sol’Une ventured from Geleran to the land of Tymune, a feudal continent filled with warlords and chiefs and any who would claim hold of what little land they could. In this place, Une, the trickster, saw great potential, and so told ten dictators that they and their children would rule the continent, and gave each a crown. This event started The Long War, an event which rages till this day, of which three families have abandoned the cause, their crowns stolen, lost to the ages, and in one case, purposefully fractured. The later has been replaced with a republic. Two other monarchs have fallen recently, their kingdoms being cannibalised by the others while their successors debate who shall shall take their places.

    This war has turned the land into a great military power, though most of the might is directed inward. Massive amounts of knights and sorcerers aid their rulers in their clashes, most being fellow descendants and seeking power for their family. Those not within this chain of command however tend to be horribly mistreated, serving as little more than shields for their masters. Alternatively, they might be archers, bows and crossbows being judged dishonorable when spell and sword exist.

    Kingdoms - Monarch

    Elium, Land of the Two Crowns (Yes, the queen insists you say the full name) - Queen Loran

    Soutran - Nethran, The Ivory King

    Ferosa - Alva of The Dragons (Slain for heresy by her own family, no monarch is yet to be chosen)

    Doublain - Elise the Hawk

    Crovan - King Ragnar the Brash

    Minos - Kane the Bull

    Dranthor - Artemis, The Unwilling

    Republic of Northwatch - None

    Traits
    • If the character has the Noble Birth utility: They may take a mount without it taking up any utility slots, heavy armour only costs one slot. However, if they wish to have a ranged weapon, it takes up three slots, and they must have the friends in low places utility.

    • The cost of both schools of the lady are increased to two.
    Both lands without law, Tyol and the southern Free Wilds are normally placed within the same group by most societies, that of savage barbarians. Divided into tribes that take what they can, anyone with ambitions of ruling this land will find a veritable horde united against them. The roving people saw what happened when crowns were introduced to other lands and refuse it.

    Because of this refusal of leadership, the tribes are vastly independent and individualistic, and this filters into to the people themselves. The value of a person is based on usefulness alone. The last name doesn’t matter, be they the child of a chief or dishonoured heathen. Because of this lack of coordination, there is little system to extract the lands untapped wealth, making metal weapons rare, and smith's highly valued.

    Traits
    • The character cannot take heavy armour or the Noble Birth Utility.

    • Medium armour does not take up a slot.

    Bos
    Some say the Bos are the children of Totun and Rundia, yet, if this is true, their temperaments have not been given to their children, for the horned men of the desert are kind, calm, and temperate, until overtaken with rage at least, at which point it is hard to calm them. Unlike the other races, the Bos are wholly unified under a single Sultan, currently Abjar the Wise.

    Living till slightly over a hundred and ranging anywhere between five and eight feet tall, the Bos are the most physically imposing of the races, and the strongest on average, known for wielding greatswords as if they were a regular blade. Atop their heads are horns that can range from being merely stumps to fully curved sets, and the wealthy will often decorate theirs with jewels and gold. Armour for their kind can be troublesome to find outside their homeland due to their hoofs, horns, and rear jointed knees.

    Traits
    • Due to their immense strength, a Bos may use a two handed weapon in one hand, though this does not affect the slot cost.

    • Due to their large size, Bos cannot use daggers properly. They also cannot use random armour found throughout the world unless it is mention to be specifically for them, this rule doesn’t affect first choice of gear.

    Elf
    The Glorious Elven Empire, stretching from the frozen island of the north to the southernmost point of their second home continent, reborn from the ashes of a civil war that lasted nearly a hundred years. An electoral monarchy, the nobility elect a new leader every two hundred years, or that is how it has been decided at least, for they are still in the reign of their first emperor. They have a tendency to be be arrogant, the current rulers being those that won their internal conflict.

    Physically, they tend to resemble slimmer and cleaner limbed than humans, but filled with a wiry strength and much more rapid to react. The new form of the empire has placed great value in attacking from a distance, having learnt that they cannot match the Bos up close. Alternatively, they utilise their numbers and weapons with a long reach, creating a wall of blades. Uniquely amongst the races, elves cannot use magic, being children of Kurina, also resulting in their unnaturally long lifespan, roughly four hundred years.

    Traits
    • May not take or use magic.

    • Have an additional combat slot, bringing the total to six.

    • Friends in high places does not take up a slot.
    After the old empire’s defeat at the hand of the Bos, there were talks of assassination and revolt, neither of which the empress approved of. She desired to reassert her power, and that is when a woman calling herself Ysolde the Occultist arrived, accompanied by Tynik the Lion, her body guard. The mage promised power, that the empress could be given magic so that she might reassert her power, and aid the nobles that supported her. The ritual began, and the elven homeland of Nirahan was corrupted into The Isle of Chaos. The few noble elves survived found their skin taking on a crimson hue, and Bos-like horns jutting from their heads.

    Deemed unnatural and cast into exile before the civil war started, they sailed into the Bos Sultanate with the intention of a suicidal charge. Instead, the Sultan, Salazar the Humoured, laughed, finding the whole situation hilarious and gave them a small, unoccupied piece of land of which to call their own, so long as they served him. Some accepted this offer, forming the enclave, while others went to The Free Wilds and became mercenaries. A unifying trait however, is there societal structure, forming “courts” that are part noble house and part mercenary company, each following a self named lord or lady.

    The Occultist did not lie however, and they are uniquely capable magicians, their bodies serving as a focus, and being in great favour with The Lady. Much more disturbingly to them however, is their lifespans, reduced to a mere eighty years.

    Traits
    • A focus is not required to cast spells.

    • Noble Birth is mandatory.
    During the civil war, the elves of Nemenh took their chance to declare independence, for their proximity to the Free Wilds resulted in a slight cultural crossover that has led to them disliking authority figures. Oft referred to by imperials as “the drunks across the pond”, they are a rowdy and rambunctious people, greatly enjoying alcohol, food and hunting. They do have cities, though each is self governing, though in their case meaning little more than there are guards who will “attempt” to stop fights, and attempt oft means join in.

    When not drinking, they can be found practicing hunting, combat, and riding. They have a long history of brewing, and their wine and beer are highly valued throughout the world and the land is surprisingly wealthy despite its rural and rustic state. They often have a great love of nature, taking pets and fighting alongside them, favouring brawls over long range fighting.

    Physically, they tend to be larger and broader than most elves, putting them slightly below the height the height of a Bos and around the width of a human. They don’t have particularly good strength for their size, but their mixture of savagery, skill and speed makes them deadly combatants.

    Traits
    • May not take magic

    • Free animal ally

    • Shields take up two slots

    • Bows take up two slots

    Dwarf
    In the mountains of the south lie the great halls of the dwarfs. Etched into the stone themselves via the arcane, they would be the marvels of the world, if outsiders were allowed to see them. The mountain dwarfs are an incredibly isolationist species, separating themselves from the rest of the world.

    Dwarfs are a sturdy species, there bodies well designed to deal with physical blows, all the while launching spells, for the dwarfs are a highly gifted race in the matters of the arcane. Gremic is oft credit as the father of their kind, for they favour the earth and metal, and The Lady their mother, though it is strange two beneficent gods should make a species so self-centered.

    Traits
    • Schools of Gremic and Sol’Une are reduced in value by one.
    • Heavy armour reduced in value by one slot.
    In the northern passes of the Free Wilds, amidst peaks reminiscent of their home, an unlikely group of mercenaries might be found. The outcasts of the dwarfs, while capable of magic, instead seek advancement via technology. Mathematics, engineering and alchemy fuel their labours. Dwelling amidst volcanoes, their skin is oft covered with layer of ash and the grease of primitive machinery. Steam powered forges aid in mass forging, though heavy armour is not favoured, for they are few in number, preferring guerilla warfare. Bolts, firebombs and land are their favoured tools, willing to sacrifice all three in innumerable amounts to protect themselves and their kin.

    Recently, they’ve found great support from the High Elves, aiding in their colonisation in return for protection, resources and patronage. Their lack of a formal ruler has rendered diplomacy slow, yet it passes onwards, the elves ever patient, and enjoying their friends alchemy

    Traits:
    • Alchemy kit only costs the combat slot, not the utility one.

    • May take a free crossbow

    Weapons

    Dagger: The first is free, but one slot per dagger afterwards
    One handed Weapon (Swords and maces to spears and flails): One Slot
    Focus: One Slot
    Shield: One Slot
    Alchemical Tools (Bombs, gasses and oils of all sorts): One combat and one utility slot
    Two Handed Weapon: Two Slots
    Ranged Weapon (Bow, crossbow and throwing weapons): One Slot
    Animal Ally (A combat capable ally such as a bird of prey, large mammal, or reptile): One

    Armour

    Light (Robe, Jack, Regular Clothing): Free
    Medium (Leather, Chain): One Slot
    Heavy (Plate, Scale, Lamellar): Two Slots

    Most magic requires a focus to cast unless otherwise specified.

    School of Sol’Une (Two Slots)
    (Fire & Ice)

    Crafted by the lord of paradoxes, this school enables the user control of heat, moving it and concentrating it within the local area. This allows control of both fire and ice, though both must be created at the same time, for the balance must be maintained .

    Typical Focus: Runic Tattoos, Staff, Wand


    School of The Lady (One Slot)
    (Luck)

    Whenever a coin is flipped, logic dictates that there is an equal chance that it will land on either side. Not so when those who follow this school arrive, for the odds always seem in their favour, though the heavier the object, the less of an effect they have.

    Typical Focus: Gold Coin, Jewelry, Rabbit's Foot


    School of Sorcery/ Second School of The Lady(One Slot)
    (Magic)

    No focus needed

    Some theorise that magic is innate to the world, flowing beneath the earth like water. Sorcerers act as both conduits and channelers of this, reinforcing or interrupting the spells around them and being feared by those who share the gift of magic.


    School of Totun (Two Slots)
    (Beasts)

    One free animal companion or animal ally

    To commune with beasts is a strange thing, for their brains are simple, incapable of complex thought. Those of Totun can command these creatures, and alter their own forms to match their faithful companions at will. Yet, there is an inherent risk, to accept the form of the beast is to accept part of their mind as well, and if the beast is killed while they share the creatures aspect, they are trapped within the form, resulting in the myth of those who turn to wolves on the full moon.

    Typical Focus: Animal Bone, Staff, Bestial Mask


    School of Rundia (Two Slots)

    (Storms)

    Lightning and thunder. The duo which enables Rundia to hunt with such skill. Able to summon a bow from thin air, they may shoot bolts of electricity as one might arrows, or pluck the string to create a deafening din. Still they might wield a bolt of lightning as a spear, yet with every strike, they must create a new one for they are by nature ephemeral.

    Typical Focus: Staff, Ring, Spear


    School of Gremic (Two Slots)
    (Stone)
    To shape even stone as one might clay, these are the blessings of Gremic. By pressing their focus against the earth, they might launch a spear from the ground, or form a hand from the dirt to crush their foe. Yet, if a rock is not connected to the focus, such as if it resting upon another rock, then the mage shall have no power over it.

    Typical Focus: Armoured Gauntlets, Pickaxe, Hammer


    School of The Dragons (Fourteen Slots)
    (Dragons)

    No focus needed

    Heresy. To chose the sorcery of the dragons is to abandon the gods, to declare the forms designed by them inferior and that the great beasts who ruled the world before their arrival are superior. To accept this school is to slowly change, the skin turning to scales, deformed wings growing from the back and gaining the ability to breathe fire. Yet, the base remains, preventing the mage from gaining the true might of the dragon.


    School of The Occult (Twenty Slots)


    Little is known about this school, for their has only been one practitioner and one known use. The creation of the dark elves led to the school being abhorred, for unlike the dragon cultists, the base form was altered. Yet it was the Isle of Chaos that led to it being feared, for the land is now shrouded in a mist, and those who enter have never left.

    Typical Focus: Unknown

    Utility
    (Each takes up one slot unless specified otherwise)
    100 Crowns (Money)
    Animal companion(A small animal incapable of fighting, such as a messenger bird or mouse.)
    Mount (A horse or pony)
    Fantastic Mount (One utility slot and one combat slot) (A much larger and combat ready mount eg, griffin.)
    Extra equipment (2 Slots) (Exchange utility slots for an extra combat slot.)
    Noble Birth (Child of a lord or knight, cannot be taken if Illiterate)
    Friends in Low Places (Friends with criminals)
    Friends in High Places (Friends with various nobles and merchants)
    Persuasive (Whether through good looks, cultivated charisma or natural charm, people are more likely to do what you want them to.)
    Intimidating Presence (Perhaps you’ve just got one of those faces, or the way you stand, or you're a heavily armoured psychopath, people have a tendency to think twice before going against you.)
    Herbalism (Able to make potions and poisons from herbs)
    First Aid (Stops bleeding, slows poison, treat burns)
    Musically talented (By popular demand, both in and out of universe, you can now play a musical instrument and sing to your hearts content without people trying to stop you.)
     
    Last edited: Mar 19, 2016
  2. Kingtype

    Kingtype Banned Contributor

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    Location:
    Right under your nose!
    APPROVED
     
  3. TheApprentice

    TheApprentice Senior Member

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    Name:
    Alistair Carver
    Race:
    Human (Free Wilds)
    Combat Equipment:
    Leather Armor, Broad Sword, Dagger, School of the Lady and necklace (his magic and focus) and crossbow.
    Utility Equipment and Skills:
    Musically Talented, Friends in Low Places, Persuasive
    Physical Description:
    Short dark brown hair, face covered in stubble, 5'09, very lean, light blue eyes, a few scars on his body from his past misadventures but none on his beautiful face.
    History:
    He would never like to tell his true full story, but Alistair is from the Free Wilds where everyone in his tribe supposedly knew the School of First lady magic. Perhaps this is how he gained the money to travel by ship to Tymune where he got involved in the criminal affairs of one city. A mix of his luck and charm was what allowed him to survive the many bad situations he found himself in, but he seemed to have bad luck with his money. Of course, maybe that wasn't his luck, and maybe because he always spent so much of it on hookers, booze, and higher class Inns than he could really afford.
    He began to tire of the city he was in and the life of watching his back around his criminal associates and with the city guard, as he always had committed some crime. When he received the invite, he liked the idea of going on some brave adventure like in the stories. His luck might earn him some riches on this quest, and maybe some cute girls were joining up as well
     
  4. AnonyMouse

    AnonyMouse Contributor Contributor

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    Location:
    Atlanta, GA
    Name: Sen Hyazari
    Race: Dark Elf

    Combat Equipment:
    (2 slots) Magic: School of Rundia
    (2 slots) Weapon: Two-Handed Sword
    (free) Secondary weapon: dagger

    Sen’s primary weapon is her daikatana, “The Fang of Hyazari,” which is nearly seven feet long. Over a third of its length is the handle, permitting maximum leverage. Its material has more in common with stone than metal, giving it immense hardness and durability, at the cost of comfort. Its hardness and weight allows it to shatter lesser blades and cleave men and beasts in two, but striking solid surfaces (such as armor, rock, etc) can be bone-jarring.

    Because of this, the Fang requires absolute commitment and her fighting style reflects this. Sen strikes with the intent of cutting through, keeping her blade in constant motion to maximize its weight and leverage. The Fang is a family heirloom dating back to the Elven Empire's war with the Bos and has been passed down since long before the corruption of Nirahan.

    Utility Equipment and Skills:
    (1) Noble Birth
    (2) First Aid
    (3) Intimidating Presence

    Physical Description:
    Sen stands about 5’6” with a tight, long-limbed build, and deep crimson-hued skin. Her features are stark and aggressive, with cunning amber eyes and dagger-like elf ears. Her hair is a frizzy, wild black mane that hangs halfway down her back, framed by a pair of horns that curve slightly up and around her temples, forming a bone tiara.

    Her most notable feature are the intricate tattoos covering her entire body. They form a maze-like pattern of subtle ridges, and, if anyone looks closely enough, they will see the entire tattoo is a single line, encompassing every inch of her body. These markings, along with her red skin and horns, give her a sinister appearance, although she is anything but.

    Sen finds armor limiting and would probably parade around in a loincloth --or less-- if the climate allowed it. Instead, her usual attire consists of a dark, sleeveless, v-necked tunic, frayed at the edges. It hangs just long enough to serve as a minidress. Leather straps act as garters, tying its hem to a pair of thigh-high, steel-tipped boots, which are usually caked in mud and dust. Fingerless hand wraps serve as gloves, going all the way up to her biceps. Her sword is usually carried in a horizontal sling at her waist, or in hand; it has no sheathe.

    History:
    Among the dark elf noble houses, few are more notorious than House Nerrier, also known as “The Red Court” or “The House of the Rose and Sword,” for their blood soaked coat of arms. They were once a large and prominent military power before being shamed by the elves’ defeat at the hands of the Bos. Some legends even claim it was House Nerrier who invited Ysolde the Occultist into their midst, leading to the fall of Nirahan.

    Today, they live on as The Order of the Rose and Sword and are more like a fanatical cult than a true noble house. They train intensely, from the womb to the grave, punishing their bodies and minds in pursuit of a single goal: retaking their homeland. Every few decades, they launch a suicide mission holy crusade to the cursed island… from which none ever return.

    Nevertheless, when there is a monster or abomination to be slain or wild magic has run amok, a hunter or huntress from The Red Court is rarely far behind, and this is what has earned them the respect --and fear-- of many. They are easily recognizable by their long, slender two-handed swords --a design honed over centuries, for the sole purpose of slaying beasts-- and the scar-like tattoos carved into their crimson skin.

    Sen has served The Red Court her entire life. She was only a child when the poisoned ink was etched into her skin, a brutal ritual designed to bolster resistance to animal venom and heighten the pain threshold. After surviving the ordeal, she was given her father’s sword and her training began in earnest.

    She is an eccentric and increasingly rebellious member of the order. With talk of another crusade on the horizon, Sen has chosen to distance herself from her comrades. She isn’t exactly running away from them, but she’s certainly not running toward them either.
     
    Last edited: Mar 19, 2016
  5. TheApprentice

    TheApprentice Senior Member

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    We are in tents in a camp right?
     
  6. halisme

    halisme Contributor Contributor

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    Yep.
     

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