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The Tenth Title [OOC/Not Started/Accepting]


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Hello, fine peoples!

 

Thought that ol' YCM here could use an RP to kick-start some life into this pile o' bones.  Welcome all to The Tenth Title.

 

 

[spoiler=Background]

The Isle of Carth.  A huge landmass that has been the setting of thousands of years of conflict great and small.  It is a land of both abundant resources and deep magics.  However, throughout the history of the land, the countries that became the most successful were the ones that could persuade, parlay, and weedle, rather than ones that simply had strength of arms.

 

Of these, the small kingdom of Makoplos, a beautiful land surrounded by mountains in central Carth, was the premier example.  They traded, conspired, manipulated, and pulled the strings in the background until they existed as the only tiny nation in the massive land.

 

To the west, the naval merchant nation of Pruenia expanded their empire outside Carth by exploring the many small islands off the mainland.  They have the second smallest territory out of the major nations of Carth, but with the emphasis on the exploration of the sea, their specialty became the fluid water magics.

 

The northern expanse is occupied by the nation Ufvral.  This is the second largest nation of the five.  These pragmatists have been known to develop many different types of technologies and hone the passionate fire magics to combat the frigid northern climate.

 

The enormous mountains from central Carth extend down south to the rough nation of Nascan.  In this rocky terrain, the Nascan peoples created comprehensive societies and laws to solidly stamp out widespread crime in their nation.  These peoples hold onto earth magics as their speciality.

 

The peoples of Skiy Gretho occupy the vast plains of the east.  They only have a few cities, and the majority of the population exist in a nomadic lifestyle.  This nation occupies the most land out of the five and they are known for their philosophers and free thinkers.  They specialize in wind magic.

 

 

 

 

[spoiler=Plot]
Makoplos, the heart of Carth, is home to the Embassy, a peacekeeping organization meant to keep the balance among the nations.  Each of the four other nations has 2 representatives, each given a title.  Makoplos also holds a position - The Voice of the People - but it does not hold conventional voting rights (it exists to moderate Embassy debates and only vote if the 10th position is unoccupied).  Finally, the 10th position is known as The Tyrant.  It is a position that exclusively breaks tie votes, making it one of, if not the most influential positions.  Because The Tyrant is the final say on any decision, they are given unique rights which give them unlimited access to any nation's national secrets.  Because of the prestige of this position, its conditions of entry are always unknown until the previous holder of the title dies.

 

To prevent corruption, The Tyrant expresses in their will a means for someone to succeed them.  Upon The Tyrant's death, nations vote and decide if The Tyrant's prescribed means of succession is fair, and the new Tyrant is chosen from that condition (if it is not deemed fair, the nations go back to the previous Tyrant's condition).  Despite this, Makoplos has held The Tyrant position for centuries.

 

However, the last Tyrant, Onesus, has declared the position of Tyrant shall go to the person who solves the mystery of the Four Elements of Magic and can create an Immortal (see "Magic" section).

 

 

You are a hopeful with an ambition to get to this position.

 

 

 

 

[spoiler=Magic]

Water magic is defined by adaptability.  Aside from having a natural connection to water, water mages have the ability to manipulate liquids of all kinds in an Avatar bender-esque way.  They also have a unique connection to mana, being able to sense where it is and hold it in "pockets" in a way other magics cannot.  Experts in water magic can heal others and even become great seers: being able to predict the future and communicate through pools of water.

 

Fire magic is defined by passion.  Fire mages are said to never tire and are able to stoke their own abilities to create short magical "bursts".  These bursts can be external, causing explosions or other devastating effects, but it can also be turned inward to increase one's physical capacity.  Experts in fire magic are known to be able to dole out or remove morale and inspiration to large groups of people at once.

 

Wind magic is defined by freedom.  Wind mages hold a certain connection to nature that is not held by the other magical practices.  Wind mages are known for their ability to levitate, vanish, and (overall) mess with the ideas of motion and screw with the minds of others.  Experts in wind magic tend to have a full awareness of everything around them at once and their abilities lean more on the side of psychic powers than magic.

 

Earth magic is defined by tradition.  Being able to constantly draw mana from the earth, earth mages are known for their tenacity and also their ability to instill magical power into different sources.  The earth mage can specialize in several different aspects, from metal control, to buffing, to forest manipulation, but constantly changing between them weakens the mage's power.  However, using the same specialization of earth magic over and over produces stronger and stronger effects.

 

There are also tribes of people who dual-specialize.  While they forego the passive abilities of their native magic type, they gain the active benefits of 2 different magic types and they unlock certain unique abilities of their own.  PM me if you want to try to dual-specialize.

 

 

 

 

[spoiler Worldbuilding]

An Immortal is a magical construct that essentially acts as a living perpetual motion machine. They are wells of pure mana whose purpose is unknown.  As their name suggests, they are nigh indestructible and don't wear out nor seem to have a limit to their magical production.  They have the appearance of giant light blue crystals, but they sometimes produce an aura of a figure around them in order to wander across the land.  Very little is known about them except that they were created before any of the five were even considered nations.

 

People have been able to instill mana into creatures or objects to give them sentience.  These are known as Familiars.  Familiars are usually magically bound to their creator, though particularly skilled magical practitioners can release these bonds and give their Familiars autonomy.  Familiars also gain autonomy at the death of their creator.  While Familiars are a common sight, many humans do see them as second-class citizens.  Familiars tend to keep traits of their original selves (i.e. bird Familiars still have a strong line of sight), but their life is more closely bound to their mana.  If they have no mana, they revert to their original selves.

 

Ranks of magical competence:

- Citizen - The lowest rank.  Can use small amounts of magic, but only of a type they are attuned to.  Often the magic they are attuned to reflects their personality and work rather than where they come from (a farmer Citizen from Ufvral might be more attuned to earth magics than fire magics).

- Mage - The lowest rank of a true practitioner of magic.  Most people occupy this rank as schooling in each nation emphasizes magical control among other lessons.

- Wizard - Mid-rank practitioner of magic.  These are people who have dedicated some years specifically to the magical arts and/or have served a set amount of time in the respective nation's military.  This is the highest officially recognized rank of practitioners of 2 or more types of magic.

- High Wizard - High rank practitioner of magic.  Cannot be obtained normally and can only be achieved by a demoted Disciple.  Because of this, High Wizards are actually the rarest magical practitioner rank.

- Disciple - High rank practitioner of magic.  These people are generally unseen as they tend to stay with their masters learning the full arts of their magical craft.  Disciples who leave before attaining the highest rank are branded and are "demoted" to High Wizards.

- Sage - Masters of their specific magical art.

 

 

 

 

[spoiler=Rules]

  • YCM Rules apply
  • RP Section Rules apply
  • The RP can move forward with each person individually or as a group.  If your character is in a group and you know you can't post, LET ME KNOW, or write your character out in your own post.  Picking your character back up after a hiatus is alright.  Ghosting without reason to the detriment of the RP as a whole is a no-no.
  • Put your app in a spoiler please.
  • Have fun!

 

 

 

 

[spoiler=Application]

Name: Self-explanatory. What is your character’s name?
 
Species: If not human.  You cannot be an Immortal.
 
Gender: Male, Female, or otherwise
 
Age: Self-explanatory. What is your character’s age?
 
Appearance: An image and a line or two of information detailing anything different. Please specify height and weight. OR 4-5 lines of written description.
 
Personality: Five lines minimum. What’s your character like?
 
Biography: Four lines minimum. What has their life been like so far?  Why are they aiming for the title of Tyrant?
 
 
Magic Aptitude: What is/are your character's magical aptitude(s)?  You can choose up to 2: Fire, Water, Wind, Earth.  You CAN choose a magical aptitude that is NOT of your native land, but please give a reason for it in Bio.
 
Skills: If you have a specific direction you want to take your magic (i.e. ice specialist from water aptitude, or metalworking from earth aptitude, etc.).  At least give a general outline for what your character should be able to do.
 
Misc: Anything that doesn’t go in the rest.

 

 

 

[spoiler=Accepted Characters]

0PxPz0

[spoiler=The Silent Manasmith] 

Name: Sol
 
Species: Failed Immortal Experiment
 
Gender: None
 
Age: Unknown, roughly 1000 years
 
[spoiler=Appearance]  god-speed-subs-shukufuku-no-campanella-0
Sol is incredibly light, their body consists mostly of an aura that has no real weight despite being somewhat material; on top of that they aren't particularly tall, only about the size of the average 12 year old human. They're basically a foot long crystal floating in the chest of vaguely person-shaped cloud of mist.  

 
Personality: Often aloof, their inability to communicate with most people can be mistaken for a limited, almost childlike, mentality but in reality they are rather intelligent by human standards, mostly due to their long lifespan, and can easily comprehend the world around them but simply prefer to spend a lot of time in their own head. They also suffer from severe tunnel vision, unable to even consider anything outside of their current goal, which often leads to trouble as they don't always consider the implications or consequences of their actions until it's to late. They are also very loyal and obedient towards trustworthy allies, a bit of a side effect from their origin, and delight in performing even simple tasks for friends. Sol is a pacifist, mostly because they are both a coward and not particularly strong, add onto that their incredibly limited magic ability and they will refuse to fight unless there is absolutely no other option including running away.
 
Biography: Sol was the first successful attempt attempt by a long dead Nascan mage to create an immortal, that is if your definition of success is not exploding, for the first few years they were studied by their creator to figure out what made them different from his previous attempts. Eventually they became his assistant in his future experiments until he died, never achieving anything further than Sol. Unfortunately they weren't intended to live as long as they have, only really being a prototype to his theories, so their memories of  both their creator and the research that lead to their existence are distant and fuzzy so they have little to no knowledge of what exactly made them sort of work when the others attempts outright self destructed. Sol actually doesn't care or even know about the current selection rule for the next "Tyrant" and only want to figure out the secrets of Immortals to complete themselves.
 
Magic Aptitude: Sol is able to use Earth magic however it's incredibly weak so the most they can accomplish is simple reinforcement spells and some metalcrafting
 
Skills: The main magic ability they rely on is Mana shaping, the ability craft their Mana into various simple tools and weapons. larger and/or more complex objects require more Mana. their Mana-made objects are the same type of aura as their body and thus, while very light, is corporeal and can cause damage, especially if it's sharp enough. they also have an acute Mana detection ability, allowing them to sense and draw out even the thinnest traces.
 
Misc: Sol doesn't need to eat or sleep but they do need to replenish their Mana to stay alive, due to this they are cautious about using their Mana shaping ability as even a standard sized sword can be incredibly draining. The amount of Mana they can contain is limited so they can't really stockpile and have to gather more at least every couple days; when they do refill their Mana supply their aura body morphs into a series of lashing tendrils that literally grab the mana from the surrounding area and pull it into their crystal. They are unable to speak but were taught this worlds equivalent to sign language and are very excited when they meet someone they can properly communicate with.

 

 

Aez

[spoiler=A Manchild and his Bottles]

Name: Ethoeth Betlot

Species: Human

Gender: Male

Age: 27

[spoiler=Appearance:]
I'm a little teapot, short and stout... Ethoeths favorite nursery rhyme seems to have tranfered into his body type, seeing as he never grew past 5'4" and ballooned to 256 lbs over the years. His forearms are thick as columns with divets where his elbows should be, but his legs are chiseled and solid.
His purple-black hair is always slicked back against his head, coming to a neat curl at the base of his neck. His face rests in a smug smirk, with his grey eyes half shut and eyebrows half shaved. His full cheeks are clean shaven and his nose is as round as his head. All this together makes him almost clownish, which is exactly why he dresses as lavishly as he can.
His usual dress is a tan and blue-trimmed lapelled coat with waist pockets over a frilled black blouse, along with a pair of nice cuffed black linens and a belt with as many bottles attached as there possibly be. He also sports a pair of black leather closed-toed-open-sole shoes with a golden buckle.



Personality: Most people would describe Ethoeth as lazy and hedonistic, and they'd be right to say so. Ethoeth expects everything for nothing, given to him without a second thought because he's just so great. He has little regard for others feelings, often playing cruel but childish jokes for his amusement. He doesn't like to fuss if he can't get his way, because that's a waste of his precious time and energy. Through and through, Ethoeth is a spoiled trustfund kid with no respect for his or others property.

[spoiler=Biography:]
Ethoeth is the eldest son of the Mint of Nascan. He's had everything handed to him his whole life, and he's just fine with that. He floated his way through mandatory magic school with the help of "tutors" who did his homework and an advanced apptitude for earth magic. He even spent a year abroad in Pruenia studying water magic, not because it was interesting but because it sounded easy. By day he studied, and by night, instead of expanding his horizons, he expanded his palette and waistline.
After school, He'd taken up his old room in his parents' lavish estate, doing next to nothing as he had since childhood. Spending the days, using his new bottle familiars to fetch things for him and play pranks on his younger family members. With the passing of the late Tyrant, Ethoeth's family has urged him to attempt the mammoth task of the dead dynast. With ample supply and coin given, his family thrust him from the home in an attempt to finally stimulate the boy into doing something.
Ethoeth has hardly any interest in the role of Tyrant for the secrets. He aspires for the title because of the many, many gifts he'll recive from his parents, his nation, all the nations and any person vying for his approval.




Magic Aptitude:
Wizard Earth/ Citizen-bordering-Mage Water.


[spoiler=Skills:]
While the family tradition is metalworking, Ethoeth has taken more the route of buffing. He's mastered throwing around his weight with an esspecially tough stone skin, and he moves on the earth as if it were polished marble.
With the aid of water magic, Ethoeth has the use of bottle familiars. As big as a bottle can be, bottle familiars are brought to life by a stone imbude with earth magic combining with a liquid in a bottle. Most any liquid will do, but just water seems to work best.
   These familiars are not advanced, only able to follow one order at a time, and most are single use before the stone dissolves completely and the familiar rendered a mere bottle once again.



Misc:
I'll put good stuff here as I think of it.

 

 

 

 

The RP can start with as little as 1 person, but I would like to get 2+ people interested before I move forward.  If only one person wants to do it, I will open it up.  This RP is flexible.  It can allow people to drop in and out when they can, so feel free to express interest, even if you cannot commit right now!

 

Cheers!

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Interested but a little confused by the role of the "Tyrant" position, if there are nine other positions on the council why is a tenth needed as a tie breaker? Do they get to vote outside of a tie as well? if not what other powers, if any, does the title hold that makes it such a coveted and influential position?

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Interested but a little confused by the role of the "Tyrant" position, if there are nine other positions on the council why is a tenth needed as a tie breaker? Do they get to vote outside of a tie as well? if not what other powers, if any, does the title hold that makes it such a coveted and influential position?

Right, I guess I glossed over it a bit. The other Makoplos position is more/less a speaker position. They organize issues and determine who speaks at a given time but they cannot vote conventionally. They really only cast a vote in cases where the Tyrant is indisposed.

 

The Tyrant cannot vote in a non-tie situation, but with the title comes both international prestige and unsolicited access to any nation's secrets at any time. It is an inherently passive position, but one that basically holds unlimited power, depending on who has the title.

 

Since I'm here, I might as well clarify that an "Immortal" is a magical construct that essentially acts as a living perpetual motion machine. They act as wells of mana that just wander across the land. Very little is known about them except that they were created before any of the five were even considered nations.

 

It's actually kinda difficult for me to determine how much information to put in... If you have any more questions, feel free to ask. I'll add this stuff to the OP tomorrow morning.

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  • 3 weeks later...

i know this is still just an interest check so thinking about a character this early is kind of silly but do they necessarily have to be human?

Sorry I never got back to ya on this. Humans can create magical familiars out of animate or inanimate objects. If you wanna play a non-human, you'd likely have to incorporate the idea of being a familiar of some kind (or at least some reasoning as to why you were given sentience).

 

I'll toss that into the magic section of the op.

 

I have a lot of words floatin around in my head so sure lets have a romp in... (Checks notes) Nascan? Sure, that one sounds good. Call me the earth guy

Thanks! Schoolwork is busy, but I'll try to update the OP with magic and the details for the character app asap.

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[spoiler=The Silent Manasmith] 

Name: Sol
 
Species: Failed Immortal Experiment
 
Gender: None
 
Age: Unknown, roughly 1000 years
 
[spoiler=Appearance]  god-speed-subs-shukufuku-no-campanella-0
Sol is incredibly light, their body consists mostly of an aura that has no real weight despite being somewhat material; on top of that they aren't particularly tall, only about the size of the average 12 year old human. They're basically a foot long crystal floating in the chest of vaguely person-shaped cloud of mist.  

 
Personality: Often aloof, their inability to communicate with most people can be mistaken for a limited, almost childlike, mentality but in reality they are rather intelligent by human standards, mostly due to their long lifespan, and can easily comprehend the world around them but simply prefer to spend a lot of time in their own head. They also suffer from severe tunnel vision, unable to even consider anything outside of their current goal, which often leads to trouble as they don't always consider the implications or consequences of their actions until it's to late. They are also very loyal and obedient towards trustworthy allies, a bit of a side effect from their origin, and delight in performing even simple tasks for friends. Sol is a pacifist, mostly because they are both a coward and not particularly strong, add onto that their incredibly limited magic ability and they will refuse to fight unless there is absolutely no other option including running away.
 
Biography: Sol was the first successful attempt attempt by a long dead Nascan mage to create an immortal, that is if your definition of success is not exploding, for the first few years they were studied by their creator to figure out what made them different from his previous attempts. Eventually they became his assistant in his future experiments until he died, never achieving anything further than Sol. Unfortunately they weren't intended to live as long as they have, only really being a prototype to his theories, so their memories of  both their creator and the research that lead to their existence are distant and fuzzy so they have little to no knowledge of what exactly made them sort of work when the others attempts outright self destructed. Sol actually doesn't care or even know about the current selection rule for the next "Tyrant" and only want to figure out the secrets of Immortals to complete themselves.
 
Magic Aptitude: Sol is able to use Earth magic however it's incredibly weak so the most they can accomplish is simple reinforcement spells and some metalcrafting
 
Skills: The main magic ability they rely on is Mana shaping, the ability craft their Mana into various simple tools and weapons. larger and/or more complex objects require more Mana. their Mana-made objects are the same type of aura as their body and thus, while very light, is corporeal and can cause damage, especially if it's sharp enough. they also have an acute Mana detection ability, allowing them to sense and draw out even the thinnest traces.
 
Misc: Sol doesn't need to eat or sleep but they do need to replenish their Mana to stay alive, due to this they are cautious about using their Mana shaping ability as even a standard sized sword can be incredibly draining. The amount of Mana they can contain is limited so they can't really stockpile and have to gather more at least every couple days; when they do refill their Mana supply their aura body morphs into a series of lashing tendrils that literally grab the mana from the surrounding area and pull it into their crystal. They are unable to speak but were taught this worlds equivalent to sign language and are very excited when they meet someone they can properly communicate with.

 

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Alrighty think I'm ready here...

 

[spoiler=A Manchild and his Bottles]

Name: Ethoeth Betlot

 

Species: Human

 

Gender: Male

 

Age: 27

 

[spoiler=Appearance:]

I'm a little teapot, short and stout... Ethoeths favorite nursery rhyme seems to have tranfered into his body type, seeing as he never grew past 5'4" and ballooned to 256 lbs over the years. His forearms are thick as columns with divets where his elbows should be, but his legs are chiseled and solid.

His purple-black hair is always slicked back against his head, coming to a neat curl at the base of his neck. His face rests in a smug smirk, with his grey eyes half shut and eyebrows half shaved. His full cheeks are clean shaven and his nose is as round as his head. All this together makes him almost clownish, which is exactly why he dresses as lavishly as he can.

His usual dress is a tan and blue-trimmed lapelled coat with waist pockets over a frilled black blouse, along with a pair of nice cuffed black linens and a belt with as many bottles attached as there possibly be. He also sports a pair of black leather closed-toed-open-sole shoes with a golden buckle.

 

 

Personality: Most people would describe Ethoeth as lazy and hedonistic, and they'd be right to say so. Ethoeth expects everything for nothing, given to him without a second thought because he's just so great. He has little regard for others feelings, often playing cruel but childish jokes for his amusement. He doesn't like to fuss if he can't get his way, because that's a waste of his precious time and energy. Through and through, Ethoeth is a spoiled trustfund kid with no respect for his or others property.

 

[spoiler=Biography:]

Ethoeth is the eldest son of the Mint of Nascan. He's had everything handed to him his whole life, and he's just fine with that. He floated his way through mandatory magic school with the help of "tutors" who did his homework and an advanced apptitude for earth magic. He even spent a year abroad in Pruenia studying water magic, not because it was interesting but because it sounded easy. By day he studied, and by night, instead of expanding his horizons, he expanded his palette and waistline.

After school, He'd taken up his old room in his parents' lavish estate, doing next to nothing as he had since childhood. Spending the days, using his new bottle familiars to fetch things for him and play pranks on his younger family members. With the passing of the late Tyrant, Ethoeth's family has urged him to attempt the mammoth task of the dead dynast. With ample supply and coin given, his family thrust him from the home in an attempt to finally stimulate the boy into doing something.

Ethoeth has hardly any interest in the role of Tyrant for the secrets. He aspires for the title because of the many, many gifts he'll recive from his parents, his nation, all the nations and any person vying for his approval.

 

 

 

 

Magic Aptitude:

Wizard Earth/ Citizen-bordering-Mage Water.

 

 

[spoiler=Skills:]

While the family tradition is metalworking, Ethoeth has taken more the route of buffing. He's mastered throwing around his weight with an esspecially tough stone skin, and he moves on the earth as if it were polished marble.

With the aid of water magic, Ethoeth has the use of bottle familiars. As big as a bottle can be, bottle familiars are brought to life by a stone imbude with earth magic combining with a liquid in a bottle. Most any liquid will do, but just water seems to work best.

   These familiars are not advanced, only able to follow one order at a time, and most are single use before the stone dissolves completely and the familiar rendered a mere bottle once again.

 

 

 

Misc:

I'll put good stuff here as I think of it.

 

 

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[spoiler=The Silent Manasmith] 

Name: Sol
 
Species: Failed Immortal Experiment
 
Gender: None
 
Age: Unknown, roughly 1000 years
 
[spoiler=Appearance]  god-speed-subs-shukufuku-no-campanella-0
Sol is incredibly light, their body consists mostly of an aura that has no real weight despite being somewhat material; on top of that they aren't particularly tall, only about the size of the average 12 year old human. They're basically a foot long crystal floating in the chest of vaguely person-shaped cloud of mist.  

 
Personality: Often aloof, their inability to communicate with most people can be mistaken for a limited, almost childlike, mentality but in reality they are rather intelligent by human standards, mostly due to their long lifespan, and can easily comprehend the world around them but simply prefer to spend a lot of time in their own head. They also suffer from severe tunnel vision, unable to even consider anything outside of their current goal, which often leads to trouble as they don't always consider the implications or consequences of their actions until it's to late. They are also very loyal and obedient towards trustworthy allies, a bit of a side effect from their origin, and delight in performing even simple tasks for friends. Sol is a pacifist, mostly because they are both a coward and not particularly strong, add onto that their incredibly limited magic ability and they will refuse to fight unless there is absolutely no other option including running away.
 
Biography: Sol was the first successful attempt attempt by a long dead Nascan mage to create an immortal, that is if your definition of success is not exploding, for the first few years they were studied by their creator to figure out what made them different from his previous attempts. Eventually they became his assistant in his future experiments until he died, never achieving anything further than Sol. Unfortunately they weren't intended to live as long as they have, only really being a prototype to his theories, so their memories of  both their creator and the research that lead to their existence are distant and fuzzy so they have little to no knowledge of what exactly made them sort of work when the others attempts outright self destructed. Sol actually doesn't care or even know about the current selection rule for the next "Tyrant" and only want to figure out the secrets of Immortals to complete themselves.
 
Magic Aptitude: Sol is able to use Earth magic however it's incredibly weak so the most they can accomplish is simple reinforcement spells and some metalcrafting
 
Skills: The main magic ability they rely on is Mana shaping, the ability craft their Mana into various simple tools and weapons. larger and/or more complex objects require more Mana. their Mana-made objects are the same type of aura as their body and thus, while very light, is corporeal and can cause damage, especially if it's sharp enough. they also have an acute Mana detection ability, allowing them to sense and draw out even the thinnest traces.
 
Misc: Sol doesn't need to eat or sleep but they do need to replenish their Mana to stay alive, due to this they are cautious about using their Mana shaping ability as even a standard sized sword can be incredibly draining. The amount of Mana they can contain is limited so they can't really stockpile and have to gather more at least every couple days; when they do refill their Mana supply their aura body morphs into a series of lashing tendrils that literally grab the mana from the surrounding area and pull it into their crystal. They are unable to speak but were taught this worlds equivalent to sign language and are very excited when they meet someone they can properly communicate with.

 

 

 

Alrighty think I'm ready here...

 

[spoiler=A Manchild and his Bottles]

Name: Ethoeth Betlot

 

Species: Human

 

Gender: Male

 

Age: 27

 

[spoiler=Appearance:]

I'm a little teapot, short and stout... Ethoeths favorite nursery rhyme seems to have tranfered into his body type, seeing as he never grew past 5'4" and ballooned to 256 lbs over the years. His forearms are thick as columns with divets where his elbows should be, but his legs are chiseled and solid.

His purple-black hair is always slicked back against his head, coming to a neat curl at the base of his neck. His face rests in a smug smirk, with his grey eyes half shut and eyebrows half shaved. His full cheeks are clean shaven and his nose is as round as his head. All this together makes him almost clownish, which is exactly why he dresses as lavishly as he can.

His usual dress is a tan and blue-trimmed lapelled coat with waist pockets over a frilled black blouse, along with a pair of nice cuffed black linens and a belt with as many bottles attached as there possibly be. He also sports a pair of black leather closed-toed-open-sole shoes with a golden buckle.

 

 

Personality: Most people would describe Ethoeth as lazy and hedonistic, and they'd be right to say so. Ethoeth expects everything for nothing, given to him without a second thought because he's just so great. He has little regard for others feelings, often playing cruel but childish jokes for his amusement. He doesn't like to fuss if he can't get his way, because that's a waste of his precious time and energy. Through and through, Ethoeth is a spoiled trustfund kid with no respect for his or others property.

 

[spoiler=Biography:]

Ethoeth is the eldest son of the Mint of Nascan. He's had everything handed to him his whole life, and he's just fine with that. He floated his way through mandatory magic school with the help of "tutors" who did his homework and an advanced apptitude for earth magic. He even spent a year abroad in Pruenia studying water magic, not because it was interesting but because it sounded easy. By day he studied, and by night, instead of expanding his horizons, he expanded his palette and waistline.

After school, He'd taken up his old room in his parents' lavish estate, doing next to nothing as he had since childhood. Spending the days, using his new bottle familiars to fetch things for him and play pranks on his younger family members. With the passing of the late Tyrant, Ethoeth's family has urged him to attempt the mammoth task of the dead dynast. With ample supply and coin given, his family thrust him from the home in an attempt to finally stimulate the boy into doing something.

Ethoeth has hardly any interest in the role of Tyrant for the secrets. He aspires for the title because of the many, many gifts he'll recive from his parents, his nation, all the nations and any person vying for his approval.

 

 

 

 

Magic Aptitude:

Wizard Earth/ Citizen-bordering-Mage Water.

 

 

[spoiler=Skills:]

While the family tradition is metalworking, Ethoeth has taken more the route of buffing. He's mastered throwing around his weight with an esspecially tough stone skin, and he moves on the earth as if it were polished marble.

With the aid of water magic, Ethoeth has the use of bottle familiars. As big as a bottle can be, bottle familiars are brought to life by a stone imbude with earth magic combining with a liquid in a bottle. Most any liquid will do, but just water seems to work best.

   These familiars are not advanced, only able to follow one order at a time, and most are single use before the stone dissolves completely and the familiar rendered a mere bottle once again.

 

 

 

Misc:

I'll put good stuff here as I think of it.

 

 

 

Both accepted!

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